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Revision 1.10 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.81 by root, Wed Apr 28 19:20:48 2010 UTC

1
2/* 1/*
3 * static char *rcsid_shop_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: shop.C,v 1.10 2006/09/10 15:59:57 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
12 7 *
13 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
14 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
15 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 11 * option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 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
24 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
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
26 21 *
27 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>
28*/ 23 */
29 24
30#include <global.h> 25#include <global.h>
31#include <spells.h> 26#include <spells.h>
32#include <skills.h> 27#include <skills.h>
33#include <living.h> 28#include <living.h>
34#include <newclient.h>
35#ifndef __CEXTRACT__
36# include <sproto.h> 29#include <sproto.h>
37#endif
38#include <math.h>
39 30
40/* 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
41 * 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
42 * 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
43 * therefore making this number higher, makes specialisation less effective. 34 * therefore making this number higher, makes specialisation less effective.
44 * 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,
45 * (though not useful) effects. 36 * (though not useful) effects.
46 */ 37 */
47#define SPECIALISATION_EFFECT 0.5 38#define SPECIALISATION_EFFECT .5
48 39
49/* price a shopkeeper will give someone they neither like nor dislike */ 40// price a shopkeeper will give someone that is not of their race
50#define NEUTRAL_RATIO 0.8 41#define DISLIKE_RATIO 0.8
51 42
52static uint64 pay_from_container (object *pl, object *pouch, uint64 to_pay); 43static void pay_from_container (object *pl, object *pouch, sint64 &to_pay);
53static 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);
54static double shop_specialisation_ratio (const object *item, const mapstruct *map); 45static double shop_specialisation_ratio (const object *item, const maptile *map);
55static double shop_greed (const mapstruct *map); 46static double shop_greed (const maptile *map);
56
57#define NUM_COINS 4 /* number of coin types */
58static const char *const coins[] = { "royalty", "platinacoin", "goldcoin", "silvercoin", NULL };
59 47
60/* 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
61 * 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
62 * 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.
63 * 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
80 * thus remained 0. 68 * thus remained 0.
81 * 69 *
82 * Mark Wedel (mwedel@pyramid.com) 70 * Mark Wedel (mwedel@pyramid.com)
83 */ 71 */
84 72
85static uint64 approx_range; 73static sint64 approx_range;
86 74
87uint64 75sint64
88query_cost (const object *tmp, object *who, int flag) 76query_cost (const object *tmp, object *who, int flag)
89{ 77{
90 double val; 78 double val;
91 int number; /* used to better calculate value */
92 int no_bargain; 79 int no_bargain;
93 int identified; 80 int identified;
94 int not_cursed; 81 int not_cursed;
95 int approximate; 82 int approximate;
96 int shop; 83 int shop;
103 not_cursed = flag & F_NOT_CURSED; 90 not_cursed = flag & F_NOT_CURSED;
104 approximate = flag & F_APPROX; 91 approximate = flag & F_APPROX;
105 shop = flag & F_SHOP; 92 shop = flag & F_SHOP;
106 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);
107 94
95 int number = tmp->number_of ();
96
108 if (tmp->type == MONEY) 97 if (tmp->type == MONEY)
109 return (tmp->nrof * tmp->value); 98 return number * tmp->value;
99
110 if (tmp->type == GEM) 100 if (tmp->type == GEM)
111 { 101 {
112 if (flag == F_TRUE) 102 if (flag == F_TRUE)
113 return (tmp->nrof * tmp->value); 103 return number * tmp->value;
104
114 if (flag == F_BUY) 105 if (flag == F_BUY)
115 return (uint64) (1.03 * tmp->nrof * tmp->value); 106 return 1.03 * number * tmp->value;
107
116 if (flag == F_SELL) 108 if (flag == F_SELL)
117 return (uint64) (0.97 * tmp->nrof * tmp->value); 109 return 0.97 * number * tmp->value;
110
118 LOG (llevError, "Query_cost: Gem type with unknown flag : %d\n", flag); 111 LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ());
119 return 0; 112 return 0;
120 } 113 }
121 number = tmp->nrof; 114
122 if (number == 0)
123 number = 1;
124 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) 115 if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified)
125 { 116 {
126 if (!not_cursed && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 117 if (!not_cursed && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
127 return 0; 118 return 0;
128 else 119 else
129 val = tmp->value * number; 120 val = number * tmp->value;
130 } 121 }
131 /* 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 */
132 else 123 else
133 { 124 {
134 if (tmp->arch != NULL)
135 {
136 if (flag == F_BUY) 125 if (flag == F_BUY)
126 {
127 LOG (llevError | logBacktrace, "Asking for buy-value of unidentified object: %s\n", tmp->debug_desc ());
128 val = tmp->arch->value * 50 * number;
129 }
130 else
131 { /* Trying to sell something, or get true value */
132 if (tmp->type == POTION)
133 val = number * 40; /* Don't want to give anything away */
134 else
137 { 135 {
138 LOG (llevError, "Asking for buy-value of unidentified object.\n"); 136 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
139 val = tmp->arch->clone.value * 50 * number; 137 * unknown objects
138 */
139 if (tmp->flag [FLAG_BEEN_APPLIED])
140 val = number * tmp->arch->value * 2 / 3;
141 else
142 val = number * tmp->arch->value / 3;
140 } 143 }
141 else
142 { /* Trying to sell something, or get true value */
143 if (tmp->type == POTION)
144 val = number * 40; /* Don't want to give anything away */
145 else
146 {
147 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
148 * unknown objects
149 */
150 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
151 val = number * tmp->arch->clone.value * 2 / 3;
152 else
153 val = number * tmp->arch->clone.value / 3;
154 }
155 }
156 }
157 else
158 { /* No archetype with this object */
159 LOG (llevDebug, "In sell item: Have object with no archetype: %s\n", &tmp->name);
160 if (flag == F_BUY)
161 {
162 LOG (llevError, "Asking for buy-value of unidentified object without arch.\n");
163 val = number * tmp->value * 10;
164 }
165 else
166 val = number * tmp->value / 5;
167 } 144 }
168 } 145 }
169 146
170 /* 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
171 * identified, AND the object is magical and the archetype is non 148 * identified, AND the object is magical and the archetype is non
172 * magical, then change values accordingly. The tmp->arch==NULL is 149 * magical, then change values accordingly. The tmp->arch==NULL is
173 * 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
174 * tmp->arch->clone.magic for any magic. The check for archetype 151 * tmp->arch->magic for any magic. The check for archetype
175 * 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
176 * default magical. This is because the archetype value should have 153 * default magical. This is because the archetype value should have
177 * already figured in that value. 154 * already figured in that value.
178 */ 155 */
179 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])
180 QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->clone.magic)) 157 && tmp->magic && (!tmp->arch || !tmp->arch->magic))
181 { 158 {
182 if (tmp->magic > 0) 159 if (tmp->magic > 0)
183 val *= (3 * tmp->magic * tmp->magic * tmp->magic); 160 val *= 3 * tmp->magic * tmp->magic * tmp->magic;
184 else 161 else
185 /* Note that tmp->magic is negative, so that this 162 /* Note that tmp->magic is negative, so that this
186 * will actually be something like val /=2, /=3, etc. 163 * will actually be something like val /=2, /=3, etc.
187 */ 164 */
188 val /= (1 - tmp->magic); 165 val /= 1 - tmp->magic;
189 } 166 }
190 167
191 if (tmp->type == WAND) 168 if (tmp->type == WAND)
192 { 169 {
193 /* Value of the wand is multiplied by the number of 170 /* Value of the wand is multiplied by the number of
194 * charges. the treasure code already sets up the value 171 * charges. the treasure code already sets up the value
195 * 50 charges is used as the baseline. 172 * 50 charges is used as the baseline.
196 */ 173 */
197 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) 174 if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified)
198 val = (val * tmp->stats.food) / 50; 175 val *= tmp->stats.food / 50;
199 else /* if not identified, presume one charge */ 176 else /* if not identified, presume one charge */
200 val /= 50; 177 val /= 50;
201 } 178 }
202 179
203 /* Limit amount of money you can get for really great items. */ 180 /* Limit amount of money you can get for really great items. */
204 if (flag == F_SELL) 181 if (flag == F_SELL)
205 val = value_limit ((uint64) val, number, who, shop); 182 val = value_limit (val, number, who, shop);
206 183
207 // use a nonlinear price adjustment. as my predecessor said, don't change 184 // use a nonlinear price adjustment. as my predecessor said, don't change
208 // the archetypes, its work required for balancing, and we don't care. 185 // the archetypes, its work required for balancing, and we don't care.
209 //val = pow (val, 1.05); 186 //val = pow (val, 1.05);
210 187
213 * AND Cha = 30 will get optimal price. 190 * AND Cha = 30 will get optimal price.
214 * Thus charisma will never get useless. 191 * Thus charisma will never get useless.
215 * -b.e. edler@heydernet.de 192 * -b.e. edler@heydernet.de
216 */ 193 */
217 194
218 if (who != NULL && who->type == PLAYER) 195 if (who && who->type == PLAYER)
219 { 196 {
220 int lev_bargain = 0; 197 int lev_bargain = 0;
221 int lev_identify = 0; 198 int lev_identify = 0;
222 int idskill1 = 0;
223 int idskill2 = 0;
224 const typedata *tmptype;
225
226 tmptype = get_typedata (tmp->type);
227 199
228 if (find_skill_by_number (who, SK_BARGAINING)) 200 if (find_skill_by_number (who, SK_BARGAINING))
229 {
230 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level; 201 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level;
202
203 if (const typedata *tmptype = get_typedata (tmp->type))
231 } 204 {
232 if (tmptype)
233 {
234 idskill1 = tmptype->identifyskill; 205 if (int idskill1 = tmptype->identifyskill)
235 if (idskill1)
236 { 206 {
237 idskill2 = tmptype->identifyskill2; 207 int idskill2 = tmptype->identifyskill2;
208
238 if (find_skill_by_number (who, idskill1)) 209 if (find_skill_by_number (who, idskill1))
239 {
240 lev_identify = find_skill_by_number (who, idskill1)->level; 210 lev_identify = find_skill_by_number (who, idskill1)->level;
241 } 211
242 if (idskill2 && find_skill_by_number (who, idskill2)) 212 if (idskill2 && find_skill_by_number (who, idskill2))
243 {
244 lev_identify += find_skill_by_number (who, idskill2)->level; 213 lev_identify += find_skill_by_number (who, idskill2)->level;
245 }
246 } 214 }
247 } 215 }
248 else
249 LOG (llevError, "Query_cost: item %s hasn't got a valid type\n", &tmp->name);
250 216
251 /* ratio determines how much of the price modification 217 /* ratio determines how much of the price modification
252 * will come from the basic stat charisma 218 * will come from the basic stat charisma
253 * the rest will come from the level in bargaining skill 219 * the rest will come from the level in bargaining skill
254 */ 220 */
255 const double cha_ratio = 0.40; 221 const double cha_ratio = 0.40;
256 222
257 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);
258
259 diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.); 224 diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.);
260
261 diff = .02 + (.80 - .02) * diff; 225 diff = .02 + (.80 - .02) * diff;
262 226
263 if (flag == F_BUY) 227 if (flag == F_BUY)
264 val += (val * diff); 228 val += val * diff;
265 else if (flag == F_SELL) 229 else if (flag == F_SELL)
266 val -= (val * diff); 230 val -= val * diff;
267 231
268 // 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
269 // then the range is adjusted randomly around the correct value 233 // then the range is adjusted randomly around the correct value
270 if (approximate) 234 if (approximate)
271 approx_range = uint64 (val / sqrt (lev_identify * 3 + 1)); 235 approx_range = val / sqrt (lev_identify * 3 + 1);
272 } 236 }
273 237
274 /* 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
275 * overflow of diff above. That shoudl only happen if 239 * overflow of diff above. That should only happen if
276 * we are selling objects - in that case, the person just 240 * we are selling objects - in that case, the person just
277 * gets no money. 241 * gets no money.
278 */ 242 */
279 if ((sint64) val < 0) 243 if ((sint64) val < 0)
280 val = 0; 244 val = 0;
281 245
282 /* Unidentified stuff won't sell for more than 60gp */ 246 /* Unidentified stuff won't sell for more than 10gp */
283 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)
284 { 248 min_it (val, 1000);
285 val = (val > 600) ? 600 : val;
286 }
287 249
288 /* 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 */
289 if (shop && who) 251 if (shop && who)
290 { 252 {
291 if (flag == F_SELL) 253 if (flag == F_SELL)
292 val = (val * shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map)); 254 val *= shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map);
293 else if (flag == F_BUY) 255 else if (flag == F_BUY)
294 { 256 {
295 /* 257 /*
296 * 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
297 * let the item be sold cheaper, according to the specialisation of 259 * let the item be sold cheaper, according to the specialisation of
303 * 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).
304 * 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
305 * 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
306 * antiques in a junk shop in real life). 268 * antiques in a junk shop in real life).
307 */ 269 */
308 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD)) 270 if (tmp->flag [FLAG_PLAYER_SOLD])
309 val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who)); 271 val *= shop_specialisation_ratio (tmp, who->map);
310 else 272 else
311 val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who))); 273 val /= shop_specialisation_ratio (tmp, who->map);
274
275 val *= shop_greed (who->map) / shopkeeper_approval (who->map, who);
312 } 276 }
277
313 /* 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
314 * 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
315 * pointful, and could give fun with rounding. 280 * pointful, and could give fun with rounding.
316 */ 281 */
317 if (who->map->path != NULL && val > 50) 282 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution
318 val = (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);
319 } 285 }
320 return (uint64) val; 286
287 return val;
321} 288}
322 289
323/* 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
324 * cointype placement. 291 * cointype placement.
325 */ 292 */
326 293
327static archetype * 294static archetype *
328find_next_coin (uint64 c, int *cointype) 295find_next_coin (sint64 c, int *cointype)
329{ 296{
330 archetype *coin; 297 archetype *coin;
331 298
332 do 299 do
333 { 300 {
334 if (coins[*cointype] == NULL) 301 if (!coins [*cointype])
335 return NULL; 302 return 0;
303
336 coin = find_archetype (coins[*cointype]); 304 coin = archetype::find (coins [*cointype]);
305
337 if (coin == NULL) 306 if (!coin)
338 return NULL; 307 return 0;
308
339 *cointype += 1; 309 *cointype += 1;
340 } 310 }
341 while ((uint64) coin->clone.value > c); 311 while (coin->value > c);
342 312
343 return coin; 313 return coin;
344} 314}
345 315
346/* 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
352 * coins, there are certainly issues - the easiest fix at that 322 * coins, there are certainly issues - the easiest fix at that
353 * time is to add a higher denomination (mithril piece with 323 * time is to add a higher denomination (mithril piece with
354 * 10,000 silver or something) 324 * 10,000 silver or something)
355 */ 325 */
356const char * 326const char *
357cost_string_from_value (uint64 cost, int approx) 327cost_string_from_value (sint64 cost, int approx)
358{ 328{
359 static char buf[MAX_BUF];
360 archetype *coin, *next_coin; 329 archetype *coin, *next_coin;
361 int num, cointype = 0; 330 int num, cointype = 0;
362 331
363 coin = find_next_coin (cost, &cointype); 332 coin = find_next_coin (cost, &cointype);
364 if (coin == NULL) 333 if (!coin)
365 return "nothing"; 334 return "nothing";
366 335
367 num = cost / coin->clone.value; 336 num = cost / coin->value;
368 /* so long as nrof is 32 bit, this is true. 337 /* so long as nrof is 32 bit, this is true.
369 * 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
370 * is basically true. 339 * is basically true.
371 */ 340 */
372 if ((cost / coin->clone.value) > UINT32_MAX) 341 if (cost / coin->value > UINT32_MAX)
373 {
374 strcpy (buf, "an unimaginable sum of money"); 342 return "an unimaginable sum of money";
375 return buf;
376 }
377 343
378 cost -= (uint64) num *(uint64) coin->clone.value; 344 cost -= num * (sint64)coin->value;
379 345
380 sprintf (buf, "%d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name); 346 char *buf = format ("%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
381 347
382 next_coin = find_next_coin (cost, &cointype); 348 next_coin = find_next_coin (cost, &cointype);
383 if (next_coin == NULL || approx) 349 if (!next_coin || approx)
384 return buf; 350 return buf;
385 351
386 coin = next_coin; 352 coin = next_coin;
387 num = cost / coin->clone.value; 353 num = cost / coin->value;
388 cost -= (uint64) num *(uint64) coin->clone.value; 354 cost -= num * (sint64)coin->value;
389 355
390 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name); 356 return format ("%s and %d %s", buf, num, num > 1 ? &coin->object::name_pl : &coin->object::name);
391
392 return buf;
393} 357}
394 358
395const char * 359const char *
396query_cost_string (const object *tmp, object *who, int flag) 360query_cost_string (const object *tmp, object *who, int flag)
397{ 361{
398 uint64 real_value = query_cost (tmp, who, flag); 362 sint64 real_value = query_cost (tmp, who, flag);
399 int idskill1 = 0; 363 int idskill1 = 0;
400 int idskill2 = 0; 364 int idskill2 = 0;
401 const typedata *tmptype; 365 const typedata *tmptype;
402 366
403 tmptype = get_typedata (tmp->type); 367 tmptype = get_typedata (tmp->type);
418 { 382 {
419 if (!idskill2 || !find_skill_by_number (who, idskill2)) 383 if (!idskill2 || !find_skill_by_number (who, idskill2))
420 { 384 {
421 if (!find_skill_by_number (who, SK_BARGAINING)) 385 if (!find_skill_by_number (who, SK_BARGAINING))
422 { 386 {
423 static char buf[MAX_BUF];
424 int num, cointype = 0; 387 int num, cointype = 0;
425 archetype *coin = find_next_coin (real_value, &cointype); 388 archetype *coin = find_next_coin (real_value, &cointype);
426 389
427 if (coin == NULL) 390 if (!coin)
428 return "nothing"; 391 return "nothing";
429 392
430 num = real_value / coin->clone.value; 393 num = real_value / coin->value;
394
431 if (num == 1) 395 if (num == 1)
432 sprintf (buf, "about one %s", &coin->clone.name); 396 return format ("about one %s", &coin->object::name);
433 else if (num < 5) 397 else if (num < 5)
434 sprintf (buf, "a few %s", &coin->clone.name_pl); 398 return format ("a few %s", &coin->object::name_pl);
435 else if (num < 10) 399 else if (num < 10)
436 sprintf (buf, "several %s", &coin->clone.name_pl); 400 return format ("several %s", &coin->object::name_pl);
437 else if (num < 25) 401 else if (num < 25)
438 sprintf (buf, "a moderate amount of %s", &coin->clone.name_pl); 402 return format ("a moderate amount of %s", &coin->object::name_pl);
439 else if (num < 100) 403 else if (num < 100)
440 sprintf (buf, "lots of %s", &coin->clone.name_pl); 404 return format ("lots of %s", &coin->object::name_pl);
441 else if (num < 1000) 405 else if (num < 1000)
442 sprintf (buf, "a great many %s", &coin->clone.name_pl); 406 return format ("a great many %s", &coin->object::name_pl);
443 else 407 else
444 sprintf (buf, "a vast quantity of %s", &coin->clone.name_pl); 408 return format ("a vast quantity of %s", &coin->object::name_pl);
445 return buf;
446 } 409 }
447 } 410 }
448 } 411 }
449 412
450 int hash = ((unsigned int) tmp->count * 174364621) & 1023;
451
452 if (approx_range) 413 if (approx_range)
453 { 414 {
415 int hash = tmp->random_seed () & 1023;
454 uint64 lo = (sint64) real_value - (approx_range * hash >> 10); 416 sint64 lo = real_value - (approx_range * hash >> 10);
455 static char buf[MAX_BUF];
456 417
457 sprintf (buf, "between %s", cost_string_from_value (lo, 1)); 418 return format ("between %s and %s",
458 sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1)); 419 cost_string_from_value (lo, 1),
459 420 cost_string_from_value (lo + approx_range, 1));
460 return buf;
461 } 421 }
462 } 422 }
463 423
464 return cost_string_from_value (real_value, 0); 424 return cost_string_from_value (real_value, 0);
465} 425}
466 426
467/* This function finds out how much money the player is carrying, 427/* This function finds out how much money the player is carrying,
468 * including what is in containers. 428 * including what is in containers.
469 */ 429 */
470uint64 430sint64
471query_money (const object *op) 431query_money (const object *op)
472{ 432{
473 object *tmp; 433 object *tmp;
474 uint64 total = 0; 434 sint64 total = 0;
475 435
476 if (op->type != PLAYER && op->type != CONTAINER) 436 if (op->type != PLAYER && op->type != CONTAINER)
477 { 437 {
478 LOG (llevError, "Query money called with non player/container\n"); 438 LOG (llevError, "Query money called with non player/container\n");
479 return 0; 439 return 0;
480 } 440 }
441
481 for (tmp = op->inv; tmp; tmp = tmp->below) 442 for (tmp = op->inv; tmp; tmp = tmp->below)
482 {
483 if (tmp->type == MONEY) 443 if (tmp->type == MONEY)
484 {
485 total += (uint64) tmp->nrof * (uint64) tmp->value; 444 total += tmp->nrof * (sint64)tmp->value;
486 }
487 else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (tmp->race == NULL || strstr (tmp->race, "gold"))) 445 else if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && (!tmp->race || tmp->race.contains ("gold")))
488 {
489 total += query_money (tmp); 446 total += query_money (tmp);
490 } 447
491 }
492 return total; 448 return total;
493} 449}
494 450
495/* TCHIZE: This function takes the amount of money from the 451/* TCHIZE: This function takes the amount of money from the
496 * the player inventory and from it's various pouches using the 452 * the player inventory and from it's various pouches using the
497 * pay_from_container function. 453 * pay_from_container function.
498 * returns 0 if not possible. 1 if success 454 * returns 0 if not possible. 1 if success
499 */ 455 */
500int 456int
501pay_for_amount (uint64 to_pay, object *pl) 457pay_for_amount (sint64 to_pay, object *pl)
502{ 458{
503 object *pouch; 459 object *pouch;
504 460
505 if (to_pay == 0) 461 if (to_pay == 0)
506 return 1; 462 return 1;
463
507 if (to_pay > query_money (pl)) 464 if (to_pay > query_money (pl))
508 return 0; 465 return 0;
509 466
510 to_pay = pay_from_container (pl, pl, to_pay); 467 pay_from_container (pl, pl, to_pay);
511 468
512 for (pouch = pl->inv; (pouch != NULL) && (to_pay > 0); pouch = pouch->below) 469 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
513 {
514 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold"))) 470 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && (!pouch->race || pouch->race.contains ("gold")))
515 {
516 to_pay = pay_from_container (pl, pouch, to_pay); 471 pay_from_container (pl, pouch, to_pay);
517 } 472
518 } 473 pl->update_stats ();
519 fix_player (pl);
520 return 1; 474 return 1;
521} 475}
522 476
523/* 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
524 * 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
526 * of the price was paid from. 480 * of the price was paid from.
527 */ 481 */
528int 482int
529pay_for_item (object *op, object *pl) 483pay_for_item (object *op, object *pl)
530{ 484{
531 uint64 to_pay = query_cost (op, pl, F_BUY | F_SHOP); 485 sint64 to_pay = query_cost (op, pl, F_BUY | F_SHOP);
532 object *pouch; 486 object *pouch;
533 uint64 saved_money; 487 sint64 saved_money;
534 488
535 if (to_pay == 0) 489 if (to_pay == 0)
536 return 1; 490 return 1;
491
537 if (to_pay > query_money (pl)) 492 if (to_pay > query_money (pl))
538 return 0; 493 return 0;
539 494
540 /* We compare the paid price with the one for a player 495 /* We compare the paid price with the one for a player
541 * without bargaining skill. 496 * without bargaining skill.
544 saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay; 499 saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay;
545 500
546 if (saved_money > 0) 501 if (saved_money > 0)
547 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE); 502 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE);
548 503
549 to_pay = pay_from_container (pl, pl, to_pay); 504 pay_from_container (pl, pl, to_pay);
550 505
551 for (pouch = pl->inv; (pouch != NULL) && (to_pay > 0); pouch = pouch->below) 506 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
552 {
553 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold"))) 507 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && (!pouch->race || pouch->race.contains ("gold")))
554 {
555 to_pay = pay_from_container (pl, pouch, to_pay); 508 pay_from_container (pl, pouch, to_pay);
556 } 509
557 } 510 pl->update_stats ();
558 if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ)) 511
559 SET_FLAG (op, FLAG_WAS_WIZ);
560 fix_player (pl);
561 return 1; 512 return 1;
562} 513}
563 514
564/* 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
565 * the player. 516 * the player.
573 * 524 *
574 * 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.
575 * to_pay is the required amount. 526 * to_pay is the required amount.
576 * returns the amount still missing after using "pouch". 527 * returns the amount still missing after using "pouch".
577 */ 528 */
578static uint64 529static void
579pay_from_container (object *pl, object *pouch, uint64 to_pay) 530pay_from_container (object *pl, object *pouch, sint64 &to_pay)
580{ 531{
581 int count, i; 532 int count, i;
582 uint64 remain; 533 object *tmp, *next;
583 object *tmp, *coin_objs[NUM_COINS], *next;
584 archetype *at; 534 archetype *at;
585 535
586 if (pouch->type != PLAYER && pouch->type != CONTAINER) 536 if (pouch->type != PLAYER && pouch->type != CONTAINER)
587 return to_pay; 537 return;
588 538
589 remain = to_pay; 539 object *coin_objs[NUM_COINS] = { 0 };
590 for (i = 0; i < NUM_COINS; i++)
591 coin_objs[i] = NULL;
592 540
593 /* 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 */
594 for (tmp = pouch->inv; tmp; tmp = next) 542 for (tmp = pouch->inv; tmp; tmp = next)
595 { 543 {
596 next = tmp->below; 544 next = tmp->below;
597 545
598 if (tmp->type == MONEY) 546 if (tmp->type == MONEY)
599 { 547 {
600 for (i = 0; i < NUM_COINS; i++) 548 for (i = 0; i < NUM_COINS; i++)
601 { 549 {
602 if (!strcmp (coins[NUM_COINS - 1 - i], tmp->arch->name) && (tmp->value == tmp->arch->clone.value)) 550 if (tmp->value == tmp->arch->value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->archname))
603 { 551 {
604
605 /* This should not happen, but if it does, just * 552 // This should not happen, but if it does, just merge the two.
606 * merge the two. */
607 if (coin_objs[i] != NULL) 553 if (coin_objs [i])
608 { 554 {
609 LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]); 555 LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]);
610 remove_ob (tmp);
611 coin_objs[i]->nrof += tmp->nrof; 556 coin_objs[i]->nrof += tmp->nrof;
612 esrv_del_item (pl->contr, tmp->count); 557 tmp->destroy ();
613 free_object (tmp);
614 } 558 }
615 else 559 else
616 { 560 {
617 remove_ob (tmp); 561 tmp->remove ();
618 if (pouch->type == PLAYER)
619 esrv_del_item (pl->contr, tmp->count);
620 coin_objs[i] = tmp; 562 coin_objs[i] = tmp;
621 } 563 }
564
622 break; 565 break;
623 } 566 }
624 } 567 }
568
625 if (i == NUM_COINS) 569 if (i == NUM_COINS)
626 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->name); 570 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->archname);
627 } 571 }
628 } 572 }
629 573
630 /* 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. */
631 /* 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 */
632 for (i = 0; i < NUM_COINS; i++) 576 for (i = 0; i < NUM_COINS; i++)
633 if (coin_objs[i] == NULL) 577 if (!coin_objs[i])
634 { 578 {
635 at = find_archetype (coins[NUM_COINS - 1 - i]); 579 at = archetype::find (coins[NUM_COINS - 1 - i]);
580
636 if (at == NULL) 581 if (at == NULL)
637 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]);
638 coin_objs[i] = arch_to_object (at); 583
584 coin_objs[i] = at->instance ();
639 coin_objs[i]->nrof = 0; 585 coin_objs[i]->nrof = 0;
640 } 586 }
641 587
642 for (i = 0; i < NUM_COINS; i++) 588 for (i = 0; i < NUM_COINS; i++)
643 { 589 {
644 int num_coins; 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;
645 593
646 if (coin_objs[i]->nrof * coin_objs[i]->value > remain)
647 {
648 num_coins = remain / coin_objs[i]->value;
649 if ((uint64) num_coins * (uint64) coin_objs[i]->value < remain)
650 num_coins++;
651 }
652 else
653 {
654 num_coins = coin_objs[i]->nrof;
655 }
656 remain -= (sint64) num_coins *(sint64) coin_objs[i]->value;
657
658 coin_objs[i]->nrof -= num_coins; 594 coin.nrof -= num_coins;
659 /* Now start making change. Start at the coin value 595 /* Now start making change. Start at the coin value
660 * below the one we just did, and work down to 596 * below the one we just did, and work down to
661 * the lowest value. 597 * the lowest value.
662 */ 598 */
663 count = i - 1; 599 count = i - 1;
600
664 while (remain < 0 && count >= 0) 601 while (to_pay < 0 && count >= 0)
665 { 602 {
666 num_coins = -remain / coin_objs[count]->value; 603 num_coins = (-to_pay) / coin_objs[count]->value;
667 coin_objs[count]->nrof += num_coins; 604 coin_objs[count]->nrof += num_coins;
668 remain += num_coins * coin_objs[count]->value; 605 to_pay += num_coins * coin_objs[count]->value;
669 count--; 606 count--;
670 } 607 }
671 } 608 }
609
672 for (i = 0; i < NUM_COINS; i++) 610 for (i = 0; i < NUM_COINS; i++)
673 {
674 if (coin_objs[i]->nrof) 611 if (coin_objs[i]->nrof)
675 {
676 object *tmp = insert_ob_in_ob (coin_objs[i], pouch); 612 insert_ob_in_ob (coin_objs [i], pouch);
677
678 esrv_send_item (pl, tmp);
679 esrv_send_item (pl, pouch);
680 if (pl != pouch)
681 esrv_update_item (UPD_WEIGHT, pl, pouch);
682 if (pl->type != PLAYER)
683 {
684 esrv_send_item (pl, pl);
685 }
686 }
687 else 613 else
688 { 614 coin_objs[i]->destroy ();
689 free_object (coin_objs[i]);
690 }
691 }
692 return (remain);
693} 615}
694 616
695/* 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
696 * 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.
697 * 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
698 * to the player 620 * to the player
699 */ 621 */
700
701int 622int
702can_pay (object *pl) 623can_pay (object *pl)
703{ 624{
704 int unpaid_count = 0, i; 625 int unpaid_count = 0;
705 uint64 unpaid_price = 0; 626 sint64 unpaid_price = 0;
706 uint64 player_wealth = query_money (pl); 627 sint64 player_wealth = query_money (pl);
707 object *item;
708 uint32 coincount[NUM_COINS];
709 628
710 if (!pl || pl->type != PLAYER) 629 if (!pl || pl->type != PLAYER)
711 { 630 {
712 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");
713 return 0; 632 return 0;
714 } 633 }
715 for (i = 0; i < NUM_COINS; i++) 634
716 coincount[i] = 0; 635 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
717 for (item = pl->inv; item;) 636 if (item->flag [FLAG_UNPAID])
718 {
719 if QUERY_FLAG
720 (item, FLAG_UNPAID)
721 { 637 {
722 unpaid_count++; 638 unpaid_count++;
723 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP); 639 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
724 } 640 }
725 /* merely converting the player's monetary wealth won't do, if we did that, 641
726 * we could print the wrong numbers for the coins, so we count the money instead
727 */
728 for (i = 0; i < NUM_COINS; i++)
729 if (!strcmp (coins[i], item->arch->name))
730 coincount[i] += item->nrof;
731 if (item->inv)
732 item = item->inv;
733 else if (item->below)
734 item = item->below;
735 else if (item->env && item->env != pl && item->env->below)
736 item = item->env->below;
737 else
738 item = NULL;
739 }
740 if (unpaid_price > player_wealth) 642 if (unpaid_price > player_wealth)
741 { 643 {
742 char buf[MAX_BUF]; 644 dynbuf_text &buf = msg_dynbuf; buf.clear ();
743 char cost[MAX_BUF];
744 char missing[MAX_BUF];
745 645
746 sprintf (cost, "%s", cost_string_from_value (unpaid_price, 0)); 646 buf << "You have " << unpaid_count
747 sprintf (missing, "%s", cost_string_from_value (unpaid_price - player_wealth, 0)); 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.>";
748 651
749 sprintf (buf, "You have %d unpaid items that would cost you %s. You need another %s to be able to afford that.", 652 pl->failmsg (buf);
750 unpaid_count, cost, missing); 653
751 new_draw_info (NDI_UNIQUE, 0, pl, buf);
752 return 0; 654 return 0;
753 } 655 }
754 else 656 else
755 return 1; 657 return 1;
756} 658}
757
758 659
759/* Better get_payment, descends containers looking for 660/* Better get_payment, descends containers looking for
760 * unpaid items, and pays for them. 661 * unpaid items, and pays for them.
761 * returns 0 if the player still has unpaid items. 662 * returns 0 if the player still has unpaid items.
762 * returns 1 if the player has paid for everything. 663 * returns 1 if the player has paid for everything.
763 * pl is the player buying the stuff. 664 * pl is the player buying the stuff.
764 * op is the object we are examining. If op has
765 * and inventory, we examine that. IF there are objects
766 * below op, we descend down.
767 */ 665 */
768int 666int
769get_payment (object *pl, object *op) 667get_payment (object *pl)
770{ 668{
771 char buf[MAX_BUF]; 669 for (;;)
772 int ret = 1;
773
774 if (op != NULL && op->inv)
775 ret = get_payment (pl, op->inv);
776
777 if (!ret)
778 return 0;
779
780 if (op != NULL && op->below)
781 ret = get_payment (pl, op->below);
782
783 if (!ret)
784 return 0;
785
786 if (op != NULL && QUERY_FLAG (op, FLAG_UNPAID))
787 { 670 {
788 strncpy (buf, query_cost_string (op, pl, F_BUY | F_SHOP), MAX_BUF); 671 next_item:
789 buf[MAX_BUF - 1] = '\0';
790 if (!pay_for_item (op, pl))
791 {
792 uint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
793 672
794 CLEAR_FLAG (op, FLAG_UNPAID); 673 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
795 new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op));
796 SET_FLAG (op, FLAG_UNPAID);
797 return 0;
798 } 674 {
799 else 675 if (op->flag [FLAG_UNPAID])
800 {
801 object *tmp;
802 tag_t c = op->count;
803
804 CLEAR_FLAG (op, FLAG_UNPAID);
805 CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
806 new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op));
807 tmp = merge_ob (op, NULL);
808 if (pl->type == PLAYER)
809 { 676 {
810 if (tmp) 677 const char *buf = query_cost_string (op, pl, F_BUY | F_SHOP);
811 { /* it was merged */ 678
812 esrv_del_item (pl->contr, c); 679 if (!pay_for_item (op, pl))
813 op = tmp; 680 {
681 sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
682
683 op->clr_flag (FLAG_UNPAID);
684 new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op));
685 op->set_flag (FLAG_UNPAID);
686 return 0;
814 } 687 }
815 esrv_send_item (pl, op); 688 else
689 {
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));
693
694 if (!merge_ob (op, op->env->inv))
695 esrv_update_item (UPD_FLAGS, pl, op);
696
697 goto next_item;
698 }
816 } 699 }
817 } 700 }
818 } 701
819 return 1; 702 return 1;
703 }
820} 704}
821 705
822/* written by elmex: 706/* written by elmex:
823 * moved this code from sell_item () here to have a function 707 * moved this code from sell_item () here to have a function
824 * 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
829 * 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
830 * go somewhere and unload the money at a safe place. 714 * go somewhere and unload the money at a safe place.
831 * 715 *
832 */ 716 */
833void 717void
834pay_player (object *pl, uint64 amount) 718pay_player (object *pl, sint64 amount)
835{ 719{
836 int count = 0; 720 int count = 0;
837 archetype *at = 0; 721 archetype *at = 0;
838 object *pouch = 0, *tmp = 0; 722 object *pouch = 0, *tmp = 0;
839 723
840 for (count = 0; coins[count] != NULL; count++) 724 for (count = 0; coins[count]; count++)
841 { 725 {
842 at = find_archetype (coins[count]); 726 at = archetype::find (coins[count]);
843 727
844 if (at == NULL) 728 if (at == NULL)
845 LOG (llevError, "Could not find %s archetype\n", coins[count]); 729 LOG (llevError, "Could not find %s archetype\n", coins[count]);
846 else if ((amount / at->clone.value) > 0) 730 else if ((amount / at->value) > 0)
847 { 731 {
848 for (pouch = pl->inv; pouch; pouch = pouch->below) 732 for (pouch = pl->inv; pouch; pouch = pouch->below)
849 { 733 {
850 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold")) 734 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && pouch->race.contains ("gold"))
851 { 735 {
852 int w = at->clone.weight * (100 - pouch->stats.Str) / 100; 736 int w = at->weight * (100 - pouch->stats.Str) / 100;
853 int n = amount / at->clone.value; 737 int n = amount / at->value;
854 738
855 if (w == 0) 739 if (w == 0)
856 w = 1; /* Prevent divide by zero */ 740 w = 1; /* Prevent divide by zero */
857 741
858 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))
859 { 743 {
860 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) 744 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
861 n = (pouch->weight_limit - pouch->carrying) / w; 745 n = (pouch->weight_limit - pouch->carrying) / w;
862 746
863 tmp = arch_to_object (at); 747 object *tmp = at->instance ();
864 tmp->nrof = n; 748 tmp->nrof = n;
865 amount -= (uint64) tmp->nrof * (uint64) tmp->value; 749 amount -= tmp->nrof * tmp->value;
866 tmp = insert_ob_in_ob (tmp, pouch); 750 pouch->insert (tmp);
867 esrv_send_item (pl, tmp);
868 esrv_send_item (pl, pouch);
869 esrv_update_item (UPD_WEIGHT, pl, pouch);
870 esrv_send_item (pl, pl);
871 } 751 }
872 } 752 }
873 } 753 }
874 754
875 if (amount / at->clone.value > 0) 755 if (amount / at->value > 0)
876 { 756 {
877 tmp = arch_to_object (at); 757 object *tmp = at->instance ();
878 tmp->nrof = amount / tmp->value; 758 tmp->nrof = amount / tmp->value;
879 amount -= (uint64) tmp->nrof * (uint64) tmp->value; 759 amount -= tmp->nrof * tmp->value;
880 tmp = insert_ob_in_ob (tmp, pl); 760 pl->insert (tmp);
881 esrv_send_item (pl, tmp);
882 esrv_send_item (pl, pl);
883 } 761 }
884 } 762 }
885 } 763 }
886 764
887 if (amount != 0) 765 if (amount != 0)
888#ifndef WIN32
889 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);
890#else
891 LOG (llevError, "Warning - payment in pay_player () not zero: %I64u\n", amount);
892#endif
893} 767}
894 768
895/* elmex: this is for the bank plugin :( */ 769/* elmex: this is for the bank plugin :( */
896uint64 770sint64
897pay_player_arch (object *pl, const char *arch, uint64 amount) 771pay_player_arch (object *pl, const char *arch, sint64 amount)
898{ 772{
899 archetype *at = find_archetype (arch);
900 object *tmp = NULL;
901
902 if (at == NULL)
903 return 0;
904
905 if (amount > 0) 773 if (amount)
906 { 774 {
907 tmp = arch_to_object (at); 775 object *ob = archetype::get (arch);
776
777 if (!ob)
778 return 0;
779
908 tmp->nrof = amount; 780 ob->nrof = amount;
909 tmp = insert_ob_in_ob (tmp, pl); 781 pl->insert (ob);
910 esrv_send_item (pl, tmp);
911 esrv_send_item (pl, pl);
912 } 782 }
913 783
914 return 1; 784 return 1;
915} 785}
916 786
919 * buy item. 789 * buy item.
920 * 790 *
921 * Modified to fill available race: gold containers before dumping 791 * Modified to fill available race: gold containers before dumping
922 * remaining coins in character's inventory. 792 * remaining coins in character's inventory.
923 */ 793 */
924void 794bool
925sell_item (object *op, object *pl) 795sell_item (object *op, object *pl)
926{ 796{
927 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;
928 798
929 if (pl == NULL || pl->type != PLAYER) 799 if (pl == NULL || pl->type != PLAYER)
930 { 800 {
931 LOG (llevDebug, "Object other than player tried to sell something.\n"); 801 LOG (llevDebug, "Object other than player tried to sell something.\n");
932 return; 802 return false;
933 } 803 }
934 804
935 op->custom_name = 0; 805 op->custom_name = 0;
936 806
937 if (!amount) 807 if (!amount)
938 { 808 {
939 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", query_name (op)); 809 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.",
940 810 query_name (op));
941 /* Even if the character doesn't get anything for it, it may still be 811 // elmex: change: the player now gets the item back if the shop is not
942 * worth something. If so, make it unpaid 812 // interested in it.
943 */
944 if (op->value)
945 {
946 SET_FLAG (op, FLAG_UNPAID);
947 SET_FLAG (op, FLAG_PLAYER_SOLD);
948 }
949
950 identify (op);
951 return; 813 return false;
952 } 814 }
953 815
954 /* We compare the price with the one for a player 816 /* We compare the price with the one for a player
955 * without bargaining skill. 817 * without bargaining skill.
956 * This determins the amount of exp (if any) gained for bargaining. 818 * This determins the amount of exp (if any) gained for bargaining.
961 if (extra_gain > 0) 823 if (extra_gain > 0)
962 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); 824 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
963 825
964 pay_player (pl, amount); 826 pay_player (pl, amount);
965 827
966 new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.", query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op)); 828 new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.",
829 query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op));
830 pl->play_sound (sound_find ("shop_sell"));
967 831
968 SET_FLAG (op, FLAG_UNPAID); 832 op->set_flag (FLAG_UNPAID);
969 identify (op); 833 identify (op);
970}
971 834
835 return true;
836}
972 837
973/* 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
974 * 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,
975 * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any 840 * returned value is between SPECIALISATION_EFFECT and 1.
976 * event is never less than 0.1 (calling functions divide by it)
977 */ 841 */
978static double 842static double
979shop_specialisation_ratio (const object *item, const mapstruct *map) 843shop_specialisation_ratio (const object *item, const maptile *map)
980{ 844{
981 shopitems *items = map->shopitems; 845 shopitems *items = map->shopitems;
982 double ratio = SPECIALISATION_EFFECT, likedness = 0.001; 846 int likedness = 0;
983 int i; 847 int i;
984 848
985 if (item == NULL) 849 if (item == NULL)
986 { 850 {
987 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);
988 return 0; 852 return 0;
989 } 853 }
854
990 if (!item->type) 855 if (!item->type)
991 { 856 {
992 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");
993 /* 858 /*
994 * 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
995 * 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.."
996 */ 861 */
997 return ratio; 862 return SPECIALISATION_EFFECT;
998 } 863 }
864
999 if (map->shopitems) 865 if (map->shopitems)
1000 {
1001 for (i = 0; i < items[0].index; i++) 866 for (i = 0; i < items[0].index; i++)
1002 if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001)) 867 if (items[i].typenum == item->type || (!items[i].typenum && !likedness))
1003 likedness = items[i].strength / 100.0; 868 likedness = items[i].strength;
1004 } 869
1005 if (likedness > 1.0) 870 if (likedness > 100)
1006 { /* someone has been rather silly with the map headers. */ 871 { /* someone has been rather silly with the map headers. */
1007 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, map->path); 872 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path);
1008 likedness = 1.0; 873 likedness = 100;
1009 } 874 }
875
1010 if (likedness < -1.0) 876 if (likedness < -100)
1011 { 877 {
1012 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, map->path); 878 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path);
1013 likedness = -1.0; 879 likedness = -100;
1014 } 880 }
1015 ratio = ratio + (1.0 - ratio) * likedness; 881
1016 if (ratio <= 0.1) 882 return lerp (double (likedness), -100., 100., SPECIALISATION_EFFECT, 1.);
1017 ratio = 0.1; /* if the ratio were much lower than this, we would get silly prices */
1018 return ratio;
1019} 883}
1020 884
1021/*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. */
1022static double 886static double
1023shop_greed (const mapstruct *map) 887shop_greed (const maptile *map)
1024{ 888{
1025 double greed = 1.0;
1026
1027 if (map->shopgreed)
1028 return map->shopgreed; 889 return map->shopgreed
1029 return greed; 890 ? map->shopgreed
891 : 1.;
1030} 892}
1031 893
1032/* 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.
1033 * 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.
1034 */ 896 */
1035double 897double
1036shopkeeper_approval (const mapstruct *map, const object *player) 898shopkeeper_approval (const maptile *map, const object *player)
1037{ 899{
1038 double approval = 1.0; 900 return map->shoprace && player->race != map->shoprace
1039 901 ? DISLIKE_RATIO
1040 if (map->shoprace) 902 : 1.;
1041 {
1042 approval = NEUTRAL_RATIO;
1043 if (player->race && !strcmp (player->race, map->shoprace))
1044 approval = 1.0;
1045 }
1046 return approval;
1047} 903}
1048 904
1049/* 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
1050 * 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
1051 * 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
1052 * 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
1053 * value reduction. 909 * value reduction.
1054 * 910 *
1055 */ 911 */
1056static uint64 912static sint64
1057value_limit (uint64 val, int quantity, const object *who, int isshop) 913value_limit (sint64 val, int quantity, const object *who, int isshop)
1058{ 914{
1059 uint64 newval, unit_price, tmpshopmax; 915 sint64 newval, unit_price, tmpshopmax;
1060 mapstruct *map; 916 maptile *map;
1061 917
1062 unit_price = val / quantity; 918 unit_price = val / quantity;
1063 919
1064 if (!isshop || !who) 920 if (!isshop || !who)
1065 { 921 {
1066 if (unit_price > 250000) 922 if (unit_price > 250000)
1067 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.);
1068 else 924 else
1069 newval = unit_price; 925 newval = unit_price;
1070 } 926 }
1071 else 927 else
1072 { 928 {
1081 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default 937 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
1082 938
1083 if (map->shopmin && unit_price < map->shopmin) 939 if (map->shopmin && unit_price < map->shopmin)
1084 return 0; 940 return 0;
1085 else if (unit_price > tmpshopmax / 2) 941 else if (unit_price > tmpshopmax / 2)
1086 newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax); 942 newval = min ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
1087 else 943 else
1088 newval = unit_price; 944 newval = unit_price;
1089 } 945 }
1090 946
1091 newval *= quantity; 947 newval *= quantity;
1095 951
1096/* 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. */
1097int 953int
1098describe_shop (const object *op) 954describe_shop (const object *op)
1099{ 955{
956 dynbuf_text buf;
1100 mapstruct *map = op->map; 957 maptile *map = op->map;
1101 958
1102 /*shopitems *items=map->shopitems; */ 959 /*shopitems *items=map->shopitems; */
1103 int pos = 0, i; 960 int pos = 0, i;
1104 double opinion = 0; 961 double opinion = 0;
1105 char tmp[MAX_BUF] = "\0";
1106 962
1107 if (op->type != PLAYER) 963 if (op->type != PLAYER)
1108 return 0; 964 return 0;
1109 965
1110 /*check if there is a shop specified for this map */ 966 /*check if there is a shop specified for this map */
1111 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) 967 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
1112 { 968 {
1113 new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:"); 969 buf << "From looking at the nearby shop you determine that it trades in ";
970 int lastcomma = 0, prevcomma = 0;
971
1114 if (map->shopitems) 972 if (map->shopitems)
1115 {
1116 for (i = 0; i < map->shopitems[0].index; i++) 973 for (i = 0; i < map->shopitems[0].index; i++)
974 if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1117 { 975 {
1118 if (map->shopitems[i].name && map->shopitems[i].strength > 10) 976 buf << map->shopitems[i].name_pl;
1119 { 977 prevcomma = lastcomma;
1120 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl); 978 lastcomma = buf.size (); // remember offset
1121 pos += strlen (tmp + pos); 979 buf << ", ";
1122 }
1123 } 980 }
981
982 if (lastcomma)
1124 } 983 {
1125 if (!pos) 984 buf.splice (lastcomma, 2);
985
986 if (prevcomma)
987 buf.splice (prevcomma, 2, " and ");
988 }
989 else
1126 strcat (tmp, "a little of everything."); 990 buf << "a little of everything.";
1127 991
1128 /* format the string into a list */ 992 buf << ".\n\n";
1129 make_list_like (tmp);
1130 new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1131 993
1132 if (map->shopmax) 994 if (map->shopmax)
1133 new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0)); 995 buf << "It won't trade for items above " << cost_string_from_value (map->shopmax, 0) << ".\n\n";
996
1134 if (map->shopmin) 997 if (map->shopmin)
1135 new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade in items worth less than %s.", cost_string_from_value (map->shopmin, 0)); 998 buf << "It won't trade in items worth less than " << cost_string_from_value (map->shopmin, 0) << ".\n\n";
999
1136 if (map->shopgreed) 1000 if (map->shopgreed)
1137 { 1001 {
1138 if (map->shopgreed > 2.0) 1002 if (map->shopgreed > 2.0)
1139 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively."); 1003 buf << "It tends to overcharge massively.\n\n";
1140 else if (map->shopgreed > 1.5) 1004 else if (map->shopgreed > 1.5)
1141 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially."); 1005 buf << "It tends to overcharge substantially.\n\n";
1142 else if (map->shopgreed > 1.1) 1006 else if (map->shopgreed > 1.1)
1143 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly."); 1007 buf << "It tends to overcharge slightly.\n\n";
1144 else if (map->shopgreed < 0.9) 1008 else if (map->shopgreed < 0.9)
1145 new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge."); 1009 buf << "It tends to undercharge.\n\n";
1146 } 1010 }
1011
1147 if (map->shoprace) 1012 if (map->shoprace)
1148 { 1013 {
1149 opinion = shopkeeper_approval (map, op); 1014 opinion = shopkeeper_approval (map, op);
1015
1150 if (opinion > 0.8) 1016 if (opinion > 0.8)
1151 new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you."); 1017 buf << "You think the shopkeeper likes you.\n\n";
1152 else if (opinion > 0.5) 1018 else if (opinion > 0.5)
1153 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you."); 1019 buf << "The shopkeeper seems unconcerned by you.\n\n";
1154 else 1020 else
1155 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems to have taken a dislike to you."); 1021 buf << "The shopkeeper seems to have taken a dislike to you.\n\n";
1156 } 1022 }
1157 } 1023 }
1158 else 1024 else
1159 new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby."); 1025 buf << "There is no shop nearby.\n\n";
1026
1027 op->contr->infobox (MSG_CHANNEL ("shopinfo"), buf);
1160 1028
1161 return 1; 1029 return 1;
1162} 1030}
1031
1163typedef struct shopinv 1032struct shopinv
1164{ 1033{
1165 char *item_sort; 1034 char *item_sort;
1166 char *item_real; 1035 char *item_real;
1167 uint16 type; 1036 uint16 type;
1168 uint32 nrof; 1037 uint32 nrof;
1169} shopinv; 1038};
1170 1039
1171/* 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
1172 * makes it look uglier than it really it. 1041 * makes it look uglier than it really it.
1173 * 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
1174 * 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.
1178{ 1047{
1179 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2; 1048 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1180 1049
1181 if (s1->type < s2->type) 1050 if (s1->type < s2->type)
1182 return -1; 1051 return -1;
1052
1183 if (s1->type > s2->type) 1053 if (s1->type > s2->type)
1184 return 1; 1054 return 1;
1055
1185 /* 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
1186 * via alphabetical order 1057 * via alphabetical order
1187 */ 1058 */
1188 return strcasecmp (s1->item_sort, s2->item_sort); 1059 return strcasecmp (s1->item_sort, s2->item_sort);
1189} 1060}
1190 1061
1191static void 1062static void
1192add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated) 1063add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1193{ 1064{
1194#if 0
1195 char buf[MAX_BUF];
1196#endif
1197 /* clear unpaid flag so that doesn't come up in query 1065 /* clear unpaid flag so that doesn't come up in query
1198 * string. We clear nrof so that we can better sort 1066 * string. We clear nrof so that we can better sort
1199 * the object names. 1067 * the object names.
1200 */ 1068 */
1201 1069
1202 CLEAR_FLAG (tmp, FLAG_UNPAID); 1070 tmp->clr_flag (FLAG_UNPAID);
1203 items[*numitems].nrof = tmp->nrof; 1071 items[*numitems].nrof = tmp->nrof;
1204 /* Non mergable items have nrof of 0, but count them as one 1072 /* Non mergable items have nrof of 0, but count them as one
1205 * so the display is properly. 1073 * so the display is properly.
1206 */ 1074 */
1207 if (tmp->nrof == 0) 1075 if (tmp->nrof == 0)
1216 case RING: 1084 case RING:
1217 case AMULET: 1085 case AMULET:
1218 case BRACERS: 1086 case BRACERS:
1219 case GIRDLE: 1087 case GIRDLE:
1220 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL)); 1088 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL));
1221 items[*numitems].item_sort = strdup_local (buf); 1089 items[*numitems].item_sort = strdup (buf);
1222 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL)); 1090 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL));
1223 items[*numitems].item_real = strdup_local (buf); 1091 items[*numitems].item_real = strdup (buf);
1224 (*numitems)++; 1092 (*numitems)++;
1225 break; 1093 break;
1226#endif 1094#endif
1227 1095
1228 default: 1096 default:
1229 items[*numitems].item_sort = strdup_local (query_base_name (tmp, 0)); 1097 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1230 items[*numitems].item_real = strdup_local (query_base_name (tmp, 1)); 1098 items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1231 (*numitems)++; 1099 (*numitems)++;
1232 break; 1100 break;
1233 } 1101 }
1234 SET_FLAG (tmp, FLAG_UNPAID); 1102
1103 tmp->set_flag (FLAG_UNPAID);
1235} 1104}
1236 1105
1237void 1106void
1238shop_listing (object *op) 1107shop_listing (object *sign, object *op)
1239{ 1108{
1240 int i, j, numitems = 0, numallocated = 0, nx, ny; 1109 int i, j, x1, x2, y1, y2;
1241 char *map_mark = (char *) calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1); 1110 const char *shop_coords = sign->kv (shstr_shop_coords);
1242 object *stack; 1111 object *stack;
1243 shopinv *items; 1112 shopinv *items;
1244 1113
1245 /* 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 */
1246 if (op->type != PLAYER) 1115 if (!op->is_player ())
1247 return; 1116 return;
1248 1117
1249 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:"); 1118 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1250 1119
1251 magic_mapping_mark (op, map_mark, 3); 1120 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1252 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
1253 numallocated = 40; 1128 int numallocated = 40;
1129 int numitems = 0;
1130 items = (shopinv *)malloc (sizeof (shopinv) * numallocated);
1254 1131
1255 /* Find all the appropriate items */ 1132 /* Find all the appropriate items */
1256 for (i = 0; i < MAP_WIDTH (op->map); i++) 1133 for (i = x1; i <= x2; i++)
1257 { 1134 for (j = y1; j < y2; j++)
1258 for (j = 0; j < MAP_HEIGHT (op->map); j++) 1135 if (op->map->is_in_shop (i, j))
1259 {
1260 /* magic map code now centers the map on the object at MAGIC_MAP_HALF.
1261 * 1136 {
1262 */ 1137 stack = GET_MAP_OB (op->map, i, j);
1263 nx = i - op->x + MAGIC_MAP_HALF;
1264 ny = j - op->y + MAGIC_MAP_HALF;
1265 /* unlikely, but really big shops could run into this issue */
1266 if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE)
1267 continue;
1268 1138
1269 if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR) 1139 while (stack)
1270 { 1140 {
1271 stack = get_map_ob (op->map, i, j); 1141 if (stack->flag [FLAG_UNPAID])
1272
1273 while (stack)
1274 { 1142 {
1275 if (QUERY_FLAG (stack, FLAG_UNPAID))
1276 {
1277 if (numitems == numallocated) 1143 if (numitems == numallocated)
1278 {
1279 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10)); 1144 items = (shopinv *)realloc (items, sizeof (shopinv) * (numallocated *= 2));
1280 numallocated += 10; 1145
1281 }
1282 add_shop_item (stack, items, &numitems, &numallocated); 1146 add_shop_item (stack, items, &numitems, &numallocated);
1283 }
1284 stack = stack->above;
1285 } 1147 }
1148
1149 stack = stack->above;
1286 } 1150 }
1287 } 1151 }
1288 } 1152
1289 free (map_mark); 1153 buf << (numitems ? "T<This shop contains:>\n\n"
1290 if (numitems == 0) 1154 : "T<This shop is currently empty.>");
1291 { 1155
1292 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1293 free (items);
1294 return;
1295 }
1296 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);
1297 1157
1298 for (i = 0; i < numitems; i++) 1158 for (i = 0; i < numitems; i++)
1299 { 1159 {
1300 /* Collapse items of the same name together */ 1160 /* Collapse items of the same name together */
1301 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))
1302 {
1303 items[i + 1].nrof += items[i].nrof; 1162 items[i + 1].nrof += items[i].nrof;
1304 free (items[i].item_sort);
1305 free (items[i].item_real);
1306 }
1307 else 1163 else
1308 {
1309 new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s",
1310 items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real); 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
1311 free (items[i].item_sort); 1166 free (items[i].item_sort);
1312 free (items[i].item_real); 1167 free (items[i].item_real);
1313 }
1314 } 1168 }
1169
1170 op->contr->infobox (MSG_CHANNEL ("shopitems"), buf);
1171
1315 free (items); 1172 free (items);
1316} 1173}
1317 1174
1318/* elmex: this function checks whether the object is in a shop */ 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*/
1319bool 1180bool
1320is_in_shop (object *o) 1181maptile::is_in_shop (int x, int y) const
1321{ 1182{
1322 if (!o->map)
1323 return false;
1324
1325 return is_in_shop (o->map, o->x, o->y);
1326}
1327
1328/* elmex: this function checks whether we are in a shop or not */
1329bool
1330is_in_shop (mapstruct *map, int x, int y)
1331{
1332 for (object *floor = get_map_ob (map, x, y); floor; floor = floor->above) 1183 for (object *floor = at (x, y).bot; floor; floor = floor->above)
1184 if (floor->flag [FLAG_IS_FLOOR])
1333 if (floor->type == SHOP_FLOOR) 1185 return floor->type == SHOP_FLOOR;
1334 return true;
1335 1186
1336 return false; 1187 return false;
1337} 1188}
1189

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