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Revision 1.23 by root, Thu Dec 14 22:45:41 2006 UTC vs.
Revision 1.81 by root, Wed Apr 28 19:20:48 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <spells.h> 26#include <spells.h>
26#include <skills.h> 27#include <skills.h>
27#include <living.h> 28#include <living.h>
28#include <newclient.h>
29#ifndef __CEXTRACT__
30# include <sproto.h> 29#include <sproto.h>
31#endif
32#include <math.h>
33 30
34/* 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
35 * 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
36 * 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
37 * therefore making this number higher, makes specialisation less effective. 34 * therefore making this number higher, makes specialisation less effective.
38 * 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,
39 * (though not useful) effects. 36 * (though not useful) effects.
40 */ 37 */
41#define SPECIALISATION_EFFECT 0.5 38#define SPECIALISATION_EFFECT .5
42 39
43/* price a shopkeeper will give someone they neither like nor dislike */ 40// price a shopkeeper will give someone that is not of their race
44#define NEUTRAL_RATIO 0.8 41#define DISLIKE_RATIO 0.8
45 42
46static void pay_from_container (object *pl, object *pouch, sint64 &to_pay); 43static void pay_from_container (object *pl, object *pouch, sint64 &to_pay);
47static sint64 value_limit (sint64 val, int quantity, const object *who, int isshop); 44static sint64 value_limit (sint64 val, int quantity, const object *who, int isshop);
48static double shop_specialisation_ratio (const object *item, const maptile *map); 45static double shop_specialisation_ratio (const object *item, const maptile *map);
49static double shop_greed (const maptile *map); 46static double shop_greed (const maptile *map);
50
51#define NUM_COINS 4 /* number of coin types */
52static const char *const coins[] = { "royalty", "platinacoin", "goldcoin", "silvercoin", NULL };
53 47
54/* 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
55 * 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
56 * 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.
57 * 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 74
81sint64 75sint64
82query_cost (const object *tmp, object *who, int flag) 76query_cost (const object *tmp, object *who, int flag)
83{ 77{
84 double val; 78 double val;
85 int number; /* used to better calculate value */
86 int no_bargain; 79 int no_bargain;
87 int identified; 80 int identified;
88 int not_cursed; 81 int not_cursed;
89 int approximate; 82 int approximate;
90 int shop; 83 int shop;
97 not_cursed = flag & F_NOT_CURSED; 90 not_cursed = flag & F_NOT_CURSED;
98 approximate = flag & F_APPROX; 91 approximate = flag & F_APPROX;
99 shop = flag & F_SHOP; 92 shop = flag & F_SHOP;
100 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);
101 94
95 int number = tmp->number_of ();
96
102 if (tmp->type == MONEY) 97 if (tmp->type == MONEY)
103 return tmp->nrof * tmp->value; 98 return number * tmp->value;
104 99
105 if (tmp->type == GEM) 100 if (tmp->type == GEM)
106 { 101 {
107 if (flag == F_TRUE) 102 if (flag == F_TRUE)
108 return (tmp->nrof * tmp->value); 103 return number * tmp->value;
109 104
110 if (flag == F_BUY) 105 if (flag == F_BUY)
111 return (sint64) (1.03 * tmp->nrof * tmp->value); 106 return 1.03 * number * tmp->value;
112 107
113 if (flag == F_SELL) 108 if (flag == F_SELL)
114 return (sint64) (0.97 * tmp->nrof * tmp->value); 109 return 0.97 * number * tmp->value;
115 110
116 LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ()); 111 LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ());
117 return 0; 112 return 0;
118 } 113 }
119 114
120 number = tmp->nrof;
121 if (number == 0)
122 number = 1;
123 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) 115 if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified)
124 { 116 {
125 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]))
126 return 0; 118 return 0;
127 else 119 else
128 val = tmp->value * number; 120 val = number * tmp->value;
129 } 121 }
130 /* 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 */
131 else 123 else
132 { 124 {
133 if (tmp->arch != NULL)
134 {
135 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
136 { 135 {
137 LOG (llevError, "Asking for buy-value of unidentified object.\n"); 136 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
138 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;
139 } 143 }
140 else
141 { /* Trying to sell something, or get true value */
142 if (tmp->type == POTION)
143 val = number * 40; /* Don't want to give anything away */
144 else
145 {
146 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
147 * unknown objects
148 */
149 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
150 val = number * tmp->arch->clone.value * 2 / 3;
151 else
152 val = number * tmp->arch->clone.value / 3;
153 }
154 }
155 }
156 else
157 { /* No archetype with this object */
158 LOG (llevDebug, "In sell item: Have object with no archetype: %s\n", &tmp->name);
159 if (flag == F_BUY)
160 {
161 LOG (llevError, "Asking for buy-value of unidentified object without arch.\n");
162 val = number * tmp->value * 10;
163 }
164 else
165 val = number * tmp->value / 5;
166 } 144 }
167 } 145 }
168 146
169 /* 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
170 * identified, AND the object is magical and the archetype is non 148 * identified, AND the object is magical and the archetype is non
171 * magical, then change values accordingly. The tmp->arch==NULL is 149 * magical, then change values accordingly. The tmp->arch==NULL is
172 * 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
173 * tmp->arch->clone.magic for any magic. The check for archetype 151 * tmp->arch->magic for any magic. The check for archetype
174 * 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
175 * default magical. This is because the archetype value should have 153 * default magical. This is because the archetype value should have
176 * already figured in that value. 154 * already figured in that value.
177 */ 155 */
178 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])
179 QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->clone.magic)) 157 && tmp->magic && (!tmp->arch || !tmp->arch->magic))
180 { 158 {
181 if (tmp->magic > 0) 159 if (tmp->magic > 0)
182 val *= (3 * tmp->magic * tmp->magic * tmp->magic); 160 val *= 3 * tmp->magic * tmp->magic * tmp->magic;
183 else 161 else
184 /* Note that tmp->magic is negative, so that this 162 /* Note that tmp->magic is negative, so that this
185 * will actually be something like val /=2, /=3, etc. 163 * will actually be something like val /=2, /=3, etc.
186 */ 164 */
187 val /= (1 - tmp->magic); 165 val /= 1 - tmp->magic;
188 } 166 }
189 167
190 if (tmp->type == WAND) 168 if (tmp->type == WAND)
191 { 169 {
192 /* Value of the wand is multiplied by the number of 170 /* Value of the wand is multiplied by the number of
193 * charges. the treasure code already sets up the value 171 * charges. the treasure code already sets up the value
194 * 50 charges is used as the baseline. 172 * 50 charges is used as the baseline.
195 */ 173 */
196 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) 174 if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified)
197 val = (val * tmp->stats.food) / 50; 175 val *= tmp->stats.food / 50;
198 else /* if not identified, presume one charge */ 176 else /* if not identified, presume one charge */
199 val /= 50; 177 val /= 50;
200 } 178 }
201 179
202 /* Limit amount of money you can get for really great items. */ 180 /* Limit amount of money you can get for really great items. */
203 if (flag == F_SELL) 181 if (flag == F_SELL)
204 val = value_limit ((sint64) val, number, who, shop); 182 val = value_limit (val, number, who, shop);
205 183
206 // 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
207 // 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.
208 //val = pow (val, 1.05); 186 //val = pow (val, 1.05);
209 187
212 * AND Cha = 30 will get optimal price. 190 * AND Cha = 30 will get optimal price.
213 * Thus charisma will never get useless. 191 * Thus charisma will never get useless.
214 * -b.e. edler@heydernet.de 192 * -b.e. edler@heydernet.de
215 */ 193 */
216 194
217 if (who != NULL && who->type == PLAYER) 195 if (who && who->type == PLAYER)
218 { 196 {
219 int lev_bargain = 0; 197 int lev_bargain = 0;
220 int lev_identify = 0; 198 int lev_identify = 0;
221 int idskill1 = 0;
222 int idskill2 = 0;
223 const typedata *tmptype;
224
225 tmptype = get_typedata (tmp->type);
226 199
227 if (find_skill_by_number (who, SK_BARGAINING)) 200 if (find_skill_by_number (who, SK_BARGAINING))
228 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level; 201 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level;
229 202
230 if (tmptype) 203 if (const typedata *tmptype = get_typedata (tmp->type))
231 { 204 {
232 idskill1 = tmptype->identifyskill; 205 if (int idskill1 = tmptype->identifyskill)
233
234 if (idskill1)
235 { 206 {
236 idskill2 = tmptype->identifyskill2; 207 int idskill2 = tmptype->identifyskill2;
237 208
238 if (find_skill_by_number (who, idskill1)) 209 if (find_skill_by_number (who, idskill1))
239 lev_identify = find_skill_by_number (who, idskill1)->level; 210 lev_identify = find_skill_by_number (who, idskill1)->level;
240 211
241 if (idskill2 && find_skill_by_number (who, idskill2)) 212 if (idskill2 && find_skill_by_number (who, idskill2))
242 lev_identify += find_skill_by_number (who, idskill2)->level; 213 lev_identify += find_skill_by_number (who, idskill2)->level;
243 } 214 }
244 } 215 }
245 else
246 LOG (llevError, "Query_cost: item %s hasn't got a valid type\n", tmp->debug_desc ());
247 216
248 /* ratio determines how much of the price modification 217 /* ratio determines how much of the price modification
249 * will come from the basic stat charisma 218 * will come from the basic stat charisma
250 * the rest will come from the level in bargaining skill 219 * the rest will come from the level in bargaining skill
251 */ 220 */
252 const double cha_ratio = 0.40; 221 const double cha_ratio = 0.40;
253 222
254 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);
255
256 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.);
257
258 diff = .02 + (.80 - .02) * diff; 225 diff = .02 + (.80 - .02) * diff;
259 226
260 if (flag == F_BUY) 227 if (flag == F_BUY)
261 val += (val * diff); 228 val += val * diff;
262 else if (flag == F_SELL) 229 else if (flag == F_SELL)
263 val -= (val * diff); 230 val -= val * diff;
264 231
265 // 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
266 // then the range is adjusted randomly around the correct value 233 // then the range is adjusted randomly around the correct value
267 if (approximate) 234 if (approximate)
268 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1)); 235 approx_range = val / sqrt (lev_identify * 3 + 1);
269 } 236 }
270 237
271 /* 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
272 * overflow of diff above. That shoudl only happen if 239 * overflow of diff above. That should only happen if
273 * we are selling objects - in that case, the person just 240 * we are selling objects - in that case, the person just
274 * gets no money. 241 * gets no money.
275 */ 242 */
276 if ((sint64) val < 0) 243 if ((sint64) val < 0)
277 val = 0; 244 val = 0;
278 245
279 /* Unidentified stuff won't sell for more than 60gp */ 246 /* Unidentified stuff won't sell for more than 10gp */
280 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)
281 { 248 min_it (val, 1000);
282 val = (val > 600) ? 600 : val;
283 }
284 249
285 /* 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 */
286 if (shop && who) 251 if (shop && who)
287 { 252 {
288 if (flag == F_SELL) 253 if (flag == F_SELL)
289 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);
290 else if (flag == F_BUY) 255 else if (flag == F_BUY)
291 { 256 {
292 /* 257 /*
293 * 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
294 * let the item be sold cheaper, according to the specialisation of 259 * let the item be sold cheaper, according to the specialisation of
300 * 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).
301 * 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
302 * 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
303 * antiques in a junk shop in real life). 268 * antiques in a junk shop in real life).
304 */ 269 */
305 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD)) 270 if (tmp->flag [FLAG_PLAYER_SOLD])
306 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);
307 else 272 else
308 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);
309 } 276 }
277
310 /* 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
311 * 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
312 * pointful, and could give fun with rounding. 280 * pointful, and could give fun with rounding.
313 */ 281 */
314 if (who->map->path != NULL && val > 50) 282 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution
315 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);
316 } 285 }
317 return (sint64) val; 286
287 return val;
318} 288}
319 289
320/* 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
321 * cointype placement. 291 * cointype placement.
322 */ 292 */
326{ 296{
327 archetype *coin; 297 archetype *coin;
328 298
329 do 299 do
330 { 300 {
331 if (coins[*cointype] == NULL) 301 if (!coins [*cointype])
332 return NULL; 302 return 0;
303
333 coin = archetype::find (coins[*cointype]); 304 coin = archetype::find (coins [*cointype]);
305
334 if (coin == NULL) 306 if (!coin)
335 return NULL; 307 return 0;
308
336 *cointype += 1; 309 *cointype += 1;
337 } 310 }
338 while (coin->clone.value > c); 311 while (coin->value > c);
339 312
340 return coin; 313 return coin;
341} 314}
342 315
343/* 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
351 * 10,000 silver or something) 324 * 10,000 silver or something)
352 */ 325 */
353const char * 326const char *
354cost_string_from_value (sint64 cost, int approx) 327cost_string_from_value (sint64 cost, int approx)
355{ 328{
356 static char buf[MAX_BUF];
357 archetype *coin, *next_coin; 329 archetype *coin, *next_coin;
358 int num, cointype = 0; 330 int num, cointype = 0;
359 331
360 coin = find_next_coin (cost, &cointype); 332 coin = find_next_coin (cost, &cointype);
361 if (coin == NULL) 333 if (!coin)
362 return "nothing"; 334 return "nothing";
363 335
364 num = cost / coin->clone.value; 336 num = cost / coin->value;
365 /* so long as nrof is 32 bit, this is true. 337 /* so long as nrof is 32 bit, this is true.
366 * 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
367 * is basically true. 339 * is basically true.
368 */ 340 */
369 if ((cost / coin->clone.value) > UINT32_MAX) 341 if (cost / coin->value > UINT32_MAX)
370 {
371 strcpy (buf, "an unimaginable sum of money"); 342 return "an unimaginable sum of money";
372 return buf;
373 }
374 343
375 cost -= num * (sint64)coin->clone.value; 344 cost -= num * (sint64)coin->value;
376 345
377 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);
378 347
379 next_coin = find_next_coin (cost, &cointype); 348 next_coin = find_next_coin (cost, &cointype);
380 if (next_coin == NULL || approx) 349 if (!next_coin || approx)
381 return buf; 350 return buf;
382 351
383 coin = next_coin; 352 coin = next_coin;
384 num = cost / coin->clone.value; 353 num = cost / coin->value;
385 cost -= num * (sint64)coin->clone.value; 354 cost -= num * (sint64)coin->value;
386 355
387 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);
388
389 return buf;
390} 357}
391 358
392const char * 359const char *
393query_cost_string (const object *tmp, object *who, int flag) 360query_cost_string (const object *tmp, object *who, int flag)
394{ 361{
415 { 382 {
416 if (!idskill2 || !find_skill_by_number (who, idskill2)) 383 if (!idskill2 || !find_skill_by_number (who, idskill2))
417 { 384 {
418 if (!find_skill_by_number (who, SK_BARGAINING)) 385 if (!find_skill_by_number (who, SK_BARGAINING))
419 { 386 {
420 static char buf[MAX_BUF];
421 int num, cointype = 0; 387 int num, cointype = 0;
422 archetype *coin = find_next_coin (real_value, &cointype); 388 archetype *coin = find_next_coin (real_value, &cointype);
423 389
424 if (coin == NULL) 390 if (!coin)
425 return "nothing"; 391 return "nothing";
426 392
427 num = real_value / coin->clone.value; 393 num = real_value / coin->value;
394
428 if (num == 1) 395 if (num == 1)
429 sprintf (buf, "about one %s", &coin->clone.name); 396 return format ("about one %s", &coin->object::name);
430 else if (num < 5) 397 else if (num < 5)
431 sprintf (buf, "a few %s", &coin->clone.name_pl); 398 return format ("a few %s", &coin->object::name_pl);
432 else if (num < 10) 399 else if (num < 10)
433 sprintf (buf, "several %s", &coin->clone.name_pl); 400 return format ("several %s", &coin->object::name_pl);
434 else if (num < 25) 401 else if (num < 25)
435 sprintf (buf, "a moderate amount of %s", &coin->clone.name_pl); 402 return format ("a moderate amount of %s", &coin->object::name_pl);
436 else if (num < 100) 403 else if (num < 100)
437 sprintf (buf, "lots of %s", &coin->clone.name_pl); 404 return format ("lots of %s", &coin->object::name_pl);
438 else if (num < 1000) 405 else if (num < 1000)
439 sprintf (buf, "a great many %s", &coin->clone.name_pl); 406 return format ("a great many %s", &coin->object::name_pl);
440 else 407 else
441 sprintf (buf, "a vast quantity of %s", &coin->clone.name_pl); 408 return format ("a vast quantity of %s", &coin->object::name_pl);
442 return buf;
443 } 409 }
444 } 410 }
445 } 411 }
446 412
447 int hash = ((unsigned int) tmp->count * 174364621) & 1023;
448
449 if (approx_range) 413 if (approx_range)
450 { 414 {
415 int hash = tmp->random_seed () & 1023;
451 sint64 lo = (sint64) real_value - (approx_range * hash >> 10); 416 sint64 lo = real_value - (approx_range * hash >> 10);
452 static char buf[MAX_BUF];
453 417
454 sprintf (buf, "between %s", cost_string_from_value (lo, 1)); 418 return format ("between %s and %s",
455 sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1)); 419 cost_string_from_value (lo, 1),
456 420 cost_string_from_value (lo + approx_range, 1));
457 return buf;
458 } 421 }
459 } 422 }
460 423
461 return cost_string_from_value (real_value, 0); 424 return cost_string_from_value (real_value, 0);
462} 425}
477 } 440 }
478 441
479 for (tmp = op->inv; tmp; tmp = tmp->below) 442 for (tmp = op->inv; tmp; tmp = tmp->below)
480 if (tmp->type == MONEY) 443 if (tmp->type == MONEY)
481 total += tmp->nrof * (sint64)tmp->value; 444 total += tmp->nrof * (sint64)tmp->value;
482 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")))
483 total += query_money (tmp); 446 total += query_money (tmp);
484 447
485 return total; 448 return total;
486} 449}
487 450
502 return 0; 465 return 0;
503 466
504 pay_from_container (pl, pl, to_pay); 467 pay_from_container (pl, pl, to_pay);
505 468
506 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 469 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
507 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")))
508 pay_from_container (pl, pouch, to_pay); 471 pay_from_container (pl, pouch, to_pay);
509 472
510 fix_player (pl); 473 pl->update_stats ();
511 return 1; 474 return 1;
512} 475}
513 476
514/* 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
515 * 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
539 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE); 502 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE);
540 503
541 pay_from_container (pl, pl, to_pay); 504 pay_from_container (pl, pl, to_pay);
542 505
543 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 506 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
544 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")))
545 pay_from_container (pl, pouch, to_pay); 508 pay_from_container (pl, pouch, to_pay);
546 509
547 if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ)) 510 pl->update_stats ();
548 SET_FLAG (op, FLAG_WAS_WIZ);
549 511
550 fix_player (pl);
551 return 1; 512 return 1;
552} 513}
553 514
554/* 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
555 * the player. 516 * the player.
584 545
585 if (tmp->type == MONEY) 546 if (tmp->type == MONEY)
586 { 547 {
587 for (i = 0; i < NUM_COINS; i++) 548 for (i = 0; i < NUM_COINS; i++)
588 { 549 {
589 if (tmp->value == tmp->arch->clone.value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->name)) 550 if (tmp->value == tmp->arch->value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->archname))
590 { 551 {
591 // This should not happen, but if it does, just merge the two. 552 // This should not happen, but if it does, just merge the two.
592 if (coin_objs [i]) 553 if (coin_objs [i])
593 { 554 {
594 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]);
595 tmp->remove ();
596 coin_objs[i]->nrof += tmp->nrof; 556 coin_objs[i]->nrof += tmp->nrof;
597 esrv_del_item (pl->contr, tmp->count);
598 tmp->destroy (); 557 tmp->destroy ();
599 } 558 }
600 else 559 else
601 { 560 {
602 tmp->remove (); 561 tmp->remove ();
603
604 if (pouch->type == PLAYER)
605 esrv_del_item (pl->contr, tmp->count);
606
607 coin_objs[i] = tmp; 562 coin_objs[i] = tmp;
608 } 563 }
609 564
610 break; 565 break;
611 } 566 }
612 } 567 }
613 568
614 if (i == NUM_COINS) 569 if (i == NUM_COINS)
615 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);
616 } 571 }
617 } 572 }
618 573
619 /* 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. */
620 /* 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 */
624 at = archetype::find (coins[NUM_COINS - 1 - i]); 579 at = archetype::find (coins[NUM_COINS - 1 - i]);
625 580
626 if (at == NULL) 581 if (at == NULL)
627 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]);
628 583
629 coin_objs[i] = arch_to_object (at); 584 coin_objs[i] = at->instance ();
630 coin_objs[i]->nrof = 0; 585 coin_objs[i]->nrof = 0;
631 } 586 }
632 587
633 for (i = 0; i < NUM_COINS; i++) 588 for (i = 0; i < NUM_COINS; i++)
634 { 589 {
635 object &coin = *coin_objs[i]; 590 object &coin = *coin_objs[i];
636 sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, coin.nrof); 591 sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, (sint64) coin.nrof);
637 to_pay -= num_coins * coin.value; 592 to_pay -= num_coins * coin.value;
638 593
639 coin.nrof -= num_coins; 594 coin.nrof -= num_coins;
640 /* Now start making change. Start at the coin value 595 /* Now start making change. Start at the coin value
641 * below the one we just did, and work down to 596 * below the one we just did, and work down to
651 count--; 606 count--;
652 } 607 }
653 } 608 }
654 609
655 for (i = 0; i < NUM_COINS; i++) 610 for (i = 0; i < NUM_COINS; i++)
656 {
657 if (coin_objs[i]->nrof) 611 if (coin_objs[i]->nrof)
658 {
659 object *tmp = insert_ob_in_ob (coin_objs[i], pouch); 612 insert_ob_in_ob (coin_objs [i], pouch);
660
661 esrv_send_item (pl, tmp);
662 esrv_send_item (pl, pouch);
663
664 if (pl != pouch)
665 esrv_update_item (UPD_WEIGHT, pl, pouch);
666
667 if (pl->type != PLAYER)
668 esrv_send_item (pl, pl);
669 }
670 else 613 else
671 coin_objs[i]->destroy (); 614 coin_objs[i]->destroy ();
672 }
673} 615}
674 616
675/* 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
676 * 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.
677 * 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
689 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");
690 return 0; 632 return 0;
691 } 633 }
692 634
693 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item) 635 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
694 if (QUERY_FLAG (item, FLAG_UNPAID)) 636 if (item->flag [FLAG_UNPAID])
695 { 637 {
696 unpaid_count++; 638 unpaid_count++;
697 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP); 639 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
698 } 640 }
699 641
700 if (unpaid_price > player_wealth) 642 if (unpaid_price > player_wealth)
701 { 643 {
702 char buf[MAX_BUF]; 644 dynbuf_text &buf = msg_dynbuf; buf.clear ();
703 char cost[MAX_BUF];
704 char missing[MAX_BUF];
705 645
706 snprintf (cost, MAX_BUF, "%s", cost_string_from_value (unpaid_price, 0)); 646 buf << "You have " << unpaid_count
707 snprintf (missing, MAX_BUF, "%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.>";
708 651
709 snprintf (buf, MAX_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);
710 unpaid_count, cost, missing);
711 new_draw_info (NDI_UNIQUE, 0, pl, buf);
712 653
713 return 0; 654 return 0;
714 } 655 }
715 else 656 else
716 return 1; 657 return 1;
729 { 670 {
730 next_item: 671 next_item:
731 672
732 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op) 673 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
733 { 674 {
734 if (QUERY_FLAG (op, FLAG_UNPAID)) 675 if (op->flag [FLAG_UNPAID])
735 { 676 {
736 char buf[MAX_BUF];
737 snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP)); 677 const char *buf = query_cost_string (op, pl, F_BUY | F_SHOP);
738 678
739 if (!pay_for_item (op, pl)) 679 if (!pay_for_item (op, pl))
740 { 680 {
741 sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl); 681 sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
742 682
743 CLEAR_FLAG (op, FLAG_UNPAID); 683 op->clr_flag (FLAG_UNPAID);
744 new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op)); 684 new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op));
745 SET_FLAG (op, FLAG_UNPAID); 685 op->set_flag (FLAG_UNPAID);
746 return 0; 686 return 0;
747 } 687 }
748 else 688 else
749 { 689 {
750 object *tmp; 690 op->clr_flag (FLAG_UNPAID);
751 691 op->clr_flag (FLAG_PLAYER_SOLD);
752 CLEAR_FLAG (op, FLAG_UNPAID);
753 CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
754 new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op)); 692 new_draw_info_format (NDI_UNIQUE, 0, pl, "You paid %s for %s.", buf, query_name (op));
755 tmp = merge_ob (op, NULL);
756 693
757 if (pl->type == PLAYER) 694 if (!merge_ob (op, op->env->inv))
758 {
759 if (tmp)
760 { /* it was merged */
761 esrv_del_item (pl->contr, op->count);
762 op = tmp;
763 }
764
765 esrv_send_item (pl, op); 695 esrv_update_item (UPD_FLAGS, pl, op);
766 }
767 696
768 goto next_item; 697 goto next_item;
769 } 698 }
770 } 699 }
771 } 700 }
790{ 719{
791 int count = 0; 720 int count = 0;
792 archetype *at = 0; 721 archetype *at = 0;
793 object *pouch = 0, *tmp = 0; 722 object *pouch = 0, *tmp = 0;
794 723
795 for (count = 0; coins[count] != NULL; count++) 724 for (count = 0; coins[count]; count++)
796 { 725 {
797 at = archetype::find (coins[count]); 726 at = archetype::find (coins[count]);
798 727
799 if (at == NULL) 728 if (at == NULL)
800 LOG (llevError, "Could not find %s archetype\n", coins[count]); 729 LOG (llevError, "Could not find %s archetype\n", coins[count]);
801 else if ((amount / at->clone.value) > 0) 730 else if ((amount / at->value) > 0)
802 { 731 {
803 for (pouch = pl->inv; pouch; pouch = pouch->below) 732 for (pouch = pl->inv; pouch; pouch = pouch->below)
804 { 733 {
805 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"))
806 { 735 {
807 int w = at->clone.weight * (100 - pouch->stats.Str) / 100; 736 int w = at->weight * (100 - pouch->stats.Str) / 100;
808 int n = amount / at->clone.value; 737 int n = amount / at->value;
809 738
810 if (w == 0) 739 if (w == 0)
811 w = 1; /* Prevent divide by zero */ 740 w = 1; /* Prevent divide by zero */
812 741
813 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))
814 { 743 {
815 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) 744 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
816 n = (pouch->weight_limit - pouch->carrying) / w; 745 n = (pouch->weight_limit - pouch->carrying) / w;
817 746
818 tmp = arch_to_object (at); 747 object *tmp = at->instance ();
819 tmp->nrof = n; 748 tmp->nrof = n;
820 amount -= tmp->nrof * tmp->value; 749 amount -= tmp->nrof * tmp->value;
821 tmp = insert_ob_in_ob (tmp, pouch); 750 pouch->insert (tmp);
822 esrv_send_item (pl, tmp);
823 esrv_send_item (pl, pouch);
824 esrv_update_item (UPD_WEIGHT, pl, pouch);
825 esrv_send_item (pl, pl);
826 } 751 }
827 } 752 }
828 } 753 }
829 754
830 if (amount / at->clone.value > 0) 755 if (amount / at->value > 0)
831 { 756 {
832 tmp = arch_to_object (at); 757 object *tmp = at->instance ();
833 tmp->nrof = amount / tmp->value; 758 tmp->nrof = amount / tmp->value;
834 amount -= tmp->nrof * tmp->value; 759 amount -= tmp->nrof * tmp->value;
835 tmp = insert_ob_in_ob (tmp, pl); 760 pl->insert (tmp);
836 esrv_send_item (pl, tmp);
837 esrv_send_item (pl, pl);
838 } 761 }
839 } 762 }
840 } 763 }
841 764
842 if (amount != 0) 765 if (amount != 0)
845 768
846/* elmex: this is for the bank plugin :( */ 769/* elmex: this is for the bank plugin :( */
847sint64 770sint64
848pay_player_arch (object *pl, const char *arch, sint64 amount) 771pay_player_arch (object *pl, const char *arch, sint64 amount)
849{ 772{
850 archetype *at = archetype::find (arch);
851 object *tmp = NULL;
852
853 if (at == NULL)
854 return 0;
855
856 if (amount > 0) 773 if (amount)
857 { 774 {
858 tmp = arch_to_object (at); 775 object *ob = archetype::get (arch);
776
777 if (!ob)
778 return 0;
779
859 tmp->nrof = amount; 780 ob->nrof = amount;
860 tmp = insert_ob_in_ob (tmp, pl); 781 pl->insert (ob);
861 esrv_send_item (pl, tmp);
862 esrv_send_item (pl, pl);
863 } 782 }
864 783
865 return 1; 784 return 1;
866} 785}
867 786
870 * buy item. 789 * buy item.
871 * 790 *
872 * Modified to fill available race: gold containers before dumping 791 * Modified to fill available race: gold containers before dumping
873 * remaining coins in character's inventory. 792 * remaining coins in character's inventory.
874 */ 793 */
875void 794bool
876sell_item (object *op, object *pl) 795sell_item (object *op, object *pl)
877{ 796{
878 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain; 797 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
879 798
880 if (pl == NULL || pl->type != PLAYER) 799 if (pl == NULL || pl->type != PLAYER)
881 { 800 {
882 LOG (llevDebug, "Object other than player tried to sell something.\n"); 801 LOG (llevDebug, "Object other than player tried to sell something.\n");
883 return; 802 return false;
884 } 803 }
885 804
886 op->custom_name = 0; 805 op->custom_name = 0;
887 806
888 if (!amount) 807 if (!amount)
889 { 808 {
890 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.",
891 810 query_name (op));
892 /* 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
893 * worth something. If so, make it unpaid 812 // interested in it.
894 */
895 if (op->value)
896 {
897 SET_FLAG (op, FLAG_UNPAID);
898 SET_FLAG (op, FLAG_PLAYER_SOLD);
899 }
900
901 identify (op);
902 return; 813 return false;
903 } 814 }
904 815
905 /* We compare the price with the one for a player 816 /* We compare the price with the one for a player
906 * without bargaining skill. 817 * without bargaining skill.
907 * This determins the amount of exp (if any) gained for bargaining. 818 * This determins the amount of exp (if any) gained for bargaining.
912 if (extra_gain > 0) 823 if (extra_gain > 0)
913 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); 824 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
914 825
915 pay_player (pl, amount); 826 pay_player (pl, amount);
916 827
917 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"));
918 831
919 SET_FLAG (op, FLAG_UNPAID); 832 op->set_flag (FLAG_UNPAID);
920 identify (op); 833 identify (op);
921}
922 834
835 return true;
836}
923 837
924/* 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
925 * 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,
926 * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any 840 * returned value is between SPECIALISATION_EFFECT and 1.
927 * event is never less than 0.1 (calling functions divide by it)
928 */ 841 */
929static double 842static double
930shop_specialisation_ratio (const object *item, const maptile *map) 843shop_specialisation_ratio (const object *item, const maptile *map)
931{ 844{
932 shopitems *items = map->shopitems; 845 shopitems *items = map->shopitems;
933 double ratio = SPECIALISATION_EFFECT, likedness = 0.001; 846 int likedness = 0;
934 int i; 847 int i;
935 848
936 if (item == NULL) 849 if (item == NULL)
937 { 850 {
938 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);
939 return 0; 852 return 0;
940 } 853 }
941 854
942 if (!item->type) 855 if (!item->type)
943 { 856 {
944 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");
945 /* 858 /*
946 * 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
947 * 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.."
948 */ 861 */
949 return ratio; 862 return SPECIALISATION_EFFECT;
950 } 863 }
951 864
952 if (map->shopitems) 865 if (map->shopitems)
953 {
954 for (i = 0; i < items[0].index; i++) 866 for (i = 0; i < items[0].index; i++)
955 if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001)) 867 if (items[i].typenum == item->type || (!items[i].typenum && !likedness))
956 likedness = items[i].strength / 100.0; 868 likedness = items[i].strength;
957 }
958 869
959 if (likedness > 1.0) 870 if (likedness > 100)
960 { /* someone has been rather silly with the map headers. */ 871 { /* someone has been rather silly with the map headers. */
961 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);
962 likedness = 1.0; 873 likedness = 100;
963 } 874 }
964 875
965 if (likedness < -1.0) 876 if (likedness < -100)
966 { 877 {
967 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);
968 likedness = -1.0; 879 likedness = -100;
969 } 880 }
970 881
971 ratio = ratio + (1.0 - ratio) * likedness; 882 return lerp (double (likedness), -100., 100., SPECIALISATION_EFFECT, 1.);
972
973 if (ratio <= 0.1)
974 ratio = 0.1; /* if the ratio were much lower than this, we would get silly prices */
975
976 return ratio;
977} 883}
978 884
979/*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. */
980static double 886static double
981shop_greed (const maptile *map) 887shop_greed (const maptile *map)
982{ 888{
983 double greed = 1.0;
984
985 if (map->shopgreed)
986 return map->shopgreed; 889 return map->shopgreed
987 return greed; 890 ? map->shopgreed
891 : 1.;
988} 892}
989 893
990/* 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.
991 * 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.
992 */ 896 */
993double 897double
994shopkeeper_approval (const maptile *map, const object *player) 898shopkeeper_approval (const maptile *map, const object *player)
995{ 899{
996 double approval = 1.0; 900 return map->shoprace && player->race != map->shoprace
997 901 ? DISLIKE_RATIO
998 if (map->shoprace) 902 : 1.;
999 {
1000 approval = NEUTRAL_RATIO;
1001 if (player->race && !strcmp (player->race, map->shoprace))
1002 approval = 1.0;
1003 }
1004
1005 return approval;
1006} 903}
1007 904
1008/* 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
1009 * 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
1010 * 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
1040 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default 937 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
1041 938
1042 if (map->shopmin && unit_price < map->shopmin) 939 if (map->shopmin && unit_price < map->shopmin)
1043 return 0; 940 return 0;
1044 else if (unit_price > tmpshopmax / 2) 941 else if (unit_price > tmpshopmax / 2)
1045 newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax); 942 newval = min ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
1046 else 943 else
1047 newval = unit_price; 944 newval = unit_price;
1048 } 945 }
1049 946
1050 newval *= quantity; 947 newval *= quantity;
1054 951
1055/* 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. */
1056int 953int
1057describe_shop (const object *op) 954describe_shop (const object *op)
1058{ 955{
956 dynbuf_text buf;
1059 maptile *map = op->map; 957 maptile *map = op->map;
1060 958
1061 /*shopitems *items=map->shopitems; */ 959 /*shopitems *items=map->shopitems; */
1062 int pos = 0, i; 960 int pos = 0, i;
1063 double opinion = 0; 961 double opinion = 0;
1064 char tmp[MAX_BUF] = "\0";
1065 962
1066 if (op->type != PLAYER) 963 if (op->type != PLAYER)
1067 return 0; 964 return 0;
1068 965
1069 /*check if there is a shop specified for this map */ 966 /*check if there is a shop specified for this map */
1070 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) 967 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
1071 { 968 {
1072 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;
1073 971
1074 if (map->shopitems) 972 if (map->shopitems)
1075 for (i = 0; i < map->shopitems[0].index; i++) 973 for (i = 0; i < map->shopitems[0].index; i++)
1076 if (map->shopitems[i].name && map->shopitems[i].strength > 10) 974 if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1077 { 975 {
1078 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl); 976 buf << map->shopitems[i].name_pl;
1079 pos += strlen (tmp + pos); 977 prevcomma = lastcomma;
978 lastcomma = buf.size (); // remember offset
979 buf << ", ";
1080 } 980 }
1081 981
1082 if (!pos) 982 if (lastcomma)
983 {
984 buf.splice (lastcomma, 2);
985
986 if (prevcomma)
987 buf.splice (prevcomma, 2, " and ");
988 }
989 else
1083 strcat (tmp, "a little of everything."); 990 buf << "a little of everything.";
1084 991
1085 /* format the string into a list */ 992 buf << ".\n\n";
1086 make_list_like (tmp);
1087 new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1088 993
1089 if (map->shopmax) 994 if (map->shopmax)
1090 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";
1091 996
1092 if (map->shopmin) 997 if (map->shopmin)
1093 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";
1094 999
1095 if (map->shopgreed) 1000 if (map->shopgreed)
1096 { 1001 {
1097 if (map->shopgreed > 2.0) 1002 if (map->shopgreed > 2.0)
1098 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively."); 1003 buf << "It tends to overcharge massively.\n\n";
1099 else if (map->shopgreed > 1.5) 1004 else if (map->shopgreed > 1.5)
1100 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially."); 1005 buf << "It tends to overcharge substantially.\n\n";
1101 else if (map->shopgreed > 1.1) 1006 else if (map->shopgreed > 1.1)
1102 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly."); 1007 buf << "It tends to overcharge slightly.\n\n";
1103 else if (map->shopgreed < 0.9) 1008 else if (map->shopgreed < 0.9)
1104 new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge."); 1009 buf << "It tends to undercharge.\n\n";
1105 } 1010 }
1106 1011
1107 if (map->shoprace) 1012 if (map->shoprace)
1108 { 1013 {
1109 opinion = shopkeeper_approval (map, op); 1014 opinion = shopkeeper_approval (map, op);
1015
1110 if (opinion > 0.8) 1016 if (opinion > 0.8)
1111 new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you."); 1017 buf << "You think the shopkeeper likes you.\n\n";
1112 else if (opinion > 0.5) 1018 else if (opinion > 0.5)
1113 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you."); 1019 buf << "The shopkeeper seems unconcerned by you.\n\n";
1114 else 1020 else
1115 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";
1116 } 1022 }
1117 } 1023 }
1118 else 1024 else
1119 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);
1120 1028
1121 return 1; 1029 return 1;
1122} 1030}
1123 1031
1124struct shopinv 1032struct shopinv
1139{ 1047{
1140 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2; 1048 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1141 1049
1142 if (s1->type < s2->type) 1050 if (s1->type < s2->type)
1143 return -1; 1051 return -1;
1052
1144 if (s1->type > s2->type) 1053 if (s1->type > s2->type)
1145 return 1; 1054 return 1;
1146 1055
1147 /* 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
1148 * via alphabetical order 1057 * via alphabetical order
1151} 1060}
1152 1061
1153static void 1062static void
1154add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated) 1063add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1155{ 1064{
1156#if 0
1157 char buf[MAX_BUF];
1158#endif
1159 /* clear unpaid flag so that doesn't come up in query 1065 /* clear unpaid flag so that doesn't come up in query
1160 * string. We clear nrof so that we can better sort 1066 * string. We clear nrof so that we can better sort
1161 * the object names. 1067 * the object names.
1162 */ 1068 */
1163 1069
1164 CLEAR_FLAG (tmp, FLAG_UNPAID); 1070 tmp->clr_flag (FLAG_UNPAID);
1165 items[*numitems].nrof = tmp->nrof; 1071 items[*numitems].nrof = tmp->nrof;
1166 /* 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
1167 * so the display is properly. 1073 * so the display is properly.
1168 */ 1074 */
1169 if (tmp->nrof == 0) 1075 if (tmp->nrof == 0)
1191 items[*numitems].item_sort = strdup (query_base_name (tmp, 0)); 1097 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1192 items[*numitems].item_real = strdup (query_base_name (tmp, 1)); 1098 items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1193 (*numitems)++; 1099 (*numitems)++;
1194 break; 1100 break;
1195 } 1101 }
1196 SET_FLAG (tmp, FLAG_UNPAID); 1102
1103 tmp->set_flag (FLAG_UNPAID);
1197} 1104}
1198 1105
1199void 1106void
1200shop_listing (object *op) 1107shop_listing (object *sign, object *op)
1201{ 1108{
1202 int i, j, numitems = 0, numallocated = 0, nx, ny; 1109 int i, j, x1, x2, y1, y2;
1203 char *map_mark = (char *) calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1); 1110 const char *shop_coords = sign->kv (shstr_shop_coords);
1204 object *stack; 1111 object *stack;
1205 shopinv *items; 1112 shopinv *items;
1206 1113
1207 /* 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 */
1208 if (op->type != PLAYER) 1115 if (!op->is_player ())
1209 return; 1116 return;
1210 1117
1211 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:"); 1118 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1212 1119
1213 magic_mapping_mark (op, map_mark, 3); 1120 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1214 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
1215 numallocated = 40; 1128 int numallocated = 40;
1129 int numitems = 0;
1130 items = (shopinv *)malloc (sizeof (shopinv) * numallocated);
1216 1131
1217 /* Find all the appropriate items */ 1132 /* Find all the appropriate items */
1218 for (i = 0; i < MAP_WIDTH (op->map); i++) 1133 for (i = x1; i <= x2; i++)
1219 { 1134 for (j = y1; j < y2; j++)
1220 for (j = 0; j < MAP_HEIGHT (op->map); j++) 1135 if (op->map->is_in_shop (i, j))
1221 {
1222 /* magic map code now centers the map on the object at MAGIC_MAP_HALF.
1223 * 1136 {
1224 */ 1137 stack = GET_MAP_OB (op->map, i, j);
1225 nx = i - op->x + MAGIC_MAP_HALF;
1226 ny = j - op->y + MAGIC_MAP_HALF;
1227 /* unlikely, but really big shops could run into this issue */
1228 if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE)
1229 continue;
1230 1138
1231 if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR) 1139 while (stack)
1232 { 1140 {
1233 stack = get_map_ob (op->map, i, j); 1141 if (stack->flag [FLAG_UNPAID])
1234
1235 while (stack)
1236 { 1142 {
1237 if (QUERY_FLAG (stack, FLAG_UNPAID))
1238 {
1239 if (numitems == numallocated) 1143 if (numitems == numallocated)
1240 {
1241 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10)); 1144 items = (shopinv *)realloc (items, sizeof (shopinv) * (numallocated *= 2));
1242 numallocated += 10; 1145
1243 }
1244 add_shop_item (stack, items, &numitems, &numallocated); 1146 add_shop_item (stack, items, &numitems, &numallocated);
1245 }
1246 stack = stack->above;
1247 } 1147 }
1148
1149 stack = stack->above;
1248 } 1150 }
1249 } 1151 }
1250 }
1251 1152
1252 free (map_mark); 1153 buf << (numitems ? "T<This shop contains:>\n\n"
1253 1154 : "T<This shop is currently empty.>");
1254 if (numitems == 0)
1255 {
1256 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1257 free (items);
1258 return;
1259 }
1260 1155
1261 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);
1262 1157
1263 for (i = 0; i < numitems; i++) 1158 for (i = 0; i < numitems; i++)
1264 { 1159 {
1265 /* Collapse items of the same name together */ 1160 /* Collapse items of the same name together */
1266 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))
1267 {
1268 items[i + 1].nrof += items[i].nrof; 1162 items[i + 1].nrof += items[i].nrof;
1269 free (items[i].item_sort);
1270 free (items[i].item_real);
1271 }
1272 else 1163 else
1273 {
1274 new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s",
1275 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
1276 free (items[i].item_sort); 1166 free (items[i].item_sort);
1277 free (items[i].item_real); 1167 free (items[i].item_real);
1278 }
1279 } 1168 }
1169
1170 op->contr->infobox (MSG_CHANNEL ("shopitems"), buf);
1171
1280 free (items); 1172 free (items);
1281} 1173}
1282 1174
1283/* 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*/
1284bool 1180bool
1285is_in_shop (object *o) 1181maptile::is_in_shop (int x, int y) const
1286{ 1182{
1287 if (!o->map)
1288 return false;
1289
1290 return is_in_shop (o->map, o->x, o->y);
1291}
1292
1293/* elmex: this function checks whether we are in a shop or not */
1294bool
1295is_in_shop (maptile *map, int x, int y)
1296{
1297 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])
1298 if (floor->type == SHOP_FLOOR) 1185 return floor->type == SHOP_FLOOR;
1299 return true;
1300 1186
1301 return false; 1187 return false;
1302} 1188}
1189

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