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Revision 1.32 by root, Thu Feb 8 13:41:44 2007 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * 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
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * 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
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <spells.h> 26#include <spells.h>
27#include <skills.h> 27#include <skills.h>
28#include <living.h> 28#include <living.h>
29#include <sproto.h> 29#include <sproto.h>
30#include <math.h>
31 30
32/* 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
33 * 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
34 * 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
35 * therefore making this number higher, makes specialisation less effective. 34 * therefore making this number higher, makes specialisation less effective.
36 * 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,
37 * (though not useful) effects. 36 * (though not useful) effects.
38 */ 37 */
39#define SPECIALISATION_EFFECT 0.5 38#define SPECIALISATION_EFFECT .5
40 39
41/* price a shopkeeper will give someone they neither like nor dislike */ 40// price a shopkeeper will give someone that is not of their race
42#define NEUTRAL_RATIO 0.8 41#define DISLIKE_RATIO 0.8
43 42
44static void pay_from_container (object *pl, object *pouch, sint64 &to_pay); 43static void pay_from_container (object *pl, object *pouch, sint64 &to_pay);
45static 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);
46static double shop_specialisation_ratio (const object *item, const maptile *map); 45static double shop_specialisation_ratio (const object *item, const maptile *map);
47static double shop_greed (const maptile *map); 46static double shop_greed (const maptile *map);
48
49#define NUM_COINS 4 /* number of coin types */
50static const char *const coins[] = { "royalty", "platinacoin", "goldcoin", "silvercoin", NULL };
51 47
52/* 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
53 * 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
54 * 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.
55 * 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
78 74
79sint64 75sint64
80query_cost (const object *tmp, object *who, int flag) 76query_cost (const object *tmp, object *who, int flag)
81{ 77{
82 double val; 78 double val;
83 int number; /* used to better calculate value */
84 int no_bargain; 79 int no_bargain;
85 int identified; 80 int identified;
86 int not_cursed; 81 int not_cursed;
87 int approximate; 82 int approximate;
88 int shop; 83 int shop;
95 not_cursed = flag & F_NOT_CURSED; 90 not_cursed = flag & F_NOT_CURSED;
96 approximate = flag & F_APPROX; 91 approximate = flag & F_APPROX;
97 shop = flag & F_SHOP; 92 shop = flag & F_SHOP;
98 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);
99 94
95 int number = tmp->number_of ();
96
100 if (tmp->type == MONEY) 97 if (tmp->type == MONEY)
101 return tmp->nrof * tmp->value; 98 return number * tmp->value;
102 99
103 if (tmp->type == GEM) 100 if (tmp->type == GEM)
104 { 101 {
105 if (flag == F_TRUE) 102 if (flag == F_TRUE)
106 return (tmp->nrof * tmp->value); 103 return number * tmp->value;
107 104
108 if (flag == F_BUY) 105 if (flag == F_BUY)
109 return (sint64) (1.03 * tmp->nrof * tmp->value); 106 return 1.03 * number * tmp->value;
110 107
111 if (flag == F_SELL) 108 if (flag == F_SELL)
112 return (sint64) (0.97 * tmp->nrof * tmp->value); 109 return 0.97 * number * tmp->value;
113 110
114 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 ());
115 return 0; 112 return 0;
116 } 113 }
117 114
118 number = tmp->nrof;
119 if (number == 0)
120 number = 1;
121 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) 115 if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified)
122 { 116 {
123 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]))
124 return 0; 118 return 0;
125 else 119 else
126 val = tmp->value * number; 120 val = number * tmp->value;
127 } 121 }
128 /* 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 */
129 else 123 else
130 { 124 {
131 if (tmp->arch != NULL)
132 {
133 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
134 { 135 {
135 LOG (llevError, "Asking for buy-value of unidentified object.\n"); 136 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
136 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;
137 } 143 }
138 else
139 { /* Trying to sell something, or get true value */
140 if (tmp->type == POTION)
141 val = number * 40; /* Don't want to give anything away */
142 else
143 {
144 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
145 * unknown objects
146 */
147 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
148 val = number * tmp->arch->clone.value * 2 / 3;
149 else
150 val = number * tmp->arch->clone.value / 3;
151 }
152 }
153 }
154 else
155 { /* No archetype with this object */
156 LOG (llevDebug, "In sell item: Have object with no archetype: %s\n", &tmp->name);
157 if (flag == F_BUY)
158 {
159 LOG (llevError, "Asking for buy-value of unidentified object without arch.\n");
160 val = number * tmp->value * 10;
161 }
162 else
163 val = number * tmp->value / 5;
164 } 144 }
165 } 145 }
166 146
167 /* 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
168 * identified, AND the object is magical and the archetype is non 148 * identified, AND the object is magical and the archetype is non
169 * magical, then change values accordingly. The tmp->arch==NULL is 149 * magical, then change values accordingly. The tmp->arch==NULL is
170 * 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
171 * tmp->arch->clone.magic for any magic. The check for archetype 151 * tmp->arch->magic for any magic. The check for archetype
172 * 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
173 * default magical. This is because the archetype value should have 153 * default magical. This is because the archetype value should have
174 * already figured in that value. 154 * already figured in that value.
175 */ 155 */
176 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])
177 QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->clone.magic)) 157 && tmp->magic && (!tmp->arch || !tmp->arch->magic))
178 { 158 {
179 if (tmp->magic > 0) 159 if (tmp->magic > 0)
180 val *= (3 * tmp->magic * tmp->magic * tmp->magic); 160 val *= 3 * tmp->magic * tmp->magic * tmp->magic;
181 else 161 else
182 /* Note that tmp->magic is negative, so that this 162 /* Note that tmp->magic is negative, so that this
183 * will actually be something like val /=2, /=3, etc. 163 * will actually be something like val /=2, /=3, etc.
184 */ 164 */
185 val /= (1 - tmp->magic); 165 val /= 1 - tmp->magic;
186 } 166 }
187 167
188 if (tmp->type == WAND) 168 if (tmp->type == WAND)
189 { 169 {
190 /* Value of the wand is multiplied by the number of 170 /* Value of the wand is multiplied by the number of
191 * charges. the treasure code already sets up the value 171 * charges. the treasure code already sets up the value
192 * 50 charges is used as the baseline. 172 * 50 charges is used as the baseline.
193 */ 173 */
194 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) 174 if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified)
195 val = (val * tmp->stats.food) / 50; 175 val *= tmp->stats.food / 50;
196 else /* if not identified, presume one charge */ 176 else /* if not identified, presume one charge */
197 val /= 50; 177 val /= 50;
198 } 178 }
199 179
200 /* Limit amount of money you can get for really great items. */ 180 /* Limit amount of money you can get for really great items. */
201 if (flag == F_SELL) 181 if (flag == F_SELL)
202 val = value_limit ((sint64) val, number, who, shop); 182 val = value_limit (val, number, who, shop);
203 183
204 // 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
205 // 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.
206 //val = pow (val, 1.05); 186 //val = pow (val, 1.05);
207 187
210 * AND Cha = 30 will get optimal price. 190 * AND Cha = 30 will get optimal price.
211 * Thus charisma will never get useless. 191 * Thus charisma will never get useless.
212 * -b.e. edler@heydernet.de 192 * -b.e. edler@heydernet.de
213 */ 193 */
214 194
215 if (who != NULL && who->type == PLAYER) 195 if (who && who->type == PLAYER)
216 { 196 {
217 int lev_bargain = 0; 197 int lev_bargain = 0;
218 int lev_identify = 0; 198 int lev_identify = 0;
219 int idskill1 = 0;
220 int idskill2 = 0;
221 const typedata *tmptype;
222
223 tmptype = get_typedata (tmp->type);
224 199
225 if (find_skill_by_number (who, SK_BARGAINING)) 200 if (find_skill_by_number (who, SK_BARGAINING))
226 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level; 201 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level;
227 202
228 if (tmptype) 203 if (const typedata *tmptype = get_typedata (tmp->type))
229 { 204 {
230 idskill1 = tmptype->identifyskill; 205 if (int idskill1 = tmptype->identifyskill)
231
232 if (idskill1)
233 { 206 {
234 idskill2 = tmptype->identifyskill2; 207 int idskill2 = tmptype->identifyskill2;
235 208
236 if (find_skill_by_number (who, idskill1)) 209 if (find_skill_by_number (who, idskill1))
237 lev_identify = find_skill_by_number (who, idskill1)->level; 210 lev_identify = find_skill_by_number (who, idskill1)->level;
238 211
239 if (idskill2 && find_skill_by_number (who, idskill2)) 212 if (idskill2 && find_skill_by_number (who, idskill2))
240 lev_identify += find_skill_by_number (who, idskill2)->level; 213 lev_identify += find_skill_by_number (who, idskill2)->level;
241 } 214 }
242 } 215 }
243 else
244 LOG (llevError, "Query_cost: item %s hasn't got a valid type\n", tmp->debug_desc ());
245 216
246 /* ratio determines how much of the price modification 217 /* ratio determines how much of the price modification
247 * will come from the basic stat charisma 218 * will come from the basic stat charisma
248 * the rest will come from the level in bargaining skill 219 * the rest will come from the level in bargaining skill
249 */ 220 */
250 const double cha_ratio = 0.40; 221 const double cha_ratio = 0.40;
251 222
252 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);
253
254 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.);
255
256 diff = .02 + (.80 - .02) * diff; 225 diff = .02 + (.80 - .02) * diff;
257 226
258 if (flag == F_BUY) 227 if (flag == F_BUY)
259 val += (val * diff); 228 val += val * diff;
260 else if (flag == F_SELL) 229 else if (flag == F_SELL)
261 val -= (val * diff); 230 val -= val * diff;
262 231
263 // 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
264 // then the range is adjusted randomly around the correct value 233 // then the range is adjusted randomly around the correct value
265 if (approximate) 234 if (approximate)
266 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1)); 235 approx_range = val / sqrt (lev_identify * 3 + 1);
267 } 236 }
268 237
269 /* 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
270 * overflow of diff above. That shoudl only happen if 239 * overflow of diff above. That should only happen if
271 * we are selling objects - in that case, the person just 240 * we are selling objects - in that case, the person just
272 * gets no money. 241 * gets no money.
273 */ 242 */
274 if ((sint64) val < 0) 243 if ((sint64) val < 0)
275 val = 0; 244 val = 0;
276 245
277 /* Unidentified stuff won't sell for more than 60gp */ 246 /* Unidentified stuff won't sell for more than 10gp */
278 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)
279 { 248 min_it (val, 1000);
280 val = (val > 600) ? 600 : val;
281 }
282 249
283 /* 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 */
284 if (shop && who) 251 if (shop && who)
285 { 252 {
286 if (flag == F_SELL) 253 if (flag == F_SELL)
287 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);
288 else if (flag == F_BUY) 255 else if (flag == F_BUY)
289 { 256 {
290 /* 257 /*
291 * 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
292 * let the item be sold cheaper, according to the specialisation of 259 * let the item be sold cheaper, according to the specialisation of
298 * 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).
299 * 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
300 * 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
301 * antiques in a junk shop in real life). 268 * antiques in a junk shop in real life).
302 */ 269 */
303 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD)) 270 if (tmp->flag [FLAG_PLAYER_SOLD])
304 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);
305 else 272 else
306 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);
307 } 276 }
277
308 /* 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
309 * 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
310 * pointful, and could give fun with rounding. 280 * pointful, and could give fun with rounding.
311 */ 281 */
282 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution
312 if (val > 50) 283 if (val > 50)
313 val += float (val) * .05f * cosf ((tmp->uuid.seq & 0xffff) * float (M_PI * 2. / 0x10000)); 284 val *= 1 + .05f * cosf ((tmp->uuid.seq & 0xffff) * M_PI * 2. / 0x10000);
314 } 285 }
315 286
316 return (sint64) val; 287 return val;
317} 288}
318 289
319/* 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
320 * cointype placement. 291 * cointype placement.
321 */ 292 */
325{ 296{
326 archetype *coin; 297 archetype *coin;
327 298
328 do 299 do
329 { 300 {
330 if (coins[*cointype] == NULL) 301 if (!coins [*cointype])
331 return NULL; 302 return 0;
303
332 coin = archetype::find (coins[*cointype]); 304 coin = archetype::find (coins [*cointype]);
305
333 if (coin == NULL) 306 if (!coin)
334 return NULL; 307 return 0;
308
335 *cointype += 1; 309 *cointype += 1;
336 } 310 }
337 while (coin->clone.value > c); 311 while (coin->value > c);
338 312
339 return coin; 313 return coin;
340} 314}
341 315
342/* 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
350 * 10,000 silver or something) 324 * 10,000 silver or something)
351 */ 325 */
352const char * 326const char *
353cost_string_from_value (sint64 cost, int approx) 327cost_string_from_value (sint64 cost, int approx)
354{ 328{
355 static char buf[MAX_BUF];
356 archetype *coin, *next_coin; 329 archetype *coin, *next_coin;
357 int num, cointype = 0; 330 int num, cointype = 0;
358 331
359 coin = find_next_coin (cost, &cointype); 332 coin = find_next_coin (cost, &cointype);
360 if (coin == NULL) 333 if (!coin)
361 return "nothing"; 334 return "nothing";
362 335
363 num = cost / coin->clone.value; 336 num = cost / coin->value;
364 /* so long as nrof is 32 bit, this is true. 337 /* so long as nrof is 32 bit, this is true.
365 * 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
366 * is basically true. 339 * is basically true.
367 */ 340 */
368 if ((cost / coin->clone.value) > UINT32_MAX) 341 if (cost / coin->value > UINT32_MAX)
369 {
370 strcpy (buf, "an unimaginable sum of money"); 342 return "an unimaginable sum of money";
371 return buf;
372 }
373 343
374 cost -= num * (sint64)coin->clone.value; 344 cost -= num * (sint64)coin->value;
375 345
376 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);
377 347
378 next_coin = find_next_coin (cost, &cointype); 348 next_coin = find_next_coin (cost, &cointype);
379 if (next_coin == NULL || approx) 349 if (!next_coin || approx)
380 return buf; 350 return buf;
381 351
382 coin = next_coin; 352 coin = next_coin;
383 num = cost / coin->clone.value; 353 num = cost / coin->value;
384 cost -= num * (sint64)coin->clone.value; 354 cost -= num * (sint64)coin->value;
385 355
386 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);
387
388 return buf;
389} 357}
390 358
391const char * 359const char *
392query_cost_string (const object *tmp, object *who, int flag) 360query_cost_string (const object *tmp, object *who, int flag)
393{ 361{
414 { 382 {
415 if (!idskill2 || !find_skill_by_number (who, idskill2)) 383 if (!idskill2 || !find_skill_by_number (who, idskill2))
416 { 384 {
417 if (!find_skill_by_number (who, SK_BARGAINING)) 385 if (!find_skill_by_number (who, SK_BARGAINING))
418 { 386 {
419 static char buf[MAX_BUF];
420 int num, cointype = 0; 387 int num, cointype = 0;
421 archetype *coin = find_next_coin (real_value, &cointype); 388 archetype *coin = find_next_coin (real_value, &cointype);
422 389
423 if (coin == NULL) 390 if (!coin)
424 return "nothing"; 391 return "nothing";
425 392
426 num = real_value / coin->clone.value; 393 num = real_value / coin->value;
394
427 if (num == 1) 395 if (num == 1)
428 sprintf (buf, "about one %s", &coin->clone.name); 396 return format ("about one %s", &coin->object::name);
429 else if (num < 5) 397 else if (num < 5)
430 sprintf (buf, "a few %s", &coin->clone.name_pl); 398 return format ("a few %s", &coin->object::name_pl);
431 else if (num < 10) 399 else if (num < 10)
432 sprintf (buf, "several %s", &coin->clone.name_pl); 400 return format ("several %s", &coin->object::name_pl);
433 else if (num < 25) 401 else if (num < 25)
434 sprintf (buf, "a moderate amount of %s", &coin->clone.name_pl); 402 return format ("a moderate amount of %s", &coin->object::name_pl);
435 else if (num < 100) 403 else if (num < 100)
436 sprintf (buf, "lots of %s", &coin->clone.name_pl); 404 return format ("lots of %s", &coin->object::name_pl);
437 else if (num < 1000) 405 else if (num < 1000)
438 sprintf (buf, "a great many %s", &coin->clone.name_pl); 406 return format ("a great many %s", &coin->object::name_pl);
439 else 407 else
440 sprintf (buf, "a vast quantity of %s", &coin->clone.name_pl); 408 return format ("a vast quantity of %s", &coin->object::name_pl);
441 return buf;
442 } 409 }
443 } 410 }
444 } 411 }
445 412
446 int hash = ((unsigned int) tmp->count * 174364621) & 1023;
447
448 if (approx_range) 413 if (approx_range)
449 { 414 {
415 int hash = tmp->random_seed () & 1023;
450 sint64 lo = (sint64) real_value - (approx_range * hash >> 10); 416 sint64 lo = real_value - (approx_range * hash >> 10);
451 static char buf[MAX_BUF];
452 417
453 sprintf (buf, "between %s", cost_string_from_value (lo, 1)); 418 return format ("between %s and %s",
454 sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1)); 419 cost_string_from_value (lo, 1),
455 420 cost_string_from_value (lo + approx_range, 1));
456 return buf;
457 } 421 }
458 } 422 }
459 423
460 return cost_string_from_value (real_value, 0); 424 return cost_string_from_value (real_value, 0);
461} 425}
476 } 440 }
477 441
478 for (tmp = op->inv; tmp; tmp = tmp->below) 442 for (tmp = op->inv; tmp; tmp = tmp->below)
479 if (tmp->type == MONEY) 443 if (tmp->type == MONEY)
480 total += tmp->nrof * (sint64)tmp->value; 444 total += tmp->nrof * (sint64)tmp->value;
481 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")))
482 total += query_money (tmp); 446 total += query_money (tmp);
483 447
484 return total; 448 return total;
485} 449}
486 450
501 return 0; 465 return 0;
502 466
503 pay_from_container (pl, pl, to_pay); 467 pay_from_container (pl, pl, to_pay);
504 468
505 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 469 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
506 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")))
507 pay_from_container (pl, pouch, to_pay); 471 pay_from_container (pl, pouch, to_pay);
508 472
509 pl->update_stats (); 473 pl->update_stats ();
510 return 1; 474 return 1;
511} 475}
538 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE); 502 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE);
539 503
540 pay_from_container (pl, pl, to_pay); 504 pay_from_container (pl, pl, to_pay);
541 505
542 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 506 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
543 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")))
544 pay_from_container (pl, pouch, to_pay); 508 pay_from_container (pl, pouch, to_pay);
545 509
546 if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ))
547 SET_FLAG (op, FLAG_WAS_WIZ);
548
549 pl->update_stats (); 510 pl->update_stats ();
511
550 return 1; 512 return 1;
551} 513}
552 514
553/* 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
554 * the player. 516 * the player.
583 545
584 if (tmp->type == MONEY) 546 if (tmp->type == MONEY)
585 { 547 {
586 for (i = 0; i < NUM_COINS; i++) 548 for (i = 0; i < NUM_COINS; i++)
587 { 549 {
588 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))
589 { 551 {
590 // 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.
591 if (coin_objs [i]) 553 if (coin_objs [i])
592 { 554 {
593 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]);
594 tmp->remove ();
595 coin_objs[i]->nrof += tmp->nrof; 556 coin_objs[i]->nrof += tmp->nrof;
596 esrv_del_item (pl->contr, tmp->count);
597 tmp->destroy (); 557 tmp->destroy ();
598 } 558 }
599 else 559 else
600 { 560 {
601 tmp->remove (); 561 tmp->remove ();
602
603 if (pouch->type == PLAYER)
604 esrv_del_item (pl->contr, tmp->count);
605
606 coin_objs[i] = tmp; 562 coin_objs[i] = tmp;
607 } 563 }
608 564
609 break; 565 break;
610 } 566 }
611 } 567 }
612 568
613 if (i == NUM_COINS) 569 if (i == NUM_COINS)
614 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);
615 } 571 }
616 } 572 }
617 573
618 /* 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. */
619 /* 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 */
623 at = archetype::find (coins[NUM_COINS - 1 - i]); 579 at = archetype::find (coins[NUM_COINS - 1 - i]);
624 580
625 if (at == NULL) 581 if (at == NULL)
626 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]);
627 583
628 coin_objs[i] = arch_to_object (at); 584 coin_objs[i] = at->instance ();
629 coin_objs[i]->nrof = 0; 585 coin_objs[i]->nrof = 0;
630 } 586 }
631 587
632 for (i = 0; i < NUM_COINS; i++) 588 for (i = 0; i < NUM_COINS; i++)
633 { 589 {
634 object &coin = *coin_objs[i]; 590 object &coin = *coin_objs[i];
635 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);
636 to_pay -= num_coins * coin.value; 592 to_pay -= num_coins * coin.value;
637 593
638 coin.nrof -= num_coins; 594 coin.nrof -= num_coins;
639 /* Now start making change. Start at the coin value 595 /* Now start making change. Start at the coin value
640 * below the one we just did, and work down to 596 * below the one we just did, and work down to
650 count--; 606 count--;
651 } 607 }
652 } 608 }
653 609
654 for (i = 0; i < NUM_COINS; i++) 610 for (i = 0; i < NUM_COINS; i++)
655 {
656 if (coin_objs[i]->nrof) 611 if (coin_objs[i]->nrof)
657 {
658 object *tmp = insert_ob_in_ob (coin_objs[i], pouch); 612 insert_ob_in_ob (coin_objs [i], pouch);
659
660 esrv_send_item (pl, tmp);
661 esrv_send_item (pl, pouch);
662
663 if (pl != pouch)
664 esrv_update_item (UPD_WEIGHT, pl, pouch);
665
666 if (pl->type != PLAYER)
667 esrv_send_item (pl, pl);
668 }
669 else 613 else
670 coin_objs[i]->destroy (); 614 coin_objs[i]->destroy ();
671 }
672} 615}
673 616
674/* 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
675 * 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.
676 * 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
688 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");
689 return 0; 632 return 0;
690 } 633 }
691 634
692 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item) 635 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
693 if (QUERY_FLAG (item, FLAG_UNPAID)) 636 if (item->flag [FLAG_UNPAID])
694 { 637 {
695 unpaid_count++; 638 unpaid_count++;
696 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP); 639 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
697 } 640 }
698 641
699 if (unpaid_price > player_wealth) 642 if (unpaid_price > player_wealth)
700 { 643 {
701 char buf[MAX_BUF]; 644 dynbuf_text &buf = msg_dynbuf; buf.clear ();
702 char cost[MAX_BUF];
703 char missing[MAX_BUF];
704 645
705 snprintf (cost, MAX_BUF, "%s", cost_string_from_value (unpaid_price, 0)); 646 buf << "You have " << unpaid_count
706 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.>";
707 651
708 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);
709 unpaid_count, cost, missing);
710 new_draw_info (NDI_UNIQUE, 0, pl, buf);
711 653
712 return 0; 654 return 0;
713 } 655 }
714 else 656 else
715 return 1; 657 return 1;
728 { 670 {
729 next_item: 671 next_item:
730 672
731 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op) 673 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
732 { 674 {
733 if (QUERY_FLAG (op, FLAG_UNPAID)) 675 if (op->flag [FLAG_UNPAID])
734 { 676 {
735 char buf[MAX_BUF];
736 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);
737 678
738 if (!pay_for_item (op, pl)) 679 if (!pay_for_item (op, pl))
739 { 680 {
740 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);
741 682
742 CLEAR_FLAG (op, FLAG_UNPAID); 683 op->clr_flag (FLAG_UNPAID);
743 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));
744 SET_FLAG (op, FLAG_UNPAID); 685 op->set_flag (FLAG_UNPAID);
745 return 0; 686 return 0;
746 } 687 }
747 else 688 else
748 { 689 {
749 object *tmp; 690 op->clr_flag (FLAG_UNPAID);
750 691 op->clr_flag (FLAG_PLAYER_SOLD);
751 CLEAR_FLAG (op, FLAG_UNPAID);
752 CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
753 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));
754 tmp = merge_ob (op, NULL);
755 693
756 if (pl->type == PLAYER) 694 if (!merge_ob (op, op->env->inv))
757 {
758 if (tmp)
759 { /* it was merged */
760 esrv_del_item (pl->contr, op->count);
761 op = tmp;
762 }
763
764 esrv_send_item (pl, op); 695 esrv_update_item (UPD_FLAGS, pl, op);
765 }
766 696
767 goto next_item; 697 goto next_item;
768 } 698 }
769 } 699 }
770 } 700 }
789{ 719{
790 int count = 0; 720 int count = 0;
791 archetype *at = 0; 721 archetype *at = 0;
792 object *pouch = 0, *tmp = 0; 722 object *pouch = 0, *tmp = 0;
793 723
794 for (count = 0; coins[count] != NULL; count++) 724 for (count = 0; coins[count]; count++)
795 { 725 {
796 at = archetype::find (coins[count]); 726 at = archetype::find (coins[count]);
797 727
798 if (at == NULL) 728 if (at == NULL)
799 LOG (llevError, "Could not find %s archetype\n", coins[count]); 729 LOG (llevError, "Could not find %s archetype\n", coins[count]);
800 else if ((amount / at->clone.value) > 0) 730 else if ((amount / at->value) > 0)
801 { 731 {
802 for (pouch = pl->inv; pouch; pouch = pouch->below) 732 for (pouch = pl->inv; pouch; pouch = pouch->below)
803 { 733 {
804 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"))
805 { 735 {
806 int w = at->clone.weight * (100 - pouch->stats.Str) / 100; 736 int w = at->weight * (100 - pouch->stats.Str) / 100;
807 int n = amount / at->clone.value; 737 int n = amount / at->value;
808 738
809 if (w == 0) 739 if (w == 0)
810 w = 1; /* Prevent divide by zero */ 740 w = 1; /* Prevent divide by zero */
811 741
812 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))
813 { 743 {
814 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) 744 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
815 n = (pouch->weight_limit - pouch->carrying) / w; 745 n = (pouch->weight_limit - pouch->carrying) / w;
816 746
817 tmp = arch_to_object (at); 747 object *tmp = at->instance ();
818 tmp->nrof = n; 748 tmp->nrof = n;
819 amount -= tmp->nrof * tmp->value; 749 amount -= tmp->nrof * tmp->value;
820 tmp = insert_ob_in_ob (tmp, pouch); 750 pouch->insert (tmp);
821 esrv_send_item (pl, tmp);
822 esrv_send_item (pl, pouch);
823 esrv_update_item (UPD_WEIGHT, pl, pouch);
824 esrv_send_item (pl, pl);
825 } 751 }
826 } 752 }
827 } 753 }
828 754
829 if (amount / at->clone.value > 0) 755 if (amount / at->value > 0)
830 { 756 {
831 tmp = arch_to_object (at); 757 object *tmp = at->instance ();
832 tmp->nrof = amount / tmp->value; 758 tmp->nrof = amount / tmp->value;
833 amount -= tmp->nrof * tmp->value; 759 amount -= tmp->nrof * tmp->value;
834 tmp = insert_ob_in_ob (tmp, pl); 760 pl->insert (tmp);
835 esrv_send_item (pl, tmp);
836 esrv_send_item (pl, pl);
837 } 761 }
838 } 762 }
839 } 763 }
840 764
841 if (amount != 0) 765 if (amount != 0)
844 768
845/* elmex: this is for the bank plugin :( */ 769/* elmex: this is for the bank plugin :( */
846sint64 770sint64
847pay_player_arch (object *pl, const char *arch, sint64 amount) 771pay_player_arch (object *pl, const char *arch, sint64 amount)
848{ 772{
849 archetype *at = archetype::find (arch);
850 object *tmp = NULL;
851
852 if (at == NULL)
853 return 0;
854
855 if (amount > 0) 773 if (amount)
856 { 774 {
857 tmp = arch_to_object (at); 775 object *ob = archetype::get (arch);
776
777 if (!ob)
778 return 0;
779
858 tmp->nrof = amount; 780 ob->nrof = amount;
859 tmp = insert_ob_in_ob (tmp, pl); 781 pl->insert (ob);
860 esrv_send_item (pl, tmp);
861 esrv_send_item (pl, pl);
862 } 782 }
863 783
864 return 1; 784 return 1;
865} 785}
866 786
869 * buy item. 789 * buy item.
870 * 790 *
871 * Modified to fill available race: gold containers before dumping 791 * Modified to fill available race: gold containers before dumping
872 * remaining coins in character's inventory. 792 * remaining coins in character's inventory.
873 */ 793 */
874void 794bool
875sell_item (object *op, object *pl) 795sell_item (object *op, object *pl)
876{ 796{
877 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;
878 798
879 if (pl == NULL || pl->type != PLAYER) 799 if (pl == NULL || pl->type != PLAYER)
880 { 800 {
881 LOG (llevDebug, "Object other than player tried to sell something.\n"); 801 LOG (llevDebug, "Object other than player tried to sell something.\n");
882 return; 802 return false;
883 } 803 }
884 804
885 op->custom_name = 0; 805 op->custom_name = 0;
886 806
887 if (!amount) 807 if (!amount)
888 { 808 {
889 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.",
890 810 query_name (op));
891 /* 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
892 * worth something. If so, make it unpaid 812 // interested in it.
893 */
894 if (op->value)
895 {
896 SET_FLAG (op, FLAG_UNPAID);
897 SET_FLAG (op, FLAG_PLAYER_SOLD);
898 }
899
900 identify (op);
901 return; 813 return false;
902 } 814 }
903 815
904 /* We compare the price with the one for a player 816 /* We compare the price with the one for a player
905 * without bargaining skill. 817 * without bargaining skill.
906 * This determins the amount of exp (if any) gained for bargaining. 818 * This determins the amount of exp (if any) gained for bargaining.
911 if (extra_gain > 0) 823 if (extra_gain > 0)
912 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); 824 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
913 825
914 pay_player (pl, amount); 826 pay_player (pl, amount);
915 827
916 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"));
917 831
918 SET_FLAG (op, FLAG_UNPAID); 832 op->set_flag (FLAG_UNPAID);
919 identify (op); 833 identify (op);
920}
921 834
835 return true;
836}
922 837
923/* 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
924 * 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,
925 * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any 840 * returned value is between SPECIALISATION_EFFECT and 1.
926 * event is never less than 0.1 (calling functions divide by it)
927 */ 841 */
928static double 842static double
929shop_specialisation_ratio (const object *item, const maptile *map) 843shop_specialisation_ratio (const object *item, const maptile *map)
930{ 844{
931 shopitems *items = map->shopitems; 845 shopitems *items = map->shopitems;
932 double ratio = SPECIALISATION_EFFECT, likedness = 0.001; 846 int likedness = 0;
933 int i; 847 int i;
934 848
935 if (item == NULL) 849 if (item == NULL)
936 { 850 {
937 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);
943 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");
944 /* 858 /*
945 * 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
946 * 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.."
947 */ 861 */
948 return ratio; 862 return SPECIALISATION_EFFECT;
949 } 863 }
950 864
951 if (map->shopitems) 865 if (map->shopitems)
952 {
953 for (i = 0; i < items[0].index; i++) 866 for (i = 0; i < items[0].index; i++)
954 if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001)) 867 if (items[i].typenum == item->type || (!items[i].typenum && !likedness))
955 likedness = items[i].strength / 100.0; 868 likedness = items[i].strength;
956 }
957 869
958 if (likedness > 1.0) 870 if (likedness > 100)
959 { /* someone has been rather silly with the map headers. */ 871 { /* someone has been rather silly with the map headers. */
960 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);
961 likedness = 1.0; 873 likedness = 100;
962 } 874 }
963 875
964 if (likedness < -1.0) 876 if (likedness < -100)
965 { 877 {
966 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);
967 likedness = -1.0; 879 likedness = -100;
968 } 880 }
969 881
970 ratio = ratio + (1.0 - ratio) * likedness; 882 return lerp (double (likedness), -100., 100., SPECIALISATION_EFFECT, 1.);
971
972 if (ratio <= 0.1)
973 ratio = 0.1; /* if the ratio were much lower than this, we would get silly prices */
974
975 return ratio;
976} 883}
977 884
978/*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. */
979static double 886static double
980shop_greed (const maptile *map) 887shop_greed (const maptile *map)
981{ 888{
982 double greed = 1.0;
983
984 if (map->shopgreed)
985 return map->shopgreed; 889 return map->shopgreed
986 return greed; 890 ? map->shopgreed
891 : 1.;
987} 892}
988 893
989/* 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.
990 * 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.
991 */ 896 */
992double 897double
993shopkeeper_approval (const maptile *map, const object *player) 898shopkeeper_approval (const maptile *map, const object *player)
994{ 899{
995 double approval = 1.0; 900 return map->shoprace && player->race != map->shoprace
996 901 ? DISLIKE_RATIO
997 if (map->shoprace) 902 : 1.;
998 {
999 approval = NEUTRAL_RATIO;
1000 if (player->race && !strcmp (player->race, map->shoprace))
1001 approval = 1.0;
1002 }
1003
1004 return approval;
1005} 903}
1006 904
1007/* 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
1008 * 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
1009 * 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
1039 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default 937 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
1040 938
1041 if (map->shopmin && unit_price < map->shopmin) 939 if (map->shopmin && unit_price < map->shopmin)
1042 return 0; 940 return 0;
1043 else if (unit_price > tmpshopmax / 2) 941 else if (unit_price > tmpshopmax / 2)
1044 newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax); 942 newval = min ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
1045 else 943 else
1046 newval = unit_price; 944 newval = unit_price;
1047 } 945 }
1048 946
1049 newval *= quantity; 947 newval *= quantity;
1053 951
1054/* 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. */
1055int 953int
1056describe_shop (const object *op) 954describe_shop (const object *op)
1057{ 955{
956 dynbuf_text buf;
1058 maptile *map = op->map; 957 maptile *map = op->map;
1059 958
1060 /*shopitems *items=map->shopitems; */ 959 /*shopitems *items=map->shopitems; */
1061 int pos = 0, i; 960 int pos = 0, i;
1062 double opinion = 0; 961 double opinion = 0;
1063 char tmp[MAX_BUF] = "\0";
1064 962
1065 if (op->type != PLAYER) 963 if (op->type != PLAYER)
1066 return 0; 964 return 0;
1067 965
1068 /*check if there is a shop specified for this map */ 966 /*check if there is a shop specified for this map */
1069 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) 967 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
1070 { 968 {
1071 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;
1072 971
1073 if (map->shopitems) 972 if (map->shopitems)
1074 for (i = 0; i < map->shopitems[0].index; i++) 973 for (i = 0; i < map->shopitems[0].index; i++)
1075 if (map->shopitems[i].name && map->shopitems[i].strength > 10) 974 if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1076 { 975 {
1077 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl); 976 buf << map->shopitems[i].name_pl;
1078 pos += strlen (tmp + pos); 977 prevcomma = lastcomma;
978 lastcomma = buf.size (); // remember offset
979 buf << ", ";
1079 } 980 }
1080 981
1081 if (!pos) 982 if (lastcomma)
983 {
984 buf.splice (lastcomma, 2);
985
986 if (prevcomma)
987 buf.splice (prevcomma, 2, " and ");
988 }
989 else
1082 strcat (tmp, "a little of everything."); 990 buf << "a little of everything.";
1083 991
1084 /* format the string into a list */ 992 buf << ".\n\n";
1085 make_list_like (tmp);
1086 new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1087 993
1088 if (map->shopmax) 994 if (map->shopmax)
1089 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";
1090 996
1091 if (map->shopmin) 997 if (map->shopmin)
1092 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";
1093 999
1094 if (map->shopgreed) 1000 if (map->shopgreed)
1095 { 1001 {
1096 if (map->shopgreed > 2.0) 1002 if (map->shopgreed > 2.0)
1097 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively."); 1003 buf << "It tends to overcharge massively.\n\n";
1098 else if (map->shopgreed > 1.5) 1004 else if (map->shopgreed > 1.5)
1099 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially."); 1005 buf << "It tends to overcharge substantially.\n\n";
1100 else if (map->shopgreed > 1.1) 1006 else if (map->shopgreed > 1.1)
1101 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly."); 1007 buf << "It tends to overcharge slightly.\n\n";
1102 else if (map->shopgreed < 0.9) 1008 else if (map->shopgreed < 0.9)
1103 new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge."); 1009 buf << "It tends to undercharge.\n\n";
1104 } 1010 }
1105 1011
1106 if (map->shoprace) 1012 if (map->shoprace)
1107 { 1013 {
1108 opinion = shopkeeper_approval (map, op); 1014 opinion = shopkeeper_approval (map, op);
1015
1109 if (opinion > 0.8) 1016 if (opinion > 0.8)
1110 new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you."); 1017 buf << "You think the shopkeeper likes you.\n\n";
1111 else if (opinion > 0.5) 1018 else if (opinion > 0.5)
1112 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you."); 1019 buf << "The shopkeeper seems unconcerned by you.\n\n";
1113 else 1020 else
1114 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";
1115 } 1022 }
1116 } 1023 }
1117 else 1024 else
1118 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);
1119 1028
1120 return 1; 1029 return 1;
1121} 1030}
1122 1031
1123struct shopinv 1032struct shopinv
1138{ 1047{
1139 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2; 1048 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1140 1049
1141 if (s1->type < s2->type) 1050 if (s1->type < s2->type)
1142 return -1; 1051 return -1;
1052
1143 if (s1->type > s2->type) 1053 if (s1->type > s2->type)
1144 return 1; 1054 return 1;
1145 1055
1146 /* 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
1147 * via alphabetical order 1057 * via alphabetical order
1150} 1060}
1151 1061
1152static void 1062static void
1153add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated) 1063add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1154{ 1064{
1155#if 0
1156 char buf[MAX_BUF];
1157#endif
1158 /* clear unpaid flag so that doesn't come up in query 1065 /* clear unpaid flag so that doesn't come up in query
1159 * string. We clear nrof so that we can better sort 1066 * string. We clear nrof so that we can better sort
1160 * the object names. 1067 * the object names.
1161 */ 1068 */
1162 1069
1163 CLEAR_FLAG (tmp, FLAG_UNPAID); 1070 tmp->clr_flag (FLAG_UNPAID);
1164 items[*numitems].nrof = tmp->nrof; 1071 items[*numitems].nrof = tmp->nrof;
1165 /* 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
1166 * so the display is properly. 1073 * so the display is properly.
1167 */ 1074 */
1168 if (tmp->nrof == 0) 1075 if (tmp->nrof == 0)
1190 items[*numitems].item_sort = strdup (query_base_name (tmp, 0)); 1097 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1191 items[*numitems].item_real = strdup (query_base_name (tmp, 1)); 1098 items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1192 (*numitems)++; 1099 (*numitems)++;
1193 break; 1100 break;
1194 } 1101 }
1195 SET_FLAG (tmp, FLAG_UNPAID); 1102
1103 tmp->set_flag (FLAG_UNPAID);
1196} 1104}
1197 1105
1198void 1106void
1199shop_listing (object *op) 1107shop_listing (object *sign, object *op)
1200{ 1108{
1201 int i, j, numitems = 0, numallocated = 0, nx, ny; 1109 int i, j, x1, x2, y1, y2;
1202 char *map_mark = (char *) calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1); 1110 const char *shop_coords = sign->kv (shstr_shop_coords);
1203 object *stack; 1111 object *stack;
1204 shopinv *items; 1112 shopinv *items;
1205 1113
1206 /* 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 */
1207 if (op->type != PLAYER) 1115 if (!op->is_player ())
1208 return; 1116 return;
1209 1117
1210 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:"); 1118 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1211 1119
1212 magic_mapping_mark (op, map_mark, 3); 1120 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1213 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
1214 numallocated = 40; 1128 int numallocated = 40;
1129 int numitems = 0;
1130 items = (shopinv *)malloc (sizeof (shopinv) * numallocated);
1215 1131
1216 /* Find all the appropriate items */ 1132 /* Find all the appropriate items */
1217 for (i = 0; i < op->map->width; i++) 1133 for (i = x1; i <= x2; i++)
1218 { 1134 for (j = y1; j < y2; j++)
1219 for (j = 0; j < op->map->height; j++) 1135 if (op->map->is_in_shop (i, j))
1220 { 1136 {
1221 // magic map code now centers the map on the object at MAGIC_MAP_HALF. 1137 stack = GET_MAP_OB (op->map, i, j);
1222 nx = i - op->x + MAGIC_MAP_HALF;
1223 ny = j - op->y + MAGIC_MAP_HALF;
1224 /* unlikely, but really big shops could run into this issue */
1225 if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE)
1226 continue;
1227 1138
1228 if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR) 1139 while (stack)
1229 { 1140 {
1230 stack = GET_MAP_OB (op->map, i, j); 1141 if (stack->flag [FLAG_UNPAID])
1231
1232 while (stack)
1233 { 1142 {
1234 if (QUERY_FLAG (stack, FLAG_UNPAID))
1235 {
1236 if (numitems == numallocated) 1143 if (numitems == numallocated)
1237 {
1238 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10)); 1144 items = (shopinv *)realloc (items, sizeof (shopinv) * (numallocated *= 2));
1239 numallocated += 10;
1240 }
1241 1145
1242 add_shop_item (stack, items, &numitems, &numallocated); 1146 add_shop_item (stack, items, &numitems, &numallocated);
1243 }
1244
1245 stack = stack->above;
1246 } 1147 }
1148
1149 stack = stack->above;
1247 } 1150 }
1248 } 1151 }
1249 }
1250 1152
1251 free (map_mark); 1153 buf << (numitems ? "T<This shop contains:>\n\n"
1252 1154 : "T<This shop is currently empty.>");
1253 if (numitems == 0)
1254 {
1255 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1256 free (items);
1257 return;
1258 }
1259 1155
1260 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);
1261 1157
1262 for (i = 0; i < numitems; i++) 1158 for (i = 0; i < numitems; i++)
1263 { 1159 {
1264 /* Collapse items of the same name together */ 1160 /* Collapse items of the same name together */
1265 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))
1266 {
1267 items[i + 1].nrof += items[i].nrof; 1162 items[i + 1].nrof += items[i].nrof;
1268 free (items[i].item_sort);
1269 free (items[i].item_real);
1270 }
1271 else 1163 else
1272 {
1273 new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s",
1274 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
1275 free (items[i].item_sort); 1166 free (items[i].item_sort);
1276 free (items[i].item_real); 1167 free (items[i].item_real);
1277 }
1278 } 1168 }
1169
1170 op->contr->infobox (MSG_CHANNEL ("shopitems"), buf);
1279 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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