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Comparing deliantra/server/server/shop.C (file contents):
Revision 1.44 by root, Thu Nov 8 19:43:28 2007 UTC vs.
Revision 1.81 by root, Wed Apr 28 19:20:48 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 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 <sproto.h> 29#include <sproto.h>
29#include <math.h>
30 30
31/* 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
32 * 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
33 * 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
34 * therefore making this number higher, makes specialisation less effective. 34 * therefore making this number higher, makes specialisation less effective.
42 42
43static void pay_from_container (object *pl, object *pouch, sint64 &to_pay); 43static void pay_from_container (object *pl, object *pouch, sint64 &to_pay);
44static 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);
45static double shop_specialisation_ratio (const object *item, const maptile *map); 45static double shop_specialisation_ratio (const object *item, const maptile *map);
46static double shop_greed (const maptile *map); 46static double shop_greed (const maptile *map);
47
48#define NUM_COINS 4 /* number of coin types */
49static const char *const coins[] = { "royalty", "platinacoin", "goldcoin", "silvercoin", NULL };
50 47
51/* 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
52 * 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
53 * 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.
54 * 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
77 74
78sint64 75sint64
79query_cost (const object *tmp, object *who, int flag) 76query_cost (const object *tmp, object *who, int flag)
80{ 77{
81 double val; 78 double val;
82 int number; /* used to better calculate value */
83 int no_bargain; 79 int no_bargain;
84 int identified; 80 int identified;
85 int not_cursed; 81 int not_cursed;
86 int approximate; 82 int approximate;
87 int shop; 83 int shop;
94 not_cursed = flag & F_NOT_CURSED; 90 not_cursed = flag & F_NOT_CURSED;
95 approximate = flag & F_APPROX; 91 approximate = flag & F_APPROX;
96 shop = flag & F_SHOP; 92 shop = flag & F_SHOP;
97 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);
98 94
95 int number = tmp->number_of ();
96
99 if (tmp->type == MONEY) 97 if (tmp->type == MONEY)
100 return tmp->nrof * tmp->value; 98 return number * tmp->value;
101 99
102 if (tmp->type == GEM) 100 if (tmp->type == GEM)
103 { 101 {
104 if (flag == F_TRUE) 102 if (flag == F_TRUE)
105 return (tmp->nrof * tmp->value); 103 return number * tmp->value;
106 104
107 if (flag == F_BUY) 105 if (flag == F_BUY)
108 return (sint64) (1.03 * tmp->nrof * tmp->value); 106 return 1.03 * number * tmp->value;
109 107
110 if (flag == F_SELL) 108 if (flag == F_SELL)
111 return (sint64) (0.97 * tmp->nrof * tmp->value); 109 return 0.97 * number * tmp->value;
112 110
113 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 ());
114 return 0; 112 return 0;
115 } 113 }
116 114
117 number = tmp->nrof;
118 if (number == 0)
119 number = 1;
120 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) 115 if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified)
121 { 116 {
122 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]))
123 return 0; 118 return 0;
124 else 119 else
125 val = tmp->value * number; 120 val = number * tmp->value;
126 } 121 }
127 /* 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 */
128 else 123 else
129 { 124 {
130 if (tmp->arch != NULL)
131 {
132 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
133 { 135 {
134 LOG (llevError, "Asking for buy-value of unidentified object.\n"); 136 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
135 val = tmp->arch->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;
136 } 143 }
137 else
138 { /* Trying to sell something, or get true value */
139 if (tmp->type == POTION)
140 val = number * 40; /* Don't want to give anything away */
141 else
142 {
143 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
144 * unknown objects
145 */
146 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
147 val = number * tmp->arch->value * 2 / 3;
148 else
149 val = number * tmp->arch->value / 3;
150 }
151 }
152 }
153 else
154 { /* No archetype with this object */
155 LOG (llevDebug, "In sell item: Have object with no archetype: %s\n", &tmp->name);
156 if (flag == F_BUY)
157 {
158 LOG (llevError, "Asking for buy-value of unidentified object without arch.\n");
159 val = number * tmp->value * 10;
160 }
161 else
162 val = number * tmp->value / 5;
163 } 144 }
164 } 145 }
165 146
166 /* 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
167 * identified, AND the object is magical and the archetype is non 148 * identified, AND the object is magical and the archetype is non
170 * tmp->arch->magic for any magic. The check for archetype 151 * tmp->arch->magic for any magic. The check for archetype
171 * 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
172 * default magical. This is because the archetype value should have 153 * default magical. This is because the archetype value should have
173 * already figured in that value. 154 * already figured in that value.
174 */ 155 */
175 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])
176 QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->magic)) 157 && tmp->magic && (!tmp->arch || !tmp->arch->magic))
177 { 158 {
178 if (tmp->magic > 0) 159 if (tmp->magic > 0)
179 val *= (3 * tmp->magic * tmp->magic * tmp->magic); 160 val *= 3 * tmp->magic * tmp->magic * tmp->magic;
180 else 161 else
181 /* Note that tmp->magic is negative, so that this 162 /* Note that tmp->magic is negative, so that this
182 * will actually be something like val /=2, /=3, etc. 163 * will actually be something like val /=2, /=3, etc.
183 */ 164 */
184 val /= (1 - tmp->magic); 165 val /= 1 - tmp->magic;
185 } 166 }
186 167
187 if (tmp->type == WAND) 168 if (tmp->type == WAND)
188 { 169 {
189 /* Value of the wand is multiplied by the number of 170 /* Value of the wand is multiplied by the number of
190 * charges. the treasure code already sets up the value 171 * charges. the treasure code already sets up the value
191 * 50 charges is used as the baseline. 172 * 50 charges is used as the baseline.
192 */ 173 */
193 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) 174 if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified)
194 val = (val * tmp->stats.food) / 50; 175 val *= tmp->stats.food / 50;
195 else /* if not identified, presume one charge */ 176 else /* if not identified, presume one charge */
196 val /= 50; 177 val /= 50;
197 } 178 }
198 179
199 /* Limit amount of money you can get for really great items. */ 180 /* Limit amount of money you can get for really great items. */
200 if (flag == F_SELL) 181 if (flag == F_SELL)
201 val = value_limit ((sint64) val, number, who, shop); 182 val = value_limit (val, number, who, shop);
202 183
203 // 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
204 // 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.
205 //val = pow (val, 1.05); 186 //val = pow (val, 1.05);
206 187
209 * AND Cha = 30 will get optimal price. 190 * AND Cha = 30 will get optimal price.
210 * Thus charisma will never get useless. 191 * Thus charisma will never get useless.
211 * -b.e. edler@heydernet.de 192 * -b.e. edler@heydernet.de
212 */ 193 */
213 194
214 if (who != NULL && who->type == PLAYER) 195 if (who && who->type == PLAYER)
215 { 196 {
216 int lev_bargain = 0; 197 int lev_bargain = 0;
217 int lev_identify = 0; 198 int lev_identify = 0;
218 int idskill1 = 0;
219 int idskill2 = 0;
220 const typedata *tmptype;
221
222 tmptype = get_typedata (tmp->type);
223 199
224 if (find_skill_by_number (who, SK_BARGAINING)) 200 if (find_skill_by_number (who, SK_BARGAINING))
225 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level; 201 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level;
226 202
227 if (tmptype) 203 if (const typedata *tmptype = get_typedata (tmp->type))
228 { 204 {
229 idskill1 = tmptype->identifyskill; 205 if (int idskill1 = tmptype->identifyskill)
230
231 if (idskill1)
232 { 206 {
233 idskill2 = tmptype->identifyskill2; 207 int idskill2 = tmptype->identifyskill2;
234 208
235 if (find_skill_by_number (who, idskill1)) 209 if (find_skill_by_number (who, idskill1))
236 lev_identify = find_skill_by_number (who, idskill1)->level; 210 lev_identify = find_skill_by_number (who, idskill1)->level;
237 211
238 if (idskill2 && find_skill_by_number (who, idskill2)) 212 if (idskill2 && find_skill_by_number (who, idskill2))
239 lev_identify += find_skill_by_number (who, idskill2)->level; 213 lev_identify += find_skill_by_number (who, idskill2)->level;
240 } 214 }
241 } 215 }
242 else
243 LOG (llevError, "Query_cost: item %s hasn't got a valid type\n", tmp->debug_desc ());
244 216
245 /* ratio determines how much of the price modification 217 /* ratio determines how much of the price modification
246 * will come from the basic stat charisma 218 * will come from the basic stat charisma
247 * the rest will come from the level in bargaining skill 219 * the rest will come from the level in bargaining skill
248 */ 220 */
249 const double cha_ratio = 0.40; 221 const double cha_ratio = 0.40;
250 222
251 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);
252 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.);
253 diff = .02 + (.80 - .02) * diff; 225 diff = .02 + (.80 - .02) * diff;
254 226
255 if (flag == F_BUY) 227 if (flag == F_BUY)
256 val += val * diff; 228 val += val * diff;
258 val -= val * diff; 230 val -= val * diff;
259 231
260 // 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
261 // then the range is adjusted randomly around the correct value 233 // then the range is adjusted randomly around the correct value
262 if (approximate) 234 if (approximate)
263 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1)); 235 approx_range = val / sqrt (lev_identify * 3 + 1);
264 } 236 }
265 237
266 /* 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
267 * overflow of diff above. That should only happen if 239 * overflow of diff above. That should only happen if
268 * we are selling objects - in that case, the person just 240 * we are selling objects - in that case, the person just
269 * gets no money. 241 * gets no money.
270 */ 242 */
271 if ((sint64) val < 0) 243 if ((sint64) val < 0)
272 val = 0; 244 val = 0;
273 245
274 /* Unidentified stuff won't sell for more than 60gp */ 246 /* Unidentified stuff won't sell for more than 10gp */
275 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)
276 { 248 min_it (val, 1000);
277 val = (val > 600) ? 600 : val;
278 }
279 249
280 /* 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 */
281 if (shop && who) 251 if (shop && who)
282 { 252 {
283 if (flag == F_SELL) 253 if (flag == F_SELL)
284 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);
285 else if (flag == F_BUY) 255 else if (flag == F_BUY)
286 { 256 {
287 /* 257 /*
288 * 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
289 * let the item be sold cheaper, according to the specialisation of 259 * let the item be sold cheaper, according to the specialisation of
295 * 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).
296 * 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
297 * 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
298 * antiques in a junk shop in real life). 268 * antiques in a junk shop in real life).
299 */ 269 */
300 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD)) 270 if (tmp->flag [FLAG_PLAYER_SOLD])
301 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);
302 else 272 else
303 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);
304 } 276 }
305 277
306 /* 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
307 * 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
308 * pointful, and could give fun with rounding. 280 * pointful, and could give fun with rounding.
309 */ 281 */
310 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution 282 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution
311 if (val > 50) 283 if (val > 50)
312 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);
313 } 285 }
314 286
315 return (sint64) val; 287 return val;
316} 288}
317 289
318/* 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
319 * cointype placement. 291 * cointype placement.
320 */ 292 */
324{ 296{
325 archetype *coin; 297 archetype *coin;
326 298
327 do 299 do
328 { 300 {
329 if (coins[*cointype] == NULL) 301 if (!coins [*cointype])
330 return NULL; 302 return 0;
303
331 coin = archetype::find (coins[*cointype]); 304 coin = archetype::find (coins [*cointype]);
305
332 if (coin == NULL) 306 if (!coin)
333 return NULL; 307 return 0;
308
334 *cointype += 1; 309 *cointype += 1;
335 } 310 }
336 while (coin->value > c); 311 while (coin->value > c);
337 312
338 return coin; 313 return coin;
349 * 10,000 silver or something) 324 * 10,000 silver or something)
350 */ 325 */
351const char * 326const char *
352cost_string_from_value (sint64 cost, int approx) 327cost_string_from_value (sint64 cost, int approx)
353{ 328{
354 static char buf[MAX_BUF];
355 archetype *coin, *next_coin; 329 archetype *coin, *next_coin;
356 int num, cointype = 0; 330 int num, cointype = 0;
357 331
358 coin = find_next_coin (cost, &cointype); 332 coin = find_next_coin (cost, &cointype);
359 if (coin == NULL) 333 if (!coin)
360 return "nothing"; 334 return "nothing";
361 335
362 num = cost / coin->value; 336 num = cost / coin->value;
363 /* so long as nrof is 32 bit, this is true. 337 /* so long as nrof is 32 bit, this is true.
364 * 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
365 * is basically true. 339 * is basically true.
366 */ 340 */
367 if ((cost / coin->value) > UINT32_MAX) 341 if (cost / coin->value > UINT32_MAX)
368 {
369 strcpy (buf, "an unimaginable sum of money"); 342 return "an unimaginable sum of money";
370 return buf;
371 }
372 343
373 cost -= num * (sint64)coin->value; 344 cost -= num * (sint64)coin->value;
374 345
375 sprintf (buf, "%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name); 346 char *buf = format ("%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
376 347
377 next_coin = find_next_coin (cost, &cointype); 348 next_coin = find_next_coin (cost, &cointype);
378 if (next_coin == NULL || approx) 349 if (!next_coin || approx)
379 return buf; 350 return buf;
380 351
381 coin = next_coin; 352 coin = next_coin;
382 num = cost / coin->value; 353 num = cost / coin->value;
383 cost -= num * (sint64)coin->value; 354 cost -= num * (sint64)coin->value;
384 355
385 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name); 356 return format ("%s and %d %s", buf, num, num > 1 ? &coin->object::name_pl : &coin->object::name);
386
387 return buf;
388} 357}
389 358
390const char * 359const char *
391query_cost_string (const object *tmp, object *who, int flag) 360query_cost_string (const object *tmp, object *who, int flag)
392{ 361{
413 { 382 {
414 if (!idskill2 || !find_skill_by_number (who, idskill2)) 383 if (!idskill2 || !find_skill_by_number (who, idskill2))
415 { 384 {
416 if (!find_skill_by_number (who, SK_BARGAINING)) 385 if (!find_skill_by_number (who, SK_BARGAINING))
417 { 386 {
418 static char buf[MAX_BUF];
419 int num, cointype = 0; 387 int num, cointype = 0;
420 archetype *coin = find_next_coin (real_value, &cointype); 388 archetype *coin = find_next_coin (real_value, &cointype);
421 389
422 if (coin == NULL) 390 if (!coin)
423 return "nothing"; 391 return "nothing";
424 392
425 num = real_value / coin->value; 393 num = real_value / coin->value;
394
426 if (num == 1) 395 if (num == 1)
427 sprintf (buf, "about one %s", &coin->object::name); 396 return format ("about one %s", &coin->object::name);
428 else if (num < 5) 397 else if (num < 5)
429 sprintf (buf, "a few %s", &coin->object::name_pl); 398 return format ("a few %s", &coin->object::name_pl);
430 else if (num < 10) 399 else if (num < 10)
431 sprintf (buf, "several %s", &coin->object::name_pl); 400 return format ("several %s", &coin->object::name_pl);
432 else if (num < 25) 401 else if (num < 25)
433 sprintf (buf, "a moderate amount of %s", &coin->object::name_pl); 402 return format ("a moderate amount of %s", &coin->object::name_pl);
434 else if (num < 100) 403 else if (num < 100)
435 sprintf (buf, "lots of %s", &coin->object::name_pl); 404 return format ("lots of %s", &coin->object::name_pl);
436 else if (num < 1000) 405 else if (num < 1000)
437 sprintf (buf, "a great many %s", &coin->object::name_pl); 406 return format ("a great many %s", &coin->object::name_pl);
438 else 407 else
439 sprintf (buf, "a vast quantity of %s", &coin->object::name_pl); 408 return format ("a vast quantity of %s", &coin->object::name_pl);
440 return buf;
441 } 409 }
442 } 410 }
443 } 411 }
444 412
445 int hash = ((unsigned int) tmp->count * 174364621) & 1023;
446
447 if (approx_range) 413 if (approx_range)
448 { 414 {
415 int hash = tmp->random_seed () & 1023;
449 sint64 lo = (sint64) real_value - (approx_range * hash >> 10); 416 sint64 lo = real_value - (approx_range * hash >> 10);
450 static char buf[MAX_BUF];
451 417
452 sprintf (buf, "between %s", cost_string_from_value (lo, 1)); 418 return format ("between %s and %s",
453 sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1)); 419 cost_string_from_value (lo, 1),
454 420 cost_string_from_value (lo + approx_range, 1));
455 return buf;
456 } 421 }
457 } 422 }
458 423
459 return cost_string_from_value (real_value, 0); 424 return cost_string_from_value (real_value, 0);
460} 425}
475 } 440 }
476 441
477 for (tmp = op->inv; tmp; tmp = tmp->below) 442 for (tmp = op->inv; tmp; tmp = tmp->below)
478 if (tmp->type == MONEY) 443 if (tmp->type == MONEY)
479 total += tmp->nrof * (sint64)tmp->value; 444 total += tmp->nrof * (sint64)tmp->value;
480 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")))
481 total += query_money (tmp); 446 total += query_money (tmp);
482 447
483 return total; 448 return total;
484} 449}
485 450
500 return 0; 465 return 0;
501 466
502 pay_from_container (pl, pl, to_pay); 467 pay_from_container (pl, pl, to_pay);
503 468
504 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 469 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
505 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")))
506 pay_from_container (pl, pouch, to_pay); 471 pay_from_container (pl, pouch, to_pay);
507 472
508 pl->update_stats (); 473 pl->update_stats ();
509 return 1; 474 return 1;
510} 475}
537 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE); 502 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE);
538 503
539 pay_from_container (pl, pl, to_pay); 504 pay_from_container (pl, pl, to_pay);
540 505
541 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 506 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
542 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")))
543 pay_from_container (pl, pouch, to_pay); 508 pay_from_container (pl, pouch, to_pay);
544 509
545 pl->update_stats (); 510 pl->update_stats ();
546 511
547 return 1; 512 return 1;
586 { 551 {
587 // 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.
588 if (coin_objs [i]) 553 if (coin_objs [i])
589 { 554 {
590 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]);
591 tmp->remove ();
592 coin_objs[i]->nrof += tmp->nrof; 556 coin_objs[i]->nrof += tmp->nrof;
593 esrv_del_item (pl->contr, tmp->count);
594 tmp->destroy (); 557 tmp->destroy ();
595 } 558 }
596 else 559 else
597 { 560 {
598 tmp->remove (); 561 tmp->remove ();
599
600 if (pouch->type == PLAYER)
601 esrv_del_item (pl->contr, tmp->count);
602
603 coin_objs[i] = tmp; 562 coin_objs[i] = tmp;
604 } 563 }
605 564
606 break; 565 break;
607 } 566 }
620 at = archetype::find (coins[NUM_COINS - 1 - i]); 579 at = archetype::find (coins[NUM_COINS - 1 - i]);
621 580
622 if (at == NULL) 581 if (at == NULL)
623 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]);
624 583
625 coin_objs[i] = arch_to_object (at); 584 coin_objs[i] = at->instance ();
626 coin_objs[i]->nrof = 0; 585 coin_objs[i]->nrof = 0;
627 } 586 }
628 587
629 for (i = 0; i < NUM_COINS; i++) 588 for (i = 0; i < NUM_COINS; i++)
630 { 589 {
631 object &coin = *coin_objs[i]; 590 object &coin = *coin_objs[i];
632 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);
633 to_pay -= num_coins * coin.value; 592 to_pay -= num_coins * coin.value;
634 593
635 coin.nrof -= num_coins; 594 coin.nrof -= num_coins;
636 /* Now start making change. Start at the coin value 595 /* Now start making change. Start at the coin value
637 * below the one we just did, and work down to 596 * below the one we just did, and work down to
647 count--; 606 count--;
648 } 607 }
649 } 608 }
650 609
651 for (i = 0; i < NUM_COINS; i++) 610 for (i = 0; i < NUM_COINS; i++)
652 {
653 if (coin_objs[i]->nrof) 611 if (coin_objs[i]->nrof)
654 {
655 object *tmp = insert_ob_in_ob (coin_objs[i], pouch); 612 insert_ob_in_ob (coin_objs [i], pouch);
656
657 esrv_send_item (pl, tmp);
658 esrv_send_item (pl, pouch);
659
660 if (pl != pouch)
661 esrv_update_item (UPD_WEIGHT, pl, pouch);
662
663 if (pl->type != PLAYER)
664 esrv_send_item (pl, pl);
665 }
666 else 613 else
667 coin_objs[i]->destroy (); 614 coin_objs[i]->destroy ();
668 }
669} 615}
670 616
671/* 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
672 * 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.
673 * 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
685 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");
686 return 0; 632 return 0;
687 } 633 }
688 634
689 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item) 635 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
690 if (QUERY_FLAG (item, FLAG_UNPAID)) 636 if (item->flag [FLAG_UNPAID])
691 { 637 {
692 unpaid_count++; 638 unpaid_count++;
693 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP); 639 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
694 } 640 }
695 641
696 if (unpaid_price > player_wealth) 642 if (unpaid_price > player_wealth)
697 { 643 {
698 char buf[MAX_BUF]; 644 dynbuf_text &buf = msg_dynbuf; buf.clear ();
699 char cost[MAX_BUF];
700 char missing[MAX_BUF];
701 645
702 snprintf (cost, MAX_BUF, "%s", cost_string_from_value (unpaid_price, 0)); 646 buf << "You have " << unpaid_count
703 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.>";
704 651
705 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);
706 unpaid_count, cost, missing);
707 new_draw_info (NDI_UNIQUE, 0, pl, buf);
708 653
709 return 0; 654 return 0;
710 } 655 }
711 else 656 else
712 return 1; 657 return 1;
725 { 670 {
726 next_item: 671 next_item:
727 672
728 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op) 673 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
729 { 674 {
730 if (QUERY_FLAG (op, FLAG_UNPAID)) 675 if (op->flag [FLAG_UNPAID])
731 { 676 {
732 char buf[MAX_BUF];
733 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);
734 678
735 if (!pay_for_item (op, pl)) 679 if (!pay_for_item (op, pl))
736 { 680 {
737 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);
738 682
739 CLEAR_FLAG (op, FLAG_UNPAID); 683 op->clr_flag (FLAG_UNPAID);
740 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));
741 SET_FLAG (op, FLAG_UNPAID); 685 op->set_flag (FLAG_UNPAID);
742 return 0; 686 return 0;
743 } 687 }
744 else 688 else
745 { 689 {
746 object *tmp; 690 op->clr_flag (FLAG_UNPAID);
747 691 op->clr_flag (FLAG_PLAYER_SOLD);
748 CLEAR_FLAG (op, FLAG_UNPAID);
749 CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
750 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));
751 tmp = merge_ob (op, NULL);
752 693
753 if (pl->type == PLAYER) 694 if (!merge_ob (op, op->env->inv))
754 {
755 if (tmp)
756 { /* it was merged */
757 esrv_del_item (pl->contr, op->count);
758 op = tmp;
759 }
760
761 esrv_send_item (pl, op); 695 esrv_update_item (UPD_FLAGS, pl, op);
762 }
763 696
764 goto next_item; 697 goto next_item;
765 } 698 }
766 } 699 }
767 } 700 }
796 LOG (llevError, "Could not find %s archetype\n", coins[count]); 729 LOG (llevError, "Could not find %s archetype\n", coins[count]);
797 else if ((amount / at->value) > 0) 730 else if ((amount / at->value) > 0)
798 { 731 {
799 for (pouch = pl->inv; pouch; pouch = pouch->below) 732 for (pouch = pl->inv; pouch; pouch = pouch->below)
800 { 733 {
801 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"))
802 { 735 {
803 int w = at->weight * (100 - pouch->stats.Str) / 100; 736 int w = at->weight * (100 - pouch->stats.Str) / 100;
804 int n = amount / at->value; 737 int n = amount / at->value;
805 738
806 if (w == 0) 739 if (w == 0)
809 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))
810 { 743 {
811 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) 744 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
812 n = (pouch->weight_limit - pouch->carrying) / w; 745 n = (pouch->weight_limit - pouch->carrying) / w;
813 746
814 tmp = arch_to_object (at); 747 object *tmp = at->instance ();
815 tmp->nrof = n; 748 tmp->nrof = n;
816 amount -= tmp->nrof * tmp->value; 749 amount -= tmp->nrof * tmp->value;
817 tmp = insert_ob_in_ob (tmp, pouch); 750 pouch->insert (tmp);
818 esrv_send_item (pl, tmp);
819 esrv_send_item (pl, pouch);
820 esrv_update_item (UPD_WEIGHT, pl, pouch);
821 esrv_send_item (pl, pl);
822 } 751 }
823 } 752 }
824 } 753 }
825 754
826 if (amount / at->value > 0) 755 if (amount / at->value > 0)
827 { 756 {
828 tmp = arch_to_object (at); 757 object *tmp = at->instance ();
829 tmp->nrof = amount / tmp->value; 758 tmp->nrof = amount / tmp->value;
830 amount -= tmp->nrof * tmp->value; 759 amount -= tmp->nrof * tmp->value;
831 tmp = insert_ob_in_ob (tmp, pl); 760 pl->insert (tmp);
832 esrv_send_item (pl, tmp);
833 esrv_send_item (pl, pl);
834 } 761 }
835 } 762 }
836 } 763 }
837 764
838 if (amount != 0) 765 if (amount != 0)
841 768
842/* elmex: this is for the bank plugin :( */ 769/* elmex: this is for the bank plugin :( */
843sint64 770sint64
844pay_player_arch (object *pl, const char *arch, sint64 amount) 771pay_player_arch (object *pl, const char *arch, sint64 amount)
845{ 772{
846 archetype *at = archetype::find (arch);
847 object *tmp = NULL;
848
849 if (at == NULL)
850 return 0;
851
852 if (amount > 0) 773 if (amount)
853 { 774 {
854 tmp = arch_to_object (at); 775 object *ob = archetype::get (arch);
776
777 if (!ob)
778 return 0;
779
855 tmp->nrof = amount; 780 ob->nrof = amount;
856 tmp = insert_ob_in_ob (tmp, pl); 781 pl->insert (ob);
857 esrv_send_item (pl, tmp);
858 esrv_send_item (pl, pl);
859 } 782 }
860 783
861 return 1; 784 return 1;
862} 785}
863 786
866 * buy item. 789 * buy item.
867 * 790 *
868 * Modified to fill available race: gold containers before dumping 791 * Modified to fill available race: gold containers before dumping
869 * remaining coins in character's inventory. 792 * remaining coins in character's inventory.
870 */ 793 */
871void 794bool
872sell_item (object *op, object *pl) 795sell_item (object *op, object *pl)
873{ 796{
874 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;
875 798
876 if (pl == NULL || pl->type != PLAYER) 799 if (pl == NULL || pl->type != PLAYER)
877 { 800 {
878 LOG (llevDebug, "Object other than player tried to sell something.\n"); 801 LOG (llevDebug, "Object other than player tried to sell something.\n");
879 return; 802 return false;
880 } 803 }
881 804
882 op->custom_name = 0; 805 op->custom_name = 0;
883 806
884 if (!amount) 807 if (!amount)
885 { 808 {
886 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.",
887 810 query_name (op));
888 /* 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
889 * worth something. If so, make it unpaid 812 // interested in it.
890 */
891 if (op->value)
892 {
893 SET_FLAG (op, FLAG_UNPAID);
894 SET_FLAG (op, FLAG_PLAYER_SOLD);
895 }
896
897 identify (op);
898 return; 813 return false;
899 } 814 }
900 815
901 /* We compare the price with the one for a player 816 /* We compare the price with the one for a player
902 * without bargaining skill. 817 * without bargaining skill.
903 * This determins the amount of exp (if any) gained for bargaining. 818 * This determins the amount of exp (if any) gained for bargaining.
908 if (extra_gain > 0) 823 if (extra_gain > 0)
909 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); 824 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
910 825
911 pay_player (pl, amount); 826 pay_player (pl, amount);
912 827
913 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));
914 pl->play_sound (sound_find ("shop_sell")); 830 pl->play_sound (sound_find ("shop_sell"));
915 831
916 SET_FLAG (op, FLAG_UNPAID); 832 op->set_flag (FLAG_UNPAID);
917 identify (op); 833 identify (op);
834
835 return true;
918} 836}
919 837
920/* 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
921 * 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,
922 * returned value is between SPECIALISATION_EFFECT and 1. 840 * returned value is between SPECIALISATION_EFFECT and 1.
923 */ 841 */
924static double 842static double
925shop_specialisation_ratio (const object *item, const maptile *map) 843shop_specialisation_ratio (const object *item, const maptile *map)
926{ 844{
927 shopitems *items = map->shopitems; 845 shopitems *items = map->shopitems;
928 double likedness = 0.; 846 int likedness = 0;
929 int i; 847 int i;
930 848
931 if (item == NULL) 849 if (item == NULL)
932 { 850 {
933 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 */ 861 */
944 return SPECIALISATION_EFFECT; 862 return SPECIALISATION_EFFECT;
945 } 863 }
946 864
947 if (map->shopitems) 865 if (map->shopitems)
948 {
949 for (i = 0; i < items[0].index; i++) 866 for (i = 0; i < items[0].index; i++)
950 if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001)) 867 if (items[i].typenum == item->type || (!items[i].typenum && !likedness))
951 likedness = items[i].strength / 100.0; 868 likedness = items[i].strength;
952 }
953 869
954 if (likedness > 1.0) 870 if (likedness > 100)
955 { /* someone has been rather silly with the map headers. */ 871 { /* someone has been rather silly with the map headers. */
956 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);
957 likedness = 1.0; 873 likedness = 100;
958 } 874 }
959 875
960 if (likedness < -1.0) 876 if (likedness < -100)
961 { 877 {
962 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);
963 likedness = -1.0; 879 likedness = -100;
964 } 880 }
965 881
966 return lerp (likedness, -1., 1., SPECIALISATION_EFFECT, 1.); 882 return lerp (double (likedness), -100., 100., SPECIALISATION_EFFECT, 1.);
967} 883}
968 884
969/*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. */
970static double 886static double
971shop_greed (const maptile *map) 887shop_greed (const maptile *map)
1021 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default 937 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
1022 938
1023 if (map->shopmin && unit_price < map->shopmin) 939 if (map->shopmin && unit_price < map->shopmin)
1024 return 0; 940 return 0;
1025 else if (unit_price > tmpshopmax / 2) 941 else if (unit_price > tmpshopmax / 2)
1026 newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax); 942 newval = min ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
1027 else 943 else
1028 newval = unit_price; 944 newval = unit_price;
1029 } 945 }
1030 946
1031 newval *= quantity; 947 newval *= quantity;
1035 951
1036/* 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. */
1037int 953int
1038describe_shop (const object *op) 954describe_shop (const object *op)
1039{ 955{
956 dynbuf_text buf;
1040 maptile *map = op->map; 957 maptile *map = op->map;
1041 958
1042 /*shopitems *items=map->shopitems; */ 959 /*shopitems *items=map->shopitems; */
1043 int pos = 0, i; 960 int pos = 0, i;
1044 double opinion = 0; 961 double opinion = 0;
1045 char tmp[MAX_BUF] = "\0";
1046 962
1047 if (op->type != PLAYER) 963 if (op->type != PLAYER)
1048 return 0; 964 return 0;
1049 965
1050 /*check if there is a shop specified for this map */ 966 /*check if there is a shop specified for this map */
1051 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) 967 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
1052 { 968 {
1053 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;
1054 971
1055 if (map->shopitems) 972 if (map->shopitems)
1056 for (i = 0; i < map->shopitems[0].index; i++) 973 for (i = 0; i < map->shopitems[0].index; i++)
1057 if (map->shopitems[i].name && map->shopitems[i].strength > 10) 974 if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1058 { 975 {
1059 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl); 976 buf << map->shopitems[i].name_pl;
1060 pos += strlen (tmp + pos); 977 prevcomma = lastcomma;
978 lastcomma = buf.size (); // remember offset
979 buf << ", ";
1061 } 980 }
1062 981
1063 if (!pos) 982 if (lastcomma)
983 {
984 buf.splice (lastcomma, 2);
985
986 if (prevcomma)
987 buf.splice (prevcomma, 2, " and ");
988 }
989 else
1064 strcat (tmp, "a little of everything."); 990 buf << "a little of everything.";
1065 991
1066 /* format the string into a list */ 992 buf << ".\n\n";
1067 make_list_like (tmp);
1068 new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1069 993
1070 if (map->shopmax) 994 if (map->shopmax)
1071 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";
1072 996
1073 if (map->shopmin) 997 if (map->shopmin)
1074 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";
1075 999
1076 if (map->shopgreed) 1000 if (map->shopgreed)
1077 { 1001 {
1078 if (map->shopgreed > 2.0) 1002 if (map->shopgreed > 2.0)
1079 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively."); 1003 buf << "It tends to overcharge massively.\n\n";
1080 else if (map->shopgreed > 1.5) 1004 else if (map->shopgreed > 1.5)
1081 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially."); 1005 buf << "It tends to overcharge substantially.\n\n";
1082 else if (map->shopgreed > 1.1) 1006 else if (map->shopgreed > 1.1)
1083 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly."); 1007 buf << "It tends to overcharge slightly.\n\n";
1084 else if (map->shopgreed < 0.9) 1008 else if (map->shopgreed < 0.9)
1085 new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge."); 1009 buf << "It tends to undercharge.\n\n";
1086 } 1010 }
1087 1011
1088 if (map->shoprace) 1012 if (map->shoprace)
1089 { 1013 {
1090 opinion = shopkeeper_approval (map, op); 1014 opinion = shopkeeper_approval (map, op);
1015
1091 if (opinion > 0.8) 1016 if (opinion > 0.8)
1092 new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you."); 1017 buf << "You think the shopkeeper likes you.\n\n";
1093 else if (opinion > 0.5) 1018 else if (opinion > 0.5)
1094 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you."); 1019 buf << "The shopkeeper seems unconcerned by you.\n\n";
1095 else 1020 else
1096 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";
1097 } 1022 }
1098 } 1023 }
1099 else 1024 else
1100 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);
1101 1028
1102 return 1; 1029 return 1;
1103} 1030}
1104 1031
1105struct shopinv 1032struct shopinv
1120{ 1047{
1121 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2; 1048 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1122 1049
1123 if (s1->type < s2->type) 1050 if (s1->type < s2->type)
1124 return -1; 1051 return -1;
1052
1125 if (s1->type > s2->type) 1053 if (s1->type > s2->type)
1126 return 1; 1054 return 1;
1127 1055
1128 /* 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
1129 * via alphabetical order 1057 * via alphabetical order
1132} 1060}
1133 1061
1134static void 1062static void
1135add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated) 1063add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1136{ 1064{
1137#if 0
1138 char buf[MAX_BUF];
1139#endif
1140 /* clear unpaid flag so that doesn't come up in query 1065 /* clear unpaid flag so that doesn't come up in query
1141 * string. We clear nrof so that we can better sort 1066 * string. We clear nrof so that we can better sort
1142 * the object names. 1067 * the object names.
1143 */ 1068 */
1144 1069
1145 CLEAR_FLAG (tmp, FLAG_UNPAID); 1070 tmp->clr_flag (FLAG_UNPAID);
1146 items[*numitems].nrof = tmp->nrof; 1071 items[*numitems].nrof = tmp->nrof;
1147 /* 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
1148 * so the display is properly. 1073 * so the display is properly.
1149 */ 1074 */
1150 if (tmp->nrof == 0) 1075 if (tmp->nrof == 0)
1172 items[*numitems].item_sort = strdup (query_base_name (tmp, 0)); 1097 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1173 items[*numitems].item_real = strdup (query_base_name (tmp, 1)); 1098 items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1174 (*numitems)++; 1099 (*numitems)++;
1175 break; 1100 break;
1176 } 1101 }
1177 SET_FLAG (tmp, FLAG_UNPAID); 1102
1103 tmp->set_flag (FLAG_UNPAID);
1178} 1104}
1179 1105
1180void 1106void
1181shop_listing (object *sign, object *op) 1107shop_listing (object *sign, object *op)
1182{ 1108{
1183 int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2; 1109 int i, j, x1, x2, y1, y2;
1184 const char *shop_coords = get_ob_key_value (sign, "shop_coords"); 1110 const char *shop_coords = sign->kv (shstr_shop_coords);
1185 object *stack; 1111 object *stack;
1186 shopinv *items; 1112 shopinv *items;
1187 1113
1188 /* 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 */
1189 if (op->type != PLAYER) 1115 if (!op->is_player ())
1190 return; 1116 return;
1117
1118 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1191 1119
1192 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2))) 1120 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1193 { 1121 {
1194 x1 = 0; 1122 x1 = 0;
1195 y1 = 0; 1123 y1 = 0;
1196 x2 = op->map->width - 1; 1124 x2 = op->map->width - 1;
1197 y2 = op->map->height - 1; 1125 y2 = op->map->height - 1;
1198 } 1126 }
1199 1127
1200 items = (shopinv *) malloc (40 * sizeof (shopinv));
1201 numallocated = 40; 1128 int numallocated = 40;
1129 int numitems = 0;
1130 items = (shopinv *)malloc (sizeof (shopinv) * numallocated);
1202 1131
1203 /* Find all the appropriate items */ 1132 /* Find all the appropriate items */
1204 for (i = x1; i <= x2; i++) 1133 for (i = x1; i <= x2; i++)
1205 {
1206 for (j = y1; j < y2; j++) 1134 for (j = y1; j < y2; j++)
1135 if (op->map->is_in_shop (i, j))
1207 { 1136 {
1208 if (is_in_shop (op->map, i, j)) 1137 stack = GET_MAP_OB (op->map, i, j);
1138
1139 while (stack)
1209 { 1140 {
1210 stack = GET_MAP_OB (op->map, i, j); 1141 if (stack->flag [FLAG_UNPAID])
1211
1212 while (stack)
1213 { 1142 {
1214 if (QUERY_FLAG (stack, FLAG_UNPAID))
1215 {
1216 if (numitems == numallocated) 1143 if (numitems == numallocated)
1217 {
1218 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10)); 1144 items = (shopinv *)realloc (items, sizeof (shopinv) * (numallocated *= 2));
1219 numallocated += 10;
1220 }
1221 1145
1222 add_shop_item (stack, items, &numitems, &numallocated); 1146 add_shop_item (stack, items, &numitems, &numallocated);
1223 }
1224
1225 stack = stack->above;
1226 } 1147 }
1148
1149 stack = stack->above;
1227 } 1150 }
1228 } 1151 }
1229 }
1230 1152
1231 if (numitems == 0) 1153 buf << (numitems ? "T<This shop contains:>\n\n"
1232 { 1154 : "T<This shop is currently empty.>");
1233 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1234 free (items);
1235 return;
1236 }
1237 1155
1238 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);
1239
1240 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:");
1241 1157
1242 for (i = 0; i < numitems; i++) 1158 for (i = 0; i < numitems; i++)
1243 { 1159 {
1244 /* Collapse items of the same name together */ 1160 /* Collapse items of the same name together */
1245 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))
1246 {
1247 items[i + 1].nrof += items[i].nrof; 1162 items[i + 1].nrof += items[i].nrof;
1248 free (items[i].item_sort);
1249 free (items[i].item_real);
1250 }
1251 else 1163 else
1252 {
1253 new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s",
1254 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
1255 free (items[i].item_sort); 1166 free (items[i].item_sort);
1256 free (items[i].item_real); 1167 free (items[i].item_real);
1257 }
1258 } 1168 }
1169
1170 op->contr->infobox (MSG_CHANNEL ("shopitems"), buf);
1259 1171
1260 free (items); 1172 free (items);
1261} 1173}
1262 1174
1263/* 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*/
1264bool 1180bool
1265is_in_shop (object *o) 1181maptile::is_in_shop (int x, int y) const
1266{ 1182{
1267 if (!o->map)
1268 return false;
1269
1270 return is_in_shop (o->map, o->x, o->y);
1271}
1272
1273/* elmex: this function checks whether we are in a shop or not */
1274bool
1275is_in_shop (maptile *map, int x, int y)
1276{
1277 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])
1278 if (floor->type == SHOP_FLOOR) 1185 return floor->type == SHOP_FLOOR;
1279 return true;
1280 1186
1281 return false; 1187 return false;
1282} 1188}
1283 1189

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