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Comparing deliantra/server/server/shop.C (file contents):
Revision 1.45 by elmex, Mon Nov 26 11:41:02 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}
1262
1263/* elmex: this function checks whether the object is in a shop */
1264bool
1265is_in_shop (object *o)
1266{
1267 if (!o->map)
1268 return false;
1269
1270 return is_in_shop (o->map, o->x, o->y);
1271} 1173}
1272 1174
1273/* elmex: this function checks whether we are in a shop or not 1175/* elmex: this function checks whether we are in a shop or not
1274 - change 2007-11-26: enhanced the O(n) case by stopping at the first 1176 - change 2007-11-26: enhanced the O(n) case by stopping at the first
1275 floor tile. this possibly will make map bugs where shopfloors are above 1177 floor tile. this possibly will make map bugs where shopfloors are above
1276 floors more obvious. 1178 floors more obvious.
1277*/ 1179*/
1278
1279bool 1180bool
1280is_in_shop (maptile *map, int x, int y) 1181maptile::is_in_shop (int x, int y) const
1281{ 1182{
1282 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)
1283 if (QUERY_FLAG (floor, FLAG_IS_FLOOR)) 1184 if (floor->flag [FLAG_IS_FLOOR])
1284 return floor->type == SHOP_FLOOR; 1185 return floor->type == SHOP_FLOOR;
1186
1285 return false; 1187 return false;
1286} 1188}
1287 1189

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