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Revision 1.24 by root, Fri Dec 15 19:59:20 2006 UTC vs.
Revision 1.83 by root, Fri Apr 30 21:00:40 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <spells.h> 26#include <spells.h>
26#include <skills.h> 27#include <skills.h>
27#include <living.h> 28#include <living.h>
28#include <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.
35 * setting this value above 1 or to a negative value would have interesting, 35 * setting this value above 1 or to a negative value would have interesting,
36 * (though not useful) effects. 36 * (though not useful) effects.
37 */ 37 */
38#define SPECIALISATION_EFFECT 0.5 38#define SPECIALISATION_EFFECT .5
39 39
40/* price a shopkeeper will give someone they neither like nor dislike */ 40// price a shopkeeper will give someone that is not of their race
41#define NEUTRAL_RATIO 0.8 41#define DISLIKE_RATIO 0.8
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;
88 double diff;
89 84
90 approx_range = 0; 85 approx_range = 0;
91 86
92 no_bargain = flag & F_NO_BARGAIN; 87 no_bargain = flag & F_NO_BARGAIN;
93 identified = flag & F_IDENTIFIED; 88 identified = flag & F_IDENTIFIED;
94 not_cursed = flag & F_NOT_CURSED; 89 not_cursed = flag & F_NOT_CURSED;
95 approximate = flag & F_APPROX; 90 approximate = flag & F_APPROX;
96 shop = flag & F_SHOP; 91 shop = flag & F_SHOP;
97 flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP); 92 flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP);
98 93
94 int number = tmp->number_of ();
95
99 if (tmp->type == MONEY) 96 if (tmp->type == MONEY)
100 return tmp->nrof * tmp->value; 97 return number * tmp->value;
101 98
102 if (tmp->type == GEM) 99 if (tmp->type == GEM)
103 { 100 {
104 if (flag == F_TRUE) 101 if (flag == F_TRUE)
105 return (tmp->nrof * tmp->value); 102 return number * tmp->value;
106 103
107 if (flag == F_BUY) 104 if (flag == F_BUY)
108 return (sint64) (1.03 * tmp->nrof * tmp->value); 105 return 1.03 * number * tmp->value;
109 106
110 if (flag == F_SELL) 107 if (flag == F_SELL)
111 return (sint64) (0.97 * tmp->nrof * tmp->value); 108 return 0.97 * number * tmp->value;
112 109
113 LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ()); 110 LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ());
114 return 0; 111 return 0;
115 } 112 }
116 113
117 number = tmp->nrof;
118 if (number == 0)
119 number = 1;
120 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) 114 if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified)
121 { 115 {
122 if (!not_cursed && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 116 if (!not_cursed && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
123 return 0; 117 return 0;
124 else 118 else
125 val = tmp->value * number; 119 val = number * tmp->value;
126 } 120 }
127 /* This area deals with objects that are not identified, but can be */ 121 /* This area deals with objects that are not identified, but can be */
128 else 122 else
129 { 123 {
130 if (tmp->arch != NULL)
131 {
132 if (flag == F_BUY) 124 if (flag == F_BUY)
125 {
126 LOG (llevError | logBacktrace, "Asking for buy-value of unidentified object: %s\n", tmp->debug_desc ());
127 val = tmp->arch->value * 50 * number;
128 }
129 else
130 { /* Trying to sell something, or get true value */
131 if (tmp->type == POTION)
132 val = number * 40; /* Don't want to give anything away */
133 else
133 { 134 {
134 LOG (llevError, "Asking for buy-value of unidentified object.\n"); 135 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
135 val = tmp->arch->clone.value * 50 * number; 136 * unknown objects
137 */
138 if (tmp->flag [FLAG_BEEN_APPLIED])
139 val = number * tmp->arch->value * 2 / 3;
140 else
141 val = number * tmp->arch->value / 3;
136 } 142 }
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->clone.value * 2 / 3;
148 else
149 val = number * tmp->arch->clone.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 } 143 }
164 } 144 }
165 145
166 /* If the item has been applied or identifed or does not need to be 146 /* 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 147 * identified, AND the object is magical and the archetype is non
168 * magical, then change values accordingly. The tmp->arch==NULL is 148 * magical, then change values accordingly. The tmp->arch==NULL is
169 * really just a check to prevent core dumps for when it checks 149 * really just a check to prevent core dumps for when it checks
170 * tmp->arch->clone.magic for any magic. The check for archetype 150 * tmp->arch->magic for any magic. The check for archetype
171 * magic is to not give extra money for archetypes that are by 151 * magic is to not give extra money for archetypes that are by
172 * default magical. This is because the archetype value should have 152 * default magical. This is because the archetype value should have
173 * already figured in that value. 153 * already figured in that value.
174 */ 154 */
175 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified || 155 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->clone.magic)) 156 && tmp->magic && (!tmp->arch || !tmp->arch->magic))
177 { 157 {
178 if (tmp->magic > 0) 158 if (tmp->magic > 0)
179 val *= (3 * tmp->magic * tmp->magic * tmp->magic); 159 val *= 3 * tmp->magic * tmp->magic * tmp->magic;
180 else 160 else
181 /* Note that tmp->magic is negative, so that this 161 /* Note that tmp->magic is negative, so that this
182 * will actually be something like val /=2, /=3, etc. 162 * will actually be something like val /=2, /=3, etc.
183 */ 163 */
184 val /= (1 - tmp->magic); 164 val /= 1 - tmp->magic;
185 } 165 }
186 166
187 if (tmp->type == WAND) 167 if (tmp->type == WAND)
188 { 168 {
189 /* Value of the wand is multiplied by the number of 169 /* Value of the wand is multiplied by the number of
190 * charges. the treasure code already sets up the value 170 * charges. the treasure code already sets up the value
191 * 50 charges is used as the baseline. 171 * 50 charges is used as the baseline.
192 */ 172 */
193 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) 173 if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified)
194 val = (val * tmp->stats.food) / 50; 174 val *= tmp->stats.food / 50;
195 else /* if not identified, presume one charge */ 175 else /* if not identified, presume one charge */
196 val /= 50; 176 val /= 50;
197 } 177 }
198 178
199 /* Limit amount of money you can get for really great items. */ 179 /* Limit amount of money you can get for really great items. */
200 if (flag == F_SELL) 180 if (flag == F_SELL)
201 val = value_limit ((sint64) val, number, who, shop); 181 val = value_limit (val, number, who, shop);
202 182
203 // use a nonlinear price adjustment. as my predecessor said, don't change 183 // 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. 184 // the archetypes, its work required for balancing, and we don't care.
205 //val = pow (val, 1.05); 185 //val = pow (val, 1.05);
206 186
209 * AND Cha = 30 will get optimal price. 189 * AND Cha = 30 will get optimal price.
210 * Thus charisma will never get useless. 190 * Thus charisma will never get useless.
211 * -b.e. edler@heydernet.de 191 * -b.e. edler@heydernet.de
212 */ 192 */
213 193
214 if (who != NULL && who->type == PLAYER) 194 if (who && who->type == PLAYER)
215 { 195 {
216 int lev_bargain = 0; 196 int lev_bargain = 0;
217 int lev_identify = 0; 197 int lev_identify = 0;
218 int idskill1 = 0;
219 int idskill2 = 0;
220 const typedata *tmptype;
221 198
199 if (!no_bargain)
200 if (object *skill = find_skill_by_name (who, shstr_bargaining))
201 lev_bargain = skill->level;
202
222 tmptype = get_typedata (tmp->type); 203 if (const typedata *tmptype = get_typedata (tmp->type))
223
224 if (find_skill_by_number (who, SK_BARGAINING))
225 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level;
226
227 if (tmptype)
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 double bargaining = min (0., 1. - powf (lev_bargain / MAXLEVEL_TREASURE, 0.25));
251 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25);
252
253 diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.); 223 double charisma = (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.);
254 224
255 diff = .02 + (.80 - .02) * diff; 225 double factor = (1. - cha_ratio) * bargaining + cha_ratio * charisma;
226
227 // scale 0..1 to 2 .. 80%
228 factor = lerp (factor, 0., 1., 0.02, 0.80);
256 229
257 if (flag == F_BUY) 230 if (flag == F_BUY)
258 val += (val * diff); 231 val += val * factor;
259 else if (flag == F_SELL) 232 else if (flag == F_SELL)
260 val -= (val * diff); 233 val -= val * factor;
261 234
262 // now find a price range. the less good we can judge, the larger the range is 235 // now find a price range. the less good we can judge, the larger the range is
263 // then the range is adjusted randomly around the correct value 236 // then the range is adjusted randomly around the correct value
264 if (approximate) 237 if (approximate)
265 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1)); 238 approx_range = val / sqrt (lev_identify * 3 + 1);
266 } 239 }
267 240
268 /* I don't think this should really happen - if it does, it indicates and 241 /* I don't think this should really happen - if it does, it indicates and
269 * overflow of diff above. That shoudl only happen if 242 * overflow of diff above. That should only happen if
270 * we are selling objects - in that case, the person just 243 * we are selling objects - in that case, the person just
271 * gets no money. 244 * gets no money.
272 */ 245 */
273 if ((sint64) val < 0) 246 if ((sint64) val < 0)
274 val = 0; 247 val = 0;
275 248
276 /* Unidentified stuff won't sell for more than 60gp */ 249 /* Unidentified stuff won't sell for more than 10gp */
277 if (flag == F_SELL && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && need_identify (tmp) && !identified) 250 if (flag == F_SELL && !tmp->flag [FLAG_IDENTIFIED] && tmp->need_identify () && !identified)
278 { 251 min_it (val, 1000);
279 val = (val > 600) ? 600 : val;
280 }
281 252
282 /* if we are in a shop, check how the type of shop should affect the price */ 253 /* if we are in a shop, check how the type of shop should affect the price */
283 if (shop && who) 254 if (shop && who)
284 { 255 {
285 if (flag == F_SELL) 256 if (flag == F_SELL)
286 val = (val * shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map)); 257 val *= shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map);
287 else if (flag == F_BUY) 258 else if (flag == F_BUY)
288 { 259 {
289 /* 260 /*
290 * when buying, if the item was sold by another player, it is ok to 261 * when buying, if the item was sold by another player, it is ok to
291 * let the item be sold cheaper, according to the specialisation of 262 * let the item be sold cheaper, according to the specialisation of
297 * be sold for (otherwise players could camp map resets to make money). 268 * be sold for (otherwise players could camp map resets to make money).
298 * In game terms, a non-specialist shop, might not recognise the true 269 * In game terms, a non-specialist shop, might not recognise the true
299 * value of the items they sell (much like how people sometimes find 270 * value of the items they sell (much like how people sometimes find
300 * antiques in a junk shop in real life). 271 * antiques in a junk shop in real life).
301 */ 272 */
302 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD)) 273 if (tmp->flag [FLAG_PLAYER_SOLD])
303 val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who)); 274 val *= shop_specialisation_ratio (tmp, who->map);
304 else 275 else
305 val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who))); 276 val /= shop_specialisation_ratio (tmp, who->map);
277
278 val *= shop_greed (who->map) / shopkeeper_approval (who->map, who);
306 } 279 }
280
307 /* we will also have an extra 0-5% variation between shops of the same type 281 /* we will also have an extra 0-5% variation between shops of the same type
308 * for valuable items (below a value of 50 this effect wouldn't be very 282 * for valuable items (below a value of 50 this effect wouldn't be very
309 * pointful, and could give fun with rounding. 283 * pointful, and could give fun with rounding.
310 */ 284 */
311 if (who->map->path != NULL && val > 50) 285 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution
312 val = (val + 0.05 * (sint64) val * cos (tmp->count + strlen (who->map->path))); 286 if (val > 50)
287 val *= 1 + .05f * cosf ((tmp->uuid.seq & 0xffff) * M_PI * 2. / 0x10000);
313 } 288 }
314 return (sint64) val; 289
290 return val;
315} 291}
316 292
317/* Find the coin type that is worth more the 'c'. Starts at the 293/* Find the coin type that is worth more the 'c'. Starts at the
318 * cointype placement. 294 * cointype placement.
319 */ 295 */
323{ 299{
324 archetype *coin; 300 archetype *coin;
325 301
326 do 302 do
327 { 303 {
328 if (coins[*cointype] == NULL) 304 if (!coins [*cointype])
329 return NULL; 305 return 0;
306
330 coin = archetype::find (coins[*cointype]); 307 coin = archetype::find (coins [*cointype]);
308
331 if (coin == NULL) 309 if (!coin)
332 return NULL; 310 return 0;
311
333 *cointype += 1; 312 *cointype += 1;
334 } 313 }
335 while (coin->clone.value > c); 314 while (coin->value > c);
336 315
337 return coin; 316 return coin;
338} 317}
339 318
340/* This returns a string of how much something is worth based on 319/* This returns a string of how much something is worth based on
348 * 10,000 silver or something) 327 * 10,000 silver or something)
349 */ 328 */
350const char * 329const char *
351cost_string_from_value (sint64 cost, int approx) 330cost_string_from_value (sint64 cost, int approx)
352{ 331{
353 static char buf[MAX_BUF];
354 archetype *coin, *next_coin; 332 archetype *coin, *next_coin;
355 int num, cointype = 0; 333 int num, cointype = 0;
356 334
357 coin = find_next_coin (cost, &cointype); 335 coin = find_next_coin (cost, &cointype);
358 if (coin == NULL) 336 if (!coin)
359 return "nothing"; 337 return "nothing";
360 338
361 num = cost / coin->clone.value; 339 num = cost / coin->value;
362 /* so long as nrof is 32 bit, this is true. 340 /* so long as nrof is 32 bit, this is true.
363 * If it takes more coins than a person can possibly carry, this 341 * If it takes more coins than a person can possibly carry, this
364 * is basically true. 342 * is basically true.
365 */ 343 */
366 if ((cost / coin->clone.value) > UINT32_MAX) 344 if (cost / coin->value > UINT32_MAX)
367 {
368 strcpy (buf, "an unimaginable sum of money"); 345 return "an unimaginable sum of money";
369 return buf;
370 }
371 346
372 cost -= num * (sint64)coin->clone.value; 347 cost -= num * (sint64)coin->value;
373 348
374 sprintf (buf, "%d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name); 349 char *buf = format ("%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
375 350
376 next_coin = find_next_coin (cost, &cointype); 351 next_coin = find_next_coin (cost, &cointype);
377 if (next_coin == NULL || approx) 352 if (!next_coin || approx)
378 return buf; 353 return buf;
379 354
380 coin = next_coin; 355 coin = next_coin;
381 num = cost / coin->clone.value; 356 num = cost / coin->value;
382 cost -= num * (sint64)coin->clone.value; 357 cost -= num * (sint64)coin->value;
383 358
384 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name); 359 return format ("%s and %d %s", buf, num, num > 1 ? &coin->object::name_pl : &coin->object::name);
385
386 return buf;
387} 360}
388 361
389const char * 362const char *
390query_cost_string (const object *tmp, object *who, int flag) 363query_cost_string (const object *tmp, object *who, int flag)
391{ 364{
410 { 383 {
411 if (!idskill1 || !find_skill_by_number (who, idskill1)) 384 if (!idskill1 || !find_skill_by_number (who, idskill1))
412 { 385 {
413 if (!idskill2 || !find_skill_by_number (who, idskill2)) 386 if (!idskill2 || !find_skill_by_number (who, idskill2))
414 { 387 {
415 if (!find_skill_by_number (who, SK_BARGAINING)) 388 if (!find_skill_by_name (who, shstr_bargaining))
416 { 389 {
417 static char buf[MAX_BUF];
418 int num, cointype = 0; 390 int num, cointype = 0;
419 archetype *coin = find_next_coin (real_value, &cointype); 391 archetype *coin = find_next_coin (real_value, &cointype);
420 392
421 if (coin == NULL) 393 if (!coin)
422 return "nothing"; 394 return "nothing";
423 395
424 num = real_value / coin->clone.value; 396 num = real_value / coin->value;
397
425 if (num == 1) 398 if (num == 1)
426 sprintf (buf, "about one %s", &coin->clone.name); 399 return format ("about one %s", &coin->object::name);
427 else if (num < 5) 400 else if (num < 5)
428 sprintf (buf, "a few %s", &coin->clone.name_pl); 401 return format ("a few %s", &coin->object::name_pl);
429 else if (num < 10) 402 else if (num < 10)
430 sprintf (buf, "several %s", &coin->clone.name_pl); 403 return format ("several %s", &coin->object::name_pl);
431 else if (num < 25) 404 else if (num < 25)
432 sprintf (buf, "a moderate amount of %s", &coin->clone.name_pl); 405 return format ("a moderate amount of %s", &coin->object::name_pl);
433 else if (num < 100) 406 else if (num < 100)
434 sprintf (buf, "lots of %s", &coin->clone.name_pl); 407 return format ("lots of %s", &coin->object::name_pl);
435 else if (num < 1000) 408 else if (num < 1000)
436 sprintf (buf, "a great many %s", &coin->clone.name_pl); 409 return format ("a great many %s", &coin->object::name_pl);
437 else 410 else
438 sprintf (buf, "a vast quantity of %s", &coin->clone.name_pl); 411 return format ("a vast quantity of %s", &coin->object::name_pl);
439 return buf;
440 } 412 }
441 } 413 }
442 } 414 }
443 415
444 int hash = ((unsigned int) tmp->count * 174364621) & 1023;
445
446 if (approx_range) 416 if (approx_range)
447 { 417 {
418 int hash = tmp->random_seed () & 1023;
448 sint64 lo = (sint64) real_value - (approx_range * hash >> 10); 419 sint64 lo = real_value - (approx_range * hash >> 10);
449 static char buf[MAX_BUF];
450 420
451 sprintf (buf, "between %s", cost_string_from_value (lo, 1)); 421 return format ("between %s and %s",
452 sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1)); 422 cost_string_from_value (lo, 1),
453 423 cost_string_from_value (lo + approx_range, 1));
454 return buf;
455 } 424 }
456 } 425 }
457 426
458 return cost_string_from_value (real_value, 0); 427 return cost_string_from_value (real_value, 0);
459} 428}
474 } 443 }
475 444
476 for (tmp = op->inv; tmp; tmp = tmp->below) 445 for (tmp = op->inv; tmp; tmp = tmp->below)
477 if (tmp->type == MONEY) 446 if (tmp->type == MONEY)
478 total += tmp->nrof * (sint64)tmp->value; 447 total += tmp->nrof * (sint64)tmp->value;
479 else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (tmp->race == NULL || strstr (tmp->race, "gold"))) 448 else if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && (!tmp->race || tmp->race.contains ("gold")))
480 total += query_money (tmp); 449 total += query_money (tmp);
481 450
482 return total; 451 return total;
483} 452}
484 453
499 return 0; 468 return 0;
500 469
501 pay_from_container (pl, pl, to_pay); 470 pay_from_container (pl, pl, to_pay);
502 471
503 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 472 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
504 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold"))) 473 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && (!pouch->race || pouch->race.contains ("gold")))
505 pay_from_container (pl, pouch, to_pay); 474 pay_from_container (pl, pouch, to_pay);
506 475
507 fix_player (pl); 476 pl->update_stats ();
508 return 1; 477 return 1;
509} 478}
510 479
511/* DAMN: This is now a wrapper for pay_from_container, which is 480/* DAMN: This is now a wrapper for pay_from_container, which is
512 * called for the player, then for each active container that can hold 481 * called for the player, then for each active container that can hold
531 * This determins the amount of exp (if any) gained for bargaining. 500 * This determins the amount of exp (if any) gained for bargaining.
532 */ 501 */
533 saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay; 502 saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay;
534 503
535 if (saved_money > 0) 504 if (saved_money > 0)
536 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE); 505 change_exp (pl, saved_money, shstr_bargaining, SK_EXP_NONE);
537 506
538 pay_from_container (pl, pl, to_pay); 507 pay_from_container (pl, pl, to_pay);
539 508
540 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 509 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
541 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold"))) 510 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && (!pouch->race || pouch->race.contains ("gold")))
542 pay_from_container (pl, pouch, to_pay); 511 pay_from_container (pl, pouch, to_pay);
543 512
544 if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ)) 513 pl->update_stats ();
545 SET_FLAG (op, FLAG_WAS_WIZ);
546 514
547 fix_player (pl);
548 return 1; 515 return 1;
549} 516}
550 517
551/* This pays for the item, and takes the proper amount of money off 518/* This pays for the item, and takes the proper amount of money off
552 * the player. 519 * the player.
581 548
582 if (tmp->type == MONEY) 549 if (tmp->type == MONEY)
583 { 550 {
584 for (i = 0; i < NUM_COINS; i++) 551 for (i = 0; i < NUM_COINS; i++)
585 { 552 {
586 if (tmp->value == tmp->arch->clone.value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->name)) 553 if (tmp->value == tmp->arch->value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->archname))
587 { 554 {
588 // This should not happen, but if it does, just merge the two. 555 // This should not happen, but if it does, just merge the two.
589 if (coin_objs [i]) 556 if (coin_objs [i])
590 { 557 {
591 LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]); 558 LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]);
592 tmp->remove ();
593 coin_objs[i]->nrof += tmp->nrof; 559 coin_objs[i]->nrof += tmp->nrof;
594 esrv_del_item (pl->contr, tmp->count);
595 tmp->destroy (); 560 tmp->destroy ();
596 } 561 }
597 else 562 else
598 { 563 {
599 tmp->remove (); 564 tmp->remove ();
600
601 if (pouch->type == PLAYER)
602 esrv_del_item (pl->contr, tmp->count);
603
604 coin_objs[i] = tmp; 565 coin_objs[i] = tmp;
605 } 566 }
606 567
607 break; 568 break;
608 } 569 }
609 } 570 }
610 571
611 if (i == NUM_COINS) 572 if (i == NUM_COINS)
612 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->name); 573 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->archname);
613 } 574 }
614 } 575 }
615 576
616 /* Fill in any gaps in the coin_objs array - needed to make change. */ 577 /* Fill in any gaps in the coin_objs array - needed to make change. */
617 /* Note that the coin_objs array goes from least value to greatest value */ 578 /* Note that the coin_objs array goes from least value to greatest value */
621 at = archetype::find (coins[NUM_COINS - 1 - i]); 582 at = archetype::find (coins[NUM_COINS - 1 - i]);
622 583
623 if (at == NULL) 584 if (at == NULL)
624 LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]); 585 LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]);
625 586
626 coin_objs[i] = arch_to_object (at); 587 coin_objs[i] = at->instance ();
627 coin_objs[i]->nrof = 0; 588 coin_objs[i]->nrof = 0;
628 } 589 }
629 590
630 for (i = 0; i < NUM_COINS; i++) 591 for (i = 0; i < NUM_COINS; i++)
631 { 592 {
632 object &coin = *coin_objs[i]; 593 object &coin = *coin_objs[i];
633 sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, coin.nrof); 594 sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, (sint64) coin.nrof);
634 to_pay -= num_coins * coin.value; 595 to_pay -= num_coins * coin.value;
635 596
636 coin.nrof -= num_coins; 597 coin.nrof -= num_coins;
637 /* Now start making change. Start at the coin value 598 /* Now start making change. Start at the coin value
638 * below the one we just did, and work down to 599 * below the one we just did, and work down to
648 count--; 609 count--;
649 } 610 }
650 } 611 }
651 612
652 for (i = 0; i < NUM_COINS; i++) 613 for (i = 0; i < NUM_COINS; i++)
653 {
654 if (coin_objs[i]->nrof) 614 if (coin_objs[i]->nrof)
655 {
656 object *tmp = insert_ob_in_ob (coin_objs[i], pouch); 615 insert_ob_in_ob (coin_objs [i], pouch);
657
658 esrv_send_item (pl, tmp);
659 esrv_send_item (pl, pouch);
660
661 if (pl != pouch)
662 esrv_update_item (UPD_WEIGHT, pl, pouch);
663
664 if (pl->type != PLAYER)
665 esrv_send_item (pl, pl);
666 }
667 else 616 else
668 coin_objs[i]->destroy (); 617 coin_objs[i]->destroy ();
669 }
670} 618}
671 619
672/* Checks all unpaid items in op's inventory, adds up all the money they 620/* Checks all unpaid items in op's inventory, adds up all the money they
673 * have, and checks that they can actually afford what they want to buy. 621 * have, and checks that they can actually afford what they want to buy.
674 * Returns 1 if they can, and 0 if they can't. also prints an appropriate message 622 * Returns 1 if they can, and 0 if they can't. also prints an appropriate message
686 LOG (llevError, "can_pay(): called against something that isn't a player\n"); 634 LOG (llevError, "can_pay(): called against something that isn't a player\n");
687 return 0; 635 return 0;
688 } 636 }
689 637
690 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item) 638 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
691 if (QUERY_FLAG (item, FLAG_UNPAID)) 639 if (item->flag [FLAG_UNPAID])
692 { 640 {
693 unpaid_count++; 641 unpaid_count++;
694 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP); 642 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
695 } 643 }
696 644
697 if (unpaid_price > player_wealth) 645 if (unpaid_price > player_wealth)
698 { 646 {
699 char buf[MAX_BUF]; 647 dynbuf_text &buf = msg_dynbuf; buf.clear ();
700 char cost[MAX_BUF];
701 char missing[MAX_BUF];
702 648
703 snprintf (cost, MAX_BUF, "%s", cost_string_from_value (unpaid_price, 0)); 649 buf << "You have " << unpaid_count
704 snprintf (missing, MAX_BUF, "%s", cost_string_from_value (unpaid_price - player_wealth, 0)); 650 << " unpaid item(s) that would cost you " << cost_string_from_value (unpaid_price, 0)
651 << ". You need another " << cost_string_from_value (unpaid_price - player_wealth, 0)
652 << " to be able to afford that. "
653 "H<You cannot leave a shop without paying - drop unpaid items first to be able to leave.>";
705 654
706 snprintf (buf, MAX_BUF, "You have %d unpaid items that would cost you %s. You need another %s to be able to afford that.", 655 pl->failmsg (buf);
707 unpaid_count, cost, missing);
708 new_draw_info (NDI_UNIQUE, 0, pl, buf);
709 656
710 return 0; 657 return 0;
711 } 658 }
712 else 659 else
713 return 1; 660 return 1;
726 { 673 {
727 next_item: 674 next_item:
728 675
729 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op) 676 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
730 { 677 {
731 if (QUERY_FLAG (op, FLAG_UNPAID)) 678 if (op->flag [FLAG_UNPAID])
732 { 679 {
733 char buf[MAX_BUF];
734 snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP)); 680 const char *buf = query_cost_string (op, pl, F_BUY | F_SHOP);
735 681
736 if (!pay_for_item (op, pl)) 682 if (!pay_for_item (op, pl))
737 { 683 {
738 sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl); 684 sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
739 685
740 CLEAR_FLAG (op, FLAG_UNPAID); 686 op->clr_flag (FLAG_UNPAID);
741 new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op)); 687 new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op));
742 SET_FLAG (op, FLAG_UNPAID); 688 op->set_flag (FLAG_UNPAID);
743 return 0; 689 return 0;
744 } 690 }
745 else 691 else
746 { 692 {
747 object *tmp; 693 op->clr_flag (FLAG_UNPAID);
748 694 op->clr_flag (FLAG_PLAYER_SOLD);
749 CLEAR_FLAG (op, FLAG_UNPAID);
750 CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
751 new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op)); 695 new_draw_info_format (NDI_UNIQUE, 0, pl, "You paid %s for %s.", buf, query_name (op));
752 tmp = merge_ob (op, NULL);
753 696
754 if (pl->type == PLAYER) 697 if (!merge_ob (op, op->env->inv))
755 {
756 if (tmp)
757 { /* it was merged */
758 esrv_del_item (pl->contr, op->count);
759 op = tmp;
760 }
761
762 esrv_send_item (pl, op); 698 esrv_update_item (UPD_FLAGS, pl, op);
763 }
764 699
765 goto next_item; 700 goto next_item;
766 } 701 }
767 } 702 }
768 } 703 }
787{ 722{
788 int count = 0; 723 int count = 0;
789 archetype *at = 0; 724 archetype *at = 0;
790 object *pouch = 0, *tmp = 0; 725 object *pouch = 0, *tmp = 0;
791 726
792 for (count = 0; coins[count] != NULL; count++) 727 for (count = 0; coins[count]; count++)
793 { 728 {
794 at = archetype::find (coins[count]); 729 at = archetype::find (coins[count]);
795 730
796 if (at == NULL) 731 if (at == NULL)
797 LOG (llevError, "Could not find %s archetype\n", coins[count]); 732 LOG (llevError, "Could not find %s archetype\n", coins[count]);
798 else if ((amount / at->clone.value) > 0) 733 else if ((amount / at->value) > 0)
799 { 734 {
800 for (pouch = pl->inv; pouch; pouch = pouch->below) 735 for (pouch = pl->inv; pouch; pouch = pouch->below)
801 { 736 {
802 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold")) 737 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && pouch->race.contains ("gold"))
803 { 738 {
804 int w = at->clone.weight * (100 - pouch->stats.Str) / 100; 739 int w = at->weight * (100 - pouch->stats.Str) / 100;
805 int n = amount / at->clone.value; 740 int n = amount / at->value;
806 741
807 if (w == 0) 742 if (w == 0)
808 w = 1; /* Prevent divide by zero */ 743 w = 1; /* Prevent divide by zero */
809 744
810 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit)) 745 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
811 { 746 {
812 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) 747 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
813 n = (pouch->weight_limit - pouch->carrying) / w; 748 n = (pouch->weight_limit - pouch->carrying) / w;
814 749
815 tmp = arch_to_object (at); 750 object *tmp = at->instance ();
816 tmp->nrof = n; 751 tmp->nrof = n;
817 amount -= tmp->nrof * tmp->value; 752 amount -= tmp->nrof * tmp->value;
818 tmp = insert_ob_in_ob (tmp, pouch); 753 pouch->insert (tmp);
819 esrv_send_item (pl, tmp);
820 esrv_send_item (pl, pouch);
821 esrv_update_item (UPD_WEIGHT, pl, pouch);
822 esrv_send_item (pl, pl);
823 } 754 }
824 } 755 }
825 } 756 }
826 757
827 if (amount / at->clone.value > 0) 758 if (amount / at->value > 0)
828 { 759 {
829 tmp = arch_to_object (at); 760 object *tmp = at->instance ();
830 tmp->nrof = amount / tmp->value; 761 tmp->nrof = amount / tmp->value;
831 amount -= tmp->nrof * tmp->value; 762 amount -= tmp->nrof * tmp->value;
832 tmp = insert_ob_in_ob (tmp, pl); 763 pl->insert (tmp);
833 esrv_send_item (pl, tmp);
834 esrv_send_item (pl, pl);
835 } 764 }
836 } 765 }
837 } 766 }
838 767
839 if (amount != 0) 768 if (amount != 0)
842 771
843/* elmex: this is for the bank plugin :( */ 772/* elmex: this is for the bank plugin :( */
844sint64 773sint64
845pay_player_arch (object *pl, const char *arch, sint64 amount) 774pay_player_arch (object *pl, const char *arch, sint64 amount)
846{ 775{
847 archetype *at = archetype::find (arch);
848 object *tmp = NULL;
849
850 if (at == NULL)
851 return 0;
852
853 if (amount > 0) 776 if (amount)
854 { 777 {
855 tmp = arch_to_object (at); 778 object *ob = archetype::get (arch);
779
780 if (!ob)
781 return 0;
782
856 tmp->nrof = amount; 783 ob->nrof = amount;
857 tmp = insert_ob_in_ob (tmp, pl); 784 pl->insert (ob);
858 esrv_send_item (pl, tmp);
859 esrv_send_item (pl, pl);
860 } 785 }
861 786
862 return 1; 787 return 1;
863} 788}
864 789
867 * buy item. 792 * buy item.
868 * 793 *
869 * Modified to fill available race: gold containers before dumping 794 * Modified to fill available race: gold containers before dumping
870 * remaining coins in character's inventory. 795 * remaining coins in character's inventory.
871 */ 796 */
872void 797bool
873sell_item (object *op, object *pl) 798sell_item (object *op, object *pl)
874{ 799{
875 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain; 800 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
876 801
877 if (pl == NULL || pl->type != PLAYER) 802 if (pl == NULL || pl->type != PLAYER)
878 { 803 {
879 LOG (llevDebug, "Object other than player tried to sell something.\n"); 804 LOG (llevDebug, "Object other than player tried to sell something.\n");
880 return; 805 return false;
881 } 806 }
882 807
883 op->custom_name = 0; 808 op->custom_name = 0;
884 809
885 if (!amount) 810 if (!amount)
886 { 811 {
887 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", query_name (op)); 812 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.",
888 813 query_name (op));
889 /* Even if the character doesn't get anything for it, it may still be 814 // elmex: change: the player now gets the item back if the shop is not
890 * worth something. If so, make it unpaid 815 // interested in it.
891 */
892 if (op->value)
893 {
894 SET_FLAG (op, FLAG_UNPAID);
895 SET_FLAG (op, FLAG_PLAYER_SOLD);
896 }
897
898 identify (op);
899 return; 816 return false;
900 } 817 }
901 818
902 /* We compare the price with the one for a player 819 /* We compare the price with the one for a player
903 * without bargaining skill. 820 * without bargaining skill.
904 * This determins the amount of exp (if any) gained for bargaining. 821 * This determins the amount of exp (if any) gained for bargaining.
905 * exp/10 -> 1 for each gold coin 822 * exp/10 -> 1 for each gold coin
906 */ 823 */
907 extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP); 824 extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP);
908 825
909 if (extra_gain > 0) 826 if (extra_gain > 0)
910 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); 827 change_exp (pl, extra_gain / 10, shstr_bargaining, SK_EXP_NONE);
911 828
912 pay_player (pl, amount); 829 pay_player (pl, amount);
913 830
914 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)); 831 new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.",
832 query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op));
833 pl->play_sound (sound_find ("shop_sell"));
915 834
916 SET_FLAG (op, FLAG_UNPAID); 835 op->set_flag (FLAG_UNPAID);
917 identify (op); 836 identify (op);
918}
919 837
838 return true;
839}
920 840
921/* returns a double that is the ratio of the price that a shop will offer for 841/* returns a double that is the ratio of the price that a shop will offer for
922 * item based on the shops specialisation. Does not take account of greed, 842 * item based on the shops specialisation. Does not take account of greed,
923 * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any 843 * returned value is between SPECIALISATION_EFFECT and 1.
924 * event is never less than 0.1 (calling functions divide by it)
925 */ 844 */
926static double 845static double
927shop_specialisation_ratio (const object *item, const maptile *map) 846shop_specialisation_ratio (const object *item, const maptile *map)
928{ 847{
929 shopitems *items = map->shopitems; 848 shopitems *items = map->shopitems;
930 double ratio = SPECIALISATION_EFFECT, likedness = 0.001; 849 int likedness = 0;
931 int i; 850 int i;
932 851
933 if (item == NULL) 852 if (item == NULL)
934 { 853 {
935 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", map->path); 854 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path);
936 return 0; 855 return 0;
937 } 856 }
938 857
939 if (!item->type) 858 if (!item->type)
940 { 859 {
941 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n"); 860 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
942 /* 861 /*
943 * I'm not really sure what the /right/ thing to do here is, these types of 862 * I'm not really sure what the /right/ thing to do here is, these types of
944 * item shouldn't exist anyway, but returning the ratio is probably the best bet.." 863 * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
945 */ 864 */
946 return ratio; 865 return SPECIALISATION_EFFECT;
947 } 866 }
948 867
949 if (map->shopitems) 868 if (map->shopitems)
950 {
951 for (i = 0; i < items[0].index; i++) 869 for (i = 0; i < items[0].index; i++)
952 if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001)) 870 if (items[i].typenum == item->type || (!items[i].typenum && !likedness))
953 likedness = items[i].strength / 100.0; 871 likedness = items[i].strength;
954 }
955 872
956 if (likedness > 1.0) 873 if (likedness > 100)
957 { /* someone has been rather silly with the map headers. */ 874 { /* someone has been rather silly with the map headers. */
958 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, map->path); 875 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path);
959 likedness = 1.0; 876 likedness = 100;
960 } 877 }
961 878
962 if (likedness < -1.0) 879 if (likedness < -100)
963 { 880 {
964 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, map->path); 881 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path);
965 likedness = -1.0; 882 likedness = -100;
966 } 883 }
967 884
968 ratio = ratio + (1.0 - ratio) * likedness; 885 return lerp (double (likedness), -100., 100., SPECIALISATION_EFFECT, 1.);
969
970 if (ratio <= 0.1)
971 ratio = 0.1; /* if the ratio were much lower than this, we would get silly prices */
972
973 return ratio;
974} 886}
975 887
976/*returns the greed of the shop on map, or 1 if it isn't specified. */ 888/*returns the greed of the shop on map, or 1 if it isn't specified. */
977static double 889static double
978shop_greed (const maptile *map) 890shop_greed (const maptile *map)
979{ 891{
980 double greed = 1.0;
981
982 if (map->shopgreed)
983 return map->shopgreed; 892 return map->shopgreed
984 return greed; 893 ? map->shopgreed
894 : 1.;
985} 895}
986 896
987/* Returns a double based on how much the shopkeeper approves of the player. 897/* Returns a double based on how much the shopkeeper approves of the player.
988 * this is based on the race of the shopkeeper and that of the player. 898 * this is based on the race of the shopkeeper and that of the player.
989 */ 899 */
990double 900double
991shopkeeper_approval (const maptile *map, const object *player) 901shopkeeper_approval (const maptile *map, const object *player)
992{ 902{
993 double approval = 1.0; 903 return map->shoprace && player->race != map->shoprace
994 904 ? DISLIKE_RATIO
995 if (map->shoprace) 905 : 1.;
996 {
997 approval = NEUTRAL_RATIO;
998 if (player->race && !strcmp (player->race, map->shoprace))
999 approval = 1.0;
1000 }
1001
1002 return approval;
1003} 906}
1004 907
1005/* limit the value of items based on the wealth of the shop. If the item is close 908/* limit the value of items based on the wealth of the shop. If the item is close
1006 * to the maximum value a shop will offer, we start to reduce it, if the item is 909 * to the maximum value a shop will offer, we start to reduce it, if the item is
1007 * below the minimum value the shop is prepared to trade in, then we don't 910 * below the minimum value the shop is prepared to trade in, then we don't
1037 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default 940 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
1038 941
1039 if (map->shopmin && unit_price < map->shopmin) 942 if (map->shopmin && unit_price < map->shopmin)
1040 return 0; 943 return 0;
1041 else if (unit_price > tmpshopmax / 2) 944 else if (unit_price > tmpshopmax / 2)
1042 newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax); 945 newval = min ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
1043 else 946 else
1044 newval = unit_price; 947 newval = unit_price;
1045 } 948 }
1046 949
1047 newval *= quantity; 950 newval *= quantity;
1051 954
1052/* gives a desciption of the shop on their current map to the player op. */ 955/* gives a desciption of the shop on their current map to the player op. */
1053int 956int
1054describe_shop (const object *op) 957describe_shop (const object *op)
1055{ 958{
959 dynbuf_text buf;
1056 maptile *map = op->map; 960 maptile *map = op->map;
1057 961
1058 /*shopitems *items=map->shopitems; */ 962 /*shopitems *items=map->shopitems; */
1059 int pos = 0, i; 963 int pos = 0, i;
1060 double opinion = 0; 964 double opinion = 0;
1061 char tmp[MAX_BUF] = "\0";
1062 965
1063 if (op->type != PLAYER) 966 if (op->type != PLAYER)
1064 return 0; 967 return 0;
1065 968
1066 /*check if there is a shop specified for this map */ 969 /*check if there is a shop specified for this map */
1067 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) 970 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
1068 { 971 {
1069 new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:"); 972 buf << "From looking at the nearby shop you determine that it trades in ";
973 int lastcomma = 0, prevcomma = 0;
1070 974
1071 if (map->shopitems) 975 if (map->shopitems)
1072 for (i = 0; i < map->shopitems[0].index; i++) 976 for (i = 0; i < map->shopitems[0].index; i++)
1073 if (map->shopitems[i].name && map->shopitems[i].strength > 10) 977 if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1074 { 978 {
1075 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl); 979 buf << map->shopitems[i].name_pl;
1076 pos += strlen (tmp + pos); 980 prevcomma = lastcomma;
981 lastcomma = buf.size (); // remember offset
982 buf << ", ";
1077 } 983 }
1078 984
1079 if (!pos) 985 if (lastcomma)
986 {
987 buf.splice (lastcomma, 2);
988
989 if (prevcomma)
990 buf.splice (prevcomma, 2, " and ");
991 }
992 else
1080 strcat (tmp, "a little of everything."); 993 buf << "a little of everything.";
1081 994
1082 /* format the string into a list */ 995 buf << ".\n\n";
1083 make_list_like (tmp);
1084 new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1085 996
1086 if (map->shopmax) 997 if (map->shopmax)
1087 new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0)); 998 buf << "It won't trade for items above " << cost_string_from_value (map->shopmax, 0) << ".\n\n";
1088 999
1089 if (map->shopmin) 1000 if (map->shopmin)
1090 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)); 1001 buf << "It won't trade in items worth less than " << cost_string_from_value (map->shopmin, 0) << ".\n\n";
1091 1002
1092 if (map->shopgreed) 1003 if (map->shopgreed)
1093 { 1004 {
1094 if (map->shopgreed > 2.0) 1005 if (map->shopgreed > 2.0)
1095 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively."); 1006 buf << "It tends to overcharge massively.\n\n";
1096 else if (map->shopgreed > 1.5) 1007 else if (map->shopgreed > 1.5)
1097 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially."); 1008 buf << "It tends to overcharge substantially.\n\n";
1098 else if (map->shopgreed > 1.1) 1009 else if (map->shopgreed > 1.1)
1099 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly."); 1010 buf << "It tends to overcharge slightly.\n\n";
1100 else if (map->shopgreed < 0.9) 1011 else if (map->shopgreed < 0.9)
1101 new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge."); 1012 buf << "It tends to undercharge.\n\n";
1102 } 1013 }
1103 1014
1104 if (map->shoprace) 1015 if (map->shoprace)
1105 { 1016 {
1106 opinion = shopkeeper_approval (map, op); 1017 opinion = shopkeeper_approval (map, op);
1018
1107 if (opinion > 0.8) 1019 if (opinion > 0.8)
1108 new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you."); 1020 buf << "You think the shopkeeper likes you.\n\n";
1109 else if (opinion > 0.5) 1021 else if (opinion > 0.5)
1110 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you."); 1022 buf << "The shopkeeper seems unconcerned by you.\n\n";
1111 else 1023 else
1112 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems to have taken a dislike to you."); 1024 buf << "The shopkeeper seems to have taken a dislike to you.\n\n";
1113 } 1025 }
1114 } 1026 }
1115 else 1027 else
1116 new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby."); 1028 buf << "There is no shop nearby.\n\n";
1029
1030 op->contr->infobox (MSG_CHANNEL ("shopinfo"), buf);
1117 1031
1118 return 1; 1032 return 1;
1119} 1033}
1120 1034
1121struct shopinv 1035struct shopinv
1136{ 1050{
1137 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2; 1051 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1138 1052
1139 if (s1->type < s2->type) 1053 if (s1->type < s2->type)
1140 return -1; 1054 return -1;
1055
1141 if (s1->type > s2->type) 1056 if (s1->type > s2->type)
1142 return 1; 1057 return 1;
1143 1058
1144 /* the type is the same (what atoi gets), so do a strcasecmp to sort 1059 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1145 * via alphabetical order 1060 * via alphabetical order
1148} 1063}
1149 1064
1150static void 1065static void
1151add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated) 1066add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1152{ 1067{
1153#if 0
1154 char buf[MAX_BUF];
1155#endif
1156 /* clear unpaid flag so that doesn't come up in query 1068 /* clear unpaid flag so that doesn't come up in query
1157 * string. We clear nrof so that we can better sort 1069 * string. We clear nrof so that we can better sort
1158 * the object names. 1070 * the object names.
1159 */ 1071 */
1160 1072
1161 CLEAR_FLAG (tmp, FLAG_UNPAID); 1073 tmp->clr_flag (FLAG_UNPAID);
1162 items[*numitems].nrof = tmp->nrof; 1074 items[*numitems].nrof = tmp->nrof;
1163 /* Non mergable items have nrof of 0, but count them as one 1075 /* Non mergable items have nrof of 0, but count them as one
1164 * so the display is properly. 1076 * so the display is properly.
1165 */ 1077 */
1166 if (tmp->nrof == 0) 1078 if (tmp->nrof == 0)
1188 items[*numitems].item_sort = strdup (query_base_name (tmp, 0)); 1100 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1189 items[*numitems].item_real = strdup (query_base_name (tmp, 1)); 1101 items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1190 (*numitems)++; 1102 (*numitems)++;
1191 break; 1103 break;
1192 } 1104 }
1193 SET_FLAG (tmp, FLAG_UNPAID); 1105
1106 tmp->set_flag (FLAG_UNPAID);
1194} 1107}
1195 1108
1196void 1109void
1197shop_listing (object *op) 1110shop_listing (object *sign, object *op)
1198{ 1111{
1199 int i, j, numitems = 0, numallocated = 0, nx, ny; 1112 int i, j, x1, x2, y1, y2;
1200 char *map_mark = (char *) calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1); 1113 const char *shop_coords = sign->kv (shstr_shop_coords);
1201 object *stack; 1114 object *stack;
1202 shopinv *items; 1115 shopinv *items;
1203 1116
1204 /* Should never happen, but just in case a monster does apply a sign */ 1117 /* Should never happen, but just in case a monster does apply a sign */
1205 if (op->type != PLAYER) 1118 if (!op->is_player ())
1206 return; 1119 return;
1207 1120
1208 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:"); 1121 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1209 1122
1210 magic_mapping_mark (op, map_mark, 3); 1123 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1211 items = (shopinv *) malloc (40 * sizeof (shopinv)); 1124 {
1125 x1 = 0;
1126 y1 = 0;
1127 x2 = op->map->width - 1;
1128 y2 = op->map->height - 1;
1129 }
1130
1212 numallocated = 40; 1131 int numallocated = 40;
1132 int numitems = 0;
1133 items = (shopinv *)malloc (sizeof (shopinv) * numallocated);
1213 1134
1214 /* Find all the appropriate items */ 1135 /* Find all the appropriate items */
1215 for (i = 0; i < MAP_WIDTH (op->map); i++) 1136 for (i = x1; i <= x2; i++)
1216 { 1137 for (j = y1; j < y2; j++)
1217 for (j = 0; j < MAP_HEIGHT (op->map); j++) 1138 if (op->map->is_in_shop (i, j))
1218 {
1219 /* magic map code now centers the map on the object at MAGIC_MAP_HALF.
1220 * 1139 {
1221 */ 1140 stack = GET_MAP_OB (op->map, i, j);
1222 nx = i - op->x + MAGIC_MAP_HALF;
1223 ny = j - op->y + MAGIC_MAP_HALF;
1224 /* unlikely, but really big shops could run into this issue */
1225 if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE)
1226 continue;
1227 1141
1228 if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR) 1142 while (stack)
1229 { 1143 {
1230 stack = get_map_ob (op->map, i, j); 1144 if (stack->flag [FLAG_UNPAID])
1231
1232 while (stack)
1233 { 1145 {
1234 if (QUERY_FLAG (stack, FLAG_UNPAID))
1235 {
1236 if (numitems == numallocated) 1146 if (numitems == numallocated)
1237 {
1238 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10)); 1147 items = (shopinv *)realloc (items, sizeof (shopinv) * (numallocated *= 2));
1239 numallocated += 10; 1148
1240 }
1241 add_shop_item (stack, items, &numitems, &numallocated); 1149 add_shop_item (stack, items, &numitems, &numallocated);
1242 }
1243 stack = stack->above;
1244 } 1150 }
1151
1152 stack = stack->above;
1245 } 1153 }
1246 } 1154 }
1247 }
1248 1155
1249 free (map_mark); 1156 buf << (numitems ? "T<This shop contains:>\n\n"
1250 1157 : "T<This shop is currently empty.>");
1251 if (numitems == 0)
1252 {
1253 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1254 free (items);
1255 return;
1256 }
1257 1158
1258 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort); 1159 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1259 1160
1260 for (i = 0; i < numitems; i++) 1161 for (i = 0; i < numitems; i++)
1261 { 1162 {
1262 /* Collapse items of the same name together */ 1163 /* Collapse items of the same name together */
1263 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real)) 1164 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1264 {
1265 items[i + 1].nrof += items[i].nrof; 1165 items[i + 1].nrof += items[i].nrof;
1266 free (items[i].item_sort);
1267 free (items[i].item_real);
1268 }
1269 else 1166 else
1270 {
1271 new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s",
1272 items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real); 1167 buf.printf (" %4d %s\n", items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real);
1168
1273 free (items[i].item_sort); 1169 free (items[i].item_sort);
1274 free (items[i].item_real); 1170 free (items[i].item_real);
1275 }
1276 } 1171 }
1172
1173 op->contr->infobox (MSG_CHANNEL ("shopitems"), buf);
1174
1277 free (items); 1175 free (items);
1278} 1176}
1279 1177
1280/* elmex: this function checks whether the object is in a shop */ 1178/* elmex: this function checks whether we are in a shop or not
1179 - change 2007-11-26: enhanced the O(n) case by stopping at the first
1180 floor tile. this possibly will make map bugs where shopfloors are above
1181 floors more obvious.
1182*/
1281bool 1183bool
1282is_in_shop (object *o) 1184maptile::is_in_shop (int x, int y) const
1283{ 1185{
1284 if (!o->map)
1285 return false;
1286
1287 return is_in_shop (o->map, o->x, o->y);
1288}
1289
1290/* elmex: this function checks whether we are in a shop or not */
1291bool
1292is_in_shop (maptile *map, int x, int y)
1293{
1294 for (object *floor = get_map_ob (map, x, y); floor; floor = floor->above) 1186 for (object *floor = at (x, y).bot; floor; floor = floor->above)
1187 if (floor->flag [FLAG_IS_FLOOR])
1295 if (floor->type == SHOP_FLOOR) 1188 return floor->type == SHOP_FLOOR;
1296 return true;
1297 1189
1298 return false; 1190 return false;
1299} 1191}
1192

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