1 | /* |
1 | /* |
2 | * static char *rcsid_shop_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * "$Id: shop.C,v 1.5 2006/08/29 07:34:00 root Exp $"; |
3 | * |
4 | */ |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | |
|
|
6 | /* |
|
|
7 | CrossFire, A Multiplayer game for X-windows |
|
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8 | |
|
|
9 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
10 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
11 | |
7 | * |
12 | 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 |
13 | 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 |
14 | the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
15 | (at your option) any later version. |
11 | * option) any later version. |
16 | |
12 | * |
17 | 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, |
18 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
19 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
20 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
21 | |
17 | * |
22 | 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 |
23 | 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 |
24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
25 | |
21 | * |
26 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
27 | */ |
23 | */ |
28 | |
24 | |
29 | #include <global.h> |
25 | #include <global.h> |
30 | #include <spells.h> |
26 | #include <spells.h> |
31 | #include <skills.h> |
27 | #include <skills.h> |
32 | #include <living.h> |
28 | #include <living.h> |
33 | #include <newclient.h> |
|
|
34 | #ifndef __CEXTRACT__ |
|
|
35 | #include <sproto.h> |
29 | #include <sproto.h> |
36 | #endif |
|
|
37 | #include <math.h> |
|
|
38 | |
30 | |
39 | /* 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 |
40 | * 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 |
41 | * 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 |
42 | * therefore making this number higher, makes specialisation less effective. |
34 | * therefore making this number higher, makes specialisation less effective. |
43 | * 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, |
44 | * (though not useful) effects. |
36 | * (though not useful) effects. |
45 | */ |
37 | */ |
46 | #define SPECIALISATION_EFFECT 0.5 |
38 | #define SPECIALISATION_EFFECT .5 |
47 | |
39 | |
48 | /* price a shopkeeper will give someone they neither like nor dislike */ |
40 | // price a shopkeeper will give someone that is not of their race |
49 | #define NEUTRAL_RATIO 0.8 |
41 | #define DISLIKE_RATIO 0.8 |
50 | |
42 | |
51 | static uint64 pay_from_container(object *pl, object *pouch, uint64 to_pay); |
43 | static void pay_from_container (object *pl, object *pouch, sint64 &to_pay); |
52 | static uint64 value_limit(uint64 val, int quantity, const object *who, int isshop); |
44 | static sint64 value_limit (sint64 val, int quantity, const object *who, int isshop); |
53 | static double shop_specialisation_ratio(const object *item, const mapstruct *map); |
45 | static double shop_specialisation_ratio (const object *item, const maptile *map); |
54 | static double shop_greed(const mapstruct *map); |
46 | static double shop_greed (const maptile *map); |
55 | |
|
|
56 | #define NUM_COINS 4 /* number of coin types */ |
|
|
57 | static const char* const coins[] = {"royalty", "platinacoin", "goldcoin", "silvercoin", NULL}; |
|
|
58 | |
47 | |
59 | /* 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 |
60 | * 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 |
61 | * 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. |
62 | * 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 |
… | |
… | |
79 | * thus remained 0. |
68 | * thus remained 0. |
80 | * |
69 | * |
81 | * Mark Wedel (mwedel@pyramid.com) |
70 | * Mark Wedel (mwedel@pyramid.com) |
82 | */ |
71 | */ |
83 | |
72 | |
84 | static uint64 approx_range; |
73 | static sint64 approx_range; |
85 | |
74 | |
|
|
75 | sint64 |
86 | uint64 query_cost(const object *tmp, object *who, int flag) { |
76 | query_cost (const object *tmp, object *who, int flag) |
|
|
77 | { |
87 | double val; |
78 | double val; |
88 | int number; /* used to better calculate value */ |
|
|
89 | int no_bargain; |
79 | int no_bargain; |
90 | int identified; |
80 | int identified; |
91 | int not_cursed; |
81 | int not_cursed; |
92 | int approximate; |
82 | int approximate; |
93 | int shop; |
83 | int shop; |
94 | double diff; |
|
|
95 | |
84 | |
96 | approx_range = 0; |
85 | approx_range = 0; |
97 | |
86 | |
98 | no_bargain = flag & F_NO_BARGAIN; |
87 | no_bargain = flag & F_NO_BARGAIN; |
99 | identified = flag & F_IDENTIFIED; |
88 | identified = flag & F_IDENTIFIED; |
100 | not_cursed = flag & F_NOT_CURSED; |
89 | not_cursed = flag & F_NOT_CURSED; |
101 | approximate = flag & F_APPROX; |
90 | approximate = flag & F_APPROX; |
102 | shop = flag & F_SHOP; |
91 | shop = flag & F_SHOP; |
103 | 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); |
104 | |
93 | |
105 | if (tmp->type==MONEY) return (tmp->nrof * tmp->value); |
94 | int number = tmp->number_of (); |
|
|
95 | |
|
|
96 | if (tmp->type == MONEY) |
|
|
97 | return number * tmp->value; |
|
|
98 | |
106 | if (tmp->type==GEM) { |
99 | if (tmp->type == GEM) |
107 | if (flag==F_TRUE) return (tmp->nrof * tmp->value); |
|
|
108 | if (flag==F_BUY) return (uint64) (1.03 * tmp->nrof * tmp->value); |
|
|
109 | if (flag==F_SELL) return (uint64) (0.97 * tmp->nrof * tmp->value); |
|
|
110 | LOG(llevError,"Query_cost: Gem type with unknown flag : %d\n", flag); |
|
|
111 | return 0; |
|
|
112 | } |
100 | { |
113 | number = tmp->nrof; |
101 | if (flag == F_TRUE) |
114 | if (number==0) number=1; |
102 | return number * tmp->value; |
115 | if (QUERY_FLAG(tmp, FLAG_IDENTIFIED) || !need_identify(tmp) || identified) { |
103 | |
116 | if (!not_cursed && (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) |
104 | if (flag == F_BUY) |
|
|
105 | return 1.03 * number * tmp->value; |
|
|
106 | |
|
|
107 | if (flag == F_SELL) |
|
|
108 | return 0.97 * number * tmp->value; |
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|
109 | |
|
|
110 | LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ()); |
117 | return 0; |
111 | return 0; |
118 | else |
112 | } |
119 | val=tmp->value * number; |
113 | |
|
|
114 | if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified) |
120 | } |
115 | { |
|
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116 | if (!not_cursed && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])) |
|
|
117 | return 0; |
|
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118 | else |
|
|
119 | val = number * tmp->value; |
|
|
120 | } |
121 | /* 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 */ |
122 | else { |
122 | else |
123 | if (tmp->arch != NULL) { |
123 | { |
124 | if (flag == F_BUY) { |
124 | if (flag == F_BUY) |
125 | LOG(llevError, "Asking for buy-value of unidentified object.\n"); |
125 | { |
|
|
126 | LOG (llevError | logBacktrace, "Asking for buy-value of unidentified object: %s\n", tmp->debug_desc ()); |
126 | val = tmp->arch->clone.value * 50 * number; |
127 | val = tmp->arch->value * 50 * number; |
127 | } |
128 | } |
128 | else { /* Trying to sell something, or get true value */ |
129 | else |
|
|
130 | { /* Trying to sell something, or get true value */ |
129 | if (tmp->type == POTION) |
131 | if (tmp->type == POTION) |
130 | val = number * 40; /* Don't want to give anything away */ |
132 | val = number * 40; /* Don't want to give anything away */ |
131 | else { |
133 | else |
|
|
134 | { |
132 | /* Get 2/3'rd value for applied objects, 1/3'rd for totally |
135 | /* Get 2/3'rd value for applied objects, 1/3'rd for totally |
133 | * unknown objects |
136 | * unknown objects |
134 | */ |
137 | */ |
135 | if (QUERY_FLAG(tmp, FLAG_BEEN_APPLIED)) |
138 | if (tmp->flag [FLAG_BEEN_APPLIED]) |
136 | val = number * tmp->arch->clone.value *2 / 3; |
139 | val = number * tmp->arch->value * 2 / 3; |
137 | else |
140 | else |
138 | val = number * tmp->arch->clone.value / 3; |
141 | val = number * tmp->arch->value / 3; |
139 | } |
142 | } |
|
|
143 | } |
140 | } |
144 | } |
141 | } else { /* No archetype with this object */ |
|
|
142 | LOG(llevDebug,"In sell item: Have object with no archetype: %s\n", tmp->name); |
|
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143 | if (flag == F_BUY) { |
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144 | LOG(llevError, "Asking for buy-value of unidentified object without arch.\n"); |
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145 | val = number * tmp->value * 10; |
|
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146 | } |
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147 | else |
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148 | val = number * tmp->value / 5; |
|
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149 | } |
|
|
150 | } |
|
|
151 | |
145 | |
152 | /* 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 |
153 | * identified, AND the object is magical and the archetype is non |
147 | * identified, AND the object is magical and the archetype is non |
154 | * magical, then change values accordingly. The tmp->arch==NULL is |
148 | * magical, then change values accordingly. The tmp->arch==NULL is |
155 | * 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 |
156 | * tmp->arch->clone.magic for any magic. The check for archetype |
150 | * tmp->arch->magic for any magic. The check for archetype |
157 | * 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 |
158 | * default magical. This is because the archetype value should have |
152 | * default magical. This is because the archetype value should have |
159 | * already figured in that value. |
153 | * already figured in that value. |
160 | */ |
154 | */ |
161 | 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]) |
162 | QUERY_FLAG(tmp, FLAG_BEEN_APPLIED)) && |
|
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163 | tmp->magic&&(tmp->arch==NULL||!tmp->arch->clone.magic)) { |
156 | && tmp->magic && (!tmp->arch || !tmp->arch->magic)) |
|
|
157 | { |
164 | if(tmp->magic>0) |
158 | if (tmp->magic > 0) |
165 | val*=(3*tmp->magic*tmp->magic*tmp->magic); |
159 | val *= 3 * tmp->magic * tmp->magic * tmp->magic; |
166 | else |
160 | else |
167 | /* Note that tmp->magic is negative, so that this |
161 | /* Note that tmp->magic is negative, so that this |
168 | * will actually be something like val /=2, /=3, etc. |
162 | * will actually be something like val /=2, /=3, etc. |
169 | */ |
|
|
170 | val/=(1-tmp->magic); |
|
|
171 | } |
|
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172 | |
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173 | if (tmp->type==WAND) { |
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174 | /* Value of the wand is multiplied by the number of |
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175 | * charges. the treasure code already sets up the value |
|
|
176 | * 50 charges is used as the baseline. |
|
|
177 | */ |
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178 | if (QUERY_FLAG(tmp, FLAG_IDENTIFIED) || !need_identify(tmp) || identified) |
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179 | val=(val*tmp->stats.food) / 50; |
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180 | else /* if not identified, presume one charge */ |
|
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181 | val/=50; |
|
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182 | } |
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183 | |
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184 | /* Limit amount of money you can get for really great items. */ |
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185 | if (flag==F_SELL) |
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186 | val=value_limit((uint64)val, number, who, shop); |
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187 | |
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188 | // use a nonlinear price adjustment. as my predecessor said, don't change |
|
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189 | // the archetypes, its work required for balancing, and we don't care. |
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190 | //val = pow (val, 1.05); |
|
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191 | |
|
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192 | /* This modification is for bargaining skill. |
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193 | * Now only players with max level in bargaining |
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194 | * AND Cha = 30 will get optimal price. |
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195 | * Thus charisma will never get useless. |
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|
196 | * -b.e. edler@heydernet.de |
|
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197 | */ |
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|
198 | |
|
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199 | if (who!=NULL && who->type==PLAYER) { |
|
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200 | int lev_bargain = 0; |
|
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201 | int lev_identify = 0; |
|
|
202 | int idskill1=0; |
|
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203 | int idskill2=0; |
|
|
204 | const typedata *tmptype; |
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205 | |
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206 | tmptype=get_typedata(tmp->type); |
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207 | |
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208 | if (find_skill_by_number(who,SK_BARGAINING)) { |
|
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209 | lev_bargain = find_skill_by_number(who,SK_BARGAINING)->level; |
|
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210 | } |
|
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211 | if (tmptype) { |
|
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212 | idskill1=tmptype->identifyskill; |
|
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213 | if (idskill1) { |
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214 | idskill2=tmptype->identifyskill2; |
|
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215 | if (find_skill_by_number(who,idskill1)) { |
|
|
216 | lev_identify = find_skill_by_number(who,idskill1)->level; |
|
|
217 | } |
|
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218 | if (idskill2 && find_skill_by_number(who,idskill2)) { |
|
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219 | lev_identify += find_skill_by_number(who,idskill2)->level; |
|
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220 | } |
|
|
221 | } |
|
|
222 | } |
|
|
223 | else LOG(llevError, "Query_cost: item %s hasn't got a valid type\n", tmp->name); |
|
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224 | |
|
|
225 | /* ratio determines how much of the price modification |
|
|
226 | * will come from the basic stat charisma |
|
|
227 | * the rest will come from the level in bargaining skill |
|
|
228 | */ |
163 | */ |
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164 | val /= 1 - tmp->magic; |
|
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165 | } |
|
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166 | |
|
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167 | if (tmp->type == WAND) |
|
|
168 | { |
|
|
169 | /* Value of the wand is multiplied by the number of |
|
|
170 | * charges. the treasure code already sets up the value |
|
|
171 | * 50 charges is used as the baseline. |
|
|
172 | */ |
|
|
173 | if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified) |
|
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174 | val *= tmp->stats.food / 50; |
|
|
175 | else /* if not identified, presume one charge */ |
|
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176 | val /= 50; |
|
|
177 | } |
|
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178 | |
|
|
179 | /* Limit amount of money you can get for really great items. */ |
|
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180 | if (flag == F_SELL) |
|
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181 | val = value_limit (val, number, who, shop); |
|
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182 | |
|
|
183 | // use a nonlinear price adjustment. as my predecessor said, don't change |
|
|
184 | // the archetypes, its work required for balancing, and we don't care. |
|
|
185 | //val = pow (val, 1.05); |
|
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186 | |
|
|
187 | /* This modification is for bargaining skill. |
|
|
188 | * Now only players with max level in bargaining |
|
|
189 | * AND Cha = 30 will get optimal price. |
|
|
190 | * Thus charisma will never get useless. |
|
|
191 | * -b.e. edler@heydernet.de |
|
|
192 | */ |
|
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193 | |
|
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194 | if (who && who->type == PLAYER) |
|
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195 | { |
|
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196 | int lev_bargain = 0; |
|
|
197 | int lev_identify = 0; |
|
|
198 | |
|
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199 | if (!no_bargain) |
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200 | if (object *skill = find_skill_by_name (who, shstr_bargaining)) |
|
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201 | lev_bargain = skill->level; |
|
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202 | |
|
|
203 | if (const typedata *tmptype = get_typedata (tmp->type)) |
|
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204 | { |
|
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205 | if (int idskill1 = tmptype->identifyskill) |
|
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206 | { |
|
|
207 | int idskill2 = tmptype->identifyskill2; |
|
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208 | |
|
|
209 | if (find_skill_by_number (who, idskill1)) |
|
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210 | lev_identify = find_skill_by_number (who, idskill1)->level; |
|
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211 | |
|
|
212 | if (idskill2 && find_skill_by_number (who, idskill2)) |
|
|
213 | lev_identify += find_skill_by_number (who, idskill2)->level; |
|
|
214 | } |
|
|
215 | } |
|
|
216 | |
|
|
217 | /* ratio determines how much of the price modification |
|
|
218 | * will come from the basic stat charisma |
|
|
219 | * the rest will come from the level in bargaining skill |
|
|
220 | */ |
229 | const double cha_ratio = 0.40; |
221 | const double cha_ratio = 0.40; |
230 | |
222 | double bargaining = min (0., 1. - powf (lev_bargain / MAXLEVEL_TREASURE, 0.25)); |
231 | diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double)settings.max_level, 0.25); |
|
|
232 | |
|
|
233 | diff = (1. - cha_ratio) * diff |
|
|
234 | + 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.); |
235 | |
224 | |
236 | diff = .02 + (.80 - .02) * diff; |
225 | double factor = (1. - cha_ratio) * bargaining + cha_ratio * charisma; |
237 | |
|
|
238 | if (flag == F_BUY) val += (val * diff); |
|
|
239 | else if (flag == F_SELL) val -= (val * diff); |
|
|
240 | |
226 | |
|
|
227 | // scale 0..1 to 2 .. 80% |
|
|
228 | factor = lerp (factor, 0., 1., 0.02, 0.80); |
|
|
229 | |
|
|
230 | if (flag == F_BUY) |
|
|
231 | val += val * factor; |
|
|
232 | else if (flag == F_SELL) |
|
|
233 | val -= val * factor; |
|
|
234 | |
241 | // 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 |
242 | // then the range is adjusted randomly around the correct value |
236 | // then the range is adjusted randomly around the correct value |
243 | if (approximate) |
237 | if (approximate) |
244 | approx_range = uint64 (val / sqrt (lev_identify * 3 + 1)); |
238 | approx_range = val / sqrt (lev_identify * 3 + 1); |
245 | } |
|
|
246 | |
239 | } |
|
|
240 | |
247 | /* 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 |
248 | * overflow of diff above. That shoudl only happen if |
242 | * overflow of diff above. That should only happen if |
249 | * we are selling objects - in that case, the person just |
243 | * we are selling objects - in that case, the person just |
250 | * gets no money. |
244 | * gets no money. |
251 | */ |
245 | */ |
252 | if((sint64)val<0) |
246 | if ((sint64) val < 0) |
253 | val=0; |
247 | val = 0; |
254 | |
248 | |
255 | /* Unidentified stuff won't sell for more than 60gp */ |
249 | /* Unidentified stuff won't sell for more than 10gp */ |
256 | 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) |
257 | val = (val > 600)? 600:val; |
251 | min_it (val, 1000); |
258 | } |
252 | |
259 | |
|
|
260 | /* 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 */ |
261 | if (shop && who) { |
254 | if (shop && who) |
|
|
255 | { |
262 | if (flag==F_SELL) |
256 | if (flag == F_SELL) |
263 | val= ( |
257 | val *= shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map); |
264 | val |
|
|
265 | * shop_specialisation_ratio(tmp, who->map) |
|
|
266 | * shopkeeper_approval(who->map, who) |
|
|
267 | / shop_greed(who->map) |
|
|
268 | ); |
|
|
269 | else if (flag==F_BUY) { |
258 | else if (flag == F_BUY) |
270 | /* |
259 | { |
|
|
260 | /* |
271 | * 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 |
272 | * let the item be sold cheaper, according to the specialisation of |
262 | * let the item be sold cheaper, according to the specialisation of |
273 | * the shop. If a player sold an item here, then his sale price was |
263 | * the shop. If a player sold an item here, then his sale price was |
274 | * multiplied by the specialisation ratio, to do the same to the buy |
264 | * multiplied by the specialisation ratio, to do the same to the buy |
275 | * price will not generate extra money. However, the |
265 | * price will not generate extra money. However, the |
276 | * same is not true of generated items, these have to /divide/ by the |
266 | * same is not true of generated items, these have to /divide/ by the |
277 | * specialisation, so that the price is never less than what they could |
267 | * specialisation, so that the price is never less than what they could |
278 | * 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). |
279 | * 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 |
280 | * 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 |
281 | * antiques in a junk shop in real life). |
271 | * antiques in a junk shop in real life). |
282 | */ |
272 | */ |
283 | if (QUERY_FLAG(tmp, FLAG_PLAYER_SOLD)) |
273 | if (tmp->flag [FLAG_PLAYER_SOLD]) |
284 | val= ( |
|
|
285 | val |
|
|
286 | * shop_greed(who->map) |
|
|
287 | * shop_specialisation_ratio(tmp, who->map) |
274 | val *= shop_specialisation_ratio (tmp, who->map); |
288 | / shopkeeper_approval(who->map, who) |
275 | else |
289 | ); |
276 | val /= shop_specialisation_ratio (tmp, who->map); |
290 | else |
277 | |
291 | val= ( |
278 | val *= shop_greed (who->map) / shopkeeper_approval (who->map, who); |
292 | val |
279 | } |
293 | * shop_greed(who->map) |
280 | |
294 | / (shop_specialisation_ratio(tmp, who->map)*shopkeeper_approval(who->map, who)) |
|
|
295 | ); |
|
|
296 | } |
|
|
297 | /* 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 |
298 | * 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 |
299 | * pointful, and could give fun with rounding. |
283 | * pointful, and could give fun with rounding. |
300 | */ |
284 | */ |
301 | if(who->map->path!=NULL && val > 50) |
285 | //TODO: why use cosf at all, just % and scale linearly, gives more even distribution |
302 | 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); |
303 | } |
288 | } |
304 | return (uint64)val; |
289 | |
|
|
290 | return val; |
305 | } |
291 | } |
306 | |
292 | |
307 | /* 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 |
308 | * cointype placement. |
294 | * cointype placement. |
309 | */ |
295 | */ |
310 | |
296 | |
|
|
297 | static archetype * |
311 | static archetype *find_next_coin(uint64 c, int *cointype) { |
298 | find_next_coin (sint64 c, int *cointype) |
|
|
299 | { |
312 | archetype *coin; |
300 | archetype *coin; |
313 | |
301 | |
314 | do { |
302 | do |
315 | if (coins[*cointype]==NULL) return NULL; |
303 | { |
|
|
304 | if (!coins [*cointype]) |
|
|
305 | return 0; |
|
|
306 | |
316 | coin = find_archetype(coins[*cointype]); |
307 | coin = archetype::find (coins [*cointype]); |
317 | if (coin == NULL) |
308 | |
|
|
309 | if (!coin) |
318 | return NULL; |
310 | return 0; |
|
|
311 | |
319 | *cointype += 1; |
312 | *cointype += 1; |
|
|
313 | } |
320 | } while (coin->clone.value > c); |
314 | while (coin->value > c); |
321 | |
315 | |
322 | return coin; |
316 | return coin; |
323 | } |
317 | } |
324 | |
318 | |
325 | /* 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 |
… | |
… | |
330 | * have so much money that they have more than 2 billion platinum |
324 | * have so much money that they have more than 2 billion platinum |
331 | * coins, there are certainly issues - the easiest fix at that |
325 | * coins, there are certainly issues - the easiest fix at that |
332 | * time is to add a higher denomination (mithril piece with |
326 | * time is to add a higher denomination (mithril piece with |
333 | * 10,000 silver or something) |
327 | * 10,000 silver or something) |
334 | */ |
328 | */ |
|
|
329 | const char * |
335 | const char *cost_string_from_value(uint64 cost, int approx) |
330 | cost_string_from_value (sint64 cost, int approx) |
336 | { |
331 | { |
337 | static char buf[MAX_BUF]; |
|
|
338 | archetype *coin, *next_coin; |
332 | archetype *coin, *next_coin; |
339 | int num, cointype = 0; |
333 | int num, cointype = 0; |
340 | |
334 | |
341 | coin = find_next_coin(cost, &cointype); |
335 | coin = find_next_coin (cost, &cointype); |
342 | if (coin == NULL) |
336 | if (!coin) |
343 | return "nothing"; |
337 | return "nothing"; |
344 | |
338 | |
345 | num = cost / coin->clone.value; |
339 | num = cost / coin->value; |
346 | /* so long as nrof is 32 bit, this is true. |
340 | /* so long as nrof is 32 bit, this is true. |
347 | * 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 |
348 | * is basically true. |
342 | * is basically true. |
349 | */ |
343 | */ |
350 | if ( (cost / coin->clone.value) > UINT32_MAX) { |
344 | if (cost / coin->value > UINT32_MAX) |
351 | strcpy(buf,"an unimaginable sum of money"); |
345 | return "an unimaginable sum of money"; |
352 | return buf; |
|
|
353 | } |
|
|
354 | |
346 | |
355 | cost -= (uint64)num * (uint64)coin->clone.value; |
347 | cost -= num * (sint64)coin->value; |
356 | sprintf(buf, "%d %s", num, num > 1 ? coin->clone.name_pl : coin->clone.name); |
|
|
357 | |
348 | |
|
|
349 | char *buf = format ("%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name); |
|
|
350 | |
358 | next_coin = find_next_coin(cost, &cointype); |
351 | next_coin = find_next_coin (cost, &cointype); |
359 | if (next_coin == NULL || approx) |
352 | if (!next_coin || approx) |
360 | return buf; |
|
|
361 | |
|
|
362 | coin = next_coin; |
|
|
363 | num = cost / coin->clone.value; |
|
|
364 | cost -= (uint64)num * (uint64)coin->clone.value; |
|
|
365 | |
|
|
366 | sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? coin->clone.name_pl : coin->clone.name); |
|
|
367 | |
|
|
368 | return buf; |
353 | return buf; |
369 | } |
|
|
370 | |
354 | |
|
|
355 | coin = next_coin; |
|
|
356 | num = cost / coin->value; |
|
|
357 | cost -= num * (sint64)coin->value; |
|
|
358 | |
|
|
359 | return format ("%s and %d %s", buf, num, num > 1 ? &coin->object::name_pl : &coin->object::name); |
|
|
360 | } |
|
|
361 | |
|
|
362 | const char * |
371 | const char *query_cost_string(const object *tmp,object *who,int flag) { |
363 | query_cost_string (const object *tmp, object *who, int flag) |
|
|
364 | { |
372 | uint64 real_value = query_cost(tmp,who,flag); |
365 | sint64 real_value = query_cost (tmp, who, flag); |
373 | int idskill1=0; |
366 | int idskill1 = 0; |
374 | int idskill2=0; |
367 | int idskill2 = 0; |
375 | const typedata *tmptype; |
368 | const typedata *tmptype; |
376 | |
369 | |
377 | tmptype=get_typedata(tmp->type); |
370 | tmptype = get_typedata (tmp->type); |
378 | if (tmptype) { |
371 | if (tmptype) |
|
|
372 | { |
379 | idskill1=tmptype->identifyskill; |
373 | idskill1 = tmptype->identifyskill; |
380 | idskill2=tmptype->identifyskill2; |
374 | idskill2 = tmptype->identifyskill2; |
381 | } |
375 | } |
382 | |
376 | |
383 | /* we show an approximate price if |
377 | /* we show an approximate price if |
384 | * 1) we are approximating |
378 | * 1) we are approximating |
385 | * 2) there either is no id skill(s) for the item, or we don't have them |
379 | * 2) there either is no id skill(s) for the item, or we don't have them |
386 | * 3) we don't have bargaining skill either |
380 | * 3) we don't have bargaining skill either |
387 | */ |
381 | */ |
388 | if (flag & F_APPROX) { |
382 | if (flag & F_APPROX) |
|
|
383 | { |
389 | if (!idskill1 || !find_skill_by_number(who, idskill1)) { |
384 | if (!idskill1 || !find_skill_by_number (who, idskill1)) |
|
|
385 | { |
390 | if (!idskill2 || !find_skill_by_number(who, idskill2)) { |
386 | if (!idskill2 || !find_skill_by_number (who, idskill2)) |
391 | if (!find_skill_by_number(who,SK_BARGAINING)) { |
387 | { |
392 | static char buf[MAX_BUF]; |
388 | if (!find_skill_by_name (who, shstr_bargaining)) |
|
|
389 | { |
393 | int num, cointype = 0; |
390 | int num, cointype = 0; |
394 | archetype *coin = find_next_coin(real_value, &cointype); |
391 | archetype *coin = find_next_coin (real_value, &cointype); |
395 | |
392 | |
396 | if (coin == NULL) return "nothing"; |
393 | if (!coin) |
397 | |
394 | return "nothing"; |
|
|
395 | |
398 | num = real_value / coin->clone.value; |
396 | num = real_value / coin->value; |
399 | if (num == 1) |
397 | |
400 | sprintf(buf, "about one %s", coin->clone.name); |
398 | if (num == 1) |
401 | else if (num < 5) |
399 | return format ("about one %s", &coin->object::name); |
402 | sprintf(buf, "a few %s", coin->clone.name_pl); |
400 | else if (num < 5) |
403 | else if (num < 10) |
401 | return format ("a few %s", &coin->object::name_pl); |
404 | sprintf(buf, "several %s", coin->clone.name_pl); |
402 | else if (num < 10) |
405 | else if (num < 25) |
403 | return format ("several %s", &coin->object::name_pl); |
406 | sprintf(buf, "a moderate amount of %s", coin->clone.name_pl); |
404 | else if (num < 25) |
407 | else if (num < 100) |
405 | return format ("a moderate amount of %s", &coin->object::name_pl); |
408 | sprintf(buf, "lots of %s", coin->clone.name_pl); |
406 | else if (num < 100) |
|
|
407 | return format ("lots of %s", &coin->object::name_pl); |
409 | else if (num < 1000) |
408 | else if (num < 1000) |
410 | sprintf(buf, "a great many %s", coin->clone.name_pl); |
409 | return format ("a great many %s", &coin->object::name_pl); |
411 | else |
410 | else |
412 | sprintf(buf, "a vast quantity of %s", coin->clone.name_pl); |
411 | return format ("a vast quantity of %s", &coin->object::name_pl); |
413 | return buf; |
412 | } |
|
|
413 | } |
414 | } |
414 | } |
415 | } |
|
|
416 | } |
|
|
417 | |
415 | |
418 | int hash = ((unsigned int)tmp->count * 174364621) & 1023; |
|
|
419 | |
|
|
420 | if (approx_range) |
416 | if (approx_range) |
421 | { |
417 | { |
|
|
418 | int hash = tmp->random_seed () & 1023; |
422 | uint64 lo = (sint64)real_value - (approx_range * hash >> 10); |
419 | sint64 lo = real_value - (approx_range * hash >> 10); |
423 | static char buf[MAX_BUF]; |
|
|
424 | |
420 | |
425 | sprintf (buf, "between %s", cost_string_from_value (lo, 1)); |
421 | return format ("between %s and %s", |
426 | sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1)); |
422 | cost_string_from_value (lo, 1), |
427 | |
423 | cost_string_from_value (lo + approx_range, 1)); |
428 | return buf; |
|
|
429 | } |
424 | } |
430 | } |
425 | } |
431 | |
426 | |
432 | return cost_string_from_value (real_value, 0); |
427 | return cost_string_from_value (real_value, 0); |
433 | } |
428 | } |
434 | |
429 | |
435 | /* This function finds out how much money the player is carrying, |
430 | /* This function finds out how much money the player is carrying, |
436 | * including what is in containers. |
431 | * including what is in containers. |
437 | */ |
432 | */ |
|
|
433 | sint64 |
438 | uint64 query_money(const object *op) { |
434 | query_money (const object *op) |
|
|
435 | { |
439 | object *tmp; |
436 | object *tmp; |
440 | uint64 total=0; |
437 | sint64 total = 0; |
441 | |
438 | |
442 | if (op->type!=PLAYER && op->type!=CONTAINER) { |
439 | if (op->type != PLAYER && op->type != CONTAINER) |
|
|
440 | { |
443 | LOG(llevError, "Query money called with non player/container\n"); |
441 | LOG (llevError, "Query money called with non player/container\n"); |
444 | return 0; |
442 | return 0; |
445 | } |
443 | } |
|
|
444 | |
446 | for (tmp = op->inv; tmp; tmp= tmp->below) { |
445 | for (tmp = op->inv; tmp; tmp = tmp->below) |
447 | if (tmp->type==MONEY) { |
446 | if (tmp->type == MONEY) |
448 | total += (uint64)tmp->nrof * (uint64)tmp->value; |
447 | total += tmp->nrof * (sint64)tmp->value; |
449 | } else if (tmp->type==CONTAINER && |
448 | else if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && (!tmp->race || tmp->race.contains ("gold"))) |
450 | QUERY_FLAG(tmp,FLAG_APPLIED) && |
|
|
451 | (tmp->race==NULL || strstr(tmp->race,"gold"))) { |
|
|
452 | total += query_money(tmp); |
449 | total += query_money (tmp); |
453 | } |
450 | |
454 | } |
|
|
455 | return total; |
451 | return total; |
456 | } |
452 | } |
|
|
453 | |
457 | /* TCHIZE: This function takes the amount of money from the |
454 | /* TCHIZE: This function takes the amount of money from the |
458 | * the player inventory and from it's various pouches using the |
455 | * the player inventory and from it's various pouches using the |
459 | * pay_from_container function. |
456 | * pay_from_container function. |
460 | * returns 0 if not possible. 1 if success |
457 | * returns 0 if not possible. 1 if success |
461 | */ |
458 | */ |
|
|
459 | int |
462 | int pay_for_amount(uint64 to_pay,object *pl) { |
460 | pay_for_amount (sint64 to_pay, object *pl) |
|
|
461 | { |
463 | object *pouch; |
462 | object *pouch; |
464 | |
463 | |
465 | if (to_pay==0) return 1; |
464 | if (to_pay == 0) |
466 | if (to_pay > query_money(pl)) return 0; |
|
|
467 | |
|
|
468 | to_pay = pay_from_container(pl, pl, to_pay); |
|
|
469 | |
|
|
470 | for (pouch=pl->inv; (pouch!=NULL) && (to_pay>0); pouch=pouch->below) { |
|
|
471 | if (pouch->type == CONTAINER |
|
|
472 | && QUERY_FLAG(pouch, FLAG_APPLIED) |
|
|
473 | && (pouch->race == NULL || strstr(pouch->race, "gold"))) { |
|
|
474 | to_pay = pay_from_container(pl, pouch, to_pay); |
|
|
475 | } |
|
|
476 | } |
|
|
477 | fix_player(pl); |
|
|
478 | return 1; |
465 | return 1; |
|
|
466 | |
|
|
467 | if (to_pay > query_money (pl)) |
|
|
468 | return 0; |
|
|
469 | |
|
|
470 | pay_from_container (pl, pl, to_pay); |
|
|
471 | |
|
|
472 | for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) |
|
|
473 | if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && (!pouch->race || pouch->race.contains ("gold"))) |
|
|
474 | pay_from_container (pl, pouch, to_pay); |
|
|
475 | |
|
|
476 | pl->update_stats (); |
|
|
477 | return 1; |
479 | } |
478 | } |
480 | |
479 | |
481 | /* 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 |
482 | * 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 |
483 | * money until op is paid for. Change will be left wherever the last |
482 | * money until op is paid for. Change will be left wherever the last |
484 | * of the price was paid from. |
483 | * of the price was paid from. |
485 | */ |
484 | */ |
|
|
485 | int |
486 | int pay_for_item(object *op,object *pl) { |
486 | pay_for_item (object *op, object *pl) |
|
|
487 | { |
487 | uint64 to_pay = query_cost(op,pl,F_BUY | F_SHOP); |
488 | sint64 to_pay = query_cost (op, pl, F_BUY | F_SHOP); |
488 | object *pouch; |
489 | object *pouch; |
489 | uint64 saved_money; |
490 | sint64 saved_money; |
490 | |
491 | |
491 | if (to_pay==0) return 1; |
492 | if (to_pay == 0) |
492 | if (to_pay>query_money(pl)) return 0; |
|
|
493 | |
|
|
494 | /* We compare the paid price with the one for a player |
|
|
495 | * without bargaining skill. |
|
|
496 | * This determins the amount of exp (if any) gained for bargaining. |
|
|
497 | */ |
|
|
498 | saved_money = query_cost(op,pl,F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay; |
|
|
499 | |
|
|
500 | if (saved_money > 0) |
|
|
501 | change_exp(pl,saved_money,"bargaining",SK_EXP_NONE); |
|
|
502 | |
|
|
503 | to_pay = pay_from_container(pl, pl, to_pay); |
|
|
504 | |
|
|
505 | for (pouch=pl->inv; (pouch!=NULL) && (to_pay>0); pouch=pouch->below) { |
|
|
506 | if (pouch->type == CONTAINER |
|
|
507 | && QUERY_FLAG(pouch, FLAG_APPLIED) |
|
|
508 | && (pouch->race == NULL || strstr(pouch->race, "gold"))) { |
|
|
509 | to_pay = pay_from_container(pl, pouch, to_pay); |
|
|
510 | } |
|
|
511 | } |
|
|
512 | if (settings.real_wiz == FALSE && QUERY_FLAG(pl, FLAG_WAS_WIZ)) |
|
|
513 | SET_FLAG(op, FLAG_WAS_WIZ); |
|
|
514 | fix_player(pl); |
|
|
515 | return 1; |
493 | return 1; |
|
|
494 | |
|
|
495 | if (to_pay > query_money (pl)) |
|
|
496 | return 0; |
|
|
497 | |
|
|
498 | /* We compare the paid price with the one for a player |
|
|
499 | * without bargaining skill. |
|
|
500 | * This determins the amount of exp (if any) gained for bargaining. |
|
|
501 | */ |
|
|
502 | saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay; |
|
|
503 | |
|
|
504 | if (saved_money > 0) |
|
|
505 | change_exp (pl, saved_money, shstr_bargaining, SK_EXP_NONE); |
|
|
506 | |
|
|
507 | pay_from_container (pl, pl, to_pay); |
|
|
508 | |
|
|
509 | for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) |
|
|
510 | if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && (!pouch->race || pouch->race.contains ("gold"))) |
|
|
511 | pay_from_container (pl, pouch, to_pay); |
|
|
512 | |
|
|
513 | pl->update_stats (); |
|
|
514 | |
|
|
515 | return 1; |
516 | } |
516 | } |
517 | |
517 | |
518 | /* 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 |
519 | * the player. |
519 | * the player. |
520 | * CF 0.91.4 - this function is mostly redone in order to fix a bug |
520 | * CF 0.91.4 - this function is mostly redone in order to fix a bug |
… | |
… | |
527 | * |
527 | * |
528 | * pouch is the container (pouch or player) to remove the coins from. |
528 | * pouch is the container (pouch or player) to remove the coins from. |
529 | * to_pay is the required amount. |
529 | * to_pay is the required amount. |
530 | * returns the amount still missing after using "pouch". |
530 | * returns the amount still missing after using "pouch". |
531 | */ |
531 | */ |
|
|
532 | static void |
532 | static uint64 pay_from_container(object *pl, object *pouch, uint64 to_pay) { |
533 | pay_from_container (object *pl, object *pouch, sint64 &to_pay) |
|
|
534 | { |
533 | int count, i; |
535 | int count, i; |
534 | sint64 remain; |
536 | object *tmp, *next; |
535 | object *tmp, *coin_objs[NUM_COINS], *next; |
|
|
536 | archetype *at; |
537 | archetype *at; |
537 | |
538 | |
538 | if (pouch->type != PLAYER && pouch->type != CONTAINER) return to_pay; |
539 | if (pouch->type != PLAYER && pouch->type != CONTAINER) |
|
|
540 | return; |
539 | |
541 | |
540 | remain = to_pay; |
542 | object *coin_objs[NUM_COINS] = { 0 }; |
541 | for (i=0; i<NUM_COINS; i++) coin_objs[i] = NULL; |
|
|
542 | |
543 | |
543 | /* This hunk should remove all the money objects from the player/container */ |
544 | /* This hunk should remove all the money objects from the player/container */ |
544 | for (tmp=pouch->inv; tmp; tmp=next) { |
545 | for (tmp = pouch->inv; tmp; tmp = next) |
|
|
546 | { |
545 | next = tmp->below; |
547 | next = tmp->below; |
546 | |
548 | |
547 | if (tmp->type == MONEY) { |
549 | if (tmp->type == MONEY) |
|
|
550 | { |
548 | for (i=0; i<NUM_COINS; i++) { |
551 | for (i = 0; i < NUM_COINS; i++) |
549 | if (!strcmp(coins[NUM_COINS-1-i], tmp->arch->name) && |
552 | { |
550 | (tmp->value == tmp->arch->clone.value) ) { |
553 | if (tmp->value == tmp->arch->value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->archname)) |
|
|
554 | { |
|
|
555 | // This should not happen, but if it does, just merge the two. |
|
|
556 | if (coin_objs [i]) |
|
|
557 | { |
|
|
558 | LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]); |
|
|
559 | coin_objs[i]->nrof += tmp->nrof; |
|
|
560 | tmp->destroy (); |
|
|
561 | } |
|
|
562 | else |
|
|
563 | { |
|
|
564 | tmp->remove (); |
|
|
565 | coin_objs[i] = tmp; |
|
|
566 | } |
551 | |
567 | |
552 | /* This should not happen, but if it does, just * |
568 | break; |
553 | * merge the two. */ |
569 | } |
554 | if (coin_objs[i]!=NULL) { |
570 | } |
555 | LOG(llevError,"%s has two money entries of (%s)\n", |
571 | |
556 | pouch->name, coins[NUM_COINS-1-i]); |
572 | if (i == NUM_COINS) |
557 | remove_ob(tmp); |
573 | LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->archname); |
558 | coin_objs[i]->nrof += tmp->nrof; |
574 | } |
559 | esrv_del_item(pl->contr, tmp->count); |
|
|
560 | free_object(tmp); |
|
|
561 | } |
|
|
562 | else { |
|
|
563 | remove_ob(tmp); |
|
|
564 | if(pouch->type==PLAYER) esrv_del_item(pl->contr, tmp->count); |
|
|
565 | coin_objs[i] = tmp; |
|
|
566 | } |
|
|
567 | break; |
|
|
568 | } |
|
|
569 | } |
575 | } |
570 | if (i==NUM_COINS) |
|
|
571 | LOG(llevError,"in pay_for_item: Did not find string match for %s\n", tmp->arch->name); |
|
|
572 | } |
|
|
573 | } |
|
|
574 | |
576 | |
575 | /* 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. */ |
576 | /* 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 */ |
577 | for (i=0; i<NUM_COINS; i++) |
579 | for (i = 0; i < NUM_COINS; i++) |
578 | if (coin_objs[i]==NULL) { |
580 | if (!coin_objs[i]) |
|
|
581 | { |
579 | at = find_archetype(coins[NUM_COINS-1-i]); |
582 | at = archetype::find (coins[NUM_COINS - 1 - i]); |
|
|
583 | |
|
|
584 | if (at == NULL) |
580 | if (at==NULL) 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]); |
581 | coin_objs[i] = arch_to_object (at); |
586 | |
|
|
587 | coin_objs[i] = at->instance (); |
582 | coin_objs[i]->nrof = 0; |
588 | coin_objs[i]->nrof = 0; |
583 | } |
589 | } |
584 | |
590 | |
585 | for (i=0; i<NUM_COINS; i++) { |
591 | for (i = 0; i < NUM_COINS; i++) |
586 | int num_coins; |
592 | { |
|
|
593 | object &coin = *coin_objs[i]; |
|
|
594 | sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, (sint64) coin.nrof); |
|
|
595 | to_pay -= num_coins * coin.value; |
587 | |
596 | |
588 | if (coin_objs[i]->nrof*coin_objs[i]->value> remain) { |
597 | coin.nrof -= num_coins; |
589 | num_coins = remain / coin_objs[i]->value; |
|
|
590 | if ((uint64)num_coins*(uint64)coin_objs[i]->value < remain) num_coins++; |
|
|
591 | } else { |
|
|
592 | num_coins = coin_objs[i]->nrof; |
|
|
593 | } |
|
|
594 | remain -= (sint64) num_coins * (sint64)coin_objs[i]->value; |
|
|
595 | coin_objs[i]->nrof -= num_coins; |
|
|
596 | /* Now start making change. Start at the coin value |
598 | /* Now start making change. Start at the coin value |
597 | * below the one we just did, and work down to |
599 | * below the one we just did, and work down to |
598 | * the lowest value. |
600 | * the lowest value. |
599 | */ |
601 | */ |
600 | count=i-1; |
602 | count = i - 1; |
601 | while (remain<0 && count>=0) { |
603 | |
|
|
604 | while (to_pay < 0 && count >= 0) |
|
|
605 | { |
602 | num_coins = -remain/ coin_objs[count]->value; |
606 | num_coins = (-to_pay) / coin_objs[count]->value; |
603 | coin_objs[count]->nrof += num_coins; |
607 | coin_objs[count]->nrof += num_coins; |
604 | remain += num_coins * coin_objs[count]->value; |
608 | to_pay += num_coins * coin_objs[count]->value; |
605 | count--; |
609 | count--; |
606 | } |
610 | } |
607 | } |
|
|
608 | for (i=0; i<NUM_COINS; i++) { |
|
|
609 | if (coin_objs[i]->nrof) { |
|
|
610 | object *tmp = insert_ob_in_ob(coin_objs[i], pouch); |
|
|
611 | |
|
|
612 | esrv_send_item(pl, tmp); |
|
|
613 | esrv_send_item (pl, pouch); |
|
|
614 | if (pl != pouch) esrv_update_item (UPD_WEIGHT, pl, pouch); |
|
|
615 | if (pl->type != PLAYER) { |
|
|
616 | esrv_send_item (pl, pl); |
|
|
617 | } |
611 | } |
618 | } else { |
612 | |
619 | free_object(coin_objs[i]); |
613 | for (i = 0; i < NUM_COINS; i++) |
620 | } |
614 | if (coin_objs[i]->nrof) |
621 | } |
615 | insert_ob_in_ob (coin_objs [i], pouch); |
622 | return(remain); |
616 | else |
|
|
617 | coin_objs[i]->destroy (); |
623 | } |
618 | } |
624 | |
619 | |
625 | /* 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 |
626 | * 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. |
627 | * 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 |
628 | * to the player |
623 | * to the player |
629 | */ |
624 | */ |
630 | |
625 | int |
631 | int can_pay(object *pl) { |
626 | can_pay (object *pl) |
|
|
627 | { |
632 | int unpaid_count = 0, i; |
628 | int unpaid_count = 0; |
633 | uint64 unpaid_price = 0; |
629 | sint64 unpaid_price = 0; |
634 | uint64 player_wealth = query_money(pl); |
630 | sint64 player_wealth = query_money (pl); |
635 | object *item; |
631 | |
636 | uint32 coincount[NUM_COINS]; |
|
|
637 | if (!pl || pl->type != PLAYER) { |
632 | if (!pl || pl->type != PLAYER) |
|
|
633 | { |
638 | 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"); |
639 | return 0; |
635 | return 0; |
640 | } |
636 | } |
641 | for (i=0; i< NUM_COINS; i++) coincount[i] = 0; |
637 | |
642 | for (item = pl->inv;item;) { |
638 | for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item) |
643 | if QUERY_FLAG(item, FLAG_UNPAID) { |
639 | if (item->flag [FLAG_UNPAID]) |
|
|
640 | { |
644 | unpaid_count++; |
641 | unpaid_count++; |
645 | unpaid_price += query_cost(item, pl, F_BUY | F_SHOP); |
642 | unpaid_price += query_cost (item, pl, F_BUY | F_SHOP); |
646 | } |
|
|
647 | /* merely converting the player's monetary wealth won't do, if we did that, |
|
|
648 | * we could print the wrong numbers for the coins, so we count the money instead |
|
|
649 | */ |
|
|
650 | for (i=0; i< NUM_COINS; i++) |
|
|
651 | if (!strcmp(coins[i], item->arch->name)) |
|
|
652 | coincount[i] += item->nrof; |
|
|
653 | if (item->inv) item = item->inv; |
|
|
654 | else if (item->below) item = item->below; |
|
|
655 | else if (item->env && item->env != pl && item->env->below) item = item->env->below; |
|
|
656 | else item = NULL; |
|
|
657 | } |
643 | } |
|
|
644 | |
658 | if (unpaid_price > player_wealth) { |
645 | if (unpaid_price > player_wealth) |
659 | char buf[MAX_BUF], coinbuf[MAX_BUF]; |
|
|
660 | int denominations = 0; |
|
|
661 | int has_coins = NUM_COINS; |
|
|
662 | char cost[MAX_BUF]; |
|
|
663 | char missing[MAX_BUF]; |
|
|
664 | |
|
|
665 | sprintf(cost, "%s", cost_string_from_value (unpaid_price, 0)); |
|
|
666 | sprintf(missing, "%s", cost_string_from_value (unpaid_price - player_wealth, 0)); |
|
|
667 | |
|
|
668 | sprintf(buf, "You have %d unpaid items that would cost you %s. You need another %s to be able to afford that.", |
|
|
669 | unpaid_count, cost, missing); |
|
|
670 | new_draw_info(NDI_UNIQUE, 0, pl, buf); |
|
|
671 | return 0; |
|
|
672 | } |
646 | { |
|
|
647 | dynbuf_text &buf = msg_dynbuf; buf.clear (); |
|
|
648 | |
|
|
649 | buf << "You have " << unpaid_count |
|
|
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.>"; |
|
|
654 | |
|
|
655 | pl->failmsg (buf); |
|
|
656 | |
|
|
657 | return 0; |
|
|
658 | } |
|
|
659 | else |
673 | else return 1; |
660 | return 1; |
674 | } |
661 | } |
675 | |
|
|
676 | |
662 | |
677 | /* Better get_payment, descends containers looking for |
663 | /* Better get_payment, descends containers looking for |
678 | * unpaid items, and pays for them. |
664 | * unpaid items, and pays for them. |
679 | * returns 0 if the player still has unpaid items. |
665 | * returns 0 if the player still has unpaid items. |
680 | * returns 1 if the player has paid for everything. |
666 | * returns 1 if the player has paid for everything. |
681 | * pl is the player buying the stuff. |
667 | * pl is the player buying the stuff. |
682 | * op is the object we are examining. If op has |
|
|
683 | * and inventory, we examine that. IF there are objects |
|
|
684 | * below op, we descend down. |
|
|
685 | */ |
668 | */ |
686 | int get_payment(object *pl, object *op) { |
669 | int |
687 | char buf[MAX_BUF]; |
670 | get_payment (object *pl) |
688 | int ret=1; |
671 | { |
689 | |
672 | for (;;) |
690 | if (op!=NULL&&op->inv) |
|
|
691 | ret = get_payment(pl, op->inv); |
|
|
692 | |
|
|
693 | if (!ret) |
|
|
694 | return 0; |
|
|
695 | |
|
|
696 | if (op!=NULL&&op->below) |
|
|
697 | ret = get_payment (pl, op->below); |
|
|
698 | |
|
|
699 | if (!ret) |
|
|
700 | return 0; |
|
|
701 | |
673 | { |
702 | if(op!=NULL&&QUERY_FLAG(op,FLAG_UNPAID)) { |
674 | next_item: |
|
|
675 | |
|
|
676 | for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op) |
|
|
677 | { |
|
|
678 | if (op->flag [FLAG_UNPAID]) |
|
|
679 | { |
703 | strncpy(buf,query_cost_string(op,pl,F_BUY | F_SHOP),MAX_BUF); |
680 | const char *buf = query_cost_string (op, pl, F_BUY | F_SHOP); |
704 | buf[MAX_BUF-1] = '\0'; |
681 | |
705 | if(!pay_for_item(op,pl)) { |
682 | if (!pay_for_item (op, pl)) |
|
|
683 | { |
706 | uint64 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); |
707 | CLEAR_FLAG(op, FLAG_UNPAID); |
685 | |
708 | new_draw_info_format(NDI_UNIQUE, 0, pl, |
686 | op->clr_flag (FLAG_UNPAID); |
709 | "You lack %s to buy %s.", cost_string_from_value (i, 0), |
687 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op)); |
710 | query_name(op)); |
688 | op->set_flag (FLAG_UNPAID); |
711 | SET_FLAG(op, FLAG_UNPAID); |
|
|
712 | return 0; |
689 | return 0; |
|
|
690 | } |
713 | } else { |
691 | else |
714 | object *tmp; |
692 | { |
715 | tag_t c = op->count; |
693 | op->clr_flag (FLAG_UNPAID); |
|
|
694 | op->clr_flag (FLAG_PLAYER_SOLD); |
|
|
695 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You paid %s for %s.", buf, query_name (op)); |
716 | |
696 | |
717 | CLEAR_FLAG(op, FLAG_UNPAID); |
697 | if (!merge_ob (op, op->env->inv)) |
718 | CLEAR_FLAG(op, FLAG_PLAYER_SOLD); |
698 | esrv_update_item (UPD_FLAGS, pl, op); |
719 | new_draw_info_format(NDI_UNIQUE, 0, op, |
699 | |
720 | "You paid %s for %s.",buf,query_name(op)); |
700 | goto next_item; |
721 | tmp=merge_ob(op,NULL); |
701 | } |
722 | if (pl->type == PLAYER) { |
702 | } |
723 | if (tmp) { /* it was merged */ |
703 | } |
724 | esrv_del_item (pl->contr, c); |
704 | |
725 | op = tmp; |
|
|
726 | } |
|
|
727 | esrv_send_item(pl, op); |
|
|
728 | } |
|
|
729 | } |
|
|
730 | } |
|
|
731 | return 1; |
705 | return 1; |
|
|
706 | } |
732 | } |
707 | } |
733 | |
708 | |
734 | /* written by elmex: |
709 | /* written by elmex: |
735 | * moved this code from sell_item () here to have a function |
710 | * moved this code from sell_item () here to have a function |
736 | * that pays the player an amount. Mainly put the code here to |
711 | * that pays the player an amount. Mainly put the code here to |
… | |
… | |
740 | * in his inventory anyway. This is the best alternative to not pay any money |
715 | * in his inventory anyway. This is the best alternative to not pay any money |
741 | * or put it on the ground under the player. This way the player can still |
716 | * or put it on the ground under the player. This way the player can still |
742 | * go somewhere and unload the money at a safe place. |
717 | * go somewhere and unload the money at a safe place. |
743 | * |
718 | * |
744 | */ |
719 | */ |
|
|
720 | void |
745 | void pay_player (object *pl, uint64 amount) { |
721 | pay_player (object *pl, sint64 amount) |
|
|
722 | { |
746 | int count = 0; |
723 | int count = 0; |
747 | archetype *at = 0; |
724 | archetype *at = 0; |
748 | object *pouch = 0, *tmp = 0; |
725 | object *pouch = 0, *tmp = 0; |
749 | |
726 | |
750 | for (count = 0; coins[count] != NULL; count++) |
727 | for (count = 0; coins[count]; count++) |
751 | { |
728 | { |
752 | at = find_archetype (coins[count]); |
729 | at = archetype::find (coins[count]); |
753 | |
730 | |
754 | if (at == NULL) |
731 | if (at == NULL) |
755 | LOG(llevError, "Could not find %s archetype\n", coins[count]); |
732 | LOG (llevError, "Could not find %s archetype\n", coins[count]); |
756 | else if ((amount / at->clone.value) > 0) |
733 | else if ((amount / at->value) > 0) |
757 | { |
734 | { |
758 | for (pouch=pl->inv; pouch; pouch=pouch->below) |
735 | for (pouch = pl->inv; pouch; pouch = pouch->below) |
759 | { |
736 | { |
760 | if (pouch->type == CONTAINER |
737 | if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && pouch->race.contains ("gold")) |
761 | && QUERY_FLAG (pouch, FLAG_APPLIED) |
|
|
762 | && pouch->race |
|
|
763 | && strstr (pouch->race, "gold")) |
|
|
764 | { |
738 | { |
765 | int w = at->clone.weight * (100 - pouch->stats.Str) / 100; |
739 | int w = at->weight * (100 - pouch->stats.Str) / 100; |
766 | int n = amount / at->clone.value; |
740 | int n = amount / at->value; |
767 | |
741 | |
768 | if (w == 0) |
742 | if (w == 0) |
769 | w = 1; /* Prevent divide by zero */ |
743 | w = 1; /* Prevent divide by zero */ |
770 | |
744 | |
771 | 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)) |
772 | { |
746 | { |
773 | if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) |
747 | if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) |
774 | n = (pouch->weight_limit - pouch->carrying) / w; |
748 | n = (pouch->weight_limit - pouch->carrying) / w; |
775 | |
749 | |
776 | tmp = arch_to_object (at); |
750 | object *tmp = at->instance (); |
777 | tmp->nrof = n; |
751 | tmp->nrof = n; |
778 | amount -= (uint64)tmp->nrof * (uint64)tmp->value; |
752 | amount -= tmp->nrof * tmp->value; |
779 | tmp = insert_ob_in_ob (tmp, pouch); |
753 | pouch->insert (tmp); |
780 | esrv_send_item (pl, tmp); |
|
|
781 | esrv_send_item (pl, pouch); |
|
|
782 | esrv_update_item (UPD_WEIGHT, pl, pouch); |
|
|
783 | esrv_send_item (pl, pl); |
|
|
784 | } |
754 | } |
785 | } |
755 | } |
786 | } |
756 | } |
787 | |
757 | |
788 | if (amount / at->clone.value > 0) |
758 | if (amount / at->value > 0) |
789 | { |
759 | { |
790 | tmp = arch_to_object (at); |
760 | object *tmp = at->instance (); |
791 | tmp->nrof = amount / tmp->value; |
761 | tmp->nrof = amount / tmp->value; |
792 | amount -= (uint64)tmp->nrof * (uint64)tmp->value; |
762 | amount -= tmp->nrof * tmp->value; |
793 | tmp = insert_ob_in_ob (tmp, pl); |
763 | pl->insert (tmp); |
794 | esrv_send_item (pl, tmp); |
|
|
795 | esrv_send_item (pl, pl); |
|
|
796 | } |
764 | } |
797 | } |
765 | } |
798 | } |
766 | } |
799 | |
767 | |
800 | if (amount != 0) |
768 | if (amount != 0) |
801 | #ifndef WIN32 |
|
|
802 | LOG (llevError,"Warning - payment in pay_player () not zero: %llu\n", amount); |
769 | LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount); |
803 | #else |
|
|
804 | LOG (llevError,"Warning - payment in pay_player () not zero: %I64u\n", amount); |
|
|
805 | #endif |
|
|
806 | } |
770 | } |
807 | |
771 | |
808 | /* elmex: this is for the bank plugin :( */ |
772 | /* elmex: this is for the bank plugin :( */ |
|
|
773 | sint64 |
809 | uint64 pay_player_arch (object *pl, const char *arch, uint64 amount) { |
774 | pay_player_arch (object *pl, const char *arch, sint64 amount) |
810 | archetype *at = find_archetype (arch); |
775 | { |
811 | object *tmp = NULL; |
|
|
812 | |
|
|
813 | if (at == NULL) |
|
|
814 | return 0; |
|
|
815 | |
|
|
816 | if (amount > 0) |
776 | if (amount) |
817 | { |
777 | { |
818 | tmp = arch_to_object (at); |
778 | object *ob = archetype::get (arch); |
|
|
779 | |
|
|
780 | if (!ob) |
|
|
781 | return 0; |
|
|
782 | |
819 | tmp->nrof = amount; |
783 | ob->nrof = amount; |
820 | tmp = insert_ob_in_ob (tmp, pl); |
784 | pl->insert (ob); |
821 | esrv_send_item (pl, tmp); |
|
|
822 | esrv_send_item (pl, pl); |
|
|
823 | } |
785 | } |
824 | |
786 | |
825 | return 1; |
787 | return 1; |
826 | } |
788 | } |
827 | |
789 | |
… | |
… | |
830 | * buy item. |
792 | * buy item. |
831 | * |
793 | * |
832 | * Modified to fill available race: gold containers before dumping |
794 | * Modified to fill available race: gold containers before dumping |
833 | * remaining coins in character's inventory. |
795 | * remaining coins in character's inventory. |
834 | */ |
796 | */ |
|
|
797 | bool |
835 | void sell_item(object *op, object *pl) { |
798 | sell_item (object *op, object *pl) |
|
|
799 | { |
836 | uint64 amount = query_cost (op,pl,F_SELL | F_SHOP), extra_gain; |
800 | sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain; |
837 | |
801 | |
838 | if(pl==NULL || pl->type != PLAYER) |
802 | if (pl == NULL || pl->type != PLAYER) |
839 | { |
803 | { |
840 | LOG(llevDebug,"Object other than player tried to sell something.\n"); |
804 | LOG (llevDebug, "Object other than player tried to sell something.\n"); |
841 | return; |
805 | return false; |
842 | } |
806 | } |
843 | |
807 | |
844 | if(op->custom_name) |
808 | op->custom_name = 0; |
845 | FREE_AND_CLEAR_STR (op->custom_name); |
|
|
846 | |
809 | |
847 | if(!amount) |
810 | if (!amount) |
848 | { |
811 | { |
849 | new_draw_info_format (NDI_UNIQUE, 0, pl, |
812 | new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", |
850 | "We're not interested in %s.", query_name (op)); |
813 | query_name (op)); |
851 | |
814 | // elmex: change: the player now gets the item back if the shop is not |
852 | /* Even if the character doesn't get anything for it, it may still be |
815 | // interested in it. |
853 | * worth something. If so, make it unpaid |
|
|
854 | */ |
|
|
855 | if (op->value) |
|
|
856 | { |
|
|
857 | SET_FLAG(op, FLAG_UNPAID); |
|
|
858 | SET_FLAG(op, FLAG_PLAYER_SOLD); |
|
|
859 | } |
|
|
860 | |
|
|
861 | identify (op); |
|
|
862 | return; |
816 | return false; |
863 | } |
817 | } |
864 | |
818 | |
865 | /* We compare the price with the one for a player |
819 | /* We compare the price with the one for a player |
866 | * without bargaining skill. |
820 | * without bargaining skill. |
867 | * This determins the amount of exp (if any) gained for bargaining. |
821 | * This determins the amount of exp (if any) gained for bargaining. |
868 | * exp/10 -> 1 for each gold coin |
822 | * exp/10 -> 1 for each gold coin |
869 | */ |
823 | */ |
870 | 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); |
871 | |
825 | |
872 | if (extra_gain > 0) |
826 | if (extra_gain > 0) |
873 | change_exp(pl, extra_gain / 10, "bargaining", SK_EXP_NONE); |
827 | change_exp (pl, extra_gain / 10, shstr_bargaining, SK_EXP_NONE); |
874 | |
828 | |
875 | pay_player (pl, amount); |
829 | pay_player (pl, amount); |
876 | |
830 | |
877 | new_draw_info_format (NDI_UNIQUE, 0, pl, |
831 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.", |
878 | "You receive %s for %s.", query_cost_string (op, pl, F_SELL | F_SHOP), |
832 | query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op)); |
879 | query_name (op)); |
833 | pl->play_sound (sound_find ("shop_sell")); |
880 | |
834 | |
881 | SET_FLAG (op, FLAG_UNPAID); |
835 | op->set_flag (FLAG_UNPAID); |
882 | identify (op); |
836 | identify (op); |
883 | } |
|
|
884 | |
837 | |
|
|
838 | return true; |
|
|
839 | } |
885 | |
840 | |
886 | /* 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 |
887 | * 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, |
888 | * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any |
843 | * returned value is between SPECIALISATION_EFFECT and 1. |
889 | * event is never less than 0.1 (calling functions divide by it) |
|
|
890 | */ |
844 | */ |
|
|
845 | static double |
891 | static double shop_specialisation_ratio(const object *item, const mapstruct *map) { |
846 | shop_specialisation_ratio (const object *item, const maptile *map) |
|
|
847 | { |
892 | shopitems *items=map->shopitems; |
848 | shopitems *items = map->shopitems; |
893 | double ratio = SPECIALISATION_EFFECT, likedness=0.001; |
849 | int likedness = 0; |
894 | int i; |
850 | int i; |
895 | |
851 | |
896 | if (item==NULL) { |
852 | if (item == NULL) |
|
|
853 | { |
897 | 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); |
898 | return 0; |
855 | return 0; |
899 | } |
856 | } |
|
|
857 | |
900 | if (!item->type) { |
858 | if (!item->type) |
|
|
859 | { |
901 | 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"); |
902 | /* |
861 | /* |
903 | * 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 |
904 | * 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.." |
905 | */ |
864 | */ |
906 | return ratio; |
865 | return SPECIALISATION_EFFECT; |
907 | } |
866 | } |
|
|
867 | |
908 | if (map->shopitems) { |
868 | if (map->shopitems) |
909 | for (i=0; i<items[0].index; i++) |
869 | for (i = 0; i < items[0].index; i++) |
910 | if (items[i].typenum==item->type || (!items[i].typenum && likedness == 0.001)) |
870 | if (items[i].typenum == item->type || (!items[i].typenum && !likedness)) |
911 | likedness = items[i].strength/100.0; |
871 | likedness = items[i].strength; |
912 | } |
872 | |
913 | if (likedness > 1.0) { /* someone has been rather silly with the map headers. */ |
873 | if (likedness > 100) |
|
|
874 | { /* someone has been rather silly with the map headers. */ |
914 | LOG(llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", |
875 | LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path); |
915 | item->type, map->path); |
|
|
916 | likedness = 1.0; |
876 | likedness = 100; |
917 | } |
877 | } |
|
|
878 | |
918 | if (likedness < -1.0) { |
879 | if (likedness < -100) |
|
|
880 | { |
919 | LOG(llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", |
881 | LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path); |
920 | item->type, map->path); |
|
|
921 | likedness = -1.0; |
882 | likedness = -100; |
922 | } |
883 | } |
923 | ratio = ratio + (1.0-ratio) * likedness; |
884 | |
924 | if (ratio <= 0.1) ratio=0.1; /* if the ratio were much lower than this, we would get silly prices */ |
885 | return lerp (double (likedness), -100., 100., SPECIALISATION_EFFECT, 1.); |
925 | return ratio; |
|
|
926 | } |
886 | } |
927 | |
887 | |
928 | /*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. */ |
929 | static double shop_greed(const mapstruct *map) { |
889 | static double |
930 | double greed=1.0; |
890 | shop_greed (const maptile *map) |
931 | if (map->shopgreed) |
891 | { |
932 | return map->shopgreed; |
892 | return map->shopgreed |
933 | return greed; |
893 | ? map->shopgreed |
|
|
894 | : 1.; |
934 | } |
895 | } |
935 | |
896 | |
936 | /* 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. |
937 | * 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. |
938 | */ |
899 | */ |
|
|
900 | double |
939 | double shopkeeper_approval(const mapstruct *map, const object *player) { |
901 | shopkeeper_approval (const maptile *map, const object *player) |
940 | double approval=1.0; |
902 | { |
941 | |
903 | return map->shoprace && player->race != map->shoprace |
942 | if (map->shoprace) { |
904 | ? DISLIKE_RATIO |
943 | approval=NEUTRAL_RATIO; |
905 | : 1.; |
944 | if (player->race && !strcmp(player->race, map->shoprace)) approval = 1.0; |
|
|
945 | } |
|
|
946 | return approval; |
|
|
947 | } |
906 | } |
948 | |
907 | |
949 | /* 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 |
950 | * 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 |
951 | * 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 |
952 | * want it and offer nothing. If it isn't a shop, check whether we should do generic |
911 | * want it and offer nothing. If it isn't a shop, check whether we should do generic |
953 | * value reduction. |
912 | * value reduction. |
954 | * |
913 | * |
955 | */ |
914 | */ |
|
|
915 | static sint64 |
956 | static uint64 value_limit (uint64 val, int quantity, const object *who, int isshop) { |
916 | value_limit (sint64 val, int quantity, const object *who, int isshop) |
|
|
917 | { |
957 | uint64 newval, unit_price, tmpshopmax; |
918 | sint64 newval, unit_price, tmpshopmax; |
958 | mapstruct *map; |
919 | maptile *map; |
959 | |
920 | |
960 | unit_price = val / quantity; |
921 | unit_price = val / quantity; |
961 | |
922 | |
962 | if (!isshop || !who) |
923 | if (!isshop || !who) |
963 | { |
924 | { |
964 | if (unit_price > 250000) |
925 | if (unit_price > 250000) |
965 | newval = (uint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.); |
926 | newval = (sint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.); |
966 | else |
927 | else |
967 | newval = unit_price; |
928 | newval = unit_price; |
968 | } |
929 | } |
969 | else |
930 | else |
970 | { |
931 | { |
971 | if (!who->map) |
932 | if (!who->map) |
972 | { |
933 | { |
973 | LOG(llevError, "value_limit: asked shop price for ob %s on NULL map\n", who->name); |
934 | LOG (llevError, "value_limit: asked shop price for ob %s on NULL map\n", &who->name); |
974 | return val; |
935 | return val; |
975 | } |
936 | } |
976 | |
937 | |
977 | map = who->map; |
938 | map = who->map; |
978 | |
939 | |
979 | tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default |
940 | tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default |
980 | |
941 | |
981 | if (map->shopmin && unit_price < map->shopmin) |
942 | if (map->shopmin && unit_price < map->shopmin) |
982 | return 0; |
943 | return 0; |
983 | else if (unit_price > tmpshopmax / 2) |
944 | else if (unit_price > tmpshopmax / 2) |
984 | newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax); |
945 | newval = min ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax); |
985 | else |
946 | else |
986 | newval=unit_price; |
947 | newval = unit_price; |
987 | } |
948 | } |
988 | |
949 | |
989 | newval *= quantity; |
950 | newval *= quantity; |
990 | |
951 | |
991 | return newval; |
952 | return newval; |
992 | } |
953 | } |
993 | |
954 | |
994 | /* 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. */ |
|
|
956 | int |
995 | int describe_shop(const object *op) { |
957 | describe_shop (const object *op) |
|
|
958 | { |
|
|
959 | dynbuf_text buf; |
996 | mapstruct *map = op->map; |
960 | maptile *map = op->map; |
|
|
961 | |
997 | /*shopitems *items=map->shopitems;*/ |
962 | /*shopitems *items=map->shopitems; */ |
998 | int pos=0, i; |
963 | int pos = 0, i; |
999 | double opinion=0; |
964 | double opinion = 0; |
1000 | char tmp[MAX_BUF]="\0"; |
965 | |
1001 | if (op->type != PLAYER) return 0; |
966 | if (op->type != PLAYER) |
|
|
967 | return 0; |
1002 | |
968 | |
1003 | /*check if there is a shop specified for this map */ |
969 | /*check if there is a shop specified for this map */ |
1004 | if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) { |
970 | if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) |
1005 | new_draw_info(NDI_UNIQUE,0,op,"From looking at the nearby shop you determine that it trades in:"); |
971 | { |
|
|
972 | buf << "From looking at the nearby shop you determine that it trades in "; |
|
|
973 | int lastcomma = 0, prevcomma = 0; |
|
|
974 | |
1006 | if (map->shopitems) { |
975 | if (map->shopitems) |
1007 | for (i=0; i < map->shopitems[0].index; i++) { |
976 | for (i = 0; i < map->shopitems[0].index; i++) |
1008 | if (map->shopitems[i].name && map->shopitems[i].strength > 10) { |
977 | if (map->shopitems[i].name && map->shopitems[i].strength > 10) |
1009 | snprintf(tmp+pos, sizeof(tmp)-pos, "%s, ", map->shopitems[i].name_pl); |
978 | { |
1010 | pos += strlen(tmp+pos); |
979 | buf << map->shopitems[i].name_pl; |
1011 | } |
980 | prevcomma = lastcomma; |
|
|
981 | lastcomma = buf.size (); // remember offset |
|
|
982 | buf << ", "; |
|
|
983 | } |
|
|
984 | |
|
|
985 | if (lastcomma) |
|
|
986 | { |
|
|
987 | buf.splice (lastcomma, 2); |
|
|
988 | |
|
|
989 | if (prevcomma) |
|
|
990 | buf.splice (prevcomma, 2, " and "); |
|
|
991 | } |
|
|
992 | else |
|
|
993 | buf << "a little of everything."; |
|
|
994 | |
|
|
995 | buf << ".\n\n"; |
|
|
996 | |
|
|
997 | if (map->shopmax) |
|
|
998 | buf << "It won't trade for items above " << cost_string_from_value (map->shopmax, 0) << ".\n\n"; |
|
|
999 | |
|
|
1000 | if (map->shopmin) |
|
|
1001 | buf << "It won't trade in items worth less than " << cost_string_from_value (map->shopmin, 0) << ".\n\n"; |
|
|
1002 | |
|
|
1003 | if (map->shopgreed) |
|
|
1004 | { |
|
|
1005 | if (map->shopgreed > 2.0) |
|
|
1006 | buf << "It tends to overcharge massively.\n\n"; |
|
|
1007 | else if (map->shopgreed > 1.5) |
|
|
1008 | buf << "It tends to overcharge substantially.\n\n"; |
|
|
1009 | else if (map->shopgreed > 1.1) |
|
|
1010 | buf << "It tends to overcharge slightly.\n\n"; |
|
|
1011 | else if (map->shopgreed < 0.9) |
|
|
1012 | buf << "It tends to undercharge.\n\n"; |
|
|
1013 | } |
|
|
1014 | |
|
|
1015 | if (map->shoprace) |
|
|
1016 | { |
|
|
1017 | opinion = shopkeeper_approval (map, op); |
|
|
1018 | |
|
|
1019 | if (opinion > 0.8) |
|
|
1020 | buf << "You think the shopkeeper likes you.\n\n"; |
|
|
1021 | else if (opinion > 0.5) |
|
|
1022 | buf << "The shopkeeper seems unconcerned by you.\n\n"; |
|
|
1023 | else |
|
|
1024 | buf << "The shopkeeper seems to have taken a dislike to you.\n\n"; |
|
|
1025 | } |
1012 | } |
1026 | } |
1013 | } |
|
|
1014 | if (!pos) strcat(tmp, "a little of everything."); |
|
|
1015 | |
|
|
1016 | /* format the string into a list */ |
|
|
1017 | make_list_like(tmp); |
|
|
1018 | new_draw_info_format(NDI_UNIQUE, 0, op, "%s", tmp); |
|
|
1019 | |
|
|
1020 | if (map->shopmax) |
|
|
1021 | new_draw_info_format(NDI_UNIQUE,0,op,"It won't trade for items above %s.", |
|
|
1022 | cost_string_from_value(map->shopmax, 0)); |
|
|
1023 | if (map->shopmin) |
|
|
1024 | new_draw_info_format(NDI_UNIQUE,0,op,"It won't trade in items worth less than %s.", |
|
|
1025 | cost_string_from_value(map->shopmin, 0)); |
|
|
1026 | if (map->shopgreed) { |
|
|
1027 | if (map->shopgreed >2.0) |
|
|
1028 | new_draw_info(NDI_UNIQUE,0,op,"It tends to overcharge massively."); |
|
|
1029 | else if (map->shopgreed >1.5) |
|
|
1030 | new_draw_info(NDI_UNIQUE,0,op,"It tends to overcharge substantially."); |
|
|
1031 | else if (map->shopgreed >1.1) |
|
|
1032 | new_draw_info(NDI_UNIQUE,0,op,"It tends to overcharge slightly."); |
|
|
1033 | else if (map->shopgreed <0.9) |
|
|
1034 | new_draw_info(NDI_UNIQUE,0,op,"It tends to undercharge."); |
|
|
1035 | } |
|
|
1036 | if (map->shoprace) { |
|
|
1037 | opinion=shopkeeper_approval(map, op); |
|
|
1038 | if (opinion > 0.8) |
|
|
1039 | new_draw_info(NDI_UNIQUE,0,op,"You think the shopkeeper likes you."); |
|
|
1040 | else if (opinion > 0.5) |
|
|
1041 | new_draw_info(NDI_UNIQUE,0,op,"The shopkeeper seems unconcerned by you."); |
|
|
1042 | else |
1027 | else |
1043 | new_draw_info(NDI_UNIQUE,0,op,"The shopkeeper seems to have taken a dislike to you."); |
1028 | buf << "There is no shop nearby.\n\n"; |
1044 | } |
|
|
1045 | } |
|
|
1046 | else new_draw_info(NDI_UNIQUE,0,op,"There is no shop nearby."); |
|
|
1047 | |
1029 | |
|
|
1030 | op->contr->infobox (MSG_CHANNEL ("shopinfo"), buf); |
|
|
1031 | |
1048 | return 1; |
1032 | return 1; |
1049 | } |
1033 | } |
1050 | typedef struct shopinv { |
1034 | |
|
|
1035 | struct shopinv |
|
|
1036 | { |
1051 | char *item_sort; |
1037 | char *item_sort; |
1052 | char *item_real; |
1038 | char *item_real; |
1053 | uint16 type; |
1039 | uint16 type; |
1054 | uint32 nrof; |
1040 | uint32 nrof; |
1055 | } shopinv; |
1041 | }; |
1056 | |
1042 | |
1057 | /* There are a lot fo extra casts in here just to suppress warnings - it |
1043 | /* There are a lot fo extra casts in here just to suppress warnings - it |
1058 | * makes it look uglier than it really it. |
1044 | * makes it look uglier than it really it. |
1059 | * The format of the strings we get is type:name. So we first want to |
1045 | * The format of the strings we get is type:name. So we first want to |
1060 | * sort by type (numerical) - if the same type, then sort by name. |
1046 | * sort by type (numerical) - if the same type, then sort by name. |
1061 | */ |
1047 | */ |
|
|
1048 | static int |
1062 | static int shop_sort(const void *a1, const void *a2) |
1049 | shop_sort (const void *a1, const void *a2) |
1063 | { |
1050 | { |
1064 | shopinv *s1 = (shopinv*)a1, *s2= (shopinv*)a2; |
1051 | shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2; |
1065 | |
1052 | |
1066 | if (s1->type<s2->type) return -1; |
1053 | if (s1->type < s2->type) |
|
|
1054 | return -1; |
|
|
1055 | |
1067 | if (s1->type>s2->type) return 1; |
1056 | if (s1->type > s2->type) |
|
|
1057 | return 1; |
|
|
1058 | |
1068 | /* 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 |
1069 | * via alphabetical order |
1060 | * via alphabetical order |
1070 | */ |
1061 | */ |
1071 | return strcasecmp(s1->item_sort, s2->item_sort); |
1062 | return strcasecmp (s1->item_sort, s2->item_sort); |
1072 | } |
1063 | } |
1073 | |
1064 | |
|
|
1065 | static void |
1074 | static void add_shop_item(object *tmp, shopinv *items, int *numitems, int *numallocated) |
1066 | add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated) |
1075 | { |
1067 | { |
|
|
1068 | /* clear unpaid flag so that doesn't come up in query |
|
|
1069 | * string. We clear nrof so that we can better sort |
|
|
1070 | * the object names. |
|
|
1071 | */ |
|
|
1072 | |
|
|
1073 | tmp->clr_flag (FLAG_UNPAID); |
|
|
1074 | items[*numitems].nrof = tmp->nrof; |
|
|
1075 | /* Non mergable items have nrof of 0, but count them as one |
|
|
1076 | * so the display is properly. |
|
|
1077 | */ |
|
|
1078 | if (tmp->nrof == 0) |
|
|
1079 | items[*numitems].nrof++; |
|
|
1080 | items[*numitems].type = tmp->type; |
|
|
1081 | |
|
|
1082 | switch (tmp->type) |
|
|
1083 | { |
1076 | #if 0 |
1084 | #if 0 |
1077 | char buf[MAX_BUF]; |
1085 | case BOOTS: |
|
|
1086 | case GLOVES: |
|
|
1087 | case RING: |
|
|
1088 | case AMULET: |
|
|
1089 | case BRACERS: |
|
|
1090 | case GIRDLE: |
|
|
1091 | sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL)); |
|
|
1092 | items[*numitems].item_sort = strdup (buf); |
|
|
1093 | sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL)); |
|
|
1094 | items[*numitems].item_real = strdup (buf); |
|
|
1095 | (*numitems)++; |
|
|
1096 | break; |
1078 | #endif |
1097 | #endif |
1079 | /* clear unpaid flag so that doesn't come up in query |
|
|
1080 | * string. We clear nrof so that we can better sort |
|
|
1081 | * the object names. |
|
|
1082 | */ |
|
|
1083 | |
1098 | |
1084 | CLEAR_FLAG(tmp, FLAG_UNPAID); |
1099 | default: |
1085 | items[*numitems].nrof=tmp->nrof; |
|
|
1086 | /* Non mergable items have nrof of 0, but count them as one |
|
|
1087 | * so the display is properly. |
|
|
1088 | */ |
|
|
1089 | if (tmp->nrof == 0) items[*numitems].nrof++; |
|
|
1090 | items[*numitems].type=tmp->type; |
|
|
1091 | |
|
|
1092 | switch (tmp->type) { |
|
|
1093 | #if 0 |
|
|
1094 | case BOOTS: |
|
|
1095 | case GLOVES: |
|
|
1096 | case RING: |
|
|
1097 | case AMULET: |
|
|
1098 | case BRACERS: |
|
|
1099 | case GIRDLE: |
|
|
1100 | sprintf(buf,"%s %s",query_base_name(tmp,0),describe_item(tmp, NULL)); |
|
|
1101 | items[*numitems].item_sort = strdup_local(buf); |
|
|
1102 | sprintf(buf,"%s %s",query_name(tmp),describe_item(tmp, NULL)); |
|
|
1103 | items[*numitems].item_real = strdup_local(buf); |
|
|
1104 | (*numitems)++; |
|
|
1105 | break; |
|
|
1106 | #endif |
|
|
1107 | |
|
|
1108 | default: |
|
|
1109 | items[*numitems].item_sort = strdup_local(query_base_name(tmp, 0)); |
1100 | items[*numitems].item_sort = strdup (query_base_name (tmp, 0)); |
1110 | items[*numitems].item_real = strdup_local(query_base_name(tmp, 1)); |
1101 | items[*numitems].item_real = strdup (query_base_name (tmp, 1)); |
1111 | (*numitems)++; |
1102 | (*numitems)++; |
1112 | break; |
1103 | break; |
1113 | } |
1104 | } |
1114 | SET_FLAG(tmp, FLAG_UNPAID); |
|
|
1115 | } |
|
|
1116 | |
1105 | |
1117 | void shop_listing(object *op) |
1106 | tmp->set_flag (FLAG_UNPAID); |
|
|
1107 | } |
|
|
1108 | |
|
|
1109 | void |
|
|
1110 | shop_listing (object *sign, object *op) |
1118 | { |
1111 | { |
1119 | int i,j,numitems=0,numallocated=0, nx, ny; |
1112 | int i, j, x1, x2, y1, y2; |
1120 | char *map_mark = (char *) calloc(MAGIC_MAP_SIZE * MAGIC_MAP_SIZE,1); |
1113 | const char *shop_coords = sign->kv (shstr_shop_coords); |
1121 | object *stack; |
1114 | object *stack; |
1122 | shopinv *items; |
1115 | shopinv *items; |
1123 | |
1116 | |
1124 | /* 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 */ |
1125 | if (op->type!=PLAYER) return; |
1118 | if (!op->is_player ()) |
|
|
1119 | return; |
1126 | |
1120 | |
1127 | new_draw_info(NDI_UNIQUE, 0, op, "\nThe shop contains:"); |
1121 | dynbuf_text &buf = msg_dynbuf; buf.clear (); |
1128 | |
1122 | |
1129 | magic_mapping_mark(op, map_mark, 3); |
1123 | if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2))) |
1130 | 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 | |
1131 | numallocated=40; |
1131 | int numallocated = 40; |
|
|
1132 | int numitems = 0; |
|
|
1133 | items = (shopinv *)malloc (sizeof (shopinv) * numallocated); |
1132 | |
1134 | |
1133 | /* Find all the appropriate items */ |
1135 | /* Find all the appropriate items */ |
1134 | for (i=0; i<MAP_WIDTH(op->map); i++) { |
1136 | for (i = x1; i <= x2; i++) |
1135 | for (j=0; j<MAP_HEIGHT(op->map); j++) { |
1137 | for (j = y1; j < y2; j++) |
1136 | /* magic map code now centers the map on the object at MAGIC_MAP_HALF. |
1138 | if (op->map->is_in_shop (i, j)) |
1137 | * |
1139 | { |
1138 | */ |
1140 | stack = GET_MAP_OB (op->map, i, j); |
1139 | nx = i - op->x + MAGIC_MAP_HALF; |
|
|
1140 | ny = j - op->y + MAGIC_MAP_HALF; |
|
|
1141 | /* unlikely, but really big shops could run into this issue */ |
|
|
1142 | if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE) continue; |
|
|
1143 | |
1141 | |
1144 | if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR) { |
1142 | while (stack) |
1145 | stack =get_map_ob(op->map,i,j); |
1143 | { |
1146 | |
1144 | if (stack->flag [FLAG_UNPAID]) |
1147 | while (stack) { |
1145 | { |
1148 | if (QUERY_FLAG(stack, FLAG_UNPAID)) { |
1146 | if (numitems == numallocated) |
1149 | if (numitems==numallocated) { |
|
|
1150 | items=(shopinv*)realloc(items, sizeof(shopinv)*(numallocated+10)); |
1147 | items = (shopinv *)realloc (items, sizeof (shopinv) * (numallocated *= 2)); |
1151 | numallocated+=10; |
1148 | |
1152 | } |
|
|
1153 | add_shop_item(stack, items, &numitems, &numallocated); |
1149 | add_shop_item (stack, items, &numitems, &numallocated); |
1154 | } |
1150 | } |
|
|
1151 | |
1155 | stack = stack->above; |
1152 | stack = stack->above; |
1156 | } |
1153 | } |
1157 | } |
1154 | } |
1158 | } |
1155 | |
1159 | } |
1156 | buf << (numitems ? "T<This shop contains:>\n\n" |
1160 | free(map_mark); |
1157 | : "T<This shop is currently empty.>"); |
1161 | if (numitems == 0) { |
1158 | |
1162 | new_draw_info(NDI_UNIQUE, 0, op, "The shop is currently empty.\n"); |
|
|
1163 | free(items); |
|
|
1164 | return; |
|
|
1165 | } |
|
|
1166 | 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); |
1167 | |
1160 | |
1168 | for (i=0; i<numitems; i++) { |
1161 | for (i = 0; i < numitems; i++) |
|
|
1162 | { |
1169 | /* Collapse items of the same name together */ |
1163 | /* Collapse items of the same name together */ |
1170 | 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)) |
1171 | items[i+1].nrof += items[i].nrof; |
1165 | items[i + 1].nrof += items[i].nrof; |
|
|
1166 | else |
|
|
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 | |
1172 | free(items[i].item_sort); |
1169 | free (items[i].item_sort); |
1173 | free(items[i].item_real); |
1170 | free (items[i].item_real); |
1174 | } else { |
|
|
1175 | new_draw_info_format(NDI_UNIQUE, 0, op, "%d %s", |
|
|
1176 | items[i].nrof? items[i].nrof:1, |
|
|
1177 | items[i].nrof==1?items[i].item_sort: items[i].item_real); |
|
|
1178 | free(items[i].item_sort); |
|
|
1179 | free(items[i].item_real); |
|
|
1180 | } |
|
|
1181 | } |
1171 | } |
|
|
1172 | |
|
|
1173 | op->contr->infobox (MSG_CHANNEL ("shopitems"), buf); |
|
|
1174 | |
1182 | free(items); |
1175 | free (items); |
1183 | } |
1176 | } |
|
|
1177 | |
|
|
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 | */ |
|
|
1183 | bool |
|
|
1184 | maptile::is_in_shop (int x, int y) const |
|
|
1185 | { |
|
|
1186 | for (object *floor = at (x, y).bot; floor; floor = floor->above) |
|
|
1187 | if (floor->flag [FLAG_IS_FLOOR]) |
|
|
1188 | return floor->type == SHOP_FLOOR; |
|
|
1189 | |
|
|
1190 | return false; |
|
|
1191 | } |
|
|
1192 | |