ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/shop.C
(Generate patch)

Comparing deliantra/server/server/shop.C (file contents):
Revision 1.58 by root, Tue Dec 16 23:25:25 2008 UTC vs.
Revision 1.85 by elmex, Wed May 5 09:42:52 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <spells.h> 26#include <spells.h>
26#include <skills.h> 27#include <skills.h>
27#include <living.h> 28#include <living.h>
28#include <sproto.h> 29#include <sproto.h>
29#include <math.h>
30 30
31/* this is a measure of how effective store specialisation is. A general store 31/* this is a measure of how effective store specialisation is. A general store
32 * will offer this proportion of the 'maximum' price, a specialised store will 32 * will offer this proportion of the 'maximum' price, a specialised store will
33 * offer a range of prices around it such that the maximum price is always one 33 * offer a range of prices around it such that the maximum price is always one
34 * therefore making this number higher, makes specialisation less effective. 34 * therefore making this number higher, makes specialisation less effective.
74 74
75sint64 75sint64
76query_cost (const object *tmp, object *who, int flag) 76query_cost (const object *tmp, object *who, int flag)
77{ 77{
78 double val; 78 double val;
79 int number; /* used to better calculate value */
80 int no_bargain; 79 int no_bargain;
81 int identified; 80 int identified;
82 int not_cursed; 81 int not_cursed;
83 int approximate; 82 int approximate;
84 int shop; 83 int shop;
85 double diff;
86 84
87 approx_range = 0; 85 approx_range = 0;
88 86
89 no_bargain = flag & F_NO_BARGAIN; 87 no_bargain = flag & F_NO_BARGAIN;
90 identified = flag & F_IDENTIFIED; 88 identified = flag & F_IDENTIFIED;
91 not_cursed = flag & F_NOT_CURSED; 89 not_cursed = flag & F_NOT_CURSED;
92 approximate = flag & F_APPROX; 90 approximate = flag & F_APPROX;
93 shop = flag & F_SHOP; 91 shop = flag & F_SHOP;
94 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);
95 93
94 int number = tmp->number_of ();
95
96 if (tmp->type == MONEY) 96 if (tmp->type == MONEY)
97 return tmp->nrof * tmp->value; 97 return number * tmp->value;
98 98
99 if (tmp->type == GEM) 99 if (tmp->type == GEM)
100 { 100 {
101 if (flag == F_TRUE) 101 if (flag == F_TRUE)
102 return (tmp->nrof * tmp->value); 102 return number * tmp->value;
103 103
104 if (flag == F_BUY) 104 if (flag == F_BUY)
105 return (sint64) (1.03 * tmp->nrof * tmp->value); 105 return 1.03 * number * tmp->value;
106 106
107 if (flag == F_SELL) 107 if (flag == F_SELL)
108 return (sint64) (0.97 * tmp->nrof * tmp->value); 108 return 0.97 * number * tmp->value;
109 109
110 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 ());
111 return 0; 111 return 0;
112 } 112 }
113 113
114 number = tmp->nrof;
115 if (number == 0)
116 number = 1;
117 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) 114 if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified)
118 { 115 {
119 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]))
120 return 0; 117 return 0;
121 else 118 else
122 val = tmp->value * number; 119 val = number * tmp->value;
123 } 120 }
124 /* 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 */
125 else 122 else
126 { 123 {
127 if (tmp->arch != NULL)
128 {
129 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
130 { 134 {
131 LOG (llevError | logBacktrace, "Asking for buy-value of unidentified object.\n"); 135 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
132 val = tmp->arch->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;
133 } 142 }
134 else
135 { /* Trying to sell something, or get true value */
136 if (tmp->type == POTION)
137 val = number * 40; /* Don't want to give anything away */
138 else
139 {
140 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
141 * unknown objects
142 */
143 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
144 val = number * tmp->arch->value * 2 / 3;
145 else
146 val = number * tmp->arch->value / 3;
147 }
148 }
149 }
150 else
151 { /* No archetype with this object */
152 LOG (llevDebug, "In sell item: Have object with no archetype: %s\n", &tmp->name);
153 if (flag == F_BUY)
154 {
155 LOG (llevError | logBacktrace, "Asking for buy-value of unidentified object without arch.\n");
156 val = number * tmp->value * 10;
157 }
158 else
159 val = number * tmp->value / 5;
160 } 143 }
161 } 144 }
162 145
163 /* 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
164 * identified, AND the object is magical and the archetype is non 147 * identified, AND the object is magical and the archetype is non
167 * tmp->arch->magic for any magic. The check for archetype 150 * tmp->arch->magic for any magic. The check for archetype
168 * 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
169 * default magical. This is because the archetype value should have 152 * default magical. This is because the archetype value should have
170 * already figured in that value. 153 * already figured in that value.
171 */ 154 */
172 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])
173 QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->magic)) 156 && tmp->magic && (!tmp->arch || !tmp->arch->magic))
174 { 157 {
175 if (tmp->magic > 0) 158 if (tmp->magic > 0)
176 val *= (3 * tmp->magic * tmp->magic * tmp->magic); 159 val *= 3 * tmp->magic * tmp->magic * tmp->magic;
177 else 160 else
178 /* Note that tmp->magic is negative, so that this 161 /* Note that tmp->magic is negative, so that this
179 * will actually be something like val /=2, /=3, etc. 162 * will actually be something like val /=2, /=3, etc.
180 */ 163 */
181 val /= (1 - tmp->magic); 164 val /= 1 - tmp->magic;
182 } 165 }
183 166
184 if (tmp->type == WAND) 167 if (tmp->type == WAND)
185 { 168 {
186 /* Value of the wand is multiplied by the number of 169 /* Value of the wand is multiplied by the number of
187 * charges. the treasure code already sets up the value 170 * charges. the treasure code already sets up the value
188 * 50 charges is used as the baseline. 171 * 50 charges is used as the baseline.
189 */ 172 */
190 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) 173 if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified)
191 val = (val * tmp->stats.food) / 50; 174 val *= tmp->stats.food;
192 else /* if not identified, presume one charge */ 175 /* if not identified, presume one charge */
193 val /= 50; 176 val /= 50;
194 } 177 }
195 178
196 /* Limit amount of money you can get for really great items. */ 179 /* Limit amount of money you can get for really great items. */
197 if (flag == F_SELL) 180 if (flag == F_SELL)
198 val = value_limit ((sint64) val, number, who, shop); 181 val = value_limit (val, number, who, shop);
199 182
200 // 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
201 // 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.
202 //val = pow (val, 1.05); 185 //val = pow (val, 1.05);
203 186
206 * AND Cha = 30 will get optimal price. 189 * AND Cha = 30 will get optimal price.
207 * Thus charisma will never get useless. 190 * Thus charisma will never get useless.
208 * -b.e. edler@heydernet.de 191 * -b.e. edler@heydernet.de
209 */ 192 */
210 193
211 if (who && who->type == PLAYER) 194 if (who && who->is_player ())
212 { 195 {
213 int lev_bargain = 0; 196 int lev_bargain = 0;
214 int lev_identify = 0; 197 int lev_identify = 0;
215 198
216 if (find_skill_by_number (who, SK_BARGAINING)) 199 if (!no_bargain)
217 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level; 200 if (object *skill = find_skill_by_name (who, shstr_bargaining))
201 lev_bargain = skill->level;
218 202
219 if (const typedata *tmptype = get_typedata (tmp->type)) 203 if (const typedata *tmptype = get_typedata (tmp->type))
220 { 204 {
221 if (int idskill1 = tmptype->identifyskill) 205 if (int idskill1 = tmptype->identifyskill)
222 { 206 {
233 /* ratio determines how much of the price modification 217 /* ratio determines how much of the price modification
234 * will come from the basic stat charisma 218 * will come from the basic stat charisma
235 * the rest will come from the level in bargaining skill 219 * the rest will come from the level in bargaining skill
236 */ 220 */
237 const double cha_ratio = 0.40; 221 const double cha_ratio = 0.40;
238 222 double bargaining = max (0., 1. - powf (double (lev_bargain) / MAXLEVEL_TREASURE, 0.25));
239 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25);
240 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.);
241 diff = .02 + (.80 - .02) * diff; 224
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);
242 229
243 if (flag == F_BUY) 230 if (flag == F_BUY)
244 val += val * diff; 231 val += val * factor;
245 else if (flag == F_SELL) 232 else if (flag == F_SELL)
246 val -= val * diff; 233 val -= val * factor;
247 234
248 // 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
249 // then the range is adjusted randomly around the correct value 236 // then the range is adjusted randomly around the correct value
250 if (approximate) 237 if (approximate)
251 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1)); 238 approx_range = val / sqrt (lev_identify * 3 + 1);
252 } 239 }
253 240
254 /* 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
255 * overflow of diff above. That should only happen if 242 * overflow of diff above. That should only happen if
256 * we are selling objects - in that case, the person just 243 * we are selling objects - in that case, the person just
257 * gets no money. 244 * gets no money.
258 */ 245 */
259 if ((sint64) val < 0) 246 if ((sint64) val < 0)
260 val = 0; 247 val = 0;
261 248
262 /* Unidentified stuff won't sell for more than 60gp */ 249 /* Unidentified stuff won't sell for more than 10gp */
263 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)
264 { 251 min_it (val, 1000);
265 val = (val > 600) ? 600 : val;
266 }
267 252
268 /* 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 */
269 if (shop && who) 254 if (shop && who)
270 { 255 {
271 if (flag == F_SELL) 256 if (flag == F_SELL)
272 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);
273 else if (flag == F_BUY) 258 else if (flag == F_BUY)
274 { 259 {
275 /* 260 /*
276 * 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
277 * let the item be sold cheaper, according to the specialisation of 262 * let the item be sold cheaper, according to the specialisation of
283 * 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).
284 * 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
285 * 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
286 * antiques in a junk shop in real life). 271 * antiques in a junk shop in real life).
287 */ 272 */
288 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD)) 273 if (tmp->flag [FLAG_PLAYER_SOLD])
289 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);
290 else 275 else
291 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);
292 } 279 }
293 280
294 /* 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
295 * 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
296 * pointful, and could give fun with rounding. 283 * pointful, and could give fun with rounding.
297 */ 284 */
298 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution 285 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution
299 if (val > 50) 286 if (val > 50)
300 val += float (val) * .05f * cosf ((tmp->uuid.seq & 0xffff) * float (M_PI * 2. / 0x10000)); 287 val *= 1 + .05f * cosf ((tmp->uuid.seq & 0xffff) * M_PI * 2. / 0x10000);
301 } 288 }
302 289
303 return (sint64) val; 290 return val;
304} 291}
305 292
306/* 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
307 * cointype placement. 294 * cointype placement.
308 */ 295 */
312{ 299{
313 archetype *coin; 300 archetype *coin;
314 301
315 do 302 do
316 { 303 {
317 if (coins[*cointype] == NULL) 304 if (!coins [*cointype])
318 return NULL; 305 return 0;
306
319 coin = archetype::find (coins[*cointype]); 307 coin = archetype::find (coins [*cointype]);
308
320 if (coin == NULL) 309 if (!coin)
321 return NULL; 310 return 0;
311
322 *cointype += 1; 312 *cointype += 1;
323 } 313 }
324 while (coin->value > c); 314 while (coin->value > c);
325 315
326 return coin; 316 return coin;
337 * 10,000 silver or something) 327 * 10,000 silver or something)
338 */ 328 */
339const char * 329const char *
340cost_string_from_value (sint64 cost, int approx) 330cost_string_from_value (sint64 cost, int approx)
341{ 331{
342 static char buf[MAX_BUF];
343 archetype *coin, *next_coin; 332 archetype *coin, *next_coin;
344 int num, cointype = 0; 333 int num, cointype = 0;
345 334
346 coin = find_next_coin (cost, &cointype); 335 coin = find_next_coin (cost, &cointype);
347 if (coin == NULL) 336 if (!coin)
348 return "nothing"; 337 return "nothing";
349 338
350 num = cost / coin->value; 339 num = cost / coin->value;
351 /* so long as nrof is 32 bit, this is true. 340 /* so long as nrof is 32 bit, this is true.
352 * 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
353 * is basically true. 342 * is basically true.
354 */ 343 */
355 if ((cost / coin->value) > UINT32_MAX) 344 if (cost / coin->value > UINT32_MAX)
356 {
357 strcpy (buf, "an unimaginable sum of money"); 345 return "an unimaginable sum of money";
358 return buf;
359 }
360 346
361 cost -= num * (sint64)coin->value; 347 cost -= num * (sint64)coin->value;
362 348
363 sprintf (buf, "%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name); 349 char *buf = format ("%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
364 350
365 next_coin = find_next_coin (cost, &cointype); 351 next_coin = find_next_coin (cost, &cointype);
366 if (next_coin == NULL || approx) 352 if (!next_coin || approx)
367 return buf; 353 return buf;
368 354
369 coin = next_coin; 355 coin = next_coin;
370 num = cost / coin->value; 356 num = cost / coin->value;
371 cost -= num * (sint64)coin->value; 357 cost -= num * (sint64)coin->value;
372 358
373 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name); 359 return format ("%s and %d %s", buf, num, num > 1 ? &coin->object::name_pl : &coin->object::name);
374
375 return buf;
376} 360}
377 361
378const char * 362const char *
379query_cost_string (const object *tmp, object *who, int flag) 363query_cost_string (const object *tmp, object *who, int flag)
380{ 364{
399 { 383 {
400 if (!idskill1 || !find_skill_by_number (who, idskill1)) 384 if (!idskill1 || !find_skill_by_number (who, idskill1))
401 { 385 {
402 if (!idskill2 || !find_skill_by_number (who, idskill2)) 386 if (!idskill2 || !find_skill_by_number (who, idskill2))
403 { 387 {
404 if (!find_skill_by_number (who, SK_BARGAINING)) 388 if (!find_skill_by_name (who, shstr_bargaining))
405 { 389 {
406 static char buf[MAX_BUF];
407 int num, cointype = 0; 390 int num, cointype = 0;
408 archetype *coin = find_next_coin (real_value, &cointype); 391 archetype *coin = find_next_coin (real_value, &cointype);
409 392
410 if (coin == NULL) 393 if (!coin)
411 return "nothing"; 394 return "nothing";
412 395
413 num = real_value / coin->value; 396 num = real_value / coin->value;
414 397
415 if (num == 1) 398 if (num == 1)
416 sprintf (buf, "about one %s", &coin->object::name); 399 return format ("about one %s", &coin->object::name);
417 else if (num < 5) 400 else if (num < 5)
418 sprintf (buf, "a few %s", &coin->object::name_pl); 401 return format ("a few %s", &coin->object::name_pl);
419 else if (num < 10) 402 else if (num < 10)
420 sprintf (buf, "several %s", &coin->object::name_pl); 403 return format ("several %s", &coin->object::name_pl);
421 else if (num < 25) 404 else if (num < 25)
422 sprintf (buf, "a moderate amount of %s", &coin->object::name_pl); 405 return format ("a moderate amount of %s", &coin->object::name_pl);
423 else if (num < 100) 406 else if (num < 100)
424 sprintf (buf, "lots of %s", &coin->object::name_pl); 407 return format ("lots of %s", &coin->object::name_pl);
425 else if (num < 1000) 408 else if (num < 1000)
426 sprintf (buf, "a great many %s", &coin->object::name_pl); 409 return format ("a great many %s", &coin->object::name_pl);
427 else 410 else
428 sprintf (buf, "a vast quantity of %s", &coin->object::name_pl); 411 return format ("a vast quantity of %s", &coin->object::name_pl);
429
430 return buf;
431 } 412 }
432 } 413 }
433 } 414 }
434 415
435 int hash = ((unsigned int) tmp->count * 174364621) & 1023;
436
437 if (approx_range) 416 if (approx_range)
438 { 417 {
418 int hash = tmp->random_seed () & 1023;
439 sint64 lo = (sint64) real_value - (approx_range * hash >> 10); 419 sint64 lo = real_value - (approx_range * hash >> 10);
440 static char buf[MAX_BUF];
441 420
442 sprintf (buf, "between %s", cost_string_from_value (lo, 1)); 421 return format ("between %s and %s",
443 sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1)); 422 cost_string_from_value (lo, 1),
444 423 cost_string_from_value (lo + approx_range, 1));
445 return buf;
446 } 424 }
447 } 425 }
448 426
449 return cost_string_from_value (real_value, 0); 427 return cost_string_from_value (real_value, 0);
450} 428}
465 } 443 }
466 444
467 for (tmp = op->inv; tmp; tmp = tmp->below) 445 for (tmp = op->inv; tmp; tmp = tmp->below)
468 if (tmp->type == MONEY) 446 if (tmp->type == MONEY)
469 total += tmp->nrof * (sint64)tmp->value; 447 total += tmp->nrof * (sint64)tmp->value;
470 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")))
471 total += query_money (tmp); 449 total += query_money (tmp);
472 450
473 return total; 451 return total;
474} 452}
475 453
490 return 0; 468 return 0;
491 469
492 pay_from_container (pl, pl, to_pay); 470 pay_from_container (pl, pl, to_pay);
493 471
494 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 472 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
495 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")))
496 pay_from_container (pl, pouch, to_pay); 474 pay_from_container (pl, pouch, to_pay);
497 475
498 pl->update_stats (); 476 pl->update_stats ();
499 return 1; 477 return 1;
500} 478}
522 * This determins the amount of exp (if any) gained for bargaining. 500 * This determins the amount of exp (if any) gained for bargaining.
523 */ 501 */
524 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;
525 503
526 if (saved_money > 0) 504 if (saved_money > 0)
527 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE); 505 change_exp (pl, saved_money, shstr_bargaining, SK_EXP_NONE);
528 506
529 pay_from_container (pl, pl, to_pay); 507 pay_from_container (pl, pl, to_pay);
530 508
531 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 509 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
532 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")))
533 pay_from_container (pl, pouch, to_pay); 511 pay_from_container (pl, pouch, to_pay);
534 512
535 pl->update_stats (); 513 pl->update_stats ();
536 514
537 return 1; 515 return 1;
604 at = archetype::find (coins[NUM_COINS - 1 - i]); 582 at = archetype::find (coins[NUM_COINS - 1 - i]);
605 583
606 if (at == NULL) 584 if (at == NULL)
607 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]);
608 586
609 coin_objs[i] = arch_to_object (at); 587 coin_objs[i] = at->instance ();
610 coin_objs[i]->nrof = 0; 588 coin_objs[i]->nrof = 0;
611 } 589 }
612 590
613 for (i = 0; i < NUM_COINS; i++) 591 for (i = 0; i < NUM_COINS; i++)
614 { 592 {
615 object &coin = *coin_objs[i]; 593 object &coin = *coin_objs[i];
616 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);
617 to_pay -= num_coins * coin.value; 595 to_pay -= num_coins * coin.value;
618 596
619 coin.nrof -= num_coins; 597 coin.nrof -= num_coins;
620 /* Now start making change. Start at the coin value 598 /* Now start making change. Start at the coin value
621 * below the one we just did, and work down to 599 * below the one we just did, and work down to
656 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");
657 return 0; 635 return 0;
658 } 636 }
659 637
660 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item) 638 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
661 if (QUERY_FLAG (item, FLAG_UNPAID)) 639 if (item->flag [FLAG_UNPAID])
662 { 640 {
663 unpaid_count++; 641 unpaid_count++;
664 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP); 642 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
665 } 643 }
666 644
667 if (unpaid_price > player_wealth) 645 if (unpaid_price > player_wealth)
668 { 646 {
669 dynbuf_text buf; 647 dynbuf_text &buf = msg_dynbuf; buf.clear ();
670 648
671 buf << "You have " << unpaid_count 649 buf << "You have " << unpaid_count
672 << " unpaid item(s) that would cost you " << cost_string_from_value (unpaid_price, 0) 650 << " unpaid item(s) that would cost you " << cost_string_from_value (unpaid_price, 0)
673 << ". You need another " << cost_string_from_value (unpaid_price - player_wealth, 0) 651 << ". You need another " << cost_string_from_value (unpaid_price - player_wealth, 0)
674 << " to be able to afford that. " 652 << " to be able to afford that. "
675 "H<You cannot leave a shop with items you cannot pay - drop those unpaid items first.>"; 653 "H<You cannot leave a shop without paying - drop unpaid items first to be able to leave.>";
676 654
677 pl->failmsg (buf); 655 pl->failmsg (buf);
678 656
679 return 0; 657 return 0;
680 } 658 }
695 { 673 {
696 next_item: 674 next_item:
697 675
698 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op) 676 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
699 { 677 {
700 if (QUERY_FLAG (op, FLAG_UNPAID)) 678 if (op->flag [FLAG_UNPAID])
701 { 679 {
702 char buf[MAX_BUF];
703 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);
704 681
705 if (!pay_for_item (op, pl)) 682 if (!pay_for_item (op, pl))
706 { 683 {
707 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);
708 685
709 CLEAR_FLAG (op, FLAG_UNPAID); 686 op->clr_flag (FLAG_UNPAID);
710 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));
711 SET_FLAG (op, FLAG_UNPAID); 688 op->set_flag (FLAG_UNPAID);
712 return 0; 689 return 0;
713 } 690 }
714 else 691 else
715 { 692 {
716 CLEAR_FLAG (op, FLAG_UNPAID); 693 op->clr_flag (FLAG_UNPAID);
717 CLEAR_FLAG (op, FLAG_PLAYER_SOLD); 694 op->clr_flag (FLAG_PLAYER_SOLD);
718 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));
719 696
720 if (!merge_ob (op, op->env->inv)) 697 if (!merge_ob (op, op->env->inv))
721 esrv_update_item (UPD_FLAGS, pl, op); 698 esrv_update_item (UPD_FLAGS, pl, op);
722 699
723 goto next_item; 700 goto next_item;
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->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 && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold")) 737 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && pouch->race.contains ("gold"))
761 { 738 {
762 int w = at->weight * (100 - pouch->stats.Str) / 100; 739 int w = at->weight * (100 - pouch->stats.Str) / 100;
763 int n = amount / at->value; 740 int n = amount / at->value;
764 741
765 if (w == 0) 742 if (w == 0)
768 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))
769 { 746 {
770 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) 747 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
771 n = (pouch->weight_limit - pouch->carrying) / w; 748 n = (pouch->weight_limit - pouch->carrying) / w;
772 749
773 object *tmp = arch_to_object (at); 750 object *tmp = at->instance ();
774 tmp->nrof = n; 751 tmp->nrof = n;
775 amount -= tmp->nrof * tmp->value; 752 amount -= tmp->nrof * tmp->value;
776 pouch->insert (tmp); 753 pouch->insert (tmp);
777 } 754 }
778 } 755 }
779 } 756 }
780 757
781 if (amount / at->value > 0) 758 if (amount / at->value > 0)
782 { 759 {
783 object *tmp = arch_to_object (at); 760 object *tmp = at->instance ();
784 tmp->nrof = amount / tmp->value; 761 tmp->nrof = amount / tmp->value;
785 amount -= tmp->nrof * tmp->value; 762 amount -= tmp->nrof * tmp->value;
786 pl->insert (tmp); 763 pl->insert (tmp);
787 } 764 }
788 } 765 }
845 * exp/10 -> 1 for each gold coin 822 * exp/10 -> 1 for each gold coin
846 */ 823 */
847 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);
848 825
849 if (extra_gain > 0) 826 if (extra_gain > 0)
850 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); 827 change_exp (pl, extra_gain / 10, shstr_bargaining, SK_EXP_NONE);
851 828
852 pay_player (pl, amount); 829 pay_player (pl, amount);
853 830
854 new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.", 831 new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.",
855 query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op)); 832 query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op));
856 pl->play_sound (sound_find ("shop_sell")); 833 pl->play_sound (sound_find ("shop_sell"));
857 834
858 SET_FLAG (op, FLAG_UNPAID); 835 op->set_flag (FLAG_UNPAID);
859 identify (op); 836 identify (op);
860 837
861 return true; 838 return true;
862} 839}
863 840
867 */ 844 */
868static double 845static double
869shop_specialisation_ratio (const object *item, const maptile *map) 846shop_specialisation_ratio (const object *item, const maptile *map)
870{ 847{
871 shopitems *items = map->shopitems; 848 shopitems *items = map->shopitems;
872 double likedness = 0.; 849 int likedness = 0;
873 int i; 850 int i;
874 851
875 if (item == NULL) 852 if (item == NULL)
876 { 853 {
877 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);
887 */ 864 */
888 return SPECIALISATION_EFFECT; 865 return SPECIALISATION_EFFECT;
889 } 866 }
890 867
891 if (map->shopitems) 868 if (map->shopitems)
892 {
893 for (i = 0; i < items[0].index; i++) 869 for (i = 0; i < items[0].index; i++)
894 if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001)) 870 if (items[i].typenum == item->type || (!items[i].typenum && !likedness))
895 likedness = items[i].strength / 100.0; 871 likedness = items[i].strength;
896 }
897 872
898 if (likedness > 1.0) 873 if (likedness > 100)
899 { /* someone has been rather silly with the map headers. */ 874 { /* someone has been rather silly with the map headers. */
900 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);
901 likedness = 1.0; 876 likedness = 100;
902 } 877 }
903 878
904 if (likedness < -1.0) 879 if (likedness < -100)
905 { 880 {
906 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);
907 likedness = -1.0; 882 likedness = -100;
908 } 883 }
909 884
910 return lerp (likedness, -1., 1., SPECIALISATION_EFFECT, 1.); 885 return lerp (double (likedness), -100., 100., SPECIALISATION_EFFECT, 1.);
911} 886}
912 887
913/*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. */
914static double 889static double
915shop_greed (const maptile *map) 890shop_greed (const maptile *map)
965 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default 940 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
966 941
967 if (map->shopmin && unit_price < map->shopmin) 942 if (map->shopmin && unit_price < map->shopmin)
968 return 0; 943 return 0;
969 else if (unit_price > tmpshopmax / 2) 944 else if (unit_price > tmpshopmax / 2)
970 newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax); 945 newval = min ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
971 else 946 else
972 newval = unit_price; 947 newval = unit_price;
973 } 948 }
974 949
975 newval *= quantity; 950 newval *= quantity;
979 954
980/* 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. */
981int 956int
982describe_shop (const object *op) 957describe_shop (const object *op)
983{ 958{
959 dynbuf_text buf;
984 maptile *map = op->map; 960 maptile *map = op->map;
985 961
986 /*shopitems *items=map->shopitems; */ 962 /*shopitems *items=map->shopitems; */
987 int pos = 0, i; 963 int pos = 0, i;
988 double opinion = 0; 964 double opinion = 0;
989 char tmp[MAX_BUF] = "\0";
990 965
991 if (op->type != PLAYER) 966 if (op->type != PLAYER)
992 return 0; 967 return 0;
993 968
994 /*check if there is a shop specified for this map */ 969 /*check if there is a shop specified for this map */
995 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) 970 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
996 { 971 {
997 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;
998 974
999 if (map->shopitems) 975 if (map->shopitems)
1000 for (i = 0; i < map->shopitems[0].index; i++) 976 for (i = 0; i < map->shopitems[0].index; i++)
1001 if (map->shopitems[i].name && map->shopitems[i].strength > 10) 977 if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1002 { 978 {
1003 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl); 979 buf << map->shopitems[i].name_pl;
1004 pos += strlen (tmp + pos); 980 prevcomma = lastcomma;
981 lastcomma = buf.size (); // remember offset
982 buf << ", ";
1005 } 983 }
1006 984
1007 if (!pos) 985 if (lastcomma)
986 {
987 buf.splice (lastcomma, 2);
988
989 if (prevcomma)
990 buf.splice (prevcomma, 2, " and ");
991 }
992 else
1008 strcat (tmp, "a little of everything."); 993 buf << "a little of everything.";
1009 994
1010 /* format the string into a list */ 995 buf << ".\n\n";
1011 make_list_like (tmp);
1012 new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1013 996
1014 if (map->shopmax) 997 if (map->shopmax)
1015 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";
1016 999
1017 if (map->shopmin) 1000 if (map->shopmin)
1018 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";
1019 1002
1020 if (map->shopgreed) 1003 if (map->shopgreed)
1021 { 1004 {
1022 if (map->shopgreed > 2.0) 1005 if (map->shopgreed > 2.0)
1023 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively."); 1006 buf << "It tends to overcharge massively.\n\n";
1024 else if (map->shopgreed > 1.5) 1007 else if (map->shopgreed > 1.5)
1025 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially."); 1008 buf << "It tends to overcharge substantially.\n\n";
1026 else if (map->shopgreed > 1.1) 1009 else if (map->shopgreed > 1.1)
1027 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly."); 1010 buf << "It tends to overcharge slightly.\n\n";
1028 else if (map->shopgreed < 0.9) 1011 else if (map->shopgreed < 0.9)
1029 new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge."); 1012 buf << "It tends to undercharge.\n\n";
1030 } 1013 }
1031 1014
1032 if (map->shoprace) 1015 if (map->shoprace)
1033 { 1016 {
1034 opinion = shopkeeper_approval (map, op); 1017 opinion = shopkeeper_approval (map, op);
1018
1035 if (opinion > 0.8) 1019 if (opinion > 0.8)
1036 new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you."); 1020 buf << "You think the shopkeeper likes you.\n\n";
1037 else if (opinion > 0.5) 1021 else if (opinion > 0.5)
1038 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you."); 1022 buf << "The shopkeeper seems unconcerned by you.\n\n";
1039 else 1023 else
1040 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";
1041 } 1025 }
1042 } 1026 }
1043 else 1027 else
1044 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);
1045 1031
1046 return 1; 1032 return 1;
1047} 1033}
1048 1034
1049struct shopinv 1035struct shopinv
1050{ 1036{
1051 char *item_sort; 1037 char *item_sort;
1052 char *item_real; 1038 char *item_real;
1039 sint64 value;
1053 uint16 type; 1040 uint16 type;
1054 uint32 nrof; 1041 uint32 nrof;
1055}; 1042};
1056 1043
1057/* There are a lot fo extra casts in here just to suppress warnings - it 1044/* There are a lot fo extra casts in here just to suppress warnings - it
1077} 1064}
1078 1065
1079static void 1066static void
1080add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated) 1067add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1081{ 1068{
1082#if 0
1083 char buf[MAX_BUF];
1084#endif
1085 /* clear unpaid flag so that doesn't come up in query 1069 /* clear unpaid flag so that doesn't come up in query
1086 * string. We clear nrof so that we can better sort 1070 * string. We clear nrof so that we can better sort
1087 * the object names. 1071 * the object names.
1088 */ 1072 */
1089 1073
1090 CLEAR_FLAG (tmp, FLAG_UNPAID); 1074 tmp->clr_flag (FLAG_UNPAID);
1091 items[*numitems].nrof = tmp->nrof; 1075 items[*numitems].nrof = tmp->nrof;
1092 /* Non mergable items have nrof of 0, but count them as one 1076 /* Non mergable items have nrof of 0, but count them as one
1093 * so the display is properly. 1077 * so the display is properly.
1094 */ 1078 */
1095 if (tmp->nrof == 0) 1079 if (tmp->nrof == 0)
1096 items[*numitems].nrof++; 1080 items[*numitems].nrof++;
1097 items[*numitems].type = tmp->type; 1081 items[*numitems].type = tmp->type;
1082
1083 items[*numitems].value = tmp->value;
1098 1084
1099 switch (tmp->type) 1085 switch (tmp->type)
1100 { 1086 {
1101#if 0 1087#if 0
1102 case BOOTS: 1088 case BOOTS:
1114#endif 1100#endif
1115 1101
1116 default: 1102 default:
1117 items[*numitems].item_sort = strdup (query_base_name (tmp, 0)); 1103 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1118 items[*numitems].item_real = strdup (query_base_name (tmp, 1)); 1104 items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1105 items[*numitems].value += tmp->value;
1119 (*numitems)++; 1106 (*numitems)++;
1120 break; 1107 break;
1121 } 1108 }
1122 SET_FLAG (tmp, FLAG_UNPAID); 1109
1110 tmp->set_flag (FLAG_UNPAID);
1123} 1111}
1124 1112
1125void 1113void
1126shop_listing (object *sign, object *op) 1114shop_listing (object *sign, object *op)
1127{ 1115{
1128 int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2; 1116 int i, j, x1, x2, y1, y2;
1129 const char *shop_coords = sign->kv (shstr_shop_coords); 1117 const char *shop_coords = sign->kv (shstr_shop_coords);
1130 object *stack; 1118 object *stack;
1131 shopinv *items; 1119 shopinv *items;
1132 1120
1133 /* Should never happen, but just in case a monster does apply a sign */ 1121 /* Should never happen, but just in case a monster does apply a sign */
1134 if (op->type != PLAYER) 1122 if (!op->is_player ())
1135 return; 1123 return;
1124
1125 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1136 1126
1137 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2))) 1127 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1138 { 1128 {
1139 x1 = 0; 1129 x1 = 0;
1140 y1 = 0; 1130 y1 = 0;
1141 x2 = op->map->width - 1; 1131 x2 = op->map->width - 1;
1142 y2 = op->map->height - 1; 1132 y2 = op->map->height - 1;
1143 } 1133 }
1144 1134
1145 items = (shopinv *) malloc (40 * sizeof (shopinv));
1146 numallocated = 40; 1135 int numallocated = 40;
1136 int numitems = 0;
1137 items = (shopinv *)malloc (sizeof (shopinv) * numallocated);
1147 1138
1148 /* Find all the appropriate items */ 1139 /* Find all the appropriate items */
1149 for (i = x1; i <= x2; i++) 1140 for (i = x1; i <= x2; i++)
1150 {
1151 for (j = y1; j < y2; j++) 1141 for (j = y1; j < y2; j++)
1142 if (op->map->is_in_shop (i, j))
1152 { 1143 {
1153 if (is_in_shop (op->map, i, j)) 1144 stack = GET_MAP_OB (op->map, i, j);
1145
1146 while (stack)
1154 { 1147 {
1155 stack = GET_MAP_OB (op->map, i, j); 1148 if (stack->flag [FLAG_UNPAID])
1156
1157 while (stack)
1158 { 1149 {
1159 if (QUERY_FLAG (stack, FLAG_UNPAID))
1160 {
1161 if (numitems == numallocated) 1150 if (numitems == numallocated)
1162 {
1163 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10)); 1151 items = (shopinv *)realloc (items, sizeof (shopinv) * (numallocated *= 2));
1164 numallocated += 10;
1165 }
1166 1152
1167 add_shop_item (stack, items, &numitems, &numallocated); 1153 add_shop_item (stack, items, &numitems, &numallocated);
1168 }
1169
1170 stack = stack->above;
1171 } 1154 }
1155
1156 stack = stack->above;
1172 } 1157 }
1173 } 1158 }
1174 }
1175 1159
1176 if (numitems == 0) 1160 buf << (numitems ? "T<This shop contains:>\n\n"
1177 { 1161 : "T<This shop is currently empty.>");
1178 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1179 free (items);
1180 return;
1181 }
1182 1162
1183 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort); 1163 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1184
1185 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:");
1186 1164
1187 for (i = 0; i < numitems; i++) 1165 for (i = 0; i < numitems; i++)
1188 { 1166 {
1189 /* Collapse items of the same name together */ 1167 /* Collapse items of the same name together */
1190 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real)) 1168 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1191 {
1192 items[i + 1].nrof += items[i].nrof; 1169 items[i + 1].nrof += items[i].nrof;
1193 free (items[i].item_sort);
1194 free (items[i].item_real);
1195 }
1196 else 1170 else
1197 { 1171 {
1198 new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s", 1172 buf.printf (
1199 items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real); 1173 " %4d %s\n for %s\n",
1174 items[i].nrof ? items[i].nrof : 1,
1175 items[i].nrof == 1 ? items[i].item_sort : items[i].item_real,
1176 cost_string_from_value (items[i].value, op->flag [FLAG_WIZ] ? 0 : 1));
1177 }
1178
1200 free (items[i].item_sort); 1179 free (items[i].item_sort);
1201 free (items[i].item_real); 1180 free (items[i].item_real);
1202 }
1203 } 1181 }
1182
1183 op->contr->infobox (MSG_CHANNEL ("shopitems"), buf);
1204 1184
1205 free (items); 1185 free (items);
1206}
1207
1208/* elmex: this function checks whether the object is in a shop */
1209bool
1210is_in_shop (object *o)
1211{
1212 if (!o->is_on_map ())
1213 return false;
1214
1215 return is_in_shop (o->map, o->x, o->y);
1216} 1186}
1217 1187
1218/* elmex: this function checks whether we are in a shop or not 1188/* elmex: this function checks whether we are in a shop or not
1219 - change 2007-11-26: enhanced the O(n) case by stopping at the first 1189 - change 2007-11-26: enhanced the O(n) case by stopping at the first
1220 floor tile. this possibly will make map bugs where shopfloors are above 1190 floor tile. this possibly will make map bugs where shopfloors are above
1221 floors more obvious. 1191 floors more obvious.
1222*/ 1192*/
1223
1224bool 1193bool
1225is_in_shop (maptile *map, int x, int y) 1194maptile::is_in_shop (int x, int y) const
1226{ 1195{
1227 for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above) 1196 for (object *floor = at (x, y).bot; floor; floor = floor->above)
1228 if (QUERY_FLAG (floor, FLAG_IS_FLOOR)) 1197 if (floor->flag [FLAG_IS_FLOOR])
1229 return floor->type == SHOP_FLOOR; 1198 return floor->type == SHOP_FLOOR;
1230 1199
1231 return false; 1200 return false;
1232} 1201}
1233 1202

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines