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Comparing deliantra/server/server/shop.C (file contents):
Revision 1.77 by root, Sun Apr 4 02:51:57 2010 UTC vs.
Revision 1.85 by elmex, Wed May 5 09:42:52 2010 UTC

79 int no_bargain; 79 int no_bargain;
80 int identified; 80 int identified;
81 int not_cursed; 81 int not_cursed;
82 int approximate; 82 int approximate;
83 int shop; 83 int shop;
84 double diff;
85 84
86 approx_range = 0; 85 approx_range = 0;
87 86
88 no_bargain = flag & F_NO_BARGAIN; 87 no_bargain = flag & F_NO_BARGAIN;
89 identified = flag & F_IDENTIFIED; 88 identified = flag & F_IDENTIFIED;
90 not_cursed = flag & F_NOT_CURSED; 89 not_cursed = flag & F_NOT_CURSED;
91 approximate = flag & F_APPROX; 90 approximate = flag & F_APPROX;
92 shop = flag & F_SHOP; 91 shop = flag & F_SHOP;
93 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);
94 93
94 int number = tmp->number_of ();
95
95 if (tmp->type == MONEY) 96 if (tmp->type == MONEY)
96 return tmp->nrof * tmp->value; 97 return number * tmp->value;
97 98
98 if (tmp->type == GEM) 99 if (tmp->type == GEM)
99 { 100 {
100 if (flag == F_TRUE) 101 if (flag == F_TRUE)
101 return (tmp->nrof * tmp->value); 102 return number * tmp->value;
102 103
103 if (flag == F_BUY) 104 if (flag == F_BUY)
104 return (sint64) (1.03 * tmp->nrof * tmp->value); 105 return 1.03 * number * tmp->value;
105 106
106 if (flag == F_SELL) 107 if (flag == F_SELL)
107 return (sint64) (0.97 * tmp->nrof * tmp->value); 108 return 0.97 * number * tmp->value;
108 109
109 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 ());
110 return 0; 111 return 0;
111 } 112 }
112 113
113 int number = tmp->number_of ();
114
115 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) 114 if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified)
116 { 115 {
117 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]))
118 return 0; 117 return 0;
119 else 118 else
120 val = tmp->value * number; 119 val = number * tmp->value;
121 } 120 }
122 /* 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 */
123 else 122 else
124 { 123 {
125 if (flag == F_BUY) 124 if (flag == F_BUY)
134 else 133 else
135 { 134 {
136 /* 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
137 * unknown objects 136 * unknown objects
138 */ 137 */
139 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) 138 if (tmp->flag [FLAG_BEEN_APPLIED])
140 val = number * tmp->arch->value * 2 / 3; 139 val = number * tmp->arch->value * 2 / 3;
141 else 140 else
142 val = number * tmp->arch->value / 3; 141 val = number * tmp->arch->value / 3;
143 } 142 }
144 } 143 }
145 } 144 }
146 145
147 /* 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
151 * tmp->arch->magic for any magic. The check for archetype 150 * tmp->arch->magic for any magic. The check for archetype
152 * 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
153 * default magical. This is because the archetype value should have 152 * default magical. This is because the archetype value should have
154 * already figured in that value. 153 * already figured in that value.
155 */ 154 */
156 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])
157 QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->magic)) 156 && tmp->magic && (!tmp->arch || !tmp->arch->magic))
158 { 157 {
159 if (tmp->magic > 0) 158 if (tmp->magic > 0)
160 val *= (3 * tmp->magic * tmp->magic * tmp->magic); 159 val *= 3 * tmp->magic * tmp->magic * tmp->magic;
161 else 160 else
162 /* Note that tmp->magic is negative, so that this 161 /* Note that tmp->magic is negative, so that this
163 * will actually be something like val /=2, /=3, etc. 162 * will actually be something like val /=2, /=3, etc.
164 */ 163 */
165 val /= (1 - tmp->magic); 164 val /= 1 - tmp->magic;
166 } 165 }
167 166
168 if (tmp->type == WAND) 167 if (tmp->type == WAND)
169 { 168 {
170 /* Value of the wand is multiplied by the number of 169 /* Value of the wand is multiplied by the number of
171 * charges. the treasure code already sets up the value 170 * charges. the treasure code already sets up the value
172 * 50 charges is used as the baseline. 171 * 50 charges is used as the baseline.
173 */ 172 */
174 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) 173 if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified)
175 val = (val * tmp->stats.food) / 50; 174 val *= tmp->stats.food;
176 else /* if not identified, presume one charge */ 175 /* if not identified, presume one charge */
177 val /= 50; 176 val /= 50;
178 } 177 }
179 178
180 /* Limit amount of money you can get for really great items. */ 179 /* Limit amount of money you can get for really great items. */
181 if (flag == F_SELL) 180 if (flag == F_SELL)
182 val = value_limit ((sint64) val, number, who, shop); 181 val = value_limit (val, number, who, shop);
183 182
184 // 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
185 // 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.
186 //val = pow (val, 1.05); 185 //val = pow (val, 1.05);
187 186
190 * AND Cha = 30 will get optimal price. 189 * AND Cha = 30 will get optimal price.
191 * Thus charisma will never get useless. 190 * Thus charisma will never get useless.
192 * -b.e. edler@heydernet.de 191 * -b.e. edler@heydernet.de
193 */ 192 */
194 193
195 if (who && who->type == PLAYER) 194 if (who && who->is_player ())
196 { 195 {
197 int lev_bargain = 0; 196 int lev_bargain = 0;
198 int lev_identify = 0; 197 int lev_identify = 0;
199 198
200 if (find_skill_by_number (who, SK_BARGAINING)) 199 if (!no_bargain)
201 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;
202 202
203 if (const typedata *tmptype = get_typedata (tmp->type)) 203 if (const typedata *tmptype = get_typedata (tmp->type))
204 { 204 {
205 if (int idskill1 = tmptype->identifyskill) 205 if (int idskill1 = tmptype->identifyskill)
206 { 206 {
217 /* ratio determines how much of the price modification 217 /* ratio determines how much of the price modification
218 * will come from the basic stat charisma 218 * will come from the basic stat charisma
219 * the rest will come from the level in bargaining skill 219 * the rest will come from the level in bargaining skill
220 */ 220 */
221 const double cha_ratio = 0.40; 221 const double cha_ratio = 0.40;
222 222 double bargaining = max (0., 1. - powf (double (lev_bargain) / MAXLEVEL_TREASURE, 0.25));
223 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25);
224 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.);
225 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);
226 229
227 if (flag == F_BUY) 230 if (flag == F_BUY)
228 val += val * diff; 231 val += val * factor;
229 else if (flag == F_SELL) 232 else if (flag == F_SELL)
230 val -= val * diff; 233 val -= val * factor;
231 234
232 // 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
233 // then the range is adjusted randomly around the correct value 236 // then the range is adjusted randomly around the correct value
234 if (approximate) 237 if (approximate)
235 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1)); 238 approx_range = val / sqrt (lev_identify * 3 + 1);
236 } 239 }
237 240
238 /* 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
239 * overflow of diff above. That should only happen if 242 * overflow of diff above. That should only happen if
240 * we are selling objects - in that case, the person just 243 * we are selling objects - in that case, the person just
241 * gets no money. 244 * gets no money.
242 */ 245 */
243 if ((sint64) val < 0) 246 if ((sint64) val < 0)
244 val = 0; 247 val = 0;
245 248
246 /* Unidentified stuff won't sell for more than 60gp */ 249 /* Unidentified stuff won't sell for more than 10gp */
247 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)
248 { 251 min_it (val, 1000);
249 val = (val > 600) ? 600 : val;
250 }
251 252
252 /* 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 */
253 if (shop && who) 254 if (shop && who)
254 { 255 {
255 if (flag == F_SELL) 256 if (flag == F_SELL)
256 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);
257 else if (flag == F_BUY) 258 else if (flag == F_BUY)
258 { 259 {
259 /* 260 /*
260 * 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
261 * let the item be sold cheaper, according to the specialisation of 262 * let the item be sold cheaper, according to the specialisation of
267 * 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).
268 * 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
269 * 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
270 * antiques in a junk shop in real life). 271 * antiques in a junk shop in real life).
271 */ 272 */
272 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD)) 273 if (tmp->flag [FLAG_PLAYER_SOLD])
273 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);
274 else 275 else
275 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);
276 } 279 }
277 280
278 /* 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
279 * 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
280 * pointful, and could give fun with rounding. 283 * pointful, and could give fun with rounding.
281 */ 284 */
282 //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
283 if (val > 50) 286 if (val > 50)
284 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);
285 } 288 }
286 289
287 return (sint64) val; 290 return val;
288} 291}
289 292
290/* 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
291 * cointype placement. 294 * cointype placement.
292 */ 295 */
296{ 299{
297 archetype *coin; 300 archetype *coin;
298 301
299 do 302 do
300 { 303 {
301 if (coins[*cointype] == NULL) 304 if (!coins [*cointype])
302 return NULL; 305 return 0;
306
303 coin = archetype::find (coins[*cointype]); 307 coin = archetype::find (coins [*cointype]);
308
304 if (coin == NULL) 309 if (!coin)
305 return NULL; 310 return 0;
311
306 *cointype += 1; 312 *cointype += 1;
307 } 313 }
308 while (coin->value > c); 314 while (coin->value > c);
309 315
310 return coin; 316 return coin;
321 * 10,000 silver or something) 327 * 10,000 silver or something)
322 */ 328 */
323const char * 329const char *
324cost_string_from_value (sint64 cost, int approx) 330cost_string_from_value (sint64 cost, int approx)
325{ 331{
326 static char buf[MAX_BUF];
327 archetype *coin, *next_coin; 332 archetype *coin, *next_coin;
328 int num, cointype = 0; 333 int num, cointype = 0;
329 334
330 coin = find_next_coin (cost, &cointype); 335 coin = find_next_coin (cost, &cointype);
331 if (coin == NULL) 336 if (!coin)
332 return "nothing"; 337 return "nothing";
333 338
334 num = cost / coin->value; 339 num = cost / coin->value;
335 /* so long as nrof is 32 bit, this is true. 340 /* so long as nrof is 32 bit, this is true.
336 * 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
337 * is basically true. 342 * is basically true.
338 */ 343 */
339 if ((cost / coin->value) > UINT32_MAX) 344 if (cost / coin->value > UINT32_MAX)
340 {
341 strcpy (buf, "an unimaginable sum of money"); 345 return "an unimaginable sum of money";
342 return buf;
343 }
344 346
345 cost -= num * (sint64)coin->value; 347 cost -= num * (sint64)coin->value;
346 348
347 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);
348 350
349 next_coin = find_next_coin (cost, &cointype); 351 next_coin = find_next_coin (cost, &cointype);
350 if (next_coin == NULL || approx) 352 if (!next_coin || approx)
351 return buf; 353 return buf;
352 354
353 coin = next_coin; 355 coin = next_coin;
354 num = cost / coin->value; 356 num = cost / coin->value;
355 cost -= num * (sint64)coin->value; 357 cost -= num * (sint64)coin->value;
356 358
357 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);
358
359 return buf;
360} 360}
361 361
362const char * 362const char *
363query_cost_string (const object *tmp, object *who, int flag) 363query_cost_string (const object *tmp, object *who, int flag)
364{ 364{
383 { 383 {
384 if (!idskill1 || !find_skill_by_number (who, idskill1)) 384 if (!idskill1 || !find_skill_by_number (who, idskill1))
385 { 385 {
386 if (!idskill2 || !find_skill_by_number (who, idskill2)) 386 if (!idskill2 || !find_skill_by_number (who, idskill2))
387 { 387 {
388 if (!find_skill_by_number (who, SK_BARGAINING)) 388 if (!find_skill_by_name (who, shstr_bargaining))
389 { 389 {
390 static char buf[MAX_BUF];
391 int num, cointype = 0; 390 int num, cointype = 0;
392 archetype *coin = find_next_coin (real_value, &cointype); 391 archetype *coin = find_next_coin (real_value, &cointype);
393 392
394 if (coin == NULL) 393 if (!coin)
395 return "nothing"; 394 return "nothing";
396 395
397 num = real_value / coin->value; 396 num = real_value / coin->value;
398 397
399 if (num == 1) 398 if (num == 1)
400 sprintf (buf, "about one %s", &coin->object::name); 399 return format ("about one %s", &coin->object::name);
401 else if (num < 5) 400 else if (num < 5)
402 sprintf (buf, "a few %s", &coin->object::name_pl); 401 return format ("a few %s", &coin->object::name_pl);
403 else if (num < 10) 402 else if (num < 10)
404 sprintf (buf, "several %s", &coin->object::name_pl); 403 return format ("several %s", &coin->object::name_pl);
405 else if (num < 25) 404 else if (num < 25)
406 sprintf (buf, "a moderate amount of %s", &coin->object::name_pl); 405 return format ("a moderate amount of %s", &coin->object::name_pl);
407 else if (num < 100) 406 else if (num < 100)
408 sprintf (buf, "lots of %s", &coin->object::name_pl); 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->object::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->object::name_pl); 411 return format ("a vast quantity of %s", &coin->object::name_pl);
413
414 return buf;
415 } 412 }
416 } 413 }
417 } 414 }
418 415
419 int hash = ((unsigned int) tmp->count * 174364621) & 1023;
420
421 if (approx_range) 416 if (approx_range)
422 { 417 {
418 int hash = tmp->random_seed () & 1023;
423 sint64 lo = (sint64) real_value - (approx_range * hash >> 10); 419 sint64 lo = real_value - (approx_range * hash >> 10);
424 static char buf[MAX_BUF];
425 420
426 sprintf (buf, "between %s", cost_string_from_value (lo, 1)); 421 return format ("between %s and %s",
427 sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1)); 422 cost_string_from_value (lo, 1),
428 423 cost_string_from_value (lo + approx_range, 1));
429 return buf;
430 } 424 }
431 } 425 }
432 426
433 return cost_string_from_value (real_value, 0); 427 return cost_string_from_value (real_value, 0);
434} 428}
449 } 443 }
450 444
451 for (tmp = op->inv; tmp; tmp = tmp->below) 445 for (tmp = op->inv; tmp; tmp = tmp->below)
452 if (tmp->type == MONEY) 446 if (tmp->type == MONEY)
453 total += tmp->nrof * (sint64)tmp->value; 447 total += tmp->nrof * (sint64)tmp->value;
454 else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (!tmp->race || tmp->race.contains ("gold"))) 448 else if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && (!tmp->race || tmp->race.contains ("gold")))
455 total += query_money (tmp); 449 total += query_money (tmp);
456 450
457 return total; 451 return total;
458} 452}
459 453
474 return 0; 468 return 0;
475 469
476 pay_from_container (pl, pl, to_pay); 470 pay_from_container (pl, pl, to_pay);
477 471
478 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 472 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
479 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (!pouch->race || pouch->race.contains ("gold"))) 473 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && (!pouch->race || pouch->race.contains ("gold")))
480 pay_from_container (pl, pouch, to_pay); 474 pay_from_container (pl, pouch, to_pay);
481 475
482 pl->update_stats (); 476 pl->update_stats ();
483 return 1; 477 return 1;
484} 478}
506 * This determins the amount of exp (if any) gained for bargaining. 500 * This determins the amount of exp (if any) gained for bargaining.
507 */ 501 */
508 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;
509 503
510 if (saved_money > 0) 504 if (saved_money > 0)
511 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE); 505 change_exp (pl, saved_money, shstr_bargaining, SK_EXP_NONE);
512 506
513 pay_from_container (pl, pl, to_pay); 507 pay_from_container (pl, pl, to_pay);
514 508
515 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 509 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
516 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (!pouch->race || pouch->race.contains ("gold"))) 510 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && (!pouch->race || pouch->race.contains ("gold")))
517 pay_from_container (pl, pouch, to_pay); 511 pay_from_container (pl, pouch, to_pay);
518 512
519 pl->update_stats (); 513 pl->update_stats ();
520 514
521 return 1; 515 return 1;
640 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");
641 return 0; 635 return 0;
642 } 636 }
643 637
644 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item) 638 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
645 if (QUERY_FLAG (item, FLAG_UNPAID)) 639 if (item->flag [FLAG_UNPAID])
646 { 640 {
647 unpaid_count++; 641 unpaid_count++;
648 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP); 642 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
649 } 643 }
650 644
679 { 673 {
680 next_item: 674 next_item:
681 675
682 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op) 676 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
683 { 677 {
684 if (QUERY_FLAG (op, FLAG_UNPAID)) 678 if (op->flag [FLAG_UNPAID])
685 { 679 {
686 char buf[MAX_BUF];
687 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);
688 681
689 if (!pay_for_item (op, pl)) 682 if (!pay_for_item (op, pl))
690 { 683 {
691 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);
692 685
693 CLEAR_FLAG (op, FLAG_UNPAID); 686 op->clr_flag (FLAG_UNPAID);
694 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));
695 SET_FLAG (op, FLAG_UNPAID); 688 op->set_flag (FLAG_UNPAID);
696 return 0; 689 return 0;
697 } 690 }
698 else 691 else
699 { 692 {
700 CLEAR_FLAG (op, FLAG_UNPAID); 693 op->clr_flag (FLAG_UNPAID);
701 CLEAR_FLAG (op, FLAG_PLAYER_SOLD); 694 op->clr_flag (FLAG_PLAYER_SOLD);
702 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));
703 696
704 if (!merge_ob (op, op->env->inv)) 697 if (!merge_ob (op, op->env->inv))
705 esrv_update_item (UPD_FLAGS, pl, op); 698 esrv_update_item (UPD_FLAGS, pl, op);
706 699
707 goto next_item; 700 goto next_item;
739 LOG (llevError, "Could not find %s archetype\n", coins[count]); 732 LOG (llevError, "Could not find %s archetype\n", coins[count]);
740 else if ((amount / at->value) > 0) 733 else if ((amount / at->value) > 0)
741 { 734 {
742 for (pouch = pl->inv; pouch; pouch = pouch->below) 735 for (pouch = pl->inv; pouch; pouch = pouch->below)
743 { 736 {
744 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race.contains ("gold")) 737 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && pouch->race.contains ("gold"))
745 { 738 {
746 int w = at->weight * (100 - pouch->stats.Str) / 100; 739 int w = at->weight * (100 - pouch->stats.Str) / 100;
747 int n = amount / at->value; 740 int n = amount / at->value;
748 741
749 if (w == 0) 742 if (w == 0)
829 * exp/10 -> 1 for each gold coin 822 * exp/10 -> 1 for each gold coin
830 */ 823 */
831 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);
832 825
833 if (extra_gain > 0) 826 if (extra_gain > 0)
834 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); 827 change_exp (pl, extra_gain / 10, shstr_bargaining, SK_EXP_NONE);
835 828
836 pay_player (pl, amount); 829 pay_player (pl, amount);
837 830
838 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.",
839 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));
840 pl->play_sound (sound_find ("shop_sell")); 833 pl->play_sound (sound_find ("shop_sell"));
841 834
842 SET_FLAG (op, FLAG_UNPAID); 835 op->set_flag (FLAG_UNPAID);
843 identify (op); 836 identify (op);
844 837
845 return true; 838 return true;
846} 839}
847 840
1041 1034
1042struct shopinv 1035struct shopinv
1043{ 1036{
1044 char *item_sort; 1037 char *item_sort;
1045 char *item_real; 1038 char *item_real;
1039 sint64 value;
1046 uint16 type; 1040 uint16 type;
1047 uint32 nrof; 1041 uint32 nrof;
1048}; 1042};
1049 1043
1050/* 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
1070} 1064}
1071 1065
1072static void 1066static void
1073add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated) 1067add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1074{ 1068{
1075#if 0
1076 char buf[MAX_BUF];
1077#endif
1078 /* clear unpaid flag so that doesn't come up in query 1069 /* clear unpaid flag so that doesn't come up in query
1079 * string. We clear nrof so that we can better sort 1070 * string. We clear nrof so that we can better sort
1080 * the object names. 1071 * the object names.
1081 */ 1072 */
1082 1073
1083 CLEAR_FLAG (tmp, FLAG_UNPAID); 1074 tmp->clr_flag (FLAG_UNPAID);
1084 items[*numitems].nrof = tmp->nrof; 1075 items[*numitems].nrof = tmp->nrof;
1085 /* 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
1086 * so the display is properly. 1077 * so the display is properly.
1087 */ 1078 */
1088 if (tmp->nrof == 0) 1079 if (tmp->nrof == 0)
1089 items[*numitems].nrof++; 1080 items[*numitems].nrof++;
1090 items[*numitems].type = tmp->type; 1081 items[*numitems].type = tmp->type;
1082
1083 items[*numitems].value = tmp->value;
1091 1084
1092 switch (tmp->type) 1085 switch (tmp->type)
1093 { 1086 {
1094#if 0 1087#if 0
1095 case BOOTS: 1088 case BOOTS:
1107#endif 1100#endif
1108 1101
1109 default: 1102 default:
1110 items[*numitems].item_sort = strdup (query_base_name (tmp, 0)); 1103 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1111 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;
1112 (*numitems)++; 1106 (*numitems)++;
1113 break; 1107 break;
1114 } 1108 }
1115 1109
1116 SET_FLAG (tmp, FLAG_UNPAID); 1110 tmp->set_flag (FLAG_UNPAID);
1117} 1111}
1118 1112
1119void 1113void
1120shop_listing (object *sign, object *op) 1114shop_listing (object *sign, object *op)
1121{ 1115{
1149 { 1143 {
1150 stack = GET_MAP_OB (op->map, i, j); 1144 stack = GET_MAP_OB (op->map, i, j);
1151 1145
1152 while (stack) 1146 while (stack)
1153 { 1147 {
1154 if (QUERY_FLAG (stack, FLAG_UNPAID)) 1148 if (stack->flag [FLAG_UNPAID])
1155 { 1149 {
1156 if (numitems == numallocated) 1150 if (numitems == numallocated)
1157 items = (shopinv *)realloc (items, sizeof (shopinv) * (numallocated *= 2)); 1151 items = (shopinv *)realloc (items, sizeof (shopinv) * (numallocated *= 2));
1158 1152
1159 add_shop_item (stack, items, &numitems, &numallocated); 1153 add_shop_item (stack, items, &numitems, &numallocated);
1172 { 1166 {
1173 /* Collapse items of the same name together */ 1167 /* Collapse items of the same name together */
1174 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))
1175 items[i + 1].nrof += items[i].nrof; 1169 items[i + 1].nrof += items[i].nrof;
1176 else 1170 else
1177 buf.printf (" %4d %s\n", items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real); 1171 {
1172 buf.printf (
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 1178
1179 free (items[i].item_sort); 1179 free (items[i].item_sort);
1180 free (items[i].item_real); 1180 free (items[i].item_real);
1181 } 1181 }
1182 1182

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