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Comparing deliantra/server/server/shop.C (file contents):
Revision 1.9 by pippijn, Thu Sep 7 10:01:58 2006 UTC vs.
Revision 1.10 by root, Sun Sep 10 15:59:57 2006 UTC

1
1/* 2/*
2 * static char *rcsid_shop_c = 3 * static char *rcsid_shop_c =
3 * "$Id: shop.C,v 1.9 2006/09/07 10:01:58 pippijn Exp $"; 4 * "$Id: shop.C,v 1.10 2006/09/10 15:59:57 root Exp $";
4 */ 5 */
5 6
6/* 7/*
7 CrossFire, A Multiplayer game for X-windows 8 CrossFire, A Multiplayer game for X-windows
8 9
30#include <spells.h> 31#include <spells.h>
31#include <skills.h> 32#include <skills.h>
32#include <living.h> 33#include <living.h>
33#include <newclient.h> 34#include <newclient.h>
34#ifndef __CEXTRACT__ 35#ifndef __CEXTRACT__
35#include <sproto.h> 36# include <sproto.h>
36#endif 37#endif
37#include <math.h> 38#include <math.h>
38 39
39/* this is a measure of how effective store specialisation is. A general store 40/* 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 41 * will offer this proportion of the 'maximum' price, a specialised store will
46#define SPECIALISATION_EFFECT 0.5 47#define SPECIALISATION_EFFECT 0.5
47 48
48/* price a shopkeeper will give someone they neither like nor dislike */ 49/* price a shopkeeper will give someone they neither like nor dislike */
49#define NEUTRAL_RATIO 0.8 50#define NEUTRAL_RATIO 0.8
50 51
51static uint64 pay_from_container(object *pl, object *pouch, uint64 to_pay); 52static uint64 pay_from_container (object *pl, object *pouch, uint64 to_pay);
52static uint64 value_limit(uint64 val, int quantity, const object *who, int isshop); 53static uint64 value_limit (uint64 val, int quantity, const object *who, int isshop);
53static double shop_specialisation_ratio(const object *item, const mapstruct *map); 54static double shop_specialisation_ratio (const object *item, const mapstruct *map);
54static double shop_greed(const mapstruct *map); 55static double shop_greed (const mapstruct *map);
55 56
56#define NUM_COINS 4 /* number of coin types */ 57#define NUM_COINS 4 /* number of coin types */
57static const char* const coins[] = {"royalty", "platinacoin", "goldcoin", "silvercoin", NULL}; 58static const char *const coins[] = { "royalty", "platinacoin", "goldcoin", "silvercoin", NULL };
58 59
59/* Added F_TRUE flag to define.h to mean that the price should not 60/* 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 61 * 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. 62 * 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 63 * This is needed for alchemy, to to determine what value of gold nuggets
81 * Mark Wedel (mwedel@pyramid.com) 82 * Mark Wedel (mwedel@pyramid.com)
82 */ 83 */
83 84
84static uint64 approx_range; 85static uint64 approx_range;
85 86
87uint64
86uint64 query_cost(const object *tmp, object *who, int flag) { 88query_cost (const object *tmp, object *who, int flag)
89{
87 double val; 90 double val;
88 int number; /* used to better calculate value */ 91 int number; /* used to better calculate value */
89 int no_bargain; 92 int no_bargain;
90 int identified; 93 int identified;
91 int not_cursed; 94 int not_cursed;
92 int approximate; 95 int approximate;
93 int shop; 96 int shop;
94 double diff; 97 double diff;
95 98
96 approx_range = 0; 99 approx_range = 0;
97 100
98 no_bargain = flag & F_NO_BARGAIN; 101 no_bargain = flag & F_NO_BARGAIN;
99 identified = flag & F_IDENTIFIED; 102 identified = flag & F_IDENTIFIED;
100 not_cursed = flag & F_NOT_CURSED; 103 not_cursed = flag & F_NOT_CURSED;
101 approximate = flag & F_APPROX; 104 approximate = flag & F_APPROX;
102 shop = flag & F_SHOP; 105 shop = flag & F_SHOP;
103 flag &= ~(F_NO_BARGAIN|F_IDENTIFIED|F_NOT_CURSED|F_APPROX|F_SHOP); 106 flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP);
104 107
108 if (tmp->type == MONEY)
105 if (tmp->type==MONEY) return (tmp->nrof * tmp->value); 109 return (tmp->nrof * tmp->value);
106 if (tmp->type==GEM) { 110 if (tmp->type == GEM)
111 {
112 if (flag == F_TRUE)
107 if (flag==F_TRUE) return (tmp->nrof * tmp->value); 113 return (tmp->nrof * tmp->value);
114 if (flag == F_BUY)
108 if (flag==F_BUY) return (uint64) (1.03 * tmp->nrof * tmp->value); 115 return (uint64) (1.03 * tmp->nrof * tmp->value);
116 if (flag == F_SELL)
109 if (flag==F_SELL) return (uint64) (0.97 * tmp->nrof * tmp->value); 117 return (uint64) (0.97 * tmp->nrof * tmp->value);
110 LOG(llevError,"Query_cost: Gem type with unknown flag : %d\n", flag); 118 LOG (llevError, "Query_cost: Gem type with unknown flag : %d\n", flag);
119 return 0;
120 }
121 number = tmp->nrof;
122 if (number == 0)
123 number = 1;
124 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified)
125 {
126 if (!not_cursed && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
111 return 0; 127 return 0;
112 }
113 number = tmp->nrof;
114 if (number==0) number=1;
115 if (QUERY_FLAG(tmp, FLAG_IDENTIFIED) || !need_identify(tmp) || identified) {
116 if (!not_cursed && (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))
117 return 0;
118 else 128 else
119 val=tmp->value * number; 129 val = tmp->value * number;
120 } 130 }
121 /* This area deals with objects that are not identified, but can be */ 131 /* This area deals with objects that are not identified, but can be */
122 else { 132 else
133 {
123 if (tmp->arch != NULL) { 134 if (tmp->arch != NULL)
135 {
124 if (flag == F_BUY) { 136 if (flag == F_BUY)
137 {
125 LOG(llevError, "Asking for buy-value of unidentified object.\n"); 138 LOG (llevError, "Asking for buy-value of unidentified object.\n");
126 val = tmp->arch->clone.value * 50 * number; 139 val = tmp->arch->clone.value * 50 * number;
127 } 140 }
141 else
128 else { /* Trying to sell something, or get true value */ 142 { /* Trying to sell something, or get true value */
129 if (tmp->type == POTION) 143 if (tmp->type == POTION)
130 val = number * 40; /* Don't want to give anything away */ 144 val = number * 40; /* Don't want to give anything away */
131 else { 145 else
146 {
132 /* Get 2/3'rd value for applied objects, 1/3'rd for totally 147 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
133 * unknown objects 148 * unknown objects
134 */ 149 */
135 if (QUERY_FLAG(tmp, FLAG_BEEN_APPLIED)) 150 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
136 val = number * tmp->arch->clone.value *2 / 3; 151 val = number * tmp->arch->clone.value * 2 / 3;
137 else 152 else
138 val = number * tmp->arch->clone.value / 3; 153 val = number * tmp->arch->clone.value / 3;
139 } 154 }
140 } 155 }
156 }
157 else
141 } else { /* No archetype with this object */ 158 { /* No archetype with this object */
142 LOG(llevDebug,"In sell item: Have object with no archetype: %s\n", &tmp->name); 159 LOG (llevDebug, "In sell item: Have object with no archetype: %s\n", &tmp->name);
143 if (flag == F_BUY) { 160 if (flag == F_BUY)
161 {
144 LOG(llevError, "Asking for buy-value of unidentified object without arch.\n"); 162 LOG (llevError, "Asking for buy-value of unidentified object without arch.\n");
145 val = number * tmp->value * 10; 163 val = number * tmp->value * 10;
146 } 164 }
147 else 165 else
148 val = number * tmp->value / 5; 166 val = number * tmp->value / 5;
149 } 167 }
150 } 168 }
151 169
152 /* If the item has been applied or identifed or does not need to be 170 /* 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 171 * identified, AND the object is magical and the archetype is non
154 * magical, then change values accordingly. The tmp->arch==NULL is 172 * magical, then change values accordingly. The tmp->arch==NULL is
155 * really just a check to prevent core dumps for when it checks 173 * really just a check to prevent core dumps for when it checks
156 * tmp->arch->clone.magic for any magic. The check for archetype 174 * tmp->arch->clone.magic for any magic. The check for archetype
157 * magic is to not give extra money for archetypes that are by 175 * magic is to not give extra money for archetypes that are by
158 * default magical. This is because the archetype value should have 176 * default magical. This is because the archetype value should have
159 * already figured in that value. 177 * already figured in that value.
160 */ 178 */
161 if((QUERY_FLAG(tmp, FLAG_IDENTIFIED)||!need_identify(tmp)||identified|| 179 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified ||
162 QUERY_FLAG(tmp, FLAG_BEEN_APPLIED)) && 180 QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->clone.magic))
163 tmp->magic&&(tmp->arch==NULL||!tmp->arch->clone.magic)) { 181 {
164 if(tmp->magic>0) 182 if (tmp->magic > 0)
165 val*=(3*tmp->magic*tmp->magic*tmp->magic); 183 val *= (3 * tmp->magic * tmp->magic * tmp->magic);
166 else 184 else
167 /* Note that tmp->magic is negative, so that this 185 /* Note that tmp->magic is negative, so that this
168 * will actually be something like val /=2, /=3, etc. 186 * will actually be something like val /=2, /=3, etc.
169 */
170 val/=(1-tmp->magic);
171 }
172
173 if (tmp->type==WAND) {
174 /* Value of the wand is multiplied by the number of
175 * charges. the treasure code already sets up the value
176 * 50 charges is used as the baseline.
177 */ 187 */
188 val /= (1 - tmp->magic);
189 }
190
191 if (tmp->type == WAND)
192 {
193 /* Value of the wand is multiplied by the number of
194 * charges. the treasure code already sets up the value
195 * 50 charges is used as the baseline.
196 */
178 if (QUERY_FLAG(tmp, FLAG_IDENTIFIED) || !need_identify(tmp) || identified) 197 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified)
179 val=(val*tmp->stats.food) / 50; 198 val = (val * tmp->stats.food) / 50;
180 else /* if not identified, presume one charge */ 199 else /* if not identified, presume one charge */
181 val/=50; 200 val /= 50;
182 } 201 }
183 202
184 /* Limit amount of money you can get for really great items. */ 203 /* Limit amount of money you can get for really great items. */
185 if (flag==F_SELL) 204 if (flag == F_SELL)
186 val=value_limit((uint64)val, number, who, shop); 205 val = value_limit ((uint64) val, number, who, shop);
187 206
188 // use a nonlinear price adjustment. as my predecessor said, don't change 207 // use a nonlinear price adjustment. as my predecessor said, don't change
189 // the archetypes, its work required for balancing, and we don't care. 208 // the archetypes, its work required for balancing, and we don't care.
190 //val = pow (val, 1.05); 209 //val = pow (val, 1.05);
191 210
192 /* This modification is for bargaining skill. 211 /* This modification is for bargaining skill.
193 * Now only players with max level in bargaining 212 * Now only players with max level in bargaining
194 * AND Cha = 30 will get optimal price. 213 * AND Cha = 30 will get optimal price.
195 * Thus charisma will never get useless. 214 * Thus charisma will never get useless.
196 * -b.e. edler@heydernet.de 215 * -b.e. edler@heydernet.de
197 */ 216 */
198 217
199 if (who!=NULL && who->type==PLAYER) { 218 if (who != NULL && who->type == PLAYER)
219 {
200 int lev_bargain = 0; 220 int lev_bargain = 0;
201 int lev_identify = 0; 221 int lev_identify = 0;
202 int idskill1=0; 222 int idskill1 = 0;
203 int idskill2=0; 223 int idskill2 = 0;
204 const typedata *tmptype; 224 const typedata *tmptype;
205 225
206 tmptype=get_typedata(tmp->type); 226 tmptype = get_typedata (tmp->type);
207 227
208 if (find_skill_by_number(who,SK_BARGAINING)) { 228 if (find_skill_by_number (who, SK_BARGAINING))
229 {
209 lev_bargain = find_skill_by_number(who,SK_BARGAINING)->level; 230 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level;
210 } 231 }
211 if (tmptype) { 232 if (tmptype)
233 {
212 idskill1=tmptype->identifyskill; 234 idskill1 = tmptype->identifyskill;
213 if (idskill1) { 235 if (idskill1)
236 {
214 idskill2=tmptype->identifyskill2; 237 idskill2 = tmptype->identifyskill2;
215 if (find_skill_by_number(who,idskill1)) { 238 if (find_skill_by_number (who, idskill1))
239 {
216 lev_identify = find_skill_by_number(who,idskill1)->level; 240 lev_identify = find_skill_by_number (who, idskill1)->level;
241 }
242 if (idskill2 && find_skill_by_number (who, idskill2))
243 {
244 lev_identify += find_skill_by_number (who, idskill2)->level;
245 }
217 } 246 }
218 if (idskill2 && find_skill_by_number(who,idskill2)) {
219 lev_identify += find_skill_by_number(who,idskill2)->level;
220 } 247 }
221 } 248 else
222 }
223 else LOG(llevError, "Query_cost: item %s hasn't got a valid type\n", &tmp->name); 249 LOG (llevError, "Query_cost: item %s hasn't got a valid type\n", &tmp->name);
224 250
225 /* ratio determines how much of the price modification 251 /* ratio determines how much of the price modification
226 * will come from the basic stat charisma 252 * will come from the basic stat charisma
227 * the rest will come from the level in bargaining skill 253 * the rest will come from the level in bargaining skill
228 */ 254 */
229 const double cha_ratio = 0.40; 255 const double cha_ratio = 0.40;
230 256
231 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double)settings.max_level, 0.25); 257 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25);
232 258
233 diff = (1. - cha_ratio) * diff
234 + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.); 259 diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.);
235 260
236 diff = .02 + (.80 - .02) * diff; 261 diff = .02 + (.80 - .02) * diff;
237
238 if (flag == F_BUY) val += (val * diff);
239 else if (flag == F_SELL) val -= (val * diff);
240 262
263 if (flag == F_BUY)
264 val += (val * diff);
265 else if (flag == F_SELL)
266 val -= (val * diff);
267
241 // now find a price range. the less good we can judge, the larger the range is 268 // 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 269 // then the range is adjusted randomly around the correct value
243 if (approximate) 270 if (approximate)
244 approx_range = uint64 (val / sqrt (lev_identify * 3 + 1)); 271 approx_range = uint64 (val / sqrt (lev_identify * 3 + 1));
245 }
246 272 }
273
247 /* I don't think this should really happen - if it does, it indicates and 274 /* I don't think this should really happen - if it does, it indicates and
248 * overflow of diff above. That shoudl only happen if 275 * overflow of diff above. That shoudl only happen if
249 * we are selling objects - in that case, the person just 276 * we are selling objects - in that case, the person just
250 * gets no money. 277 * gets no money.
251 */ 278 */
252 if((sint64)val<0) 279 if ((sint64) val < 0)
253 val=0; 280 val = 0;
254 281
255 /* Unidentified stuff won't sell for more than 60gp */ 282 /* Unidentified stuff won't sell for more than 60gp */
256 if(flag==F_SELL && !QUERY_FLAG(tmp, FLAG_IDENTIFIED) && need_identify(tmp) && !identified) { 283 if (flag == F_SELL && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && need_identify (tmp) && !identified)
284 {
257 val = (val > 600)? 600:val; 285 val = (val > 600) ? 600 : val;
258 }
259 286 }
287
260 /* if we are in a shop, check how the type of shop should affect the price */ 288 /* if we are in a shop, check how the type of shop should affect the price */
261 if (shop && who) { 289 if (shop && who)
290 {
262 if (flag==F_SELL) 291 if (flag == F_SELL)
263 val= ( 292 val = (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) { 293 else if (flag == F_BUY)
294 {
270 /* 295 /*
271 * when buying, if the item was sold by another player, it is ok to 296 * 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 297 * 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 298 * 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 299 * multiplied by the specialisation ratio, to do the same to the buy
275 * price will not generate extra money. However, the 300 * price will not generate extra money. However, the
276 * same is not true of generated items, these have to /divide/ by the 301 * 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 302 * 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). 303 * 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 304 * 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 305 * value of the items they sell (much like how people sometimes find
281 * antiques in a junk shop in real life). 306 * antiques in a junk shop in real life).
282 */ 307 */
283 if (QUERY_FLAG(tmp, FLAG_PLAYER_SOLD)) 308 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD))
284 val= ( 309 val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who));
285 val
286 * shop_greed(who->map)
287 * shop_specialisation_ratio(tmp, who->map)
288 / shopkeeper_approval(who->map, who)
289 );
290 else 310 else
291 val= (
292 val
293 * shop_greed(who->map)
294 / (shop_specialisation_ratio(tmp, who->map)*shopkeeper_approval(who->map, who)) 311 val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who)));
295 );
296 } 312 }
297 /* we will also have an extra 0-5% variation between shops of the same type 313 /* 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 314 * for valuable items (below a value of 50 this effect wouldn't be very
299 * pointful, and could give fun with rounding. 315 * pointful, and could give fun with rounding.
300 */ 316 */
301 if(who->map->path!=NULL && val > 50) 317 if (who->map->path != NULL && val > 50)
302 val= (val+0.05*(sint64)val*cos(tmp->count+strlen(who->map->path))); 318 val = (val + 0.05 * (sint64) val * cos (tmp->count + strlen (who->map->path)));
303 } 319 }
304 return (uint64)val; 320 return (uint64) val;
305} 321}
306 322
307/* Find the coin type that is worth more the 'c'. Starts at the 323/* Find the coin type that is worth more the 'c'. Starts at the
308 * cointype placement. 324 * cointype placement.
309 */ 325 */
310 326
327static archetype *
311static archetype *find_next_coin(uint64 c, int *cointype) { 328find_next_coin (uint64 c, int *cointype)
329{
312 archetype *coin; 330 archetype *coin;
313 331
314 do 332 do
315 { 333 {
316 if (coins[*cointype] == NULL) return NULL; 334 if (coins[*cointype] == NULL)
335 return NULL;
317 coin = find_archetype(coins[*cointype]); 336 coin = find_archetype (coins[*cointype]);
318 if (coin == NULL) return NULL; 337 if (coin == NULL)
338 return NULL;
319 *cointype += 1; 339 *cointype += 1;
340 }
320 } while ((uint64) coin->clone.value > c); 341 while ((uint64) coin->clone.value > c);
321 342
322 return coin; 343 return coin;
323} 344}
324 345
325/* This returns a string of how much something is worth based on 346/* 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 351 * have so much money that they have more than 2 billion platinum
331 * coins, there are certainly issues - the easiest fix at that 352 * coins, there are certainly issues - the easiest fix at that
332 * time is to add a higher denomination (mithril piece with 353 * time is to add a higher denomination (mithril piece with
333 * 10,000 silver or something) 354 * 10,000 silver or something)
334 */ 355 */
356const char *
335const char *cost_string_from_value(uint64 cost, int approx) 357cost_string_from_value (uint64 cost, int approx)
336{ 358{
337 static char buf[MAX_BUF]; 359 static char buf[MAX_BUF];
338 archetype *coin, *next_coin; 360 archetype *coin, *next_coin;
339 int num, cointype = 0; 361 int num, cointype = 0;
340 362
341 coin = find_next_coin(cost, &cointype); 363 coin = find_next_coin (cost, &cointype);
342 if (coin == NULL) 364 if (coin == NULL)
343 return "nothing"; 365 return "nothing";
344 366
345 num = cost / coin->clone.value; 367 num = cost / coin->clone.value;
346 /* so long as nrof is 32 bit, this is true. 368 /* so long as nrof is 32 bit, this is true.
347 * If it takes more coins than a person can possibly carry, this 369 * If it takes more coins than a person can possibly carry, this
348 * is basically true. 370 * is basically true.
349 */ 371 */
350 if ( (cost / coin->clone.value) > UINT32_MAX) { 372 if ((cost / coin->clone.value) > UINT32_MAX)
373 {
351 strcpy(buf,"an unimaginable sum of money"); 374 strcpy (buf, "an unimaginable sum of money");
352 return buf; 375 return buf;
353 } 376 }
354 377
355 cost -= (uint64)num * (uint64)coin->clone.value; 378 cost -= (uint64) num *(uint64) coin->clone.value;
379
356 sprintf(buf, "%d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name); 380 sprintf (buf, "%d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name);
357 381
358 next_coin = find_next_coin(cost, &cointype); 382 next_coin = find_next_coin (cost, &cointype);
359 if (next_coin == NULL || approx) 383 if (next_coin == NULL || 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; 384 return buf;
369}
370 385
386 coin = next_coin;
387 num = cost / coin->clone.value;
388 cost -= (uint64) num *(uint64) coin->clone.value;
389
390 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name);
391
392 return buf;
393}
394
395const char *
371const char *query_cost_string(const object *tmp,object *who,int flag) { 396query_cost_string (const object *tmp, object *who, int flag)
397{
372 uint64 real_value = query_cost(tmp,who,flag); 398 uint64 real_value = query_cost (tmp, who, flag);
373 int idskill1=0; 399 int idskill1 = 0;
374 int idskill2=0; 400 int idskill2 = 0;
375 const typedata *tmptype; 401 const typedata *tmptype;
376 402
377 tmptype=get_typedata(tmp->type); 403 tmptype = get_typedata (tmp->type);
378 if (tmptype) { 404 if (tmptype)
405 {
379 idskill1=tmptype->identifyskill; 406 idskill1 = tmptype->identifyskill;
380 idskill2=tmptype->identifyskill2; 407 idskill2 = tmptype->identifyskill2;
381 } 408 }
382 409
383 /* we show an approximate price if 410 /* we show an approximate price if
384 * 1) we are approximating 411 * 1) we are approximating
385 * 2) there either is no id skill(s) for the item, or we don't have them 412 * 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 413 * 3) we don't have bargaining skill either
387 */ 414 */
388 if (flag & F_APPROX) { 415 if (flag & F_APPROX)
416 {
389 if (!idskill1 || !find_skill_by_number(who, idskill1)) { 417 if (!idskill1 || !find_skill_by_number (who, idskill1))
418 {
390 if (!idskill2 || !find_skill_by_number(who, idskill2)) { 419 if (!idskill2 || !find_skill_by_number (who, idskill2))
420 {
391 if (!find_skill_by_number(who,SK_BARGAINING)) { 421 if (!find_skill_by_number (who, SK_BARGAINING))
422 {
392 static char buf[MAX_BUF]; 423 static char buf[MAX_BUF];
393 int num, cointype = 0; 424 int num, cointype = 0;
394 archetype *coin = find_next_coin(real_value, &cointype); 425 archetype *coin = find_next_coin (real_value, &cointype);
395 426
427 if (coin == NULL)
396 if (coin == NULL) return "nothing"; 428 return "nothing";
397 429
398 num = real_value / coin->clone.value; 430 num = real_value / coin->clone.value;
399 if (num == 1) 431 if (num == 1)
400 sprintf(buf, "about one %s", &coin->clone.name); 432 sprintf (buf, "about one %s", &coin->clone.name);
401 else if (num < 5) 433 else if (num < 5)
402 sprintf(buf, "a few %s", &coin->clone.name_pl); 434 sprintf (buf, "a few %s", &coin->clone.name_pl);
403 else if (num < 10) 435 else if (num < 10)
404 sprintf(buf, "several %s", &coin->clone.name_pl); 436 sprintf (buf, "several %s", &coin->clone.name_pl);
405 else if (num < 25) 437 else if (num < 25)
406 sprintf(buf, "a moderate amount of %s", &coin->clone.name_pl); 438 sprintf (buf, "a moderate amount of %s", &coin->clone.name_pl);
407 else if (num < 100) 439 else if (num < 100)
408 sprintf(buf, "lots of %s", &coin->clone.name_pl); 440 sprintf (buf, "lots of %s", &coin->clone.name_pl);
409 else if (num < 1000) 441 else if (num < 1000)
410 sprintf(buf, "a great many %s", &coin->clone.name_pl); 442 sprintf (buf, "a great many %s", &coin->clone.name_pl);
411 else 443 else
412 sprintf(buf, "a vast quantity of %s", &coin->clone.name_pl); 444 sprintf (buf, "a vast quantity of %s", &coin->clone.name_pl);
413 return buf; 445 return buf;
414 } 446 }
415 } 447 }
416 } 448 }
417 449
418 int hash = ((unsigned int)tmp->count * 174364621) & 1023; 450 int hash = ((unsigned int) tmp->count * 174364621) & 1023;
419 451
420 if (approx_range) 452 if (approx_range)
421 { 453 {
422 uint64 lo = (sint64)real_value - (approx_range * hash >> 10); 454 uint64 lo = (sint64) real_value - (approx_range * hash >> 10);
423 static char buf[MAX_BUF]; 455 static char buf[MAX_BUF];
424 456
425 sprintf (buf, "between %s", cost_string_from_value (lo, 1)); 457 sprintf (buf, "between %s", cost_string_from_value (lo, 1));
426 sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1)); 458 sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1));
427 459
428 return buf; 460 return buf;
429 } 461 }
430 } 462 }
431 463
432 return cost_string_from_value (real_value, 0); 464 return cost_string_from_value (real_value, 0);
433} 465}
434 466
435/* This function finds out how much money the player is carrying, 467/* This function finds out how much money the player is carrying,
436 * including what is in containers. 468 * including what is in containers.
437 */ 469 */
470uint64
438uint64 query_money(const object *op) { 471query_money (const object *op)
472{
439 object *tmp; 473 object *tmp;
440 uint64 total=0; 474 uint64 total = 0;
441 475
442 if (op->type!=PLAYER && op->type!=CONTAINER) { 476 if (op->type != PLAYER && op->type != CONTAINER)
477 {
443 LOG(llevError, "Query money called with non player/container\n"); 478 LOG (llevError, "Query money called with non player/container\n");
444 return 0; 479 return 0;
445 } 480 }
446 for (tmp = op->inv; tmp; tmp= tmp->below) { 481 for (tmp = op->inv; tmp; tmp = tmp->below)
482 {
447 if (tmp->type==MONEY) { 483 if (tmp->type == MONEY)
484 {
448 total += (uint64)tmp->nrof * (uint64)tmp->value; 485 total += (uint64) tmp->nrof * (uint64) tmp->value;
449 } else if (tmp->type==CONTAINER && 486 }
450 QUERY_FLAG(tmp,FLAG_APPLIED) && 487 else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (tmp->race == NULL || strstr (tmp->race, "gold")))
451 (tmp->race==NULL || strstr(tmp->race,"gold"))) { 488 {
452 total += query_money(tmp); 489 total += query_money (tmp);
453 } 490 }
454 } 491 }
455 return total; 492 return total;
456} 493}
494
457/* TCHIZE: This function takes the amount of money from the 495/* TCHIZE: This function takes the amount of money from the
458 * the player inventory and from it's various pouches using the 496 * the player inventory and from it's various pouches using the
459 * pay_from_container function. 497 * pay_from_container function.
460 * returns 0 if not possible. 1 if success 498 * returns 0 if not possible. 1 if success
461 */ 499 */
500int
462int pay_for_amount(uint64 to_pay,object *pl) { 501pay_for_amount (uint64 to_pay, object *pl)
502{
463 object *pouch; 503 object *pouch;
464 504
465 if (to_pay==0) return 1; 505 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; 506 return 1;
507 if (to_pay > query_money (pl))
508 return 0;
509
510 to_pay = pay_from_container (pl, pl, to_pay);
511
512 for (pouch = pl->inv; (pouch != NULL) && (to_pay > 0); pouch = pouch->below)
513 {
514 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
515 {
516 to_pay = pay_from_container (pl, pouch, to_pay);
517 }
518 }
519 fix_player (pl);
520 return 1;
479} 521}
480 522
481/* DAMN: This is now a wrapper for pay_from_container, which is 523/* 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 524 * 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 525 * money until op is paid for. Change will be left wherever the last
484 * of the price was paid from. 526 * of the price was paid from.
485 */ 527 */
528int
486int pay_for_item(object *op,object *pl) { 529pay_for_item (object *op, object *pl)
530{
487 uint64 to_pay = query_cost(op,pl,F_BUY | F_SHOP); 531 uint64 to_pay = query_cost (op, pl, F_BUY | F_SHOP);
488 object *pouch; 532 object *pouch;
489 uint64 saved_money; 533 uint64 saved_money;
490 534
491 if (to_pay==0) return 1; 535 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; 536 return 1;
537 if (to_pay > query_money (pl))
538 return 0;
539
540 /* We compare the paid price with the one for a player
541 * without bargaining skill.
542 * This determins the amount of exp (if any) gained for bargaining.
543 */
544 saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay;
545
546 if (saved_money > 0)
547 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE);
548
549 to_pay = pay_from_container (pl, pl, to_pay);
550
551 for (pouch = pl->inv; (pouch != NULL) && (to_pay > 0); pouch = pouch->below)
552 {
553 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
554 {
555 to_pay = pay_from_container (pl, pouch, to_pay);
556 }
557 }
558 if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ))
559 SET_FLAG (op, FLAG_WAS_WIZ);
560 fix_player (pl);
561 return 1;
516} 562}
517 563
518/* This pays for the item, and takes the proper amount of money off 564/* This pays for the item, and takes the proper amount of money off
519 * the player. 565 * the player.
520 * CF 0.91.4 - this function is mostly redone in order to fix a bug 566 * CF 0.91.4 - this function is mostly redone in order to fix a bug
527 * 573 *
528 * pouch is the container (pouch or player) to remove the coins from. 574 * pouch is the container (pouch or player) to remove the coins from.
529 * to_pay is the required amount. 575 * to_pay is the required amount.
530 * returns the amount still missing after using "pouch". 576 * returns the amount still missing after using "pouch".
531 */ 577 */
578static uint64
532static uint64 pay_from_container(object *pl, object *pouch, uint64 to_pay) { 579pay_from_container (object *pl, object *pouch, uint64 to_pay)
580{
533 int count, i; 581 int count, i;
534 uint64 remain; 582 uint64 remain;
535 object *tmp, *coin_objs[NUM_COINS], *next; 583 object *tmp, *coin_objs[NUM_COINS], *next;
536 archetype *at; 584 archetype *at;
537 585
538 if (pouch->type != PLAYER && pouch->type != CONTAINER) return to_pay; 586 if (pouch->type != PLAYER && pouch->type != CONTAINER)
587 return to_pay;
539 588
540 remain = to_pay; 589 remain = to_pay;
541 for (i=0; i<NUM_COINS; i++) coin_objs[i] = NULL; 590 for (i = 0; i < NUM_COINS; i++)
591 coin_objs[i] = NULL;
542 592
543 /* This hunk should remove all the money objects from the player/container */ 593 /* This hunk should remove all the money objects from the player/container */
544 for (tmp=pouch->inv; tmp; tmp=next) { 594 for (tmp = pouch->inv; tmp; tmp = next)
595 {
545 next = tmp->below; 596 next = tmp->below;
546 597
547 if (tmp->type == MONEY) { 598 if (tmp->type == MONEY)
599 {
548 for (i=0; i<NUM_COINS; i++) { 600 for (i = 0; i < NUM_COINS; i++)
549 if (!strcmp(coins[NUM_COINS-1-i], tmp->arch->name) && 601 {
550 (tmp->value == tmp->arch->clone.value) ) { 602 if (!strcmp (coins[NUM_COINS - 1 - i], tmp->arch->name) && (tmp->value == tmp->arch->clone.value))
603 {
551 604
552 /* This should not happen, but if it does, just * 605 /* This should not happen, but if it does, just *
553 * merge the two. */ 606 * merge the two. */
554 if (coin_objs[i]!=NULL) { 607 if (coin_objs[i] != NULL)
608 {
555 LOG(llevError,"%s has two money entries of (%s)\n", 609 LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]);
556 &pouch->name, coins[NUM_COINS-1-i]);
557 remove_ob(tmp); 610 remove_ob (tmp);
558 coin_objs[i]->nrof += tmp->nrof; 611 coin_objs[i]->nrof += tmp->nrof;
559 esrv_del_item(pl->contr, tmp->count); 612 esrv_del_item (pl->contr, tmp->count);
560 free_object(tmp); 613 free_object (tmp);
561 } 614 }
562 else { 615 else
616 {
563 remove_ob(tmp); 617 remove_ob (tmp);
618 if (pouch->type == PLAYER)
564 if(pouch->type==PLAYER) esrv_del_item(pl->contr, tmp->count); 619 esrv_del_item (pl->contr, tmp->count);
565 coin_objs[i] = tmp; 620 coin_objs[i] = tmp;
566 } 621 }
567 break; 622 break;
568 } 623 }
569 } 624 }
570 if (i==NUM_COINS) 625 if (i == NUM_COINS)
571 LOG(llevError,"in pay_for_item: Did not find string match for %s\n", &tmp->arch->name); 626 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->name);
572 } 627 }
573 } 628 }
574 629
575 /* Fill in any gaps in the coin_objs array - needed to make change. */ 630 /* 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 */ 631 /* Note that the coin_objs array goes from least value to greatest value */
577 for (i=0; i<NUM_COINS; i++) 632 for (i = 0; i < NUM_COINS; i++)
578 if (coin_objs[i]==NULL) { 633 if (coin_objs[i] == NULL)
634 {
579 at = find_archetype(coins[NUM_COINS-1-i]); 635 at = find_archetype (coins[NUM_COINS - 1 - i]);
636 if (at == NULL)
580 if (at==NULL) LOG(llevError, "Could not find %s archetype\n", coins[NUM_COINS-1-i]); 637 LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]);
581 coin_objs[i] = arch_to_object (at); 638 coin_objs[i] = arch_to_object (at);
582 coin_objs[i]->nrof = 0; 639 coin_objs[i]->nrof = 0;
583 } 640 }
584 641
585 for (i=0; i<NUM_COINS; i++) { 642 for (i = 0; i < NUM_COINS; i++)
643 {
586 int num_coins; 644 int num_coins;
587 645
588 if (coin_objs[i]->nrof*coin_objs[i]->value> remain) { 646 if (coin_objs[i]->nrof * coin_objs[i]->value > remain)
647 {
589 num_coins = remain / coin_objs[i]->value; 648 num_coins = remain / coin_objs[i]->value;
590 if ( (uint64) num_coins * (uint64) coin_objs[i]->value < remain ) num_coins++; 649 if ((uint64) num_coins * (uint64) coin_objs[i]->value < remain)
650 num_coins++;
651 }
591 } else { 652 else
653 {
592 num_coins = coin_objs[i]->nrof; 654 num_coins = coin_objs[i]->nrof;
593 } 655 }
594 remain -= (sint64) num_coins * (sint64)coin_objs[i]->value; 656 remain -= (sint64) num_coins *(sint64) coin_objs[i]->value;
657
595 coin_objs[i]->nrof -= num_coins; 658 coin_objs[i]->nrof -= num_coins;
596 /* Now start making change. Start at the coin value 659 /* Now start making change. Start at the coin value
597 * below the one we just did, and work down to 660 * below the one we just did, and work down to
598 * the lowest value. 661 * the lowest value.
599 */ 662 */
600 count=i-1; 663 count = i - 1;
601 while (remain<0 && count>=0) { 664 while (remain < 0 && count >= 0)
665 {
602 num_coins = -remain/ coin_objs[count]->value; 666 num_coins = -remain / coin_objs[count]->value;
603 coin_objs[count]->nrof += num_coins; 667 coin_objs[count]->nrof += num_coins;
604 remain += num_coins * coin_objs[count]->value; 668 remain += num_coins * coin_objs[count]->value;
605 count--; 669 count--;
606 } 670 }
607 } 671 }
608 for (i=0; i<NUM_COINS; i++) { 672 for (i = 0; i < NUM_COINS; i++)
673 {
609 if (coin_objs[i]->nrof) { 674 if (coin_objs[i]->nrof)
675 {
610 object *tmp = insert_ob_in_ob(coin_objs[i], pouch); 676 object *tmp = insert_ob_in_ob (coin_objs[i], pouch);
611 677
612 esrv_send_item(pl, tmp); 678 esrv_send_item (pl, tmp);
613 esrv_send_item (pl, pouch); 679 esrv_send_item (pl, pouch);
680 if (pl != pouch)
614 if (pl != pouch) esrv_update_item (UPD_WEIGHT, pl, pouch); 681 esrv_update_item (UPD_WEIGHT, pl, pouch);
615 if (pl->type != PLAYER) { 682 if (pl->type != PLAYER)
683 {
616 esrv_send_item (pl, pl); 684 esrv_send_item (pl, pl);
617 } 685 }
686 }
618 } else { 687 else
688 {
619 free_object(coin_objs[i]); 689 free_object (coin_objs[i]);
620 } 690 }
621 } 691 }
622 return(remain); 692 return (remain);
623} 693}
624 694
625/* Checks all unpaid items in op's inventory, adds up all the money they 695/* 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. 696 * 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 697 * Returns 1 if they can, and 0 if they can't. also prints an appropriate message
628 * to the player 698 * to the player
629 */ 699 */
630 700
701int
631int can_pay(object *pl) { 702can_pay (object *pl)
703{
632 int unpaid_count = 0, i; 704 int unpaid_count = 0, i;
633 uint64 unpaid_price = 0; 705 uint64 unpaid_price = 0;
634 uint64 player_wealth = query_money(pl); 706 uint64 player_wealth = query_money (pl);
635 object *item; 707 object *item;
636 uint32 coincount[NUM_COINS]; 708 uint32 coincount[NUM_COINS];
709
637 if (!pl || pl->type != PLAYER) { 710 if (!pl || pl->type != PLAYER)
711 {
638 LOG(llevError, "can_pay(): called against something that isn't a player\n"); 712 LOG (llevError, "can_pay(): called against something that isn't a player\n");
639 return 0; 713 return 0;
640 } 714 }
641 for (i=0; i< NUM_COINS; i++) coincount[i] = 0; 715 for (i = 0; i < NUM_COINS; i++)
716 coincount[i] = 0;
642 for (item = pl->inv;item;) { 717 for (item = pl->inv; item;)
718 {
719 if QUERY_FLAG
643 if QUERY_FLAG(item, FLAG_UNPAID) { 720 (item, FLAG_UNPAID)
721 {
644 unpaid_count++; 722 unpaid_count++;
645 unpaid_price += query_cost(item, pl, F_BUY | F_SHOP); 723 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
646 } 724 }
647 /* merely converting the player's monetary wealth won't do, if we did that, 725 /* 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 726 * we could print the wrong numbers for the coins, so we count the money instead
649 */ 727 */
650 for (i=0; i< NUM_COINS; i++) 728 for (i = 0; i < NUM_COINS; i++)
651 if (!strcmp(coins[i], item->arch->name)) 729 if (!strcmp (coins[i], item->arch->name))
652 coincount[i] += item->nrof; 730 coincount[i] += item->nrof;
731 if (item->inv)
653 if (item->inv) item = item->inv; 732 item = item->inv;
654 else if (item->below) item = item->below; 733 else if (item->below)
734 item = item->below;
655 else if (item->env && item->env != pl && item->env->below) item = item->env->below; 735 else if (item->env && item->env != pl && item->env->below)
736 item = item->env->below;
737 else
656 else item = NULL; 738 item = NULL;
657 } 739 }
658 if (unpaid_price > player_wealth) { 740 if (unpaid_price > player_wealth)
741 {
659 char buf[MAX_BUF]; 742 char buf[MAX_BUF];
660 char cost[MAX_BUF]; 743 char cost[MAX_BUF];
661 char missing[MAX_BUF]; 744 char missing[MAX_BUF];
662 745
663 sprintf(cost, "%s", cost_string_from_value (unpaid_price, 0)); 746 sprintf (cost, "%s", cost_string_from_value (unpaid_price, 0));
664 sprintf(missing, "%s", cost_string_from_value (unpaid_price - player_wealth, 0)); 747 sprintf (missing, "%s", cost_string_from_value (unpaid_price - player_wealth, 0));
665 748
666 sprintf(buf, "You have %d unpaid items that would cost you %s. You need another %s to be able to afford that.", 749 sprintf (buf, "You have %d unpaid items that would cost you %s. You need another %s to be able to afford that.",
667 unpaid_count, cost, missing); 750 unpaid_count, cost, missing);
668 new_draw_info(NDI_UNIQUE, 0, pl, buf); 751 new_draw_info (NDI_UNIQUE, 0, pl, buf);
669 return 0; 752 return 0;
670 } 753 }
754 else
671 else return 1; 755 return 1;
672} 756}
673 757
674 758
675/* Better get_payment, descends containers looking for 759/* Better get_payment, descends containers looking for
676 * unpaid items, and pays for them. 760 * unpaid items, and pays for them.
679 * pl is the player buying the stuff. 763 * pl is the player buying the stuff.
680 * op is the object we are examining. If op has 764 * op is the object we are examining. If op has
681 * and inventory, we examine that. IF there are objects 765 * and inventory, we examine that. IF there are objects
682 * below op, we descend down. 766 * below op, we descend down.
683 */ 767 */
768int
684int get_payment(object *pl, object *op) { 769get_payment (object *pl, object *op)
770{
685 char buf[MAX_BUF]; 771 char buf[MAX_BUF];
686 int ret=1; 772 int ret = 1;
687 773
688 if (op!=NULL&&op->inv) 774 if (op != NULL && op->inv)
689 ret = get_payment(pl, op->inv); 775 ret = get_payment (pl, op->inv);
690 776
691 if (!ret) 777 if (!ret)
692 return 0; 778 return 0;
693 779
694 if (op!=NULL&&op->below) 780 if (op != NULL && op->below)
695 ret = get_payment (pl, op->below); 781 ret = get_payment (pl, op->below);
696 782
697 if (!ret) 783 if (!ret)
698 return 0; 784 return 0;
699 785
700 if(op!=NULL&&QUERY_FLAG(op,FLAG_UNPAID)) { 786 if (op != NULL && QUERY_FLAG (op, FLAG_UNPAID))
787 {
701 strncpy(buf,query_cost_string(op,pl,F_BUY | F_SHOP),MAX_BUF); 788 strncpy (buf, query_cost_string (op, pl, F_BUY | F_SHOP), MAX_BUF);
702 buf[MAX_BUF-1] = '\0'; 789 buf[MAX_BUF - 1] = '\0';
703 if(!pay_for_item(op,pl)) { 790 if (!pay_for_item (op, pl))
791 {
704 uint64 i=query_cost(op,pl,F_BUY | F_SHOP) - query_money(pl); 792 uint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
793
705 CLEAR_FLAG(op, FLAG_UNPAID); 794 CLEAR_FLAG (op, FLAG_UNPAID);
706 new_draw_info_format(NDI_UNIQUE, 0, pl, 795 new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op));
707 "You lack %s to buy %s.", cost_string_from_value (i, 0),
708 query_name(op));
709 SET_FLAG(op, FLAG_UNPAID); 796 SET_FLAG (op, FLAG_UNPAID);
710 return 0; 797 return 0;
798 }
711 } else { 799 else
800 {
712 object *tmp; 801 object *tmp;
713 tag_t c = op->count; 802 tag_t c = op->count;
714 803
715 CLEAR_FLAG(op, FLAG_UNPAID); 804 CLEAR_FLAG (op, FLAG_UNPAID);
716 CLEAR_FLAG(op, FLAG_PLAYER_SOLD); 805 CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
717 new_draw_info_format(NDI_UNIQUE, 0, op, 806 new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op));
718 "You paid %s for %s.",buf,query_name(op));
719 tmp=merge_ob(op,NULL); 807 tmp = merge_ob (op, NULL);
720 if (pl->type == PLAYER) { 808 if (pl->type == PLAYER)
809 {
810 if (tmp)
721 if (tmp) { /* it was merged */ 811 { /* it was merged */
722 esrv_del_item (pl->contr, c); 812 esrv_del_item (pl->contr, c);
723 op = tmp; 813 op = tmp;
724 } 814 }
725 esrv_send_item(pl, op); 815 esrv_send_item (pl, op);
726 } 816 }
727 } 817 }
728 } 818 }
729 return 1; 819 return 1;
730} 820}
731 821
732/* written by elmex: 822/* written by elmex:
733 * moved this code from sell_item () here to have a function 823 * moved this code from sell_item () here to have a function
734 * that pays the player an amount. Mainly put the code here to 824 * that pays the player an amount. Mainly put the code here to
738 * in his inventory anyway. This is the best alternative to not pay any money 828 * in his inventory anyway. This is the best alternative to not pay any money
739 * or put it on the ground under the player. This way the player can still 829 * or put it on the ground under the player. This way the player can still
740 * go somewhere and unload the money at a safe place. 830 * go somewhere and unload the money at a safe place.
741 * 831 *
742 */ 832 */
833void
743void pay_player (object *pl, uint64 amount) { 834pay_player (object *pl, uint64 amount)
835{
744 int count = 0; 836 int count = 0;
745 archetype *at = 0; 837 archetype *at = 0;
746 object *pouch = 0, *tmp = 0; 838 object *pouch = 0, *tmp = 0;
747 839
748 for (count = 0; coins[count] != NULL; count++) 840 for (count = 0; coins[count] != NULL; count++)
749 { 841 {
750 at = find_archetype (coins[count]); 842 at = find_archetype (coins[count]);
751 843
752 if (at == NULL) 844 if (at == NULL)
753 LOG(llevError, "Could not find %s archetype\n", coins[count]); 845 LOG (llevError, "Could not find %s archetype\n", coins[count]);
754 else if ((amount / at->clone.value) > 0) 846 else if ((amount / at->clone.value) > 0)
755 { 847 {
756 for (pouch=pl->inv; pouch; pouch=pouch->below) 848 for (pouch = pl->inv; pouch; pouch = pouch->below)
757 { 849 {
758 if (pouch->type == CONTAINER 850 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold"))
759 && QUERY_FLAG (pouch, FLAG_APPLIED)
760 && pouch->race
761 && strstr (pouch->race, "gold"))
762 { 851 {
763 int w = at->clone.weight * (100 - pouch->stats.Str) / 100; 852 int w = at->clone.weight * (100 - pouch->stats.Str) / 100;
764 int n = amount / at->clone.value; 853 int n = amount / at->clone.value;
765 854
766 if (w == 0) 855 if (w == 0)
767 w = 1; /* Prevent divide by zero */ 856 w = 1; /* Prevent divide by zero */
768 857
769 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit)) 858 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
770 { 859 {
771 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) 860 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
772 n = (pouch->weight_limit - pouch->carrying) / w; 861 n = (pouch->weight_limit - pouch->carrying) / w;
773 862
774 tmp = arch_to_object (at); 863 tmp = arch_to_object (at);
775 tmp->nrof = n; 864 tmp->nrof = n;
776 amount -= (uint64)tmp->nrof * (uint64)tmp->value; 865 amount -= (uint64) tmp->nrof * (uint64) tmp->value;
777 tmp = insert_ob_in_ob (tmp, pouch); 866 tmp = insert_ob_in_ob (tmp, pouch);
778 esrv_send_item (pl, tmp); 867 esrv_send_item (pl, tmp);
779 esrv_send_item (pl, pouch); 868 esrv_send_item (pl, pouch);
780 esrv_update_item (UPD_WEIGHT, pl, pouch); 869 esrv_update_item (UPD_WEIGHT, pl, pouch);
781 esrv_send_item (pl, pl); 870 esrv_send_item (pl, pl);
785 874
786 if (amount / at->clone.value > 0) 875 if (amount / at->clone.value > 0)
787 { 876 {
788 tmp = arch_to_object (at); 877 tmp = arch_to_object (at);
789 tmp->nrof = amount / tmp->value; 878 tmp->nrof = amount / tmp->value;
790 amount -= (uint64)tmp->nrof * (uint64)tmp->value; 879 amount -= (uint64) tmp->nrof * (uint64) tmp->value;
791 tmp = insert_ob_in_ob (tmp, pl); 880 tmp = insert_ob_in_ob (tmp, pl);
792 esrv_send_item (pl, tmp); 881 esrv_send_item (pl, tmp);
793 esrv_send_item (pl, pl); 882 esrv_send_item (pl, pl);
794 } 883 }
795 } 884 }
796 } 885 }
797 886
798 if (amount != 0) 887 if (amount != 0)
799#ifndef WIN32 888#ifndef WIN32
800 LOG (llevError,"Warning - payment in pay_player () not zero: %llu\n", amount); 889 LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount);
801#else 890#else
802 LOG (llevError,"Warning - payment in pay_player () not zero: %I64u\n", amount); 891 LOG (llevError, "Warning - payment in pay_player () not zero: %I64u\n", amount);
803#endif 892#endif
804} 893}
805 894
806/* elmex: this is for the bank plugin :( */ 895/* elmex: this is for the bank plugin :( */
896uint64
807uint64 pay_player_arch (object *pl, const char *arch, uint64 amount) { 897pay_player_arch (object *pl, const char *arch, uint64 amount)
898{
808 archetype *at = find_archetype (arch); 899 archetype *at = find_archetype (arch);
809 object *tmp = NULL; 900 object *tmp = NULL;
810 901
811 if (at == NULL) 902 if (at == NULL)
812 return 0; 903 return 0;
828 * buy item. 919 * buy item.
829 * 920 *
830 * Modified to fill available race: gold containers before dumping 921 * Modified to fill available race: gold containers before dumping
831 * remaining coins in character's inventory. 922 * remaining coins in character's inventory.
832 */ 923 */
924void
833void sell_item(object *op, object *pl) { 925sell_item (object *op, object *pl)
926{
834 uint64 amount = query_cost (op,pl,F_SELL | F_SHOP), extra_gain; 927 uint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
835 928
836 if(pl==NULL || pl->type != PLAYER) 929 if (pl == NULL || pl->type != PLAYER)
837 { 930 {
838 LOG(llevDebug,"Object other than player tried to sell something.\n"); 931 LOG (llevDebug, "Object other than player tried to sell something.\n");
839 return; 932 return;
840 } 933 }
841 934
842 op->custom_name = 0; 935 op->custom_name = 0;
843 936
844 if(!amount) 937 if (!amount)
845 { 938 {
846 new_draw_info_format (NDI_UNIQUE, 0, pl, 939 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", query_name (op));
847 "We're not interested in %s.", query_name (op));
848 940
849 /* Even if the character doesn't get anything for it, it may still be 941 /* Even if the character doesn't get anything for it, it may still be
850 * worth something. If so, make it unpaid 942 * worth something. If so, make it unpaid
851 */ 943 */
852 if (op->value) 944 if (op->value)
853 { 945 {
854 SET_FLAG(op, FLAG_UNPAID); 946 SET_FLAG (op, FLAG_UNPAID);
855 SET_FLAG(op, FLAG_PLAYER_SOLD); 947 SET_FLAG (op, FLAG_PLAYER_SOLD);
856 } 948 }
857 949
858 identify (op); 950 identify (op);
859 return; 951 return;
860 } 952 }
865 * exp/10 -> 1 for each gold coin 957 * exp/10 -> 1 for each gold coin
866 */ 958 */
867 extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP); 959 extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP);
868 960
869 if (extra_gain > 0) 961 if (extra_gain > 0)
870 change_exp(pl, extra_gain / 10, "bargaining", SK_EXP_NONE); 962 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
871 963
872 pay_player (pl, amount); 964 pay_player (pl, amount);
873 965
874 new_draw_info_format (NDI_UNIQUE, 0, pl, 966 new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.", query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op));
875 "You receive %s for %s.", query_cost_string (op, pl, F_SELL | F_SHOP),
876 query_name (op));
877 967
878 SET_FLAG (op, FLAG_UNPAID); 968 SET_FLAG (op, FLAG_UNPAID);
879 identify (op); 969 identify (op);
880} 970}
881 971
883/* returns a double that is the ratio of the price that a shop will offer for 973/* returns a double that is the ratio of the price that a shop will offer for
884 * item based on the shops specialisation. Does not take account of greed, 974 * item based on the shops specialisation. Does not take account of greed,
885 * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any 975 * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any
886 * event is never less than 0.1 (calling functions divide by it) 976 * event is never less than 0.1 (calling functions divide by it)
887 */ 977 */
978static double
888static double shop_specialisation_ratio(const object *item, const mapstruct *map) { 979shop_specialisation_ratio (const object *item, const mapstruct *map)
980{
889 shopitems *items=map->shopitems; 981 shopitems *items = map->shopitems;
890 double ratio = SPECIALISATION_EFFECT, likedness=0.001; 982 double ratio = SPECIALISATION_EFFECT, likedness = 0.001;
891 int i; 983 int i;
892 984
893 if (item==NULL) { 985 if (item == NULL)
986 {
894 LOG(llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", map->path); 987 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", map->path);
895 return 0; 988 return 0;
896 } 989 }
897 if (!item->type) { 990 if (!item->type)
991 {
898 LOG(llevError, "shop_specialisation_ratio: passed an item with an invalid type\n"); 992 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
899 /* 993 /*
900 * I'm not really sure what the /right/ thing to do here is, these types of 994 * I'm not really sure what the /right/ thing to do here is, these types of
901 * item shouldn't exist anyway, but returning the ratio is probably the best bet.." 995 * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
902 */ 996 */
903 return ratio; 997 return ratio;
904 } 998 }
905 if (map->shopitems) { 999 if (map->shopitems)
1000 {
906 for (i=0; i<items[0].index; i++) 1001 for (i = 0; i < items[0].index; i++)
907 if (items[i].typenum==item->type || (!items[i].typenum && likedness == 0.001)) 1002 if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001))
908 likedness = items[i].strength/100.0; 1003 likedness = items[i].strength / 100.0;
909 } 1004 }
910 if (likedness > 1.0) { /* someone has been rather silly with the map headers. */ 1005 if (likedness > 1.0)
1006 { /* someone has been rather silly with the map headers. */
911 LOG(llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", 1007 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, map->path);
912 item->type, map->path);
913 likedness = 1.0; 1008 likedness = 1.0;
914 } 1009 }
915 if (likedness < -1.0) { 1010 if (likedness < -1.0)
1011 {
916 LOG(llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", 1012 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, map->path);
917 item->type, map->path);
918 likedness = -1.0; 1013 likedness = -1.0;
919 } 1014 }
920 ratio = ratio + (1.0-ratio) * likedness; 1015 ratio = ratio + (1.0 - ratio) * likedness;
921 if (ratio <= 0.1) ratio=0.1; /* if the ratio were much lower than this, we would get silly prices */ 1016 if (ratio <= 0.1)
1017 ratio = 0.1; /* if the ratio were much lower than this, we would get silly prices */
922 return ratio; 1018 return ratio;
923} 1019}
924 1020
925/*returns the greed of the shop on map, or 1 if it isn't specified. */ 1021/*returns the greed of the shop on map, or 1 if it isn't specified. */
1022static double
926static double shop_greed(const mapstruct *map) { 1023shop_greed (const mapstruct *map)
1024{
927 double greed=1.0; 1025 double greed = 1.0;
1026
928 if (map->shopgreed) 1027 if (map->shopgreed)
929 return map->shopgreed; 1028 return map->shopgreed;
930 return greed; 1029 return greed;
931} 1030}
932 1031
933/* Returns a double based on how much the shopkeeper approves of the player. 1032/* Returns a double based on how much the shopkeeper approves of the player.
934 * this is based on the race of the shopkeeper and that of the player. 1033 * this is based on the race of the shopkeeper and that of the player.
935 */ 1034 */
1035double
936double shopkeeper_approval(const mapstruct *map, const object *player) { 1036shopkeeper_approval (const mapstruct *map, const object *player)
1037{
937 double approval=1.0; 1038 double approval = 1.0;
938 1039
939 if (map->shoprace) { 1040 if (map->shoprace)
1041 {
940 approval=NEUTRAL_RATIO; 1042 approval = NEUTRAL_RATIO;
941 if (player->race && !strcmp(player->race, map->shoprace)) approval = 1.0; 1043 if (player->race && !strcmp (player->race, map->shoprace))
1044 approval = 1.0;
942 } 1045 }
943 return approval; 1046 return approval;
944} 1047}
945 1048
946/* limit the value of items based on the wealth of the shop. If the item is close 1049/* limit the value of items based on the wealth of the shop. If the item is close
947 * to the maximum value a shop will offer, we start to reduce it, if the item is 1050 * to the maximum value a shop will offer, we start to reduce it, if the item is
948 * below the minimum value the shop is prepared to trade in, then we don't 1051 * below the minimum value the shop is prepared to trade in, then we don't
949 * want it and offer nothing. If it isn't a shop, check whether we should do generic 1052 * want it and offer nothing. If it isn't a shop, check whether we should do generic
950 * value reduction. 1053 * value reduction.
951 * 1054 *
952 */ 1055 */
1056static uint64
953static uint64 value_limit (uint64 val, int quantity, const object *who, int isshop) { 1057value_limit (uint64 val, int quantity, const object *who, int isshop)
1058{
954 uint64 newval, unit_price, tmpshopmax; 1059 uint64 newval, unit_price, tmpshopmax;
955 mapstruct *map; 1060 mapstruct *map;
956 1061
957 unit_price = val / quantity; 1062 unit_price = val / quantity;
958 1063
965 } 1070 }
966 else 1071 else
967 { 1072 {
968 if (!who->map) 1073 if (!who->map)
969 { 1074 {
970 LOG(llevError, "value_limit: asked shop price for ob %s on NULL map\n", &who->name); 1075 LOG (llevError, "value_limit: asked shop price for ob %s on NULL map\n", &who->name);
971 return val; 1076 return val;
972 } 1077 }
973 1078
974 map = who->map; 1079 map = who->map;
975 1080
976 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default 1081 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
977 1082
978 if (map->shopmin && unit_price < map->shopmin) 1083 if (map->shopmin && unit_price < map->shopmin)
979 return 0; 1084 return 0;
980 else if (unit_price > tmpshopmax / 2) 1085 else if (unit_price > tmpshopmax / 2)
981 newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax); 1086 newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
982 else 1087 else
983 newval=unit_price; 1088 newval = unit_price;
984 } 1089 }
985 1090
986 newval *= quantity; 1091 newval *= quantity;
987 1092
988 return newval; 1093 return newval;
989} 1094}
990 1095
991/* gives a desciption of the shop on their current map to the player op. */ 1096/* gives a desciption of the shop on their current map to the player op. */
1097int
992int describe_shop(const object *op) { 1098describe_shop (const object *op)
1099{
993 mapstruct *map = op->map; 1100 mapstruct *map = op->map;
1101
994 /*shopitems *items=map->shopitems;*/ 1102 /*shopitems *items=map->shopitems; */
995 int pos=0, i; 1103 int pos = 0, i;
996 double opinion=0; 1104 double opinion = 0;
997 char tmp[MAX_BUF]="\0"; 1105 char tmp[MAX_BUF] = "\0";
1106
998 if (op->type != PLAYER) return 0; 1107 if (op->type != PLAYER)
1108 return 0;
999 1109
1000 /*check if there is a shop specified for this map */ 1110 /*check if there is a shop specified for this map */
1001 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) { 1111 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
1112 {
1002 new_draw_info(NDI_UNIQUE,0,op,"From looking at the nearby shop you determine that it trades in:"); 1113 new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:");
1003 if (map->shopitems) { 1114 if (map->shopitems)
1115 {
1004 for (i=0; i < map->shopitems[0].index; i++) { 1116 for (i = 0; i < map->shopitems[0].index; i++)
1117 {
1005 if (map->shopitems[i].name && map->shopitems[i].strength > 10) { 1118 if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1119 {
1006 snprintf(tmp+pos, sizeof(tmp)-pos, "%s, ", map->shopitems[i].name_pl); 1120 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl);
1007 pos += strlen(tmp+pos); 1121 pos += strlen (tmp + pos);
1008 } 1122 }
1009 } 1123 }
1010 } 1124 }
1125 if (!pos)
1011 if (!pos) strcat(tmp, "a little of everything."); 1126 strcat (tmp, "a little of everything.");
1012 1127
1013 /* format the string into a list */ 1128 /* format the string into a list */
1014 make_list_like(tmp); 1129 make_list_like (tmp);
1015 new_draw_info_format(NDI_UNIQUE, 0, op, "%s", tmp); 1130 new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1016 1131
1017 if (map->shopmax) 1132 if (map->shopmax)
1018 new_draw_info_format(NDI_UNIQUE,0,op,"It won't trade for items above %s.", 1133 new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0));
1019 cost_string_from_value(map->shopmax, 0));
1020 if (map->shopmin) 1134 if (map->shopmin)
1021 new_draw_info_format(NDI_UNIQUE,0,op,"It won't trade in items worth less than %s.", 1135 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));
1022 cost_string_from_value(map->shopmin, 0));
1023 if (map->shopgreed) { 1136 if (map->shopgreed)
1137 {
1024 if (map->shopgreed >2.0) 1138 if (map->shopgreed > 2.0)
1025 new_draw_info(NDI_UNIQUE,0,op,"It tends to overcharge massively."); 1139 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively.");
1026 else if (map->shopgreed >1.5) 1140 else if (map->shopgreed > 1.5)
1027 new_draw_info(NDI_UNIQUE,0,op,"It tends to overcharge substantially."); 1141 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially.");
1028 else if (map->shopgreed >1.1) 1142 else if (map->shopgreed > 1.1)
1029 new_draw_info(NDI_UNIQUE,0,op,"It tends to overcharge slightly."); 1143 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly.");
1030 else if (map->shopgreed <0.9) 1144 else if (map->shopgreed < 0.9)
1031 new_draw_info(NDI_UNIQUE,0,op,"It tends to undercharge."); 1145 new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge.");
1032 } 1146 }
1033 if (map->shoprace) { 1147 if (map->shoprace)
1148 {
1034 opinion=shopkeeper_approval(map, op); 1149 opinion = shopkeeper_approval (map, op);
1035 if (opinion > 0.8) 1150 if (opinion > 0.8)
1036 new_draw_info(NDI_UNIQUE,0,op,"You think the shopkeeper likes you."); 1151 new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you.");
1037 else if (opinion > 0.5) 1152 else if (opinion > 0.5)
1038 new_draw_info(NDI_UNIQUE,0,op,"The shopkeeper seems unconcerned by you."); 1153 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you.");
1039 else 1154 else
1040 new_draw_info(NDI_UNIQUE,0,op,"The shopkeeper seems to have taken a dislike to you."); 1155 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems to have taken a dislike to you.");
1041 } 1156 }
1042 } 1157 }
1158 else
1043 else new_draw_info(NDI_UNIQUE,0,op,"There is no shop nearby."); 1159 new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby.");
1044 1160
1045 return 1; 1161 return 1;
1046} 1162}
1047typedef struct shopinv { 1163typedef struct shopinv
1164{
1048 char *item_sort; 1165 char *item_sort;
1049 char *item_real; 1166 char *item_real;
1050 uint16 type; 1167 uint16 type;
1051 uint32 nrof; 1168 uint32 nrof;
1052} shopinv; 1169} shopinv;
1053 1170
1054/* There are a lot fo extra casts in here just to suppress warnings - it 1171/* There are a lot fo extra casts in here just to suppress warnings - it
1055 * makes it look uglier than it really it. 1172 * makes it look uglier than it really it.
1056 * The format of the strings we get is type:name. So we first want to 1173 * The format of the strings we get is type:name. So we first want to
1057 * sort by type (numerical) - if the same type, then sort by name. 1174 * sort by type (numerical) - if the same type, then sort by name.
1058 */ 1175 */
1176static int
1059static int shop_sort(const void *a1, const void *a2) 1177shop_sort (const void *a1, const void *a2)
1060{ 1178{
1061 shopinv *s1 = (shopinv*)a1, *s2= (shopinv*)a2; 1179 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1062 1180
1063 if (s1->type<s2->type) return -1; 1181 if (s1->type < s2->type)
1182 return -1;
1064 if (s1->type>s2->type) return 1; 1183 if (s1->type > s2->type)
1184 return 1;
1065 /* the type is the same (what atoi gets), so do a strcasecmp to sort 1185 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1066 * via alphabetical order 1186 * via alphabetical order
1067 */ 1187 */
1068 return strcasecmp(s1->item_sort, s2->item_sort); 1188 return strcasecmp (s1->item_sort, s2->item_sort);
1069} 1189}
1070 1190
1191static void
1071static void add_shop_item(object *tmp, shopinv *items, int *numitems, int *numallocated) 1192add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1072{ 1193{
1073#if 0 1194#if 0
1074 char buf[MAX_BUF]; 1195 char buf[MAX_BUF];
1075#endif 1196#endif
1076 /* clear unpaid flag so that doesn't come up in query 1197 /* clear unpaid flag so that doesn't come up in query
1077 * string. We clear nrof so that we can better sort 1198 * string. We clear nrof so that we can better sort
1078 * the object names. 1199 * the object names.
1079 */ 1200 */
1080 1201
1081 CLEAR_FLAG(tmp, FLAG_UNPAID); 1202 CLEAR_FLAG (tmp, FLAG_UNPAID);
1082 items[*numitems].nrof=tmp->nrof; 1203 items[*numitems].nrof = tmp->nrof;
1083 /* Non mergable items have nrof of 0, but count them as one 1204 /* Non mergable items have nrof of 0, but count them as one
1084 * so the display is properly. 1205 * so the display is properly.
1085 */ 1206 */
1086 if (tmp->nrof == 0) items[*numitems].nrof++; 1207 if (tmp->nrof == 0)
1208 items[*numitems].nrof++;
1087 items[*numitems].type=tmp->type; 1209 items[*numitems].type = tmp->type;
1088 1210
1089 switch (tmp->type) { 1211 switch (tmp->type)
1212 {
1090#if 0 1213#if 0
1091 case BOOTS: 1214 case BOOTS:
1092 case GLOVES: 1215 case GLOVES:
1093 case RING: 1216 case RING:
1094 case AMULET: 1217 case AMULET:
1095 case BRACERS: 1218 case BRACERS:
1096 case GIRDLE: 1219 case GIRDLE:
1097 sprintf(buf,"%s %s",query_base_name(tmp,0),describe_item(tmp, NULL)); 1220 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL));
1098 items[*numitems].item_sort = strdup_local(buf); 1221 items[*numitems].item_sort = strdup_local (buf);
1099 sprintf(buf,"%s %s",query_name(tmp),describe_item(tmp, NULL)); 1222 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL));
1100 items[*numitems].item_real = strdup_local(buf); 1223 items[*numitems].item_real = strdup_local (buf);
1101 (*numitems)++; 1224 (*numitems)++;
1102 break; 1225 break;
1103#endif 1226#endif
1104 1227
1105 default: 1228 default:
1106 items[*numitems].item_sort = strdup_local(query_base_name(tmp, 0)); 1229 items[*numitems].item_sort = strdup_local (query_base_name (tmp, 0));
1107 items[*numitems].item_real = strdup_local(query_base_name(tmp, 1)); 1230 items[*numitems].item_real = strdup_local (query_base_name (tmp, 1));
1108 (*numitems)++; 1231 (*numitems)++;
1109 break; 1232 break;
1110 } 1233 }
1111 SET_FLAG(tmp, FLAG_UNPAID); 1234 SET_FLAG (tmp, FLAG_UNPAID);
1112} 1235}
1113 1236
1237void
1114void shop_listing(object *op) 1238shop_listing (object *op)
1115{ 1239{
1116 int i,j,numitems=0,numallocated=0, nx, ny; 1240 int i, j, numitems = 0, numallocated = 0, nx, ny;
1117 char *map_mark = (char *) calloc(MAGIC_MAP_SIZE * MAGIC_MAP_SIZE,1); 1241 char *map_mark = (char *) calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1);
1118 object *stack; 1242 object *stack;
1119 shopinv *items; 1243 shopinv *items;
1120 1244
1121 /* Should never happen, but just in case a monster does apply a sign */ 1245 /* Should never happen, but just in case a monster does apply a sign */
1122 if (op->type!=PLAYER) return; 1246 if (op->type != PLAYER)
1247 return;
1123 1248
1124 new_draw_info(NDI_UNIQUE, 0, op, "\nThe shop contains:"); 1249 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:");
1125 1250
1126 magic_mapping_mark(op, map_mark, 3); 1251 magic_mapping_mark (op, map_mark, 3);
1127 items=(shopinv*)malloc(40*sizeof(shopinv)); 1252 items = (shopinv *) malloc (40 * sizeof (shopinv));
1128 numallocated=40; 1253 numallocated = 40;
1129 1254
1130 /* Find all the appropriate items */ 1255 /* Find all the appropriate items */
1131 for (i=0; i<MAP_WIDTH(op->map); i++) { 1256 for (i = 0; i < MAP_WIDTH (op->map); i++)
1257 {
1132 for (j=0; j<MAP_HEIGHT(op->map); j++) { 1258 for (j = 0; j < MAP_HEIGHT (op->map); j++)
1259 {
1133 /* magic map code now centers the map on the object at MAGIC_MAP_HALF. 1260 /* magic map code now centers the map on the object at MAGIC_MAP_HALF.
1134 * 1261 *
1135 */ 1262 */
1136 nx = i - op->x + MAGIC_MAP_HALF; 1263 nx = i - op->x + MAGIC_MAP_HALF;
1137 ny = j - op->y + MAGIC_MAP_HALF; 1264 ny = j - op->y + MAGIC_MAP_HALF;
1138 /* unlikely, but really big shops could run into this issue */ 1265 /* unlikely, but really big shops could run into this issue */
1139 if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE) continue; 1266 if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE)
1267 continue;
1140 1268
1141 if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR) { 1269 if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR)
1270 {
1142 stack =get_map_ob(op->map,i,j); 1271 stack = get_map_ob (op->map, i, j);
1143 1272
1144 while (stack) { 1273 while (stack)
1274 {
1145 if (QUERY_FLAG(stack, FLAG_UNPAID)) { 1275 if (QUERY_FLAG (stack, FLAG_UNPAID))
1276 {
1146 if (numitems==numallocated) { 1277 if (numitems == numallocated)
1278 {
1147 items=(shopinv*)realloc(items, sizeof(shopinv)*(numallocated+10)); 1279 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10));
1148 numallocated+=10; 1280 numallocated += 10;
1149 } 1281 }
1150 add_shop_item(stack, items, &numitems, &numallocated); 1282 add_shop_item (stack, items, &numitems, &numallocated);
1151 } 1283 }
1152 stack = stack->above; 1284 stack = stack->above;
1153 } 1285 }
1154 } 1286 }
1155 } 1287 }
1156 } 1288 }
1157 free(map_mark); 1289 free (map_mark);
1158 if (numitems == 0) { 1290 if (numitems == 0)
1291 {
1159 new_draw_info(NDI_UNIQUE, 0, op, "The shop is currently empty.\n"); 1292 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1160 free(items); 1293 free (items);
1161 return; 1294 return;
1162 } 1295 }
1163 qsort(items, numitems, sizeof(shopinv), (int (*)(const void*, const void*))shop_sort); 1296 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1164 1297
1165 for (i=0; i<numitems; i++) { 1298 for (i = 0; i < numitems; i++)
1299 {
1166 /* Collapse items of the same name together */ 1300 /* Collapse items of the same name together */
1167 if ((i+1)<numitems && !strcmp(items[i].item_real, items[i+1].item_real)) { 1301 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1302 {
1168 items[i+1].nrof += items[i].nrof; 1303 items[i + 1].nrof += items[i].nrof;
1169 free(items[i].item_sort); 1304 free (items[i].item_sort);
1170 free(items[i].item_real); 1305 free (items[i].item_real);
1306 }
1171 } else { 1307 else
1308 {
1172 new_draw_info_format(NDI_UNIQUE, 0, op, "%d %s", 1309 new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s",
1173 items[i].nrof? items[i].nrof:1,
1174 items[i].nrof==1?items[i].item_sort: items[i].item_real); 1310 items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real);
1175 free(items[i].item_sort); 1311 free (items[i].item_sort);
1176 free(items[i].item_real); 1312 free (items[i].item_real);
1177 } 1313 }
1178 } 1314 }
1179 free(items); 1315 free (items);
1180} 1316}
1181 1317
1182/* elmex: this function checks whether the object is in a shop */ 1318/* elmex: this function checks whether the object is in a shop */
1319bool
1183bool is_in_shop (object *o) 1320is_in_shop (object *o)
1184{ 1321{
1185 if (!o->map) 1322 if (!o->map)
1186 return false; 1323 return false;
1187 1324
1188 return is_in_shop (o->map, o->x, o->y); 1325 return is_in_shop (o->map, o->x, o->y);
1189} 1326}
1190 1327
1191/* elmex: this function checks whether we are in a shop or not */ 1328/* elmex: this function checks whether we are in a shop or not */
1329bool
1192bool is_in_shop (mapstruct *map, int x, int y) 1330is_in_shop (mapstruct *map, int x, int y)
1193{ 1331{
1194 for (object *floor = get_map_ob (map, x, y); floor; floor = floor->above) 1332 for (object *floor = get_map_ob (map, x, y); floor; floor = floor->above)
1195 if (floor->type == SHOP_FLOOR) 1333 if (floor->type == SHOP_FLOOR)
1196 return true; 1334 return true;
1197 1335

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