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Revision 1.31 by pippijn, Mon Jan 15 21:06:20 2007 UTC vs.
Revision 1.92 by root, Mon Oct 29 23:55:55 2012 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <spells.h> 26#include <spells.h>
27#include <skills.h> 27#include <skills.h>
28#include <living.h> 28#include <living.h>
29#include <sproto.h> 29#include <sproto.h>
30#include <math.h>
31 30
32/* this is a measure of how effective store specialisation is. A general store 31/* this is a measure of how effective store specialisation is. A general store
33 * will offer this proportion of the 'maximum' price, a specialised store will 32 * will offer this proportion of the 'maximum' price, a specialised store will
34 * offer a range of prices around it such that the maximum price is always one 33 * offer a range of prices around it such that the maximum price is always one
35 * therefore making this number higher, makes specialisation less effective. 34 * therefore making this number higher, makes specialisation less effective.
36 * setting this value above 1 or to a negative value would have interesting, 35 * setting this value above 1 or to a negative value would have interesting,
37 * (though not useful) effects. 36 * (though not useful) effects.
38 */ 37 */
39#define SPECIALISATION_EFFECT 0.5 38#define SPECIALISATION_EFFECT .5
40 39
41/* price a shopkeeper will give someone they neither like nor dislike */ 40// price a shopkeeper will give someone that is not of their race
42#define NEUTRAL_RATIO 0.8 41#define DISLIKE_RATIO 0.8
43 42
44static void pay_from_container (object *pl, object *pouch, sint64 &to_pay); 43static void pay_from_container (object *pl, object *pouch, sint64 &to_pay);
45static sint64 value_limit (sint64 val, int quantity, const object *who, int isshop); 44static sint64 value_limit (sint64 val, int quantity, const object *who, int isshop);
46static double shop_specialisation_ratio (const object *item, const maptile *map); 45static double shop_specialisation_ratio (const object *item, const maptile *map);
47static double shop_greed (const maptile *map); 46static double shop_greed (const maptile *map);
48
49#define NUM_COINS 4 /* number of coin types */
50static const char *const coins[] = { "royalty", "platinacoin", "goldcoin", "silvercoin", NULL };
51 47
52/* Added F_TRUE flag to define.h to mean that the price should not 48/* Added F_TRUE flag to define.h to mean that the price should not
53 * be adjusted by players charisma. With F_TRUE, it returns the amount 49 * be adjusted by players charisma. With F_TRUE, it returns the amount
54 * that the item is worth, if it was sold, but unadjusted by charisma. 50 * that the item is worth, if it was sold, but unadjusted by charisma.
55 * This is needed for alchemy, to to determine what value of gold nuggets 51 * This is needed for alchemy, to to determine what value of gold nuggets
78 74
79sint64 75sint64
80query_cost (const object *tmp, object *who, int flag) 76query_cost (const object *tmp, object *who, int flag)
81{ 77{
82 double val; 78 double val;
83 int number; /* used to better calculate value */
84 int no_bargain; 79 int no_bargain;
85 int identified; 80 int identified;
86 int not_cursed; 81 int not_cursed;
87 int approximate; 82 int approximate;
88 int shop; 83 int shop;
89 double diff;
90 84
91 approx_range = 0; 85 approx_range = 0;
92 86
93 no_bargain = flag & F_NO_BARGAIN; 87 no_bargain = flag & F_NO_BARGAIN;
94 identified = flag & F_IDENTIFIED; 88 identified = flag & F_IDENTIFIED;
95 not_cursed = flag & F_NOT_CURSED; 89 not_cursed = flag & F_NOT_CURSED;
96 approximate = flag & F_APPROX; 90 approximate = flag & F_APPROX;
97 shop = flag & F_SHOP; 91 shop = flag & F_SHOP;
98 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);
99 93
94 int number = tmp->number_of ();
95
100 if (tmp->type == MONEY) 96 if (tmp->type == MONEY)
101 return tmp->nrof * tmp->value; 97 return number * tmp->value;
102 98
103 if (tmp->type == GEM) 99 if (tmp->type == GEM)
104 { 100 {
105 if (flag == F_TRUE) 101 if (flag == F_TRUE)
106 return (tmp->nrof * tmp->value); 102 return number * tmp->value;
107 103
108 if (flag == F_BUY) 104 if (flag == F_BUY)
109 return (sint64) (1.03 * tmp->nrof * tmp->value); 105 return 1.03 * number * tmp->value;
110 106
111 if (flag == F_SELL) 107 if (flag == F_SELL)
112 return (sint64) (0.97 * tmp->nrof * tmp->value); 108 return 0.97 * number * tmp->value;
113 109
114 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 ());
115 return 0; 111 return 0;
116 } 112 }
117 113
118 number = tmp->nrof;
119 if (number == 0)
120 number = 1;
121 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) 114 if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified)
122 { 115 {
123 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]))
124 return 0; 117 return 0;
125 else 118 else
126 val = tmp->value * number; 119 val = number * tmp->value;
127 } 120 }
128 /* 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 */
129 else 122 else
130 { 123 {
131 if (tmp->arch != NULL)
132 {
133 if (flag == F_BUY) 124 if (flag == F_BUY)
125 {
126 LOG (llevError | logBacktrace, "Asking for buy-value of unidentified object: %s\n", tmp->debug_desc ());
127 val = tmp->arch->value * 50 * number;
128 }
129 else
130 { /* Trying to sell something, or get true value */
131 if (tmp->type == POTION)
132 val = number * 40; /* Don't want to give anything away */
133 else
134 { 134 {
135 LOG (llevError, "Asking for buy-value of unidentified object.\n"); 135 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
136 val = tmp->arch->clone.value * 50 * number; 136 * unknown objects
137 */
138 if (tmp->flag [FLAG_BEEN_APPLIED])
139 val = number * tmp->arch->value * 2 / 3;
140 else
141 val = number * tmp->arch->value / 3;
137 } 142 }
138 else
139 { /* Trying to sell something, or get true value */
140 if (tmp->type == POTION)
141 val = number * 40; /* Don't want to give anything away */
142 else
143 {
144 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
145 * unknown objects
146 */
147 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
148 val = number * tmp->arch->clone.value * 2 / 3;
149 else
150 val = number * tmp->arch->clone.value / 3;
151 }
152 }
153 }
154 else
155 { /* No archetype with this object */
156 LOG (llevDebug, "In sell item: Have object with no archetype: %s\n", &tmp->name);
157 if (flag == F_BUY)
158 {
159 LOG (llevError, "Asking for buy-value of unidentified object without arch.\n");
160 val = number * tmp->value * 10;
161 }
162 else
163 val = number * tmp->value / 5;
164 } 143 }
165 } 144 }
166 145
167 /* 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
168 * identified, AND the object is magical and the archetype is non 147 * identified, AND the object is magical and the archetype is non
169 * magical, then change values accordingly. The tmp->arch==NULL is 148 * magical, then change values accordingly. The tmp->arch==NULL is
170 * really just a check to prevent core dumps for when it checks 149 * really just a check to prevent core dumps for when it checks
171 * tmp->arch->clone.magic for any magic. The check for archetype 150 * tmp->arch->magic for any magic. The check for archetype
172 * 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
173 * default magical. This is because the archetype value should have 152 * default magical. This is because the archetype value should have
174 * already figured in that value. 153 * already figured in that value.
175 */ 154 */
176 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])
177 QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->clone.magic)) 156 && tmp->magic && (!tmp->arch || !tmp->arch->magic))
178 { 157 {
179 if (tmp->magic > 0) 158 if (tmp->magic > 0)
180 val *= (3 * tmp->magic * tmp->magic * tmp->magic); 159 val *= 3 * tmp->magic * tmp->magic * tmp->magic;
181 else 160 else
182 /* Note that tmp->magic is negative, so that this 161 /* Note that tmp->magic is negative, so that this
183 * will actually be something like val /=2, /=3, etc. 162 * will actually be something like val /=2, /=3, etc.
184 */ 163 */
185 val /= (1 - tmp->magic); 164 val /= 1 - tmp->magic;
186 } 165 }
187 166
188 if (tmp->type == WAND) 167 if (tmp->type == WAND)
189 { 168 {
190 /* Value of the wand is multiplied by the number of 169 /* Value of the wand is multiplied by the number of
191 * charges. the treasure code already sets up the value 170 * charges. the treasure code already sets up the value
192 * 50 charges is used as the baseline. 171 * 50 charges is used as the baseline.
193 */ 172 */
194 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) 173 if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified)
195 val = (val * tmp->stats.food) / 50; 174 val *= tmp->stats.food;
196 else /* if not identified, presume one charge */ 175 /* if not identified, presume one charge */
197 val /= 50; 176 val /= 50;
198 } 177 }
199 178
200 /* Limit amount of money you can get for really great items. */ 179 /* Limit amount of money you can get for really great items. */
201 if (flag == F_SELL) 180 if (flag == F_SELL)
202 val = value_limit ((sint64) val, number, who, shop); 181 val = value_limit (val, number, who, shop);
203 182
204 // 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
205 // 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.
206 //val = pow (val, 1.05); 185 //val = pow (val, 1.05);
207 186
210 * AND Cha = 30 will get optimal price. 189 * AND Cha = 30 will get optimal price.
211 * Thus charisma will never get useless. 190 * Thus charisma will never get useless.
212 * -b.e. edler@heydernet.de 191 * -b.e. edler@heydernet.de
213 */ 192 */
214 193
215 if (who != NULL && who->type == PLAYER) 194 if (who && who->is_player ())
216 { 195 {
217 int lev_bargain = 0; 196 int lev_bargain = 0;
218 int lev_identify = 0; 197 int lev_identify = 0;
219 int idskill1 = 0;
220 int idskill2 = 0;
221 const typedata *tmptype;
222 198
199 if (!no_bargain)
200 if (object *skill = find_skill_by_name (who, shstr_bargaining))
201 lev_bargain = skill->level;
202
223 tmptype = get_typedata (tmp->type); 203 if (const typedata *tmptype = get_typedata (tmp->type))
224
225 if (find_skill_by_number (who, SK_BARGAINING))
226 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level;
227
228 if (tmptype)
229 { 204 {
230 idskill1 = tmptype->identifyskill; 205 if (int idskill1 = tmptype->identifyskill)
231
232 if (idskill1)
233 { 206 {
234 idskill2 = tmptype->identifyskill2; 207 int idskill2 = tmptype->identifyskill2;
235 208
236 if (find_skill_by_number (who, idskill1)) 209 if (find_skill_by_number (who, idskill1))
237 lev_identify = find_skill_by_number (who, idskill1)->level; 210 lev_identify = find_skill_by_number (who, idskill1)->level;
238 211
239 if (idskill2 && find_skill_by_number (who, idskill2)) 212 if (idskill2 && find_skill_by_number (who, idskill2))
240 lev_identify += find_skill_by_number (who, idskill2)->level; 213 lev_identify += find_skill_by_number (who, idskill2)->level;
241 } 214 }
242 } 215 }
243 else
244 LOG (llevError, "Query_cost: item %s hasn't got a valid type\n", tmp->debug_desc ());
245 216
246 /* ratio determines how much of the price modification 217 /* ratio determines how much of the price modification
247 * will come from the basic stat charisma 218 * will come from the basic stat charisma
248 * the rest will come from the level in bargaining skill 219 * the rest will come from the level in bargaining skill
249 */ 220 */
250 const double cha_ratio = 0.40; 221 const double cha_ratio = 0.40;
251 222 double bargaining = max (0., 1. - powf (double (lev_bargain) / MAXLEVEL_TREASURE, 0.25));
252 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25);
253
254 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.);
255 224
256 diff = .02 + (.80 - .02) * diff; 225 double factor = (1. - cha_ratio) * bargaining + cha_ratio * charisma;
226
227 // scale 0..1 to 2 .. 80%
228 factor = lerp (factor, 0., 1., 0.02, 0.80);
257 229
258 if (flag == F_BUY) 230 if (flag == F_BUY)
259 val += (val * diff); 231 val += val * factor;
260 else if (flag == F_SELL) 232 else if (flag == F_SELL)
261 val -= (val * diff); 233 val -= val * factor;
262 234
263 // 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
264 // then the range is adjusted randomly around the correct value 236 // then the range is adjusted randomly around the correct value
265 if (approximate) 237 if (approximate)
266 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1)); 238 approx_range = val / sqrt (lev_identify * 3 + 1);
267 } 239 }
268 240
269 /* 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
270 * overflow of diff above. That shoudl only happen if 242 * overflow of diff above. That should only happen if
271 * we are selling objects - in that case, the person just 243 * we are selling objects - in that case, the person just
272 * gets no money. 244 * gets no money.
273 */ 245 */
274 if ((sint64) val < 0) 246 if ((sint64) val < 0)
275 val = 0; 247 val = 0;
276 248
277 /* Unidentified stuff won't sell for more than 60gp */ 249 /* Unidentified stuff won't sell for more than 10gp */
278 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)
279 { 251 min_it (val, 1000);
280 val = (val > 600) ? 600 : val;
281 }
282 252
283 /* 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 */
284 if (shop && who) 254 if (shop && who)
285 { 255 {
286 if (flag == F_SELL) 256 if (flag == F_SELL)
287 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);
288 else if (flag == F_BUY) 258 else if (flag == F_BUY)
289 { 259 {
290 /* 260 /*
291 * 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
292 * let the item be sold cheaper, according to the specialisation of 262 * let the item be sold cheaper, according to the specialisation of
298 * 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).
299 * 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
300 * 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
301 * antiques in a junk shop in real life). 271 * antiques in a junk shop in real life).
302 */ 272 */
303 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD)) 273 if (tmp->flag [FLAG_PLAYER_SOLD])
304 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);
305 else 275 else
306 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);
307 } 279 }
280
308 /* 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
309 * 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
310 * pointful, and could give fun with rounding. 283 * pointful, and could give fun with rounding.
311 */ 284 */
312 if (who->map->path != NULL && val > 50) 285 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution
313 val = (val + 0.05 * (sint64) val * cos (tmp->count + strlen (who->map->path))); 286 if (val > 50)
287 val *= 1 + .05f * cosf ((tmp->uuid.seq & 0xffff) * M_PI * 2. / 0x10000);
314 } 288 }
315 return (sint64) val; 289
290 return val;
316} 291}
317 292
318/* 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
319 * cointype placement. 294 * cointype placement.
320 */ 295 */
324{ 299{
325 archetype *coin; 300 archetype *coin;
326 301
327 do 302 do
328 { 303 {
329 if (coins[*cointype] == NULL) 304 if (!coins [*cointype])
330 return NULL; 305 return 0;
306
331 coin = archetype::find (coins[*cointype]); 307 coin = archetype::find (coins [*cointype]);
308
332 if (coin == NULL) 309 if (!coin)
333 return NULL; 310 return 0;
311
334 *cointype += 1; 312 *cointype += 1;
335 } 313 }
336 while (coin->clone.value > c); 314 while (coin->value > c);
337 315
338 return coin; 316 return coin;
339} 317}
340 318
341/* This returns a string of how much something is worth based on 319/* This returns a string of how much something is worth based on
349 * 10,000 silver or something) 327 * 10,000 silver or something)
350 */ 328 */
351const char * 329const char *
352cost_string_from_value (sint64 cost, int approx) 330cost_string_from_value (sint64 cost, int approx)
353{ 331{
354 static char buf[MAX_BUF];
355 archetype *coin, *next_coin; 332 archetype *coin, *next_coin;
356 int num, cointype = 0; 333 int num, cointype = 0;
357 334
358 coin = find_next_coin (cost, &cointype); 335 coin = find_next_coin (cost, &cointype);
359 if (coin == NULL) 336 if (!coin)
360 return "nothing"; 337 return "nothing";
361 338
362 num = cost / coin->clone.value; 339 num = cost / coin->value;
363 /* so long as nrof is 32 bit, this is true. 340 /* so long as nrof is 32 bit, this is true.
364 * 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
365 * is basically true. 342 * is basically true.
366 */ 343 */
367 if ((cost / coin->clone.value) > UINT32_MAX) 344 if (cost / coin->value > UINT32_MAX)
368 {
369 strcpy (buf, "an unimaginable sum of money"); 345 return "an unimaginable sum of money";
370 return buf;
371 }
372 346
373 cost -= num * (sint64)coin->clone.value; 347 cost -= num * (sint64)coin->value;
374 348
375 sprintf (buf, "%d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name); 349 char *buf = format ("%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
376 350
377 next_coin = find_next_coin (cost, &cointype); 351 next_coin = find_next_coin (cost, &cointype);
378 if (next_coin == NULL || approx) 352 if (!next_coin || approx)
379 return buf; 353 return buf;
380 354
381 coin = next_coin; 355 coin = next_coin;
382 num = cost / coin->clone.value; 356 num = cost / coin->value;
383 cost -= num * (sint64)coin->clone.value; 357 cost -= num * (sint64)coin->value;
384 358
385 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name); 359 return format ("%s and %d %s", buf, num, num > 1 ? &coin->object::name_pl : &coin->object::name);
386
387 return buf;
388} 360}
389 361
390const char * 362const char *
391query_cost_string (const object *tmp, object *who, int flag) 363query_cost_string (const object *tmp, object *who, int flag)
392{ 364{
411 { 383 {
412 if (!idskill1 || !find_skill_by_number (who, idskill1)) 384 if (!idskill1 || !find_skill_by_number (who, idskill1))
413 { 385 {
414 if (!idskill2 || !find_skill_by_number (who, idskill2)) 386 if (!idskill2 || !find_skill_by_number (who, idskill2))
415 { 387 {
416 if (!find_skill_by_number (who, SK_BARGAINING)) 388 if (!find_skill_by_name (who, shstr_bargaining))
417 { 389 {
418 static char buf[MAX_BUF];
419 int num, cointype = 0; 390 int num, cointype = 0;
420 archetype *coin = find_next_coin (real_value, &cointype); 391 archetype *coin = find_next_coin (real_value, &cointype);
421 392
422 if (coin == NULL) 393 if (!coin)
423 return "nothing"; 394 return "nothing";
424 395
425 num = real_value / coin->clone.value; 396 num = real_value / coin->value;
397
426 if (num == 1) 398 if (num == 1)
427 sprintf (buf, "about one %s", &coin->clone.name); 399 return format ("about one %s", &coin->object::name);
428 else if (num < 5) 400 else if (num < 5)
429 sprintf (buf, "a few %s", &coin->clone.name_pl); 401 return format ("a few %s", &coin->object::name_pl);
430 else if (num < 10) 402 else if (num < 10)
431 sprintf (buf, "several %s", &coin->clone.name_pl); 403 return format ("several %s", &coin->object::name_pl);
432 else if (num < 25) 404 else if (num < 25)
433 sprintf (buf, "a moderate amount of %s", &coin->clone.name_pl); 405 return format ("a moderate amount of %s", &coin->object::name_pl);
434 else if (num < 100) 406 else if (num < 100)
435 sprintf (buf, "lots of %s", &coin->clone.name_pl); 407 return format ("lots of %s", &coin->object::name_pl);
436 else if (num < 1000) 408 else if (num < 1000)
437 sprintf (buf, "a great many %s", &coin->clone.name_pl); 409 return format ("a great many %s", &coin->object::name_pl);
438 else 410 else
439 sprintf (buf, "a vast quantity of %s", &coin->clone.name_pl); 411 return format ("a vast quantity of %s", &coin->object::name_pl);
440 return buf;
441 } 412 }
442 } 413 }
443 } 414 }
444 415
445 int hash = ((unsigned int) tmp->count * 174364621) & 1023;
446
447 if (approx_range) 416 if (approx_range)
448 { 417 {
418 int hash = tmp->random_seed () & 1023;
449 sint64 lo = (sint64) real_value - (approx_range * hash >> 10); 419 sint64 lo = real_value - (approx_range * hash >> 10);
450 static char buf[MAX_BUF];
451 420
452 sprintf (buf, "between %s", cost_string_from_value (lo, 1)); 421 return format ("between %s and %s",
453 sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1)); 422 cost_string_from_value (lo, 1),
454 423 cost_string_from_value (lo + approx_range, 1));
455 return buf;
456 } 424 }
457 } 425 }
458 426
459 return cost_string_from_value (real_value, 0); 427 return cost_string_from_value (real_value, 0);
460} 428}
475 } 443 }
476 444
477 for (tmp = op->inv; tmp; tmp = tmp->below) 445 for (tmp = op->inv; tmp; tmp = tmp->below)
478 if (tmp->type == MONEY) 446 if (tmp->type == MONEY)
479 total += tmp->nrof * (sint64)tmp->value; 447 total += tmp->nrof * (sint64)tmp->value;
480 else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (tmp->race == NULL || strstr (tmp->race, "gold"))) 448 else if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && (!tmp->race || tmp->race.contains (shstr_gold)))
481 total += query_money (tmp); 449 total += query_money (tmp);
482 450
483 return total; 451 return total;
484} 452}
485 453
500 return 0; 468 return 0;
501 469
502 pay_from_container (pl, pl, to_pay); 470 pay_from_container (pl, pl, to_pay);
503 471
504 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 472 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
505 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold"))) 473 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && (!pouch->race || pouch->race.contains (shstr_gold)))
506 pay_from_container (pl, pouch, to_pay); 474 pay_from_container (pl, pouch, to_pay);
507 475
508 pl->update_stats (); 476 pl->update_stats ();
509 return 1; 477 return 1;
510} 478}
532 * This determins the amount of exp (if any) gained for bargaining. 500 * This determins the amount of exp (if any) gained for bargaining.
533 */ 501 */
534 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;
535 503
536 if (saved_money > 0) 504 if (saved_money > 0)
537 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE); 505 change_exp (pl, saved_money, shstr_bargaining, SK_EXP_NONE);
538 506
539 pay_from_container (pl, pl, to_pay); 507 pay_from_container (pl, pl, to_pay);
540 508
541 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 509 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
542 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold"))) 510 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && (!pouch->race || pouch->race.contains (shstr_gold)))
543 pay_from_container (pl, pouch, to_pay); 511 pay_from_container (pl, pouch, to_pay);
544 512
545 if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ))
546 SET_FLAG (op, FLAG_WAS_WIZ);
547
548 pl->update_stats (); 513 pl->update_stats ();
514
549 return 1; 515 return 1;
550} 516}
551 517
552/* This pays for the item, and takes the proper amount of money off 518/* This pays for the item, and takes the proper amount of money off
553 * the player. 519 * the player.
582 548
583 if (tmp->type == MONEY) 549 if (tmp->type == MONEY)
584 { 550 {
585 for (i = 0; i < NUM_COINS; i++) 551 for (i = 0; i < NUM_COINS; i++)
586 { 552 {
587 if (tmp->value == tmp->arch->clone.value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->name)) 553 if (tmp->value == tmp->arch->value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->archname))
588 { 554 {
589 // This should not happen, but if it does, just merge the two. 555 // This should not happen, but if it does, just merge the two.
590 if (coin_objs [i]) 556 if (coin_objs [i])
591 { 557 {
592 LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]); 558 LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]);
593 tmp->remove ();
594 coin_objs[i]->nrof += tmp->nrof; 559 coin_objs[i]->nrof += tmp->nrof;
595 esrv_del_item (pl->contr, tmp->count);
596 tmp->destroy (); 560 tmp->destroy ();
597 } 561 }
598 else 562 else
599 { 563 {
600 tmp->remove (); 564 tmp->remove ();
601
602 if (pouch->type == PLAYER)
603 esrv_del_item (pl->contr, tmp->count);
604
605 coin_objs[i] = tmp; 565 coin_objs[i] = tmp;
606 } 566 }
607 567
608 break; 568 break;
609 } 569 }
610 } 570 }
611 571
612 if (i == NUM_COINS) 572 if (i == NUM_COINS)
613 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->name); 573 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->archname);
614 } 574 }
615 } 575 }
616 576
617 /* Fill in any gaps in the coin_objs array - needed to make change. */ 577 /* Fill in any gaps in the coin_objs array - needed to make change. */
618 /* Note that the coin_objs array goes from least value to greatest value */ 578 /* Note that the coin_objs array goes from least value to greatest value */
622 at = archetype::find (coins[NUM_COINS - 1 - i]); 582 at = archetype::find (coins[NUM_COINS - 1 - i]);
623 583
624 if (at == NULL) 584 if (at == NULL)
625 LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]); 585 LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]);
626 586
627 coin_objs[i] = arch_to_object (at); 587 coin_objs[i] = at->instance ();
628 coin_objs[i]->nrof = 0; 588 coin_objs[i]->nrof = 0;
629 } 589 }
630 590
631 for (i = 0; i < NUM_COINS; i++) 591 for (i = 0; i < NUM_COINS; i++)
632 { 592 {
633 object &coin = *coin_objs[i]; 593 object &coin = *coin_objs[i];
634 sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, coin.nrof); 594 sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, (sint64) coin.nrof);
635 to_pay -= num_coins * coin.value; 595 to_pay -= num_coins * coin.value;
636 596
637 coin.nrof -= num_coins; 597 coin.nrof -= num_coins;
638 /* Now start making change. Start at the coin value 598 /* Now start making change. Start at the coin value
639 * below the one we just did, and work down to 599 * below the one we just did, and work down to
649 count--; 609 count--;
650 } 610 }
651 } 611 }
652 612
653 for (i = 0; i < NUM_COINS; i++) 613 for (i = 0; i < NUM_COINS; i++)
654 {
655 if (coin_objs[i]->nrof) 614 if (coin_objs[i]->nrof)
656 {
657 object *tmp = insert_ob_in_ob (coin_objs[i], pouch); 615 insert_ob_in_ob (coin_objs [i], pouch);
658
659 esrv_send_item (pl, tmp);
660 esrv_send_item (pl, pouch);
661
662 if (pl != pouch)
663 esrv_update_item (UPD_WEIGHT, pl, pouch);
664
665 if (pl->type != PLAYER)
666 esrv_send_item (pl, pl);
667 }
668 else 616 else
669 coin_objs[i]->destroy (); 617 coin_objs[i]->destroy ();
670 }
671} 618}
672 619
673/* Checks all unpaid items in op's inventory, adds up all the money they 620/* Checks all unpaid items in op's inventory, adds up all the money they
674 * have, and checks that they can actually afford what they want to buy. 621 * have, and checks that they can actually afford what they want to buy.
675 * Returns 1 if they can, and 0 if they can't. also prints an appropriate message 622 * Returns 1 if they can, and 0 if they can't. also prints an appropriate message
687 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");
688 return 0; 635 return 0;
689 } 636 }
690 637
691 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item) 638 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
692 if (QUERY_FLAG (item, FLAG_UNPAID)) 639 if (item->flag [FLAG_UNPAID])
693 { 640 {
694 unpaid_count++; 641 unpaid_count++;
695 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP); 642 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
696 } 643 }
697 644
698 if (unpaid_price > player_wealth) 645 if (unpaid_price > player_wealth)
699 { 646 {
700 char buf[MAX_BUF]; 647 dynbuf_text &buf = msg_dynbuf; buf.clear ();
701 char cost[MAX_BUF];
702 char missing[MAX_BUF];
703 648
704 snprintf (cost, MAX_BUF, "%s", cost_string_from_value (unpaid_price, 0)); 649 buf << "You have " << unpaid_count
705 snprintf (missing, MAX_BUF, "%s", cost_string_from_value (unpaid_price - player_wealth, 0)); 650 << " unpaid item(s) that would cost you " << cost_string_from_value (unpaid_price, 0)
651 << ". You need another " << cost_string_from_value (unpaid_price - player_wealth, 0)
652 << " to be able to afford that. "
653 "H<You cannot leave a shop without paying - drop unpaid items first to be able to leave.>";
706 654
707 snprintf (buf, MAX_BUF, "You have %d unpaid items that would cost you %s. You need another %s to be able to afford that.", 655 pl->failmsg (buf);
708 unpaid_count, cost, missing);
709 new_draw_info (NDI_UNIQUE, 0, pl, buf);
710 656
711 return 0; 657 return 0;
712 } 658 }
713 else 659 else
714 return 1; 660 return 1;
727 { 673 {
728 next_item: 674 next_item:
729 675
730 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op) 676 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
731 { 677 {
732 if (QUERY_FLAG (op, FLAG_UNPAID)) 678 if (op->flag [FLAG_UNPAID])
733 { 679 {
734 char buf[MAX_BUF];
735 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);
736 681
737 if (!pay_for_item (op, pl)) 682 if (!pay_for_item (op, pl))
738 { 683 {
739 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);
740 685
741 CLEAR_FLAG (op, FLAG_UNPAID); 686 op->clr_flag (FLAG_UNPAID);
742 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));
743 SET_FLAG (op, FLAG_UNPAID); 688 op->set_flag (FLAG_UNPAID);
744 return 0; 689 return 0;
745 } 690 }
746 else 691 else
747 { 692 {
748 object *tmp; 693 op->clr_flag (FLAG_UNPAID);
749 694 op->clr_flag (FLAG_PLAYER_SOLD);
750 CLEAR_FLAG (op, FLAG_UNPAID);
751 CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
752 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));
753 tmp = merge_ob (op, NULL);
754 696
755 if (pl->type == PLAYER) 697 if (!merge_ob (op, op->env->inv))
756 {
757 if (tmp)
758 { /* it was merged */
759 esrv_del_item (pl->contr, op->count);
760 op = tmp;
761 }
762
763 esrv_send_item (pl, op); 698 esrv_update_item (UPD_FLAGS, pl, op);
764 }
765 699
766 goto next_item; 700 goto next_item;
767 } 701 }
768 } 702 }
769 } 703 }
786void 720void
787pay_player (object *pl, sint64 amount) 721pay_player (object *pl, sint64 amount)
788{ 722{
789 int count = 0; 723 int count = 0;
790 archetype *at = 0; 724 archetype *at = 0;
791 object *pouch = 0, *tmp = 0; 725 object *pouch = 0;
792 726
793 for (count = 0; coins[count] != NULL; count++) 727 for (count = 0; coins[count]; count++)
794 { 728 {
795 at = archetype::find (coins[count]); 729 at = archetype::find (coins[count]);
796 730
797 if (at == NULL) 731 if (at == NULL)
798 LOG (llevError, "Could not find %s archetype\n", coins[count]); 732 LOG (llevError, "Could not find %s archetype\n", coins[count]);
799 else if ((amount / at->clone.value) > 0) 733 else if ((amount / at->value) > 0)
800 { 734 {
801 for (pouch = pl->inv; pouch; pouch = pouch->below) 735 for (pouch = pl->inv; pouch; pouch = pouch->below)
802 { 736 {
803 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold")) 737 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && pouch->race.contains (shstr_gold))
804 { 738 {
805 int w = at->clone.weight * (100 - pouch->stats.Str) / 100; 739 int w = at->weight * (100 - pouch->stats.Str) / 100;
806 int n = amount / at->clone.value; 740 int n = amount / at->value;
807 741
808 if (w == 0) 742 if (w == 0)
809 w = 1; /* Prevent divide by zero */ 743 w = 1; /* Prevent divide by zero */
810 744
811 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit)) 745 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
812 { 746 {
813 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) 747 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
814 n = (pouch->weight_limit - pouch->carrying) / w; 748 n = (pouch->weight_limit - pouch->carrying) / w;
815 749
816 tmp = arch_to_object (at); 750 object *tmp = at->instance ();
817 tmp->nrof = n; 751 tmp->nrof = n;
818 amount -= tmp->nrof * tmp->value; 752 amount -= tmp->nrof * tmp->value;
819 tmp = insert_ob_in_ob (tmp, pouch); 753 pouch->insert (tmp);
820 esrv_send_item (pl, tmp);
821 esrv_send_item (pl, pouch);
822 esrv_update_item (UPD_WEIGHT, pl, pouch);
823 esrv_send_item (pl, pl);
824 } 754 }
825 } 755 }
826 } 756 }
827 757
828 if (amount / at->clone.value > 0) 758 if (amount / at->value > 0)
829 { 759 {
830 tmp = arch_to_object (at); 760 object *tmp = at->instance ();
831 tmp->nrof = amount / tmp->value; 761 tmp->nrof = amount / tmp->value;
832 amount -= tmp->nrof * tmp->value; 762 amount -= tmp->nrof * tmp->value;
833 tmp = insert_ob_in_ob (tmp, pl); 763 pl->insert (tmp);
834 esrv_send_item (pl, tmp);
835 esrv_send_item (pl, pl);
836 } 764 }
837 } 765 }
838 } 766 }
839 767
840 if (amount != 0) 768 if (amount != 0)
843 771
844/* elmex: this is for the bank plugin :( */ 772/* elmex: this is for the bank plugin :( */
845sint64 773sint64
846pay_player_arch (object *pl, const char *arch, sint64 amount) 774pay_player_arch (object *pl, const char *arch, sint64 amount)
847{ 775{
848 archetype *at = archetype::find (arch);
849 object *tmp = NULL;
850
851 if (at == NULL)
852 return 0;
853
854 if (amount > 0) 776 if (amount)
855 { 777 {
856 tmp = arch_to_object (at); 778 object *ob = archetype::get (arch);
779
780 if (!ob)
781 return 0;
782
857 tmp->nrof = amount; 783 ob->nrof = amount;
858 tmp = insert_ob_in_ob (tmp, pl); 784 pl->insert (ob);
859 esrv_send_item (pl, tmp);
860 esrv_send_item (pl, pl);
861 } 785 }
862 786
863 return 1; 787 return 1;
864} 788}
865 789
868 * buy item. 792 * buy item.
869 * 793 *
870 * Modified to fill available race: gold containers before dumping 794 * Modified to fill available race: gold containers before dumping
871 * remaining coins in character's inventory. 795 * remaining coins in character's inventory.
872 */ 796 */
873void 797bool
874sell_item (object *op, object *pl) 798sell_item (object *op, object *pl)
875{ 799{
876 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain; 800 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
877 801
878 if (pl == NULL || pl->type != PLAYER) 802 if (pl == NULL || pl->type != PLAYER)
879 { 803 {
880 LOG (llevDebug, "Object other than player tried to sell something.\n"); 804 LOG (llevDebug, "Object other than player tried to sell something.\n");
881 return; 805 return false;
882 } 806 }
883 807
884 op->custom_name = 0; 808 op->custom_name = 0;
885 809
886 if (!amount) 810 if (!amount)
887 { 811 {
888 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", query_name (op)); 812 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.",
889 813 query_name (op));
890 /* Even if the character doesn't get anything for it, it may still be 814 // elmex: change: the player now gets the item back if the shop is not
891 * worth something. If so, make it unpaid 815 // interested in it.
892 */
893 if (op->value)
894 {
895 SET_FLAG (op, FLAG_UNPAID);
896 SET_FLAG (op, FLAG_PLAYER_SOLD);
897 }
898
899 identify (op);
900 return; 816 return false;
901 } 817 }
902 818
903 /* We compare the price with the one for a player 819 /* We compare the price with the one for a player
904 * without bargaining skill. 820 * without bargaining skill.
905 * This determins the amount of exp (if any) gained for bargaining. 821 * This determins the amount of exp (if any) gained for bargaining.
906 * exp/10 -> 1 for each gold coin 822 * exp/10 -> 1 for each gold coin
907 */ 823 */
908 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);
909 825
910 if (extra_gain > 0) 826 if (extra_gain > 0)
911 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); 827 change_exp (pl, extra_gain / 10, shstr_bargaining, SK_EXP_NONE);
912 828
913 pay_player (pl, amount); 829 pay_player (pl, amount);
914 830
915 new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.", query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op)); 831 new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.",
832 query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op));
833 pl->play_sound (sound_find ("shop_sell"));
916 834
917 SET_FLAG (op, FLAG_UNPAID); 835 op->set_flag (FLAG_UNPAID);
918 identify (op); 836 identify (op);
919}
920 837
838 return true;
839}
921 840
922/* returns a double that is the ratio of the price that a shop will offer for 841/* returns a double that is the ratio of the price that a shop will offer for
923 * item based on the shops specialisation. Does not take account of greed, 842 * item based on the shops specialisation. Does not take account of greed,
924 * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any 843 * returned value is between SPECIALISATION_EFFECT and 1.
925 * event is never less than 0.1 (calling functions divide by it)
926 */ 844 */
927static double 845static double
928shop_specialisation_ratio (const object *item, const maptile *map) 846shop_specialisation_ratio (const object *item, const maptile *map)
929{ 847{
930 shopitems *items = map->shopitems; 848 shopitems *items = map->shopitems;
931 double ratio = SPECIALISATION_EFFECT, likedness = 0.001; 849 int likedness = 0;
932 int i; 850 int i;
933 851
934 if (item == NULL) 852 if (item == NULL)
935 { 853 {
936 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path); 854 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path);
937 return 0; 855 return 0;
938 } 856 }
939 857
940 if (!item->type) 858 if (!item->type)
941 { 859 {
942 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n"); 860 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type: %s\n", item->debug_desc ());
943 /* 861 /*
944 * I'm not really sure what the /right/ thing to do here is, these types of 862 * I'm not really sure what the /right/ thing to do here is, these types of
945 * item shouldn't exist anyway, but returning the ratio is probably the best bet.." 863 * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
946 */ 864 */
947 return ratio; 865 return SPECIALISATION_EFFECT;
948 } 866 }
949 867
950 if (map->shopitems) 868 if (map->shopitems)
951 {
952 for (i = 0; i < items[0].index; i++) 869 for (i = 0; i < items[0].index; i++)
953 if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001)) 870 if (items[i].typenum == item->type || (!items[i].typenum && !likedness))
954 likedness = items[i].strength / 100.0; 871 likedness = items[i].strength;
955 }
956 872
957 if (likedness > 1.0) 873 if (likedness > 100)
958 { /* someone has been rather silly with the map headers. */ 874 { /* someone has been rather silly with the map headers. */
959 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path); 875 LOG (llevDebug, "shop_specialisation ratio: item %s on map %s is above 100%%\n", item->debug_desc (), &map->path);
960 likedness = 1.0; 876 likedness = 100;
961 } 877 }
962 878
963 if (likedness < -1.0) 879 if (likedness < -100)
964 { 880 {
965 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path); 881 LOG (llevDebug, "shop_specialisation ratio: item %s on map %s is below -100%%\n", item->debug_desc (), &map->path);
966 likedness = -1.0; 882 likedness = -100;
967 } 883 }
968 884
969 ratio = ratio + (1.0 - ratio) * likedness; 885 return lerp (double (likedness), -100., 100., SPECIALISATION_EFFECT, 1.);
970
971 if (ratio <= 0.1)
972 ratio = 0.1; /* if the ratio were much lower than this, we would get silly prices */
973
974 return ratio;
975} 886}
976 887
977/*returns the greed of the shop on map, or 1 if it isn't specified. */ 888/*returns the greed of the shop on map, or 1 if it isn't specified. */
978static double 889static double
979shop_greed (const maptile *map) 890shop_greed (const maptile *map)
980{ 891{
981 double greed = 1.0;
982
983 if (map->shopgreed)
984 return map->shopgreed; 892 return map->shopgreed
985 return greed; 893 ? map->shopgreed
894 : 1.;
986} 895}
987 896
988/* Returns a double based on how much the shopkeeper approves of the player. 897/* Returns a double based on how much the shopkeeper approves of the player.
989 * this is based on the race of the shopkeeper and that of the player. 898 * this is based on the race of the shopkeeper and that of the player.
990 */ 899 */
991double 900double
992shopkeeper_approval (const maptile *map, const object *player) 901shopkeeper_approval (const maptile *map, const object *player)
993{ 902{
994 double approval = 1.0; 903 return map->shoprace && player->race != map->shoprace
995 904 ? DISLIKE_RATIO
996 if (map->shoprace) 905 : 1.;
997 {
998 approval = NEUTRAL_RATIO;
999 if (player->race && !strcmp (player->race, map->shoprace))
1000 approval = 1.0;
1001 }
1002
1003 return approval;
1004} 906}
1005 907
1006/* limit the value of items based on the wealth of the shop. If the item is close 908/* limit the value of items based on the wealth of the shop. If the item is close
1007 * to the maximum value a shop will offer, we start to reduce it, if the item is 909 * to the maximum value a shop will offer, we start to reduce it, if the item is
1008 * below the minimum value the shop is prepared to trade in, then we don't 910 * below the minimum value the shop is prepared to trade in, then we don't
1009 * want it and offer nothing. If it isn't a shop, check whether we should do generic 911 * want it and offer nothing. If it isn't a shop, check whether we should do generic
1010 * value reduction. 912 * value reduction.
1011 * 913 *
1012 */ 914 */
1013static sint64 915static sint64
1014value_limit (sint64 val, int quantity, const object *who, int isshop) 916value_limit (sint64 val, int quantity, const object *who, int isshop)
1015{ 917{
1016 sint64 newval, unit_price, tmpshopmax; 918 sint64 newval, unit_price, tmpshopmax;
1038 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default 940 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
1039 941
1040 if (map->shopmin && unit_price < map->shopmin) 942 if (map->shopmin && unit_price < map->shopmin)
1041 return 0; 943 return 0;
1042 else if (unit_price > tmpshopmax / 2) 944 else if (unit_price > tmpshopmax / 2)
1043 newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax); 945 newval = min ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
1044 else 946 else
1045 newval = unit_price; 947 newval = unit_price;
1046 } 948 }
1047 949
1048 newval *= quantity; 950 newval *= quantity;
1052 954
1053/* gives a desciption of the shop on their current map to the player op. */ 955/* gives a desciption of the shop on their current map to the player op. */
1054int 956int
1055describe_shop (const object *op) 957describe_shop (const object *op)
1056{ 958{
959 dynbuf_text buf;
1057 maptile *map = op->map; 960 maptile *map = op->map;
1058 961
1059 /*shopitems *items=map->shopitems; */ 962 /*shopitems *items=map->shopitems; */
1060 int pos = 0, i; 963 int i;
1061 double opinion = 0; 964 double opinion = 0;
1062 char tmp[MAX_BUF] = "\0";
1063 965
1064 if (op->type != PLAYER) 966 if (op->type != PLAYER)
1065 return 0; 967 return 0;
1066 968
1067 /*check if there is a shop specified for this map */ 969 /*check if there is a shop specified for this map */
1068 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) 970 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
1069 { 971 {
1070 new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:"); 972 buf << "From looking at the nearby shop you determine that it trades in ";
973 int lastcomma = 0, prevcomma = 0;
1071 974
1072 if (map->shopitems) 975 if (map->shopitems)
1073 for (i = 0; i < map->shopitems[0].index; i++) 976 for (i = 0; i < map->shopitems[0].index; i++)
1074 if (map->shopitems[i].name && map->shopitems[i].strength > 10) 977 if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1075 { 978 {
1076 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl); 979 buf << map->shopitems[i].name_pl;
1077 pos += strlen (tmp + pos); 980 prevcomma = lastcomma;
981 lastcomma = buf.size (); // remember offset
982 buf << ", ";
1078 } 983 }
1079 984
1080 if (!pos) 985 if (lastcomma)
986 {
987 buf.splice (lastcomma, 2);
988
989 if (prevcomma)
990 buf.splice (prevcomma, 2, " and ");
991 }
992 else
1081 strcat (tmp, "a little of everything."); 993 buf << "a little of everything.";
1082 994
1083 /* format the string into a list */ 995 buf << ".\n\n";
1084 make_list_like (tmp);
1085 new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1086 996
1087 if (map->shopmax) 997 if (map->shopmax)
1088 new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0)); 998 buf << "It won't trade for items above " << cost_string_from_value (map->shopmax, 0) << ".\n\n";
1089 999
1090 if (map->shopmin) 1000 if (map->shopmin)
1091 new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade in items worth less than %s.", cost_string_from_value (map->shopmin, 0)); 1001 buf << "It won't trade in items worth less than " << cost_string_from_value (map->shopmin, 0) << ".\n\n";
1092 1002
1093 if (map->shopgreed) 1003 if (map->shopgreed)
1094 { 1004 {
1095 if (map->shopgreed > 2.0) 1005 if (map->shopgreed > 2.0)
1096 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively."); 1006 buf << "It tends to overcharge massively.\n\n";
1097 else if (map->shopgreed > 1.5) 1007 else if (map->shopgreed > 1.5)
1098 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially."); 1008 buf << "It tends to overcharge substantially.\n\n";
1099 else if (map->shopgreed > 1.1) 1009 else if (map->shopgreed > 1.1)
1100 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly."); 1010 buf << "It tends to overcharge slightly.\n\n";
1101 else if (map->shopgreed < 0.9) 1011 else if (map->shopgreed < 0.9)
1102 new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge."); 1012 buf << "It tends to undercharge.\n\n";
1103 } 1013 }
1104 1014
1105 if (map->shoprace) 1015 if (map->shoprace)
1106 { 1016 {
1107 opinion = shopkeeper_approval (map, op); 1017 opinion = shopkeeper_approval (map, op);
1018
1108 if (opinion > 0.8) 1019 if (opinion > 0.8)
1109 new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you."); 1020 buf << "You think the shopkeeper likes you.\n\n";
1110 else if (opinion > 0.5) 1021 else if (opinion > 0.5)
1111 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you."); 1022 buf << "The shopkeeper seems unconcerned by you.\n\n";
1112 else 1023 else
1113 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems to have taken a dislike to you."); 1024 buf << "The shopkeeper seems to have taken a dislike to you.\n\n";
1114 } 1025 }
1115 } 1026 }
1116 else 1027 else
1117 new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby."); 1028 buf << "There is no shop nearby.\n\n";
1029
1030 op->contr->infobox (MSG_CHANNEL ("shopinfo"), buf);
1118 1031
1119 return 1; 1032 return 1;
1120} 1033}
1121 1034
1122struct shopinv 1035struct shopinv
1123{ 1036{
1124 char *item_sort; 1037 char *item_sort;
1125 char *item_real; 1038 char *item_real;
1039 sint64 value;
1126 uint16 type; 1040 uint16 type;
1127 uint32 nrof; 1041 uint32 nrof;
1128}; 1042};
1129 1043
1130/* 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
1137{ 1051{
1138 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2; 1052 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1139 1053
1140 if (s1->type < s2->type) 1054 if (s1->type < s2->type)
1141 return -1; 1055 return -1;
1056
1142 if (s1->type > s2->type) 1057 if (s1->type > s2->type)
1143 return 1; 1058 return 1;
1144 1059
1145 /* the type is the same (what atoi gets), so do a strcasecmp to sort 1060 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1146 * via alphabetical order 1061 * via alphabetical order
1149} 1064}
1150 1065
1151static void 1066static void
1152add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated) 1067add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1153{ 1068{
1154#if 0
1155 char buf[MAX_BUF];
1156#endif
1157 /* clear unpaid flag so that doesn't come up in query 1069 /* clear unpaid flag so that doesn't come up in query
1158 * string. We clear nrof so that we can better sort 1070 * string. We clear nrof so that we can better sort
1159 * the object names. 1071 * the object names.
1160 */ 1072 */
1161 1073
1162 CLEAR_FLAG (tmp, FLAG_UNPAID); 1074 tmp->clr_flag (FLAG_UNPAID);
1163 items[*numitems].nrof = tmp->nrof; 1075 items[*numitems].nrof = tmp->nrof;
1164 /* 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
1165 * so the display is properly. 1077 * so the display is properly.
1166 */ 1078 */
1167 if (tmp->nrof == 0) 1079 if (tmp->nrof == 0)
1168 items[*numitems].nrof++; 1080 items[*numitems].nrof++;
1169 items[*numitems].type = tmp->type; 1081 items[*numitems].type = tmp->type;
1082
1083 items[*numitems].value = tmp->value;
1170 1084
1171 switch (tmp->type) 1085 switch (tmp->type)
1172 { 1086 {
1173#if 0 1087#if 0
1174 case BOOTS: 1088 case BOOTS:
1186#endif 1100#endif
1187 1101
1188 default: 1102 default:
1189 items[*numitems].item_sort = strdup (query_base_name (tmp, 0)); 1103 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1190 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;
1191 (*numitems)++; 1106 (*numitems)++;
1192 break; 1107 break;
1193 } 1108 }
1194 SET_FLAG (tmp, FLAG_UNPAID); 1109
1110 tmp->set_flag (FLAG_UNPAID);
1195} 1111}
1196 1112
1197void 1113void
1198shop_listing (object *op) 1114shop_listing (object *sign, object *op)
1199{ 1115{
1200 int i, j, numitems = 0, numallocated = 0, nx, ny; 1116 int i, j, x1, x2, y1, y2;
1201 char *map_mark = (char *) calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1); 1117 const char *shop_coords = sign->kv [shstr_shop_coords];
1202 object *stack; 1118 object *stack;
1203 shopinv *items; 1119 shopinv *items;
1204 1120
1205 /* Should never happen, but just in case a monster does apply a sign */ 1121 /* Should never happen, but just in case a monster does apply a sign */
1206 if (op->type != PLAYER) 1122 if (!op->is_player ())
1207 return; 1123 return;
1208 1124
1209 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:"); 1125 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1210 1126
1211 magic_mapping_mark (op, map_mark, 3); 1127 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1212 items = (shopinv *) malloc (40 * sizeof (shopinv)); 1128 {
1129 x1 = 0;
1130 y1 = 0;
1131 x2 = op->map->width - 1;
1132 y2 = op->map->height - 1;
1133 }
1134
1213 numallocated = 40; 1135 int numallocated = 40;
1136 int numitems = 0;
1137 items = (shopinv *)malloc (sizeof (shopinv) * numallocated);
1214 1138
1215 /* Find all the appropriate items */ 1139 /* Find all the appropriate items */
1216 for (i = 0; i < op->map->width; i++) 1140 for (i = x1; i <= x2; i++)
1217 { 1141 for (j = y1; j < y2; j++)
1218 for (j = 0; j < op->map->height; j++) 1142 if (op->map->is_in_shop (i, j))
1219 { 1143 {
1220 // magic map code now centers the map on the object at MAGIC_MAP_HALF. 1144 stack = GET_MAP_OB (op->map, i, j);
1221 nx = i - op->x + MAGIC_MAP_HALF;
1222 ny = j - op->y + MAGIC_MAP_HALF;
1223 /* unlikely, but really big shops could run into this issue */
1224 if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE)
1225 continue;
1226 1145
1227 if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR) 1146 while (stack)
1228 { 1147 {
1229 stack = GET_MAP_OB (op->map, i, j); 1148 if (stack->flag [FLAG_UNPAID])
1230
1231 while (stack)
1232 { 1149 {
1233 if (QUERY_FLAG (stack, FLAG_UNPAID))
1234 {
1235 if (numitems == numallocated) 1150 if (numitems == numallocated)
1236 {
1237 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10)); 1151 items = (shopinv *)realloc (items, sizeof (shopinv) * (numallocated *= 2));
1238 numallocated += 10;
1239 }
1240 1152
1241 add_shop_item (stack, items, &numitems, &numallocated); 1153 add_shop_item (stack, items, &numitems, &numallocated);
1242 }
1243
1244 stack = stack->above;
1245 } 1154 }
1155
1156 stack = stack->above;
1246 } 1157 }
1247 } 1158 }
1248 }
1249 1159
1250 free (map_mark); 1160 buf << (numitems ? "T<This shop contains:>\n\n"
1251 1161 : "T<This shop is currently empty.>");
1252 if (numitems == 0)
1253 {
1254 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1255 free (items);
1256 return;
1257 }
1258 1162
1259 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort); 1163 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1260 1164
1261 for (i = 0; i < numitems; i++) 1165 for (i = 0; i < numitems; i++)
1262 { 1166 {
1263 /* Collapse items of the same name together */ 1167 /* Collapse items of the same name together */
1264 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))
1265 {
1266 items[i + 1].nrof += items[i].nrof; 1169 items[i + 1].nrof += items[i].nrof;
1267 free (items[i].item_sort);
1268 free (items[i].item_real);
1269 }
1270 else 1170 else
1271 { 1171 {
1272 new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s", 1172 buf.printf (
1273 items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real); 1173 " %4d %s\n for %s\n",
1174 items[i].nrof ? items[i].nrof : 1,
1175 items[i].nrof == 1 ? items[i].item_sort : items[i].item_real,
1176 cost_string_from_value (items[i].value, op->flag [FLAG_WIZ] ? 0 : 1));
1177 }
1178
1274 free (items[i].item_sort); 1179 free (items[i].item_sort);
1275 free (items[i].item_real); 1180 free (items[i].item_real);
1276 }
1277 } 1181 }
1182
1183 op->contr->infobox (MSG_CHANNEL ("shopitems"), buf);
1278 1184
1279 free (items); 1185 free (items);
1280} 1186}
1281 1187
1282/* elmex: this function checks whether the object is in a shop */ 1188/* elmex: this function checks whether we are in a shop or not
1189 - change 2007-11-26: enhanced the O(n) case by stopping at the first
1190 floor tile. this possibly will make map bugs where shopfloors are above
1191 floors more obvious.
1192*/
1283bool 1193bool
1284is_in_shop (object *o) 1194maptile::is_in_shop (int x, int y) const
1285{ 1195{
1286 if (!o->map)
1287 return false;
1288
1289 return is_in_shop (o->map, o->x, o->y);
1290}
1291
1292/* elmex: this function checks whether we are in a shop or not */
1293bool
1294is_in_shop (maptile *map, int x, int y)
1295{
1296 for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above) 1196 for (object *floor = at (x, y).bot; floor; floor = floor->above)
1197 if (floor->flag [FLAG_IS_FLOOR])
1297 if (floor->type == SHOP_FLOOR) 1198 return floor->type == SHOP_FLOOR;
1298 return true;
1299 1199
1300 return false; 1200 return false;
1301} 1201}
1202

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