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Comparing deliantra/server/server/shop.C (file contents):
Revision 1.49 by root, Tue Apr 22 07:01:47 2008 UTC vs.
Revision 1.92 by root, Mon Oct 29 23:55:55 2012 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <spells.h> 26#include <spells.h>
26#include <skills.h> 27#include <skills.h>
27#include <living.h> 28#include <living.h>
28#include <sproto.h> 29#include <sproto.h>
29#include <math.h>
30 30
31/* this is a measure of how effective store specialisation is. A general store 31/* this is a measure of how effective store specialisation is. A general store
32 * will offer this proportion of the 'maximum' price, a specialised store will 32 * will offer this proportion of the 'maximum' price, a specialised store will
33 * offer a range of prices around it such that the maximum price is always one 33 * offer a range of prices around it such that the maximum price is always one
34 * therefore making this number higher, makes specialisation less effective. 34 * therefore making this number higher, makes specialisation less effective.
74 74
75sint64 75sint64
76query_cost (const object *tmp, object *who, int flag) 76query_cost (const object *tmp, object *who, int flag)
77{ 77{
78 double val; 78 double val;
79 int number; /* used to better calculate value */
80 int no_bargain; 79 int no_bargain;
81 int identified; 80 int identified;
82 int not_cursed; 81 int not_cursed;
83 int approximate; 82 int approximate;
84 int shop; 83 int shop;
85 double diff;
86 84
87 approx_range = 0; 85 approx_range = 0;
88 86
89 no_bargain = flag & F_NO_BARGAIN; 87 no_bargain = flag & F_NO_BARGAIN;
90 identified = flag & F_IDENTIFIED; 88 identified = flag & F_IDENTIFIED;
91 not_cursed = flag & F_NOT_CURSED; 89 not_cursed = flag & F_NOT_CURSED;
92 approximate = flag & F_APPROX; 90 approximate = flag & F_APPROX;
93 shop = flag & F_SHOP; 91 shop = flag & F_SHOP;
94 flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP); 92 flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP);
95 93
94 int number = tmp->number_of ();
95
96 if (tmp->type == MONEY) 96 if (tmp->type == MONEY)
97 return tmp->nrof * tmp->value; 97 return number * tmp->value;
98 98
99 if (tmp->type == GEM) 99 if (tmp->type == GEM)
100 { 100 {
101 if (flag == F_TRUE) 101 if (flag == F_TRUE)
102 return (tmp->nrof * tmp->value); 102 return number * tmp->value;
103 103
104 if (flag == F_BUY) 104 if (flag == F_BUY)
105 return (sint64) (1.03 * tmp->nrof * tmp->value); 105 return 1.03 * number * tmp->value;
106 106
107 if (flag == F_SELL) 107 if (flag == F_SELL)
108 return (sint64) (0.97 * tmp->nrof * tmp->value); 108 return 0.97 * number * tmp->value;
109 109
110 LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ()); 110 LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ());
111 return 0; 111 return 0;
112 } 112 }
113 113
114 number = tmp->nrof;
115 if (number == 0)
116 number = 1;
117 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) 114 if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified)
118 { 115 {
119 if (!not_cursed && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 116 if (!not_cursed && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
120 return 0; 117 return 0;
121 else 118 else
122 val = tmp->value * number; 119 val = number * tmp->value;
123 } 120 }
124 /* This area deals with objects that are not identified, but can be */ 121 /* This area deals with objects that are not identified, but can be */
125 else 122 else
126 { 123 {
127 if (tmp->arch != NULL)
128 {
129 if (flag == F_BUY) 124 if (flag == F_BUY)
125 {
126 LOG (llevError | logBacktrace, "Asking for buy-value of unidentified object: %s\n", tmp->debug_desc ());
127 val = tmp->arch->value * 50 * number;
128 }
129 else
130 { /* Trying to sell something, or get true value */
131 if (tmp->type == POTION)
132 val = number * 40; /* Don't want to give anything away */
133 else
130 { 134 {
131 LOG (llevError, "Asking for buy-value of unidentified object.\n"); 135 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
132 val = tmp->arch->value * 50 * number; 136 * unknown objects
137 */
138 if (tmp->flag [FLAG_BEEN_APPLIED])
139 val = number * tmp->arch->value * 2 / 3;
140 else
141 val = number * tmp->arch->value / 3;
133 } 142 }
134 else
135 { /* Trying to sell something, or get true value */
136 if (tmp->type == POTION)
137 val = number * 40; /* Don't want to give anything away */
138 else
139 {
140 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
141 * unknown objects
142 */
143 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
144 val = number * tmp->arch->value * 2 / 3;
145 else
146 val = number * tmp->arch->value / 3;
147 }
148 }
149 }
150 else
151 { /* No archetype with this object */
152 LOG (llevDebug, "In sell item: Have object with no archetype: %s\n", &tmp->name);
153 if (flag == F_BUY)
154 {
155 LOG (llevError, "Asking for buy-value of unidentified object without arch.\n");
156 val = number * tmp->value * 10;
157 }
158 else
159 val = number * tmp->value / 5;
160 } 143 }
161 } 144 }
162 145
163 /* If the item has been applied or identifed or does not need to be 146 /* If the item has been applied or identifed or does not need to be
164 * identified, AND the object is magical and the archetype is non 147 * identified, AND the object is magical and the archetype is non
167 * tmp->arch->magic for any magic. The check for archetype 150 * tmp->arch->magic for any magic. The check for archetype
168 * magic is to not give extra money for archetypes that are by 151 * magic is to not give extra money for archetypes that are by
169 * default magical. This is because the archetype value should have 152 * default magical. This is because the archetype value should have
170 * already figured in that value. 153 * already figured in that value.
171 */ 154 */
172 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified || 155 if ((tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified || tmp->flag [FLAG_BEEN_APPLIED])
173 QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->magic)) 156 && tmp->magic && (!tmp->arch || !tmp->arch->magic))
174 { 157 {
175 if (tmp->magic > 0) 158 if (tmp->magic > 0)
176 val *= (3 * tmp->magic * tmp->magic * tmp->magic); 159 val *= 3 * tmp->magic * tmp->magic * tmp->magic;
177 else 160 else
178 /* Note that tmp->magic is negative, so that this 161 /* Note that tmp->magic is negative, so that this
179 * will actually be something like val /=2, /=3, etc. 162 * will actually be something like val /=2, /=3, etc.
180 */ 163 */
181 val /= (1 - tmp->magic); 164 val /= 1 - tmp->magic;
182 } 165 }
183 166
184 if (tmp->type == WAND) 167 if (tmp->type == WAND)
185 { 168 {
186 /* Value of the wand is multiplied by the number of 169 /* Value of the wand is multiplied by the number of
187 * charges. the treasure code already sets up the value 170 * charges. the treasure code already sets up the value
188 * 50 charges is used as the baseline. 171 * 50 charges is used as the baseline.
189 */ 172 */
190 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) 173 if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified)
191 val = (val * tmp->stats.food) / 50; 174 val *= tmp->stats.food;
192 else /* if not identified, presume one charge */ 175 /* if not identified, presume one charge */
193 val /= 50; 176 val /= 50;
194 } 177 }
195 178
196 /* Limit amount of money you can get for really great items. */ 179 /* Limit amount of money you can get for really great items. */
197 if (flag == F_SELL) 180 if (flag == F_SELL)
198 val = value_limit ((sint64) val, number, who, shop); 181 val = value_limit (val, number, who, shop);
199 182
200 // use a nonlinear price adjustment. as my predecessor said, don't change 183 // use a nonlinear price adjustment. as my predecessor said, don't change
201 // the archetypes, its work required for balancing, and we don't care. 184 // the archetypes, its work required for balancing, and we don't care.
202 //val = pow (val, 1.05); 185 //val = pow (val, 1.05);
203 186
206 * AND Cha = 30 will get optimal price. 189 * AND Cha = 30 will get optimal price.
207 * Thus charisma will never get useless. 190 * Thus charisma will never get useless.
208 * -b.e. edler@heydernet.de 191 * -b.e. edler@heydernet.de
209 */ 192 */
210 193
211 if (who != NULL && who->type == PLAYER) 194 if (who && who->is_player ())
212 { 195 {
213 int lev_bargain = 0; 196 int lev_bargain = 0;
214 int lev_identify = 0; 197 int lev_identify = 0;
215 int idskill1 = 0;
216 int idskill2 = 0;
217 const typedata *tmptype;
218 198
199 if (!no_bargain)
200 if (object *skill = find_skill_by_name (who, shstr_bargaining))
201 lev_bargain = skill->level;
202
219 tmptype = get_typedata (tmp->type); 203 if (const typedata *tmptype = get_typedata (tmp->type))
220
221 if (find_skill_by_number (who, SK_BARGAINING))
222 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level;
223
224 if (tmptype)
225 { 204 {
226 idskill1 = tmptype->identifyskill; 205 if (int idskill1 = tmptype->identifyskill)
227
228 if (idskill1)
229 { 206 {
230 idskill2 = tmptype->identifyskill2; 207 int idskill2 = tmptype->identifyskill2;
231 208
232 if (find_skill_by_number (who, idskill1)) 209 if (find_skill_by_number (who, idskill1))
233 lev_identify = find_skill_by_number (who, idskill1)->level; 210 lev_identify = find_skill_by_number (who, idskill1)->level;
234 211
235 if (idskill2 && find_skill_by_number (who, idskill2)) 212 if (idskill2 && find_skill_by_number (who, idskill2))
236 lev_identify += find_skill_by_number (who, idskill2)->level; 213 lev_identify += find_skill_by_number (who, idskill2)->level;
237 } 214 }
238 } 215 }
239 else
240 LOG (llevError, "Query_cost: item %s hasn't got a valid type\n", tmp->debug_desc ());
241 216
242 /* ratio determines how much of the price modification 217 /* ratio determines how much of the price modification
243 * will come from the basic stat charisma 218 * will come from the basic stat charisma
244 * the rest will come from the level in bargaining skill 219 * the rest will come from the level in bargaining skill
245 */ 220 */
246 const double cha_ratio = 0.40; 221 const double cha_ratio = 0.40;
247 222 double bargaining = max (0., 1. - powf (double (lev_bargain) / MAXLEVEL_TREASURE, 0.25));
248 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25);
249 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.);
250 diff = .02 + (.80 - .02) * diff; 224
225 double factor = (1. - cha_ratio) * bargaining + cha_ratio * charisma;
226
227 // scale 0..1 to 2 .. 80%
228 factor = lerp (factor, 0., 1., 0.02, 0.80);
251 229
252 if (flag == F_BUY) 230 if (flag == F_BUY)
253 val += val * diff; 231 val += val * factor;
254 else if (flag == F_SELL) 232 else if (flag == F_SELL)
255 val -= val * diff; 233 val -= val * factor;
256 234
257 // 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
258 // then the range is adjusted randomly around the correct value 236 // then the range is adjusted randomly around the correct value
259 if (approximate) 237 if (approximate)
260 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1)); 238 approx_range = val / sqrt (lev_identify * 3 + 1);
261 } 239 }
262 240
263 /* 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
264 * overflow of diff above. That should only happen if 242 * overflow of diff above. That should only happen if
265 * we are selling objects - in that case, the person just 243 * we are selling objects - in that case, the person just
266 * gets no money. 244 * gets no money.
267 */ 245 */
268 if ((sint64) val < 0) 246 if ((sint64) val < 0)
269 val = 0; 247 val = 0;
270 248
271 /* Unidentified stuff won't sell for more than 60gp */ 249 /* Unidentified stuff won't sell for more than 10gp */
272 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)
273 { 251 min_it (val, 1000);
274 val = (val > 600) ? 600 : val;
275 }
276 252
277 /* 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 */
278 if (shop && who) 254 if (shop && who)
279 { 255 {
280 if (flag == F_SELL) 256 if (flag == F_SELL)
281 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);
282 else if (flag == F_BUY) 258 else if (flag == F_BUY)
283 { 259 {
284 /* 260 /*
285 * 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
286 * let the item be sold cheaper, according to the specialisation of 262 * let the item be sold cheaper, according to the specialisation of
292 * 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).
293 * 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
294 * 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
295 * antiques in a junk shop in real life). 271 * antiques in a junk shop in real life).
296 */ 272 */
297 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD)) 273 if (tmp->flag [FLAG_PLAYER_SOLD])
298 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);
299 else 275 else
300 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);
301 } 279 }
302 280
303 /* 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
304 * 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
305 * pointful, and could give fun with rounding. 283 * pointful, and could give fun with rounding.
306 */ 284 */
307 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution 285 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution
308 if (val > 50) 286 if (val > 50)
309 val += float (val) * .05f * cosf ((tmp->uuid.seq & 0xffff) * float (M_PI * 2. / 0x10000)); 287 val *= 1 + .05f * cosf ((tmp->uuid.seq & 0xffff) * M_PI * 2. / 0x10000);
310 } 288 }
311 289
312 return (sint64) val; 290 return val;
313} 291}
314 292
315/* 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
316 * cointype placement. 294 * cointype placement.
317 */ 295 */
321{ 299{
322 archetype *coin; 300 archetype *coin;
323 301
324 do 302 do
325 { 303 {
326 if (coins[*cointype] == NULL) 304 if (!coins [*cointype])
327 return NULL; 305 return 0;
306
328 coin = archetype::find (coins[*cointype]); 307 coin = archetype::find (coins [*cointype]);
308
329 if (coin == NULL) 309 if (!coin)
330 return NULL; 310 return 0;
311
331 *cointype += 1; 312 *cointype += 1;
332 } 313 }
333 while (coin->value > c); 314 while (coin->value > c);
334 315
335 return coin; 316 return coin;
346 * 10,000 silver or something) 327 * 10,000 silver or something)
347 */ 328 */
348const char * 329const char *
349cost_string_from_value (sint64 cost, int approx) 330cost_string_from_value (sint64 cost, int approx)
350{ 331{
351 static char buf[MAX_BUF];
352 archetype *coin, *next_coin; 332 archetype *coin, *next_coin;
353 int num, cointype = 0; 333 int num, cointype = 0;
354 334
355 coin = find_next_coin (cost, &cointype); 335 coin = find_next_coin (cost, &cointype);
356 if (coin == NULL) 336 if (!coin)
357 return "nothing"; 337 return "nothing";
358 338
359 num = cost / coin->value; 339 num = cost / coin->value;
360 /* so long as nrof is 32 bit, this is true. 340 /* so long as nrof is 32 bit, this is true.
361 * 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
362 * is basically true. 342 * is basically true.
363 */ 343 */
364 if ((cost / coin->value) > UINT32_MAX) 344 if (cost / coin->value > UINT32_MAX)
365 {
366 strcpy (buf, "an unimaginable sum of money"); 345 return "an unimaginable sum of money";
367 return buf;
368 }
369 346
370 cost -= num * (sint64)coin->value; 347 cost -= num * (sint64)coin->value;
371 348
372 sprintf (buf, "%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name); 349 char *buf = format ("%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
373 350
374 next_coin = find_next_coin (cost, &cointype); 351 next_coin = find_next_coin (cost, &cointype);
375 if (next_coin == NULL || approx) 352 if (!next_coin || approx)
376 return buf; 353 return buf;
377 354
378 coin = next_coin; 355 coin = next_coin;
379 num = cost / coin->value; 356 num = cost / coin->value;
380 cost -= num * (sint64)coin->value; 357 cost -= num * (sint64)coin->value;
381 358
382 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name); 359 return format ("%s and %d %s", buf, num, num > 1 ? &coin->object::name_pl : &coin->object::name);
383
384 return buf;
385} 360}
386 361
387const char * 362const char *
388query_cost_string (const object *tmp, object *who, int flag) 363query_cost_string (const object *tmp, object *who, int flag)
389{ 364{
408 { 383 {
409 if (!idskill1 || !find_skill_by_number (who, idskill1)) 384 if (!idskill1 || !find_skill_by_number (who, idskill1))
410 { 385 {
411 if (!idskill2 || !find_skill_by_number (who, idskill2)) 386 if (!idskill2 || !find_skill_by_number (who, idskill2))
412 { 387 {
413 if (!find_skill_by_number (who, SK_BARGAINING)) 388 if (!find_skill_by_name (who, shstr_bargaining))
414 { 389 {
415 static char buf[MAX_BUF];
416 int num, cointype = 0; 390 int num, cointype = 0;
417 archetype *coin = find_next_coin (real_value, &cointype); 391 archetype *coin = find_next_coin (real_value, &cointype);
418 392
419 if (coin == NULL) 393 if (!coin)
420 return "nothing"; 394 return "nothing";
421 395
422 num = real_value / coin->value; 396 num = real_value / coin->value;
397
423 if (num == 1) 398 if (num == 1)
424 sprintf (buf, "about one %s", &coin->object::name); 399 return format ("about one %s", &coin->object::name);
425 else if (num < 5) 400 else if (num < 5)
426 sprintf (buf, "a few %s", &coin->object::name_pl); 401 return format ("a few %s", &coin->object::name_pl);
427 else if (num < 10) 402 else if (num < 10)
428 sprintf (buf, "several %s", &coin->object::name_pl); 403 return format ("several %s", &coin->object::name_pl);
429 else if (num < 25) 404 else if (num < 25)
430 sprintf (buf, "a moderate amount of %s", &coin->object::name_pl); 405 return format ("a moderate amount of %s", &coin->object::name_pl);
431 else if (num < 100) 406 else if (num < 100)
432 sprintf (buf, "lots of %s", &coin->object::name_pl); 407 return format ("lots of %s", &coin->object::name_pl);
433 else if (num < 1000) 408 else if (num < 1000)
434 sprintf (buf, "a great many %s", &coin->object::name_pl); 409 return format ("a great many %s", &coin->object::name_pl);
435 else 410 else
436 sprintf (buf, "a vast quantity of %s", &coin->object::name_pl); 411 return format ("a vast quantity of %s", &coin->object::name_pl);
437 return buf;
438 } 412 }
439 } 413 }
440 } 414 }
441 415
442 int hash = ((unsigned int) tmp->count * 174364621) & 1023;
443
444 if (approx_range) 416 if (approx_range)
445 { 417 {
418 int hash = tmp->random_seed () & 1023;
446 sint64 lo = (sint64) real_value - (approx_range * hash >> 10); 419 sint64 lo = real_value - (approx_range * hash >> 10);
447 static char buf[MAX_BUF];
448 420
449 sprintf (buf, "between %s", cost_string_from_value (lo, 1)); 421 return format ("between %s and %s",
450 sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1)); 422 cost_string_from_value (lo, 1),
451 423 cost_string_from_value (lo + approx_range, 1));
452 return buf;
453 } 424 }
454 } 425 }
455 426
456 return cost_string_from_value (real_value, 0); 427 return cost_string_from_value (real_value, 0);
457} 428}
472 } 443 }
473 444
474 for (tmp = op->inv; tmp; tmp = tmp->below) 445 for (tmp = op->inv; tmp; tmp = tmp->below)
475 if (tmp->type == MONEY) 446 if (tmp->type == MONEY)
476 total += tmp->nrof * (sint64)tmp->value; 447 total += tmp->nrof * (sint64)tmp->value;
477 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)))
478 total += query_money (tmp); 449 total += query_money (tmp);
479 450
480 return total; 451 return total;
481} 452}
482 453
497 return 0; 468 return 0;
498 469
499 pay_from_container (pl, pl, to_pay); 470 pay_from_container (pl, pl, to_pay);
500 471
501 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 472 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
502 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)))
503 pay_from_container (pl, pouch, to_pay); 474 pay_from_container (pl, pouch, to_pay);
504 475
505 pl->update_stats (); 476 pl->update_stats ();
506 return 1; 477 return 1;
507} 478}
529 * This determins the amount of exp (if any) gained for bargaining. 500 * This determins the amount of exp (if any) gained for bargaining.
530 */ 501 */
531 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;
532 503
533 if (saved_money > 0) 504 if (saved_money > 0)
534 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE); 505 change_exp (pl, saved_money, shstr_bargaining, SK_EXP_NONE);
535 506
536 pay_from_container (pl, pl, to_pay); 507 pay_from_container (pl, pl, to_pay);
537 508
538 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 509 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
539 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)))
540 pay_from_container (pl, pouch, to_pay); 511 pay_from_container (pl, pouch, to_pay);
541 512
542 pl->update_stats (); 513 pl->update_stats ();
543 514
544 return 1; 515 return 1;
611 at = archetype::find (coins[NUM_COINS - 1 - i]); 582 at = archetype::find (coins[NUM_COINS - 1 - i]);
612 583
613 if (at == NULL) 584 if (at == NULL)
614 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]);
615 586
616 coin_objs[i] = arch_to_object (at); 587 coin_objs[i] = at->instance ();
617 coin_objs[i]->nrof = 0; 588 coin_objs[i]->nrof = 0;
618 } 589 }
619 590
620 for (i = 0; i < NUM_COINS; i++) 591 for (i = 0; i < NUM_COINS; i++)
621 { 592 {
622 object &coin = *coin_objs[i]; 593 object &coin = *coin_objs[i];
623 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);
624 to_pay -= num_coins * coin.value; 595 to_pay -= num_coins * coin.value;
625 596
626 coin.nrof -= num_coins; 597 coin.nrof -= num_coins;
627 /* Now start making change. Start at the coin value 598 /* Now start making change. Start at the coin value
628 * below the one we just did, and work down to 599 * below the one we just did, and work down to
638 count--; 609 count--;
639 } 610 }
640 } 611 }
641 612
642 for (i = 0; i < NUM_COINS; i++) 613 for (i = 0; i < NUM_COINS; i++)
643 {
644 if (coin_objs[i]->nrof) 614 if (coin_objs[i]->nrof)
645 insert_ob_in_ob (coin_objs [i], pouch); 615 insert_ob_in_ob (coin_objs [i], pouch);
646 else 616 else
647 coin_objs[i]->destroy (); 617 coin_objs[i]->destroy ();
648 }
649} 618}
650 619
651/* 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
652 * 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.
653 * 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
665 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");
666 return 0; 635 return 0;
667 } 636 }
668 637
669 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item) 638 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
670 if (QUERY_FLAG (item, FLAG_UNPAID)) 639 if (item->flag [FLAG_UNPAID])
671 { 640 {
672 unpaid_count++; 641 unpaid_count++;
673 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP); 642 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
674 } 643 }
675 644
676 if (unpaid_price > player_wealth) 645 if (unpaid_price > player_wealth)
677 { 646 {
678 char buf[MAX_BUF]; 647 dynbuf_text &buf = msg_dynbuf; buf.clear ();
679 char cost[MAX_BUF];
680 char missing[MAX_BUF];
681 648
682 snprintf (cost, MAX_BUF, "%s", cost_string_from_value (unpaid_price, 0)); 649 buf << "You have " << unpaid_count
683 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.>";
684 654
685 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);
686 unpaid_count, cost, missing);
687 new_draw_info (NDI_UNIQUE, 0, pl, buf);
688 656
689 return 0; 657 return 0;
690 } 658 }
691 else 659 else
692 return 1; 660 return 1;
705 { 673 {
706 next_item: 674 next_item:
707 675
708 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op) 676 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
709 { 677 {
710 if (QUERY_FLAG (op, FLAG_UNPAID)) 678 if (op->flag [FLAG_UNPAID])
711 { 679 {
712 char buf[MAX_BUF];
713 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);
714 681
715 if (!pay_for_item (op, pl)) 682 if (!pay_for_item (op, pl))
716 { 683 {
717 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);
718 685
719 CLEAR_FLAG (op, FLAG_UNPAID); 686 op->clr_flag (FLAG_UNPAID);
720 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));
721 SET_FLAG (op, FLAG_UNPAID); 688 op->set_flag (FLAG_UNPAID);
722 return 0; 689 return 0;
723 } 690 }
724 else 691 else
725 { 692 {
726 CLEAR_FLAG (op, FLAG_UNPAID); 693 op->clr_flag (FLAG_UNPAID);
727 CLEAR_FLAG (op, FLAG_PLAYER_SOLD); 694 op->clr_flag (FLAG_PLAYER_SOLD);
728 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));
729 696
730 if (!merge_ob (op, op->env->inv)) 697 if (!merge_ob (op, op->env->inv))
731 esrv_update_item (UPD_FLAGS, pl, op); 698 esrv_update_item (UPD_FLAGS, pl, op);
732 699
733 goto next_item; 700 goto next_item;
753void 720void
754pay_player (object *pl, sint64 amount) 721pay_player (object *pl, sint64 amount)
755{ 722{
756 int count = 0; 723 int count = 0;
757 archetype *at = 0; 724 archetype *at = 0;
758 object *pouch = 0, *tmp = 0; 725 object *pouch = 0;
759 726
760 for (count = 0; coins[count]; count++) 727 for (count = 0; coins[count]; count++)
761 { 728 {
762 at = archetype::find (coins[count]); 729 at = archetype::find (coins[count]);
763 730
765 LOG (llevError, "Could not find %s archetype\n", coins[count]); 732 LOG (llevError, "Could not find %s archetype\n", coins[count]);
766 else if ((amount / at->value) > 0) 733 else if ((amount / at->value) > 0)
767 { 734 {
768 for (pouch = pl->inv; pouch; pouch = pouch->below) 735 for (pouch = pl->inv; pouch; pouch = pouch->below)
769 { 736 {
770 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))
771 { 738 {
772 int w = at->weight * (100 - pouch->stats.Str) / 100; 739 int w = at->weight * (100 - pouch->stats.Str) / 100;
773 int n = amount / at->value; 740 int n = amount / at->value;
774 741
775 if (w == 0) 742 if (w == 0)
778 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))
779 { 746 {
780 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) 747 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
781 n = (pouch->weight_limit - pouch->carrying) / w; 748 n = (pouch->weight_limit - pouch->carrying) / w;
782 749
783 object *tmp = arch_to_object (at); 750 object *tmp = at->instance ();
784 tmp->nrof = n; 751 tmp->nrof = n;
785 amount -= tmp->nrof * tmp->value; 752 amount -= tmp->nrof * tmp->value;
786 pouch->insert (tmp); 753 pouch->insert (tmp);
787 } 754 }
788 } 755 }
789 } 756 }
790 757
791 if (amount / at->value > 0) 758 if (amount / at->value > 0)
792 { 759 {
793 object *tmp = arch_to_object (at); 760 object *tmp = at->instance ();
794 tmp->nrof = amount / tmp->value; 761 tmp->nrof = amount / tmp->value;
795 amount -= tmp->nrof * tmp->value; 762 amount -= tmp->nrof * tmp->value;
796 pl->insert (tmp); 763 pl->insert (tmp);
797 } 764 }
798 } 765 }
804 771
805/* elmex: this is for the bank plugin :( */ 772/* elmex: this is for the bank plugin :( */
806sint64 773sint64
807pay_player_arch (object *pl, const char *arch, sint64 amount) 774pay_player_arch (object *pl, const char *arch, sint64 amount)
808{ 775{
809 archetype *at = archetype::find (arch);
810
811 if (!at)
812 return 0;
813
814 if (amount > 0) 776 if (amount)
815 { 777 {
816 object *tmp = arch_to_object (at); 778 object *ob = archetype::get (arch);
779
780 if (!ob)
781 return 0;
782
817 tmp->nrof = amount; 783 ob->nrof = amount;
818 insert_ob_in_ob (tmp, pl); 784 pl->insert (ob);
819 } 785 }
820 786
821 return 1; 787 return 1;
822} 788}
823 789
826 * buy item. 792 * buy item.
827 * 793 *
828 * Modified to fill available race: gold containers before dumping 794 * Modified to fill available race: gold containers before dumping
829 * remaining coins in character's inventory. 795 * remaining coins in character's inventory.
830 */ 796 */
831void 797bool
832sell_item (object *op, object *pl) 798sell_item (object *op, object *pl)
833{ 799{
834 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;
835 801
836 if (pl == NULL || pl->type != PLAYER) 802 if (pl == NULL || pl->type != PLAYER)
837 { 803 {
838 LOG (llevDebug, "Object other than player tried to sell something.\n"); 804 LOG (llevDebug, "Object other than player tried to sell something.\n");
839 return; 805 return false;
840 } 806 }
841 807
842 op->custom_name = 0; 808 op->custom_name = 0;
843 809
844 if (!amount) 810 if (!amount)
845 { 811 {
846 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.",
847 813 query_name (op));
848 /* 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
849 * worth something. If so, make it unpaid 815 // interested in it.
850 */
851 if (op->value)
852 {
853 SET_FLAG (op, FLAG_UNPAID);
854 SET_FLAG (op, FLAG_PLAYER_SOLD);
855 }
856
857 identify (op);
858 return; 816 return false;
859 } 817 }
860 818
861 /* We compare the price with the one for a player 819 /* We compare the price with the one for a player
862 * without bargaining skill. 820 * without bargaining skill.
863 * This determins the amount of exp (if any) gained for bargaining. 821 * This determins the amount of exp (if any) gained for bargaining.
864 * exp/10 -> 1 for each gold coin 822 * exp/10 -> 1 for each gold coin
865 */ 823 */
866 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);
867 825
868 if (extra_gain > 0) 826 if (extra_gain > 0)
869 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); 827 change_exp (pl, extra_gain / 10, shstr_bargaining, SK_EXP_NONE);
870 828
871 pay_player (pl, amount); 829 pay_player (pl, amount);
872 830
873 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));
874 pl->play_sound (sound_find ("shop_sell")); 833 pl->play_sound (sound_find ("shop_sell"));
875 834
876 SET_FLAG (op, FLAG_UNPAID); 835 op->set_flag (FLAG_UNPAID);
877 identify (op); 836 identify (op);
837
838 return true;
878} 839}
879 840
880/* 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
881 * 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,
882 * returned value is between SPECIALISATION_EFFECT and 1. 843 * returned value is between SPECIALISATION_EFFECT and 1.
883 */ 844 */
884static double 845static double
885shop_specialisation_ratio (const object *item, const maptile *map) 846shop_specialisation_ratio (const object *item, const maptile *map)
886{ 847{
887 shopitems *items = map->shopitems; 848 shopitems *items = map->shopitems;
888 double likedness = 0.; 849 int likedness = 0;
889 int i; 850 int i;
890 851
891 if (item == NULL) 852 if (item == NULL)
892 { 853 {
893 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);
894 return 0; 855 return 0;
895 } 856 }
896 857
897 if (!item->type) 858 if (!item->type)
898 { 859 {
899 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 ());
900 /* 861 /*
901 * 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
902 * 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.."
903 */ 864 */
904 return SPECIALISATION_EFFECT; 865 return SPECIALISATION_EFFECT;
905 } 866 }
906 867
907 if (map->shopitems) 868 if (map->shopitems)
908 {
909 for (i = 0; i < items[0].index; i++) 869 for (i = 0; i < items[0].index; i++)
910 if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001)) 870 if (items[i].typenum == item->type || (!items[i].typenum && !likedness))
911 likedness = items[i].strength / 100.0; 871 likedness = items[i].strength;
912 }
913 872
914 if (likedness > 1.0) 873 if (likedness > 100)
915 { /* someone has been rather silly with the map headers. */ 874 { /* someone has been rather silly with the map headers. */
916 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);
917 likedness = 1.0; 876 likedness = 100;
918 } 877 }
919 878
920 if (likedness < -1.0) 879 if (likedness < -100)
921 { 880 {
922 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);
923 likedness = -1.0; 882 likedness = -100;
924 } 883 }
925 884
926 return lerp (likedness, -1., 1., SPECIALISATION_EFFECT, 1.); 885 return lerp (double (likedness), -100., 100., SPECIALISATION_EFFECT, 1.);
927} 886}
928 887
929/*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. */
930static double 889static double
931shop_greed (const maptile *map) 890shop_greed (const maptile *map)
949/* limit the value of items based on the wealth of the shop. If the item is close 908/* limit the value of items based on the wealth of the shop. If the item is close
950 * to the maximum value a shop will offer, we start to reduce it, if the item is 909 * to the maximum value a shop will offer, we start to reduce it, if the item is
951 * below the minimum value the shop is prepared to trade in, then we don't 910 * below the minimum value the shop is prepared to trade in, then we don't
952 * want it and offer nothing. If it isn't a shop, check whether we should do generic 911 * want it and offer nothing. If it isn't a shop, check whether we should do generic
953 * value reduction. 912 * value reduction.
954 * 913 *
955 */ 914 */
956static sint64 915static sint64
957value_limit (sint64 val, int quantity, const object *who, int isshop) 916value_limit (sint64 val, int quantity, const object *who, int isshop)
958{ 917{
959 sint64 newval, unit_price, tmpshopmax; 918 sint64 newval, unit_price, tmpshopmax;
981 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default 940 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
982 941
983 if (map->shopmin && unit_price < map->shopmin) 942 if (map->shopmin && unit_price < map->shopmin)
984 return 0; 943 return 0;
985 else if (unit_price > tmpshopmax / 2) 944 else if (unit_price > tmpshopmax / 2)
986 newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax); 945 newval = min ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
987 else 946 else
988 newval = unit_price; 947 newval = unit_price;
989 } 948 }
990 949
991 newval *= quantity; 950 newval *= quantity;
995 954
996/* 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. */
997int 956int
998describe_shop (const object *op) 957describe_shop (const object *op)
999{ 958{
959 dynbuf_text buf;
1000 maptile *map = op->map; 960 maptile *map = op->map;
1001 961
1002 /*shopitems *items=map->shopitems; */ 962 /*shopitems *items=map->shopitems; */
1003 int pos = 0, i; 963 int i;
1004 double opinion = 0; 964 double opinion = 0;
1005 char tmp[MAX_BUF] = "\0";
1006 965
1007 if (op->type != PLAYER) 966 if (op->type != PLAYER)
1008 return 0; 967 return 0;
1009 968
1010 /*check if there is a shop specified for this map */ 969 /*check if there is a shop specified for this map */
1011 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) 970 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
1012 { 971 {
1013 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;
1014 974
1015 if (map->shopitems) 975 if (map->shopitems)
1016 for (i = 0; i < map->shopitems[0].index; i++) 976 for (i = 0; i < map->shopitems[0].index; i++)
1017 if (map->shopitems[i].name && map->shopitems[i].strength > 10) 977 if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1018 { 978 {
1019 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl); 979 buf << map->shopitems[i].name_pl;
1020 pos += strlen (tmp + pos); 980 prevcomma = lastcomma;
981 lastcomma = buf.size (); // remember offset
982 buf << ", ";
1021 } 983 }
1022 984
1023 if (!pos) 985 if (lastcomma)
986 {
987 buf.splice (lastcomma, 2);
988
989 if (prevcomma)
990 buf.splice (prevcomma, 2, " and ");
991 }
992 else
1024 strcat (tmp, "a little of everything."); 993 buf << "a little of everything.";
1025 994
1026 /* format the string into a list */ 995 buf << ".\n\n";
1027 make_list_like (tmp);
1028 new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1029 996
1030 if (map->shopmax) 997 if (map->shopmax)
1031 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";
1032 999
1033 if (map->shopmin) 1000 if (map->shopmin)
1034 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";
1035 1002
1036 if (map->shopgreed) 1003 if (map->shopgreed)
1037 { 1004 {
1038 if (map->shopgreed > 2.0) 1005 if (map->shopgreed > 2.0)
1039 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively."); 1006 buf << "It tends to overcharge massively.\n\n";
1040 else if (map->shopgreed > 1.5) 1007 else if (map->shopgreed > 1.5)
1041 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially."); 1008 buf << "It tends to overcharge substantially.\n\n";
1042 else if (map->shopgreed > 1.1) 1009 else if (map->shopgreed > 1.1)
1043 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly."); 1010 buf << "It tends to overcharge slightly.\n\n";
1044 else if (map->shopgreed < 0.9) 1011 else if (map->shopgreed < 0.9)
1045 new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge."); 1012 buf << "It tends to undercharge.\n\n";
1046 } 1013 }
1047 1014
1048 if (map->shoprace) 1015 if (map->shoprace)
1049 { 1016 {
1050 opinion = shopkeeper_approval (map, op); 1017 opinion = shopkeeper_approval (map, op);
1018
1051 if (opinion > 0.8) 1019 if (opinion > 0.8)
1052 new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you."); 1020 buf << "You think the shopkeeper likes you.\n\n";
1053 else if (opinion > 0.5) 1021 else if (opinion > 0.5)
1054 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you."); 1022 buf << "The shopkeeper seems unconcerned by you.\n\n";
1055 else 1023 else
1056 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";
1057 } 1025 }
1058 } 1026 }
1059 else 1027 else
1060 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);
1061 1031
1062 return 1; 1032 return 1;
1063} 1033}
1064 1034
1065struct shopinv 1035struct shopinv
1066{ 1036{
1067 char *item_sort; 1037 char *item_sort;
1068 char *item_real; 1038 char *item_real;
1039 sint64 value;
1069 uint16 type; 1040 uint16 type;
1070 uint32 nrof; 1041 uint32 nrof;
1071}; 1042};
1072 1043
1073/* 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
1080{ 1051{
1081 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2; 1052 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1082 1053
1083 if (s1->type < s2->type) 1054 if (s1->type < s2->type)
1084 return -1; 1055 return -1;
1056
1085 if (s1->type > s2->type) 1057 if (s1->type > s2->type)
1086 return 1; 1058 return 1;
1087 1059
1088 /* 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
1089 * via alphabetical order 1061 * via alphabetical order
1092} 1064}
1093 1065
1094static void 1066static void
1095add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated) 1067add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1096{ 1068{
1097#if 0
1098 char buf[MAX_BUF];
1099#endif
1100 /* clear unpaid flag so that doesn't come up in query 1069 /* clear unpaid flag so that doesn't come up in query
1101 * string. We clear nrof so that we can better sort 1070 * string. We clear nrof so that we can better sort
1102 * the object names. 1071 * the object names.
1103 */ 1072 */
1104 1073
1105 CLEAR_FLAG (tmp, FLAG_UNPAID); 1074 tmp->clr_flag (FLAG_UNPAID);
1106 items[*numitems].nrof = tmp->nrof; 1075 items[*numitems].nrof = tmp->nrof;
1107 /* 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
1108 * so the display is properly. 1077 * so the display is properly.
1109 */ 1078 */
1110 if (tmp->nrof == 0) 1079 if (tmp->nrof == 0)
1111 items[*numitems].nrof++; 1080 items[*numitems].nrof++;
1112 items[*numitems].type = tmp->type; 1081 items[*numitems].type = tmp->type;
1082
1083 items[*numitems].value = tmp->value;
1113 1084
1114 switch (tmp->type) 1085 switch (tmp->type)
1115 { 1086 {
1116#if 0 1087#if 0
1117 case BOOTS: 1088 case BOOTS:
1129#endif 1100#endif
1130 1101
1131 default: 1102 default:
1132 items[*numitems].item_sort = strdup (query_base_name (tmp, 0)); 1103 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1133 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;
1134 (*numitems)++; 1106 (*numitems)++;
1135 break; 1107 break;
1136 } 1108 }
1137 SET_FLAG (tmp, FLAG_UNPAID); 1109
1110 tmp->set_flag (FLAG_UNPAID);
1138} 1111}
1139 1112
1140void 1113void
1141shop_listing (object *sign, object *op) 1114shop_listing (object *sign, object *op)
1142{ 1115{
1143 int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2; 1116 int i, j, x1, x2, y1, y2;
1144 const char *shop_coords = get_ob_key_value (sign, "shop_coords"); 1117 const char *shop_coords = sign->kv [shstr_shop_coords];
1145 object *stack; 1118 object *stack;
1146 shopinv *items; 1119 shopinv *items;
1147 1120
1148 /* 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 */
1149 if (op->type != PLAYER) 1122 if (!op->is_player ())
1150 return; 1123 return;
1124
1125 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1151 1126
1152 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2))) 1127 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1153 { 1128 {
1154 x1 = 0; 1129 x1 = 0;
1155 y1 = 0; 1130 y1 = 0;
1156 x2 = op->map->width - 1; 1131 x2 = op->map->width - 1;
1157 y2 = op->map->height - 1; 1132 y2 = op->map->height - 1;
1158 } 1133 }
1159 1134
1160 items = (shopinv *) malloc (40 * sizeof (shopinv));
1161 numallocated = 40; 1135 int numallocated = 40;
1136 int numitems = 0;
1137 items = (shopinv *)malloc (sizeof (shopinv) * numallocated);
1162 1138
1163 /* Find all the appropriate items */ 1139 /* Find all the appropriate items */
1164 for (i = x1; i <= x2; i++) 1140 for (i = x1; i <= x2; i++)
1165 {
1166 for (j = y1; j < y2; j++) 1141 for (j = y1; j < y2; j++)
1142 if (op->map->is_in_shop (i, j))
1167 { 1143 {
1168 if (is_in_shop (op->map, i, j)) 1144 stack = GET_MAP_OB (op->map, i, j);
1145
1146 while (stack)
1169 { 1147 {
1170 stack = GET_MAP_OB (op->map, i, j); 1148 if (stack->flag [FLAG_UNPAID])
1171
1172 while (stack)
1173 { 1149 {
1174 if (QUERY_FLAG (stack, FLAG_UNPAID))
1175 {
1176 if (numitems == numallocated) 1150 if (numitems == numallocated)
1177 {
1178 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10)); 1151 items = (shopinv *)realloc (items, sizeof (shopinv) * (numallocated *= 2));
1179 numallocated += 10;
1180 }
1181 1152
1182 add_shop_item (stack, items, &numitems, &numallocated); 1153 add_shop_item (stack, items, &numitems, &numallocated);
1183 }
1184
1185 stack = stack->above;
1186 } 1154 }
1155
1156 stack = stack->above;
1187 } 1157 }
1188 } 1158 }
1189 }
1190 1159
1191 if (numitems == 0) 1160 buf << (numitems ? "T<This shop contains:>\n\n"
1192 { 1161 : "T<This shop is currently empty.>");
1193 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1194 free (items);
1195 return;
1196 }
1197 1162
1198 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);
1199
1200 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:");
1201 1164
1202 for (i = 0; i < numitems; i++) 1165 for (i = 0; i < numitems; i++)
1203 { 1166 {
1204 /* Collapse items of the same name together */ 1167 /* Collapse items of the same name together */
1205 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))
1206 {
1207 items[i + 1].nrof += items[i].nrof; 1169 items[i + 1].nrof += items[i].nrof;
1208 free (items[i].item_sort);
1209 free (items[i].item_real);
1210 }
1211 else 1170 else
1212 { 1171 {
1213 new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s", 1172 buf.printf (
1214 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
1215 free (items[i].item_sort); 1179 free (items[i].item_sort);
1216 free (items[i].item_real); 1180 free (items[i].item_real);
1217 }
1218 } 1181 }
1182
1183 op->contr->infobox (MSG_CHANNEL ("shopitems"), buf);
1219 1184
1220 free (items); 1185 free (items);
1221}
1222
1223/* elmex: this function checks whether the object is in a shop */
1224bool
1225is_in_shop (object *o)
1226{
1227 if (!o->map)
1228 return false;
1229
1230 return is_in_shop (o->map, o->x, o->y);
1231} 1186}
1232 1187
1233/* elmex: this function checks whether we are in a shop or not 1188/* elmex: this function checks whether we are in a shop or not
1234 - change 2007-11-26: enhanced the O(n) case by stopping at the first 1189 - change 2007-11-26: enhanced the O(n) case by stopping at the first
1235 floor tile. this possibly will make map bugs where shopfloors are above 1190 floor tile. this possibly will make map bugs where shopfloors are above
1236 floors more obvious. 1191 floors more obvious.
1237*/ 1192*/
1238
1239bool 1193bool
1240is_in_shop (maptile *map, int x, int y) 1194maptile::is_in_shop (int x, int y) const
1241{ 1195{
1242 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)
1243 if (QUERY_FLAG (floor, FLAG_IS_FLOOR)) 1197 if (floor->flag [FLAG_IS_FLOOR])
1244 return floor->type == SHOP_FLOOR; 1198 return floor->type == SHOP_FLOOR;
1199
1245 return false; 1200 return false;
1246} 1201}
1247 1202

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