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Revision: 1.19
Committed: Mon Dec 11 14:28:13 2006 UTC (17 years, 5 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.18: +0 -1 lines
Log Message:
- removed or commented out unused variables
- fixed one signedness issue (should work.. uint64 to sint64.. just
      what about the shopmax still being uint64?)

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 */
23
24 #include <global.h>
25 #include <spells.h>
26 #include <skills.h>
27 #include <living.h>
28 #include <newclient.h>
29 #ifndef __CEXTRACT__
30 # include <sproto.h>
31 #endif
32 #include <math.h>
33
34 /* this is a measure of how effective store specialisation is. A general store
35 * will offer this proportion of the 'maximum' price, a specialised store will
36 * offer a range of prices around it such that the maximum price is always one
37 * therefore making this number higher, makes specialisation less effective.
38 * setting this value above 1 or to a negative value would have interesting,
39 * (though not useful) effects.
40 */
41 #define SPECIALISATION_EFFECT 0.5
42
43 /* price a shopkeeper will give someone they neither like nor dislike */
44 #define NEUTRAL_RATIO 0.8
45
46 static void pay_from_container (object *pl, object *pouch, sint64 &to_pay);
47 static sint64 value_limit (sint64 val, int quantity, const object *who, int isshop);
48 static double shop_specialisation_ratio (const object *item, const maptile *map);
49 static double shop_greed (const maptile *map);
50
51 #define NUM_COINS 4 /* number of coin types */
52 static const char *const coins[] = { "royalty", "platinacoin", "goldcoin", "silvercoin", NULL };
53
54 /* Added F_TRUE flag to define.h to mean that the price should not
55 * be adjusted by players charisma. With F_TRUE, it returns the amount
56 * that the item is worth, if it was sold, but unadjusted by charisma.
57 * This is needed for alchemy, to to determine what value of gold nuggets
58 * should be given (the gold nuggets, when sold, will have the adjustment
59 * by charisma done at that time). NULL could have been passed as the
60 * who parameter, but then the adjustment for expensive items (>10000)
61 * would not be done.
62 *
63 * Added F_APPROX flag, which means that the price returned should be wrong by
64 * an amount related to the player's bargaining skill.
65 *
66 * Added F_SHOP flag to mean that the specialisation of the shop on the player's
67 * current map should be taken into account when determining the price. Shops that
68 * specialise in what is being traded will give better prices than those that do not.
69 *
70 * CF 0.91.4 - This function got changed around a bit. Now the
71 * number of object is multiplied by the value early on. This fixes problems
72 * with items worth very little. What happened before is that various
73 * divisions took place, the value got rounded to 0 (Being an int), and
74 * thus remained 0.
75 *
76 * Mark Wedel (mwedel@pyramid.com)
77 */
78
79 static sint64 approx_range;
80
81 sint64
82 query_cost (const object *tmp, object *who, int flag)
83 {
84 double val;
85 int number; /* used to better calculate value */
86 int no_bargain;
87 int identified;
88 int not_cursed;
89 int approximate;
90 int shop;
91 double diff;
92
93 approx_range = 0;
94
95 no_bargain = flag & F_NO_BARGAIN;
96 identified = flag & F_IDENTIFIED;
97 not_cursed = flag & F_NOT_CURSED;
98 approximate = flag & F_APPROX;
99 shop = flag & F_SHOP;
100 flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP);
101
102 if (tmp->type == MONEY)
103 return tmp->nrof * tmp->value;
104
105 if (tmp->type == GEM)
106 {
107 if (flag == F_TRUE)
108 return (tmp->nrof * tmp->value);
109
110 if (flag == F_BUY)
111 return (sint64) (1.03 * tmp->nrof * tmp->value);
112
113 if (flag == F_SELL)
114 return (sint64) (0.97 * tmp->nrof * tmp->value);
115
116 LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ());
117 return 0;
118 }
119
120 number = tmp->nrof;
121 if (number == 0)
122 number = 1;
123 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified)
124 {
125 if (!not_cursed && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
126 return 0;
127 else
128 val = tmp->value * number;
129 }
130 /* This area deals with objects that are not identified, but can be */
131 else
132 {
133 if (tmp->arch != NULL)
134 {
135 if (flag == F_BUY)
136 {
137 LOG (llevError, "Asking for buy-value of unidentified object.\n");
138 val = tmp->arch->clone.value * 50 * number;
139 }
140 else
141 { /* Trying to sell something, or get true value */
142 if (tmp->type == POTION)
143 val = number * 40; /* Don't want to give anything away */
144 else
145 {
146 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
147 * unknown objects
148 */
149 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
150 val = number * tmp->arch->clone.value * 2 / 3;
151 else
152 val = number * tmp->arch->clone.value / 3;
153 }
154 }
155 }
156 else
157 { /* No archetype with this object */
158 LOG (llevDebug, "In sell item: Have object with no archetype: %s\n", &tmp->name);
159 if (flag == F_BUY)
160 {
161 LOG (llevError, "Asking for buy-value of unidentified object without arch.\n");
162 val = number * tmp->value * 10;
163 }
164 else
165 val = number * tmp->value / 5;
166 }
167 }
168
169 /* If the item has been applied or identifed or does not need to be
170 * identified, AND the object is magical and the archetype is non
171 * magical, then change values accordingly. The tmp->arch==NULL is
172 * really just a check to prevent core dumps for when it checks
173 * tmp->arch->clone.magic for any magic. The check for archetype
174 * magic is to not give extra money for archetypes that are by
175 * default magical. This is because the archetype value should have
176 * already figured in that value.
177 */
178 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified ||
179 QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->clone.magic))
180 {
181 if (tmp->magic > 0)
182 val *= (3 * tmp->magic * tmp->magic * tmp->magic);
183 else
184 /* Note that tmp->magic is negative, so that this
185 * will actually be something like val /=2, /=3, etc.
186 */
187 val /= (1 - tmp->magic);
188 }
189
190 if (tmp->type == WAND)
191 {
192 /* Value of the wand is multiplied by the number of
193 * charges. the treasure code already sets up the value
194 * 50 charges is used as the baseline.
195 */
196 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified)
197 val = (val * tmp->stats.food) / 50;
198 else /* if not identified, presume one charge */
199 val /= 50;
200 }
201
202 /* Limit amount of money you can get for really great items. */
203 if (flag == F_SELL)
204 val = value_limit ((sint64) val, number, who, shop);
205
206 // use a nonlinear price adjustment. as my predecessor said, don't change
207 // the archetypes, its work required for balancing, and we don't care.
208 //val = pow (val, 1.05);
209
210 /* This modification is for bargaining skill.
211 * Now only players with max level in bargaining
212 * AND Cha = 30 will get optimal price.
213 * Thus charisma will never get useless.
214 * -b.e. edler@heydernet.de
215 */
216
217 if (who != NULL && who->type == PLAYER)
218 {
219 int lev_bargain = 0;
220 int lev_identify = 0;
221 int idskill1 = 0;
222 int idskill2 = 0;
223 const typedata *tmptype;
224
225 tmptype = get_typedata (tmp->type);
226
227 if (find_skill_by_number (who, SK_BARGAINING))
228 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level;
229
230 if (tmptype)
231 {
232 idskill1 = tmptype->identifyskill;
233
234 if (idskill1)
235 {
236 idskill2 = tmptype->identifyskill2;
237
238 if (find_skill_by_number (who, idskill1))
239 lev_identify = find_skill_by_number (who, idskill1)->level;
240
241 if (idskill2 && find_skill_by_number (who, idskill2))
242 lev_identify += find_skill_by_number (who, idskill2)->level;
243 }
244 }
245 else
246 LOG (llevError, "Query_cost: item %s hasn't got a valid type\n", tmp->debug_desc ());
247
248 /* ratio determines how much of the price modification
249 * will come from the basic stat charisma
250 * the rest will come from the level in bargaining skill
251 */
252 const double cha_ratio = 0.40;
253
254 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25);
255
256 diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.);
257
258 diff = .02 + (.80 - .02) * diff;
259
260 if (flag == F_BUY)
261 val += (val * diff);
262 else if (flag == F_SELL)
263 val -= (val * diff);
264
265 // now find a price range. the less good we can judge, the larger the range is
266 // then the range is adjusted randomly around the correct value
267 if (approximate)
268 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1));
269 }
270
271 /* I don't think this should really happen - if it does, it indicates and
272 * overflow of diff above. That shoudl only happen if
273 * we are selling objects - in that case, the person just
274 * gets no money.
275 */
276 if ((sint64) val < 0)
277 val = 0;
278
279 /* Unidentified stuff won't sell for more than 60gp */
280 if (flag == F_SELL && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && need_identify (tmp) && !identified)
281 {
282 val = (val > 600) ? 600 : val;
283 }
284
285 /* if we are in a shop, check how the type of shop should affect the price */
286 if (shop && who)
287 {
288 if (flag == F_SELL)
289 val = (val * shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map));
290 else if (flag == F_BUY)
291 {
292 /*
293 * when buying, if the item was sold by another player, it is ok to
294 * let the item be sold cheaper, according to the specialisation of
295 * the shop. If a player sold an item here, then his sale price was
296 * multiplied by the specialisation ratio, to do the same to the buy
297 * price will not generate extra money. However, the
298 * same is not true of generated items, these have to /divide/ by the
299 * specialisation, so that the price is never less than what they could
300 * be sold for (otherwise players could camp map resets to make money).
301 * In game terms, a non-specialist shop, might not recognise the true
302 * value of the items they sell (much like how people sometimes find
303 * antiques in a junk shop in real life).
304 */
305 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD))
306 val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who));
307 else
308 val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who)));
309 }
310 /* we will also have an extra 0-5% variation between shops of the same type
311 * for valuable items (below a value of 50 this effect wouldn't be very
312 * pointful, and could give fun with rounding.
313 */
314 if (who->map->path != NULL && val > 50)
315 val = (val + 0.05 * (sint64) val * cos (tmp->count + strlen (who->map->path)));
316 }
317 return (sint64) val;
318 }
319
320 /* Find the coin type that is worth more the 'c'. Starts at the
321 * cointype placement.
322 */
323
324 static archetype *
325 find_next_coin (sint64 c, int *cointype)
326 {
327 archetype *coin;
328
329 do
330 {
331 if (coins[*cointype] == NULL)
332 return NULL;
333 coin = archetype::find (coins[*cointype]);
334 if (coin == NULL)
335 return NULL;
336 *cointype += 1;
337 }
338 while (coin->clone.value > c);
339
340 return coin;
341 }
342
343 /* This returns a string of how much something is worth based on
344 * an integer being passed.
345 * cost is the cost we need to represent.
346 * While cost is 64 bit, the number of any coin is still really
347 * limited to 32 bit (size of nrof field). If it turns out players
348 * have so much money that they have more than 2 billion platinum
349 * coins, there are certainly issues - the easiest fix at that
350 * time is to add a higher denomination (mithril piece with
351 * 10,000 silver or something)
352 */
353 const char *
354 cost_string_from_value (sint64 cost, int approx)
355 {
356 static char buf[MAX_BUF];
357 archetype *coin, *next_coin;
358 int num, cointype = 0;
359
360 coin = find_next_coin (cost, &cointype);
361 if (coin == NULL)
362 return "nothing";
363
364 num = cost / coin->clone.value;
365 /* so long as nrof is 32 bit, this is true.
366 * If it takes more coins than a person can possibly carry, this
367 * is basically true.
368 */
369 if ((cost / coin->clone.value) > UINT32_MAX)
370 {
371 strcpy (buf, "an unimaginable sum of money");
372 return buf;
373 }
374
375 cost -= num * (sint64)coin->clone.value;
376
377 sprintf (buf, "%d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name);
378
379 next_coin = find_next_coin (cost, &cointype);
380 if (next_coin == NULL || approx)
381 return buf;
382
383 coin = next_coin;
384 num = cost / coin->clone.value;
385 cost -= num * (sint64)coin->clone.value;
386
387 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name);
388
389 return buf;
390 }
391
392 const char *
393 query_cost_string (const object *tmp, object *who, int flag)
394 {
395 sint64 real_value = query_cost (tmp, who, flag);
396 int idskill1 = 0;
397 int idskill2 = 0;
398 const typedata *tmptype;
399
400 tmptype = get_typedata (tmp->type);
401 if (tmptype)
402 {
403 idskill1 = tmptype->identifyskill;
404 idskill2 = tmptype->identifyskill2;
405 }
406
407 /* we show an approximate price if
408 * 1) we are approximating
409 * 2) there either is no id skill(s) for the item, or we don't have them
410 * 3) we don't have bargaining skill either
411 */
412 if (flag & F_APPROX)
413 {
414 if (!idskill1 || !find_skill_by_number (who, idskill1))
415 {
416 if (!idskill2 || !find_skill_by_number (who, idskill2))
417 {
418 if (!find_skill_by_number (who, SK_BARGAINING))
419 {
420 static char buf[MAX_BUF];
421 int num, cointype = 0;
422 archetype *coin = find_next_coin (real_value, &cointype);
423
424 if (coin == NULL)
425 return "nothing";
426
427 num = real_value / coin->clone.value;
428 if (num == 1)
429 sprintf (buf, "about one %s", &coin->clone.name);
430 else if (num < 5)
431 sprintf (buf, "a few %s", &coin->clone.name_pl);
432 else if (num < 10)
433 sprintf (buf, "several %s", &coin->clone.name_pl);
434 else if (num < 25)
435 sprintf (buf, "a moderate amount of %s", &coin->clone.name_pl);
436 else if (num < 100)
437 sprintf (buf, "lots of %s", &coin->clone.name_pl);
438 else if (num < 1000)
439 sprintf (buf, "a great many %s", &coin->clone.name_pl);
440 else
441 sprintf (buf, "a vast quantity of %s", &coin->clone.name_pl);
442 return buf;
443 }
444 }
445 }
446
447 int hash = ((unsigned int) tmp->count * 174364621) & 1023;
448
449 if (approx_range)
450 {
451 sint64 lo = (sint64) real_value - (approx_range * hash >> 10);
452 static char buf[MAX_BUF];
453
454 sprintf (buf, "between %s", cost_string_from_value (lo, 1));
455 sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1));
456
457 return buf;
458 }
459 }
460
461 return cost_string_from_value (real_value, 0);
462 }
463
464 /* This function finds out how much money the player is carrying,
465 * including what is in containers.
466 */
467 sint64
468 query_money (const object *op)
469 {
470 object *tmp;
471 sint64 total = 0;
472
473 if (op->type != PLAYER && op->type != CONTAINER)
474 {
475 LOG (llevError, "Query money called with non player/container\n");
476 return 0;
477 }
478
479 for (tmp = op->inv; tmp; tmp = tmp->below)
480 if (tmp->type == MONEY)
481 total += tmp->nrof * (sint64)tmp->value;
482 else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (tmp->race == NULL || strstr (tmp->race, "gold")))
483 total += query_money (tmp);
484
485 return total;
486 }
487
488 /* TCHIZE: This function takes the amount of money from the
489 * the player inventory and from it's various pouches using the
490 * pay_from_container function.
491 * returns 0 if not possible. 1 if success
492 */
493 int
494 pay_for_amount (sint64 to_pay, object *pl)
495 {
496 object *pouch;
497
498 if (to_pay == 0)
499 return 1;
500
501 if (to_pay > query_money (pl))
502 return 0;
503
504 pay_from_container (pl, pl, to_pay);
505
506 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
507 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
508 pay_from_container (pl, pouch, to_pay);
509
510 fix_player (pl);
511 return 1;
512 }
513
514 /* DAMN: This is now a wrapper for pay_from_container, which is
515 * called for the player, then for each active container that can hold
516 * money until op is paid for. Change will be left wherever the last
517 * of the price was paid from.
518 */
519 int
520 pay_for_item (object *op, object *pl)
521 {
522 sint64 to_pay = query_cost (op, pl, F_BUY | F_SHOP);
523 object *pouch;
524 sint64 saved_money;
525
526 if (to_pay == 0)
527 return 1;
528
529 if (to_pay > query_money (pl))
530 return 0;
531
532 /* We compare the paid price with the one for a player
533 * without bargaining skill.
534 * This determins the amount of exp (if any) gained for bargaining.
535 */
536 saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay;
537
538 if (saved_money > 0)
539 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE);
540
541 pay_from_container (pl, pl, to_pay);
542
543 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
544 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
545 pay_from_container (pl, pouch, to_pay);
546
547 if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ))
548 SET_FLAG (op, FLAG_WAS_WIZ);
549
550 fix_player (pl);
551 return 1;
552 }
553
554 /* This pays for the item, and takes the proper amount of money off
555 * the player.
556 * CF 0.91.4 - this function is mostly redone in order to fix a bug
557 * with weight not be subtracted properly. We now remove and
558 * insert the coin objects - this should update the weight
559 * appropriately
560 *
561 * DAMN: This function is used for the player, then for any active
562 * containers that can hold money.
563 *
564 * pouch is the container (pouch or player) to remove the coins from.
565 * to_pay is the required amount.
566 * returns the amount still missing after using "pouch".
567 */
568 static void
569 pay_from_container (object *pl, object *pouch, sint64 &to_pay)
570 {
571 int count, i;
572 object *tmp, *next;
573 archetype *at;
574
575 if (pouch->type != PLAYER && pouch->type != CONTAINER)
576 return;
577
578 object *coin_objs[NUM_COINS] = { 0 };
579
580 /* This hunk should remove all the money objects from the player/container */
581 for (tmp = pouch->inv; tmp; tmp = next)
582 {
583 next = tmp->below;
584
585 if (tmp->type == MONEY)
586 {
587 for (i = 0; i < NUM_COINS; i++)
588 {
589 if (tmp->value == tmp->arch->clone.value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->name))
590 {
591 // This should not happen, but if it does, just merge the two.
592 if (coin_objs [i])
593 {
594 LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]);
595 remove_ob (tmp);
596 coin_objs[i]->nrof += tmp->nrof;
597 esrv_del_item (pl->contr, tmp->count);
598 free_object (tmp);
599 }
600 else
601 {
602 remove_ob (tmp);
603
604 if (pouch->type == PLAYER)
605 esrv_del_item (pl->contr, tmp->count);
606
607 coin_objs[i] = tmp;
608 }
609
610 break;
611 }
612 }
613
614 if (i == NUM_COINS)
615 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->name);
616 }
617 }
618
619 /* Fill in any gaps in the coin_objs array - needed to make change. */
620 /* Note that the coin_objs array goes from least value to greatest value */
621 for (i = 0; i < NUM_COINS; i++)
622 if (!coin_objs[i])
623 {
624 at = archetype::find (coins[NUM_COINS - 1 - i]);
625
626 if (at == NULL)
627 LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]);
628
629 coin_objs[i] = arch_to_object (at);
630 coin_objs[i]->nrof = 0;
631 }
632
633 for (i = 0; i < NUM_COINS; i++)
634 {
635 object &coin = *coin_objs[i];
636 sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, coin.nrof);
637 to_pay -= num_coins * coin.value;
638
639 coin.nrof -= num_coins;
640 /* Now start making change. Start at the coin value
641 * below the one we just did, and work down to
642 * the lowest value.
643 */
644 count = i - 1;
645
646 while (to_pay < 0 && count >= 0)
647 {
648 num_coins = (-to_pay) / coin_objs[count]->value;
649 coin_objs[count]->nrof += num_coins;
650 to_pay += num_coins * coin_objs[count]->value;
651 count--;
652 }
653 }
654
655 for (i = 0; i < NUM_COINS; i++)
656 {
657 if (coin_objs[i]->nrof)
658 {
659 object *tmp = insert_ob_in_ob (coin_objs[i], pouch);
660
661 esrv_send_item (pl, tmp);
662 esrv_send_item (pl, pouch);
663
664 if (pl != pouch)
665 esrv_update_item (UPD_WEIGHT, pl, pouch);
666
667 if (pl->type != PLAYER)
668 esrv_send_item (pl, pl);
669 }
670 else
671 free_object (coin_objs[i]);
672 }
673 }
674
675 /* Checks all unpaid items in op's inventory, adds up all the money they
676 * have, and checks that they can actually afford what they want to buy.
677 * Returns 1 if they can, and 0 if they can't. also prints an appropriate message
678 * to the player
679 */
680 int
681 can_pay (object *pl)
682 {
683 int unpaid_count = 0;
684 sint64 unpaid_price = 0;
685 sint64 player_wealth = query_money (pl);
686
687 if (!pl || pl->type != PLAYER)
688 {
689 LOG (llevError, "can_pay(): called against something that isn't a player\n");
690 return 0;
691 }
692
693 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
694 if (QUERY_FLAG (item, FLAG_UNPAID))
695 {
696 unpaid_count++;
697 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
698 }
699
700 if (unpaid_price > player_wealth)
701 {
702 char buf[MAX_BUF];
703 char cost[MAX_BUF];
704 char missing[MAX_BUF];
705
706 snprintf (cost, MAX_BUF, "%s", cost_string_from_value (unpaid_price, 0));
707 snprintf (missing, MAX_BUF, "%s", cost_string_from_value (unpaid_price - player_wealth, 0));
708
709 snprintf (buf, MAX_BUF, "You have %d unpaid items that would cost you %s. You need another %s to be able to afford that.",
710 unpaid_count, cost, missing);
711 new_draw_info (NDI_UNIQUE, 0, pl, buf);
712
713 return 0;
714 }
715 else
716 return 1;
717 }
718
719 /* Better get_payment, descends containers looking for
720 * unpaid items, and pays for them.
721 * returns 0 if the player still has unpaid items.
722 * returns 1 if the player has paid for everything.
723 * pl is the player buying the stuff.
724 */
725 int
726 get_payment (object *pl)
727 {
728 for (;;)
729 {
730 next_item:
731
732 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
733 {
734 if (QUERY_FLAG (op, FLAG_UNPAID))
735 {
736 char buf[MAX_BUF];
737 snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP));
738
739 if (!pay_for_item (op, pl))
740 {
741 sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
742
743 CLEAR_FLAG (op, FLAG_UNPAID);
744 new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op));
745 SET_FLAG (op, FLAG_UNPAID);
746 return 0;
747 }
748 else
749 {
750 object *tmp;
751
752 CLEAR_FLAG (op, FLAG_UNPAID);
753 CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
754 new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op));
755 tmp = merge_ob (op, NULL);
756
757 if (pl->type == PLAYER)
758 {
759 if (tmp)
760 { /* it was merged */
761 esrv_del_item (pl->contr, op->count);
762 op = tmp;
763 }
764
765 esrv_send_item (pl, op);
766 }
767
768 goto next_item;
769 }
770 }
771 }
772
773 return 1;
774 }
775 }
776
777 /* written by elmex:
778 * moved this code from sell_item () here to have a function
779 * that pays the player an amount. Mainly put the code here to
780 * be able to call it from a plugin.
781 *
782 * If the player can't carry all the money that is paid, it gets inserted
783 * in his inventory anyway. This is the best alternative to not pay any money
784 * or put it on the ground under the player. This way the player can still
785 * go somewhere and unload the money at a safe place.
786 *
787 */
788 void
789 pay_player (object *pl, sint64 amount)
790 {
791 int count = 0;
792 archetype *at = 0;
793 object *pouch = 0, *tmp = 0;
794
795 for (count = 0; coins[count] != NULL; count++)
796 {
797 at = archetype::find (coins[count]);
798
799 if (at == NULL)
800 LOG (llevError, "Could not find %s archetype\n", coins[count]);
801 else if ((amount / at->clone.value) > 0)
802 {
803 for (pouch = pl->inv; pouch; pouch = pouch->below)
804 {
805 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold"))
806 {
807 int w = at->clone.weight * (100 - pouch->stats.Str) / 100;
808 int n = amount / at->clone.value;
809
810 if (w == 0)
811 w = 1; /* Prevent divide by zero */
812
813 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
814 {
815 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
816 n = (pouch->weight_limit - pouch->carrying) / w;
817
818 tmp = arch_to_object (at);
819 tmp->nrof = n;
820 amount -= tmp->nrof * tmp->value;
821 tmp = insert_ob_in_ob (tmp, pouch);
822 esrv_send_item (pl, tmp);
823 esrv_send_item (pl, pouch);
824 esrv_update_item (UPD_WEIGHT, pl, pouch);
825 esrv_send_item (pl, pl);
826 }
827 }
828 }
829
830 if (amount / at->clone.value > 0)
831 {
832 tmp = arch_to_object (at);
833 tmp->nrof = amount / tmp->value;
834 amount -= tmp->nrof * tmp->value;
835 tmp = insert_ob_in_ob (tmp, pl);
836 esrv_send_item (pl, tmp);
837 esrv_send_item (pl, pl);
838 }
839 }
840 }
841
842 if (amount != 0)
843 #ifndef WIN32
844 LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount);
845 #else
846 LOG (llevError, "Warning - payment in pay_player () not zero: %I64u\n", amount);
847 #endif
848 }
849
850 /* elmex: this is for the bank plugin :( */
851 sint64
852 pay_player_arch (object *pl, const char *arch, sint64 amount)
853 {
854 archetype *at = archetype::find (arch);
855 object *tmp = NULL;
856
857 if (at == NULL)
858 return 0;
859
860 if (amount > 0)
861 {
862 tmp = arch_to_object (at);
863 tmp->nrof = amount;
864 tmp = insert_ob_in_ob (tmp, pl);
865 esrv_send_item (pl, tmp);
866 esrv_send_item (pl, pl);
867 }
868
869 return 1;
870 }
871
872 /* Modified function to give out platinum coins. This function uses
873 * the coins[] array to know what coins are available, just like
874 * buy item.
875 *
876 * Modified to fill available race: gold containers before dumping
877 * remaining coins in character's inventory.
878 */
879 void
880 sell_item (object *op, object *pl)
881 {
882 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
883
884 if (pl == NULL || pl->type != PLAYER)
885 {
886 LOG (llevDebug, "Object other than player tried to sell something.\n");
887 return;
888 }
889
890 op->custom_name = 0;
891
892 if (!amount)
893 {
894 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", query_name (op));
895
896 /* Even if the character doesn't get anything for it, it may still be
897 * worth something. If so, make it unpaid
898 */
899 if (op->value)
900 {
901 SET_FLAG (op, FLAG_UNPAID);
902 SET_FLAG (op, FLAG_PLAYER_SOLD);
903 }
904
905 identify (op);
906 return;
907 }
908
909 /* We compare the price with the one for a player
910 * without bargaining skill.
911 * This determins the amount of exp (if any) gained for bargaining.
912 * exp/10 -> 1 for each gold coin
913 */
914 extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP);
915
916 if (extra_gain > 0)
917 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
918
919 pay_player (pl, amount);
920
921 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));
922
923 SET_FLAG (op, FLAG_UNPAID);
924 identify (op);
925 }
926
927
928 /* returns a double that is the ratio of the price that a shop will offer for
929 * item based on the shops specialisation. Does not take account of greed,
930 * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any
931 * event is never less than 0.1 (calling functions divide by it)
932 */
933 static double
934 shop_specialisation_ratio (const object *item, const maptile *map)
935 {
936 shopitems *items = map->shopitems;
937 double ratio = SPECIALISATION_EFFECT, likedness = 0.001;
938 int i;
939
940 if (item == NULL)
941 {
942 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", map->path);
943 return 0;
944 }
945
946 if (!item->type)
947 {
948 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
949 /*
950 * I'm not really sure what the /right/ thing to do here is, these types of
951 * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
952 */
953 return ratio;
954 }
955
956 if (map->shopitems)
957 {
958 for (i = 0; i < items[0].index; i++)
959 if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001))
960 likedness = items[i].strength / 100.0;
961 }
962
963 if (likedness > 1.0)
964 { /* someone has been rather silly with the map headers. */
965 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, map->path);
966 likedness = 1.0;
967 }
968
969 if (likedness < -1.0)
970 {
971 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, map->path);
972 likedness = -1.0;
973 }
974
975 ratio = ratio + (1.0 - ratio) * likedness;
976
977 if (ratio <= 0.1)
978 ratio = 0.1; /* if the ratio were much lower than this, we would get silly prices */
979
980 return ratio;
981 }
982
983 /*returns the greed of the shop on map, or 1 if it isn't specified. */
984 static double
985 shop_greed (const maptile *map)
986 {
987 double greed = 1.0;
988
989 if (map->shopgreed)
990 return map->shopgreed;
991 return greed;
992 }
993
994 /* Returns a double based on how much the shopkeeper approves of the player.
995 * this is based on the race of the shopkeeper and that of the player.
996 */
997 double
998 shopkeeper_approval (const maptile *map, const object *player)
999 {
1000 double approval = 1.0;
1001
1002 if (map->shoprace)
1003 {
1004 approval = NEUTRAL_RATIO;
1005 if (player->race && !strcmp (player->race, map->shoprace))
1006 approval = 1.0;
1007 }
1008
1009 return approval;
1010 }
1011
1012 /* limit the value of items based on the wealth of the shop. If the item is close
1013 * to the maximum value a shop will offer, we start to reduce it, if the item is
1014 * below the minimum value the shop is prepared to trade in, then we don't
1015 * want it and offer nothing. If it isn't a shop, check whether we should do generic
1016 * value reduction.
1017 *
1018 */
1019 static sint64
1020 value_limit (sint64 val, int quantity, const object *who, int isshop)
1021 {
1022 sint64 newval, unit_price, tmpshopmax;
1023 maptile *map;
1024
1025 unit_price = val / quantity;
1026
1027 if (!isshop || !who)
1028 {
1029 if (unit_price > 250000)
1030 newval = (sint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.);
1031 else
1032 newval = unit_price;
1033 }
1034 else
1035 {
1036 if (!who->map)
1037 {
1038 LOG (llevError, "value_limit: asked shop price for ob %s on NULL map\n", &who->name);
1039 return val;
1040 }
1041
1042 map = who->map;
1043
1044 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
1045
1046 if (map->shopmin && unit_price < map->shopmin)
1047 return 0;
1048 else if (unit_price > tmpshopmax / 2)
1049 newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
1050 else
1051 newval = unit_price;
1052 }
1053
1054 newval *= quantity;
1055
1056 return newval;
1057 }
1058
1059 /* gives a desciption of the shop on their current map to the player op. */
1060 int
1061 describe_shop (const object *op)
1062 {
1063 maptile *map = op->map;
1064
1065 /*shopitems *items=map->shopitems; */
1066 int pos = 0, i;
1067 double opinion = 0;
1068 char tmp[MAX_BUF] = "\0";
1069
1070 if (op->type != PLAYER)
1071 return 0;
1072
1073 /*check if there is a shop specified for this map */
1074 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
1075 {
1076 new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:");
1077
1078 if (map->shopitems)
1079 for (i = 0; i < map->shopitems[0].index; i++)
1080 if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1081 {
1082 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl);
1083 pos += strlen (tmp + pos);
1084 }
1085
1086 if (!pos)
1087 strcat (tmp, "a little of everything.");
1088
1089 /* format the string into a list */
1090 make_list_like (tmp);
1091 new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1092
1093 if (map->shopmax)
1094 new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0));
1095
1096 if (map->shopmin)
1097 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));
1098
1099 if (map->shopgreed)
1100 {
1101 if (map->shopgreed > 2.0)
1102 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively.");
1103 else if (map->shopgreed > 1.5)
1104 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially.");
1105 else if (map->shopgreed > 1.1)
1106 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly.");
1107 else if (map->shopgreed < 0.9)
1108 new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge.");
1109 }
1110
1111 if (map->shoprace)
1112 {
1113 opinion = shopkeeper_approval (map, op);
1114 if (opinion > 0.8)
1115 new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you.");
1116 else if (opinion > 0.5)
1117 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you.");
1118 else
1119 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems to have taken a dislike to you.");
1120 }
1121 }
1122 else
1123 new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby.");
1124
1125 return 1;
1126 }
1127
1128 struct shopinv
1129 {
1130 char *item_sort;
1131 char *item_real;
1132 uint16 type;
1133 uint32 nrof;
1134 };
1135
1136 /* There are a lot fo extra casts in here just to suppress warnings - it
1137 * makes it look uglier than it really it.
1138 * The format of the strings we get is type:name. So we first want to
1139 * sort by type (numerical) - if the same type, then sort by name.
1140 */
1141 static int
1142 shop_sort (const void *a1, const void *a2)
1143 {
1144 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1145
1146 if (s1->type < s2->type)
1147 return -1;
1148 if (s1->type > s2->type)
1149 return 1;
1150
1151 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1152 * via alphabetical order
1153 */
1154 return strcasecmp (s1->item_sort, s2->item_sort);
1155 }
1156
1157 static void
1158 add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1159 {
1160 #if 0
1161 char buf[MAX_BUF];
1162 #endif
1163 /* clear unpaid flag so that doesn't come up in query
1164 * string. We clear nrof so that we can better sort
1165 * the object names.
1166 */
1167
1168 CLEAR_FLAG (tmp, FLAG_UNPAID);
1169 items[*numitems].nrof = tmp->nrof;
1170 /* Non mergable items have nrof of 0, but count them as one
1171 * so the display is properly.
1172 */
1173 if (tmp->nrof == 0)
1174 items[*numitems].nrof++;
1175 items[*numitems].type = tmp->type;
1176
1177 switch (tmp->type)
1178 {
1179 #if 0
1180 case BOOTS:
1181 case GLOVES:
1182 case RING:
1183 case AMULET:
1184 case BRACERS:
1185 case GIRDLE:
1186 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL));
1187 items[*numitems].item_sort = strdup_local (buf);
1188 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL));
1189 items[*numitems].item_real = strdup_local (buf);
1190 (*numitems)++;
1191 break;
1192 #endif
1193
1194 default:
1195 items[*numitems].item_sort = strdup_local (query_base_name (tmp, 0));
1196 items[*numitems].item_real = strdup_local (query_base_name (tmp, 1));
1197 (*numitems)++;
1198 break;
1199 }
1200 SET_FLAG (tmp, FLAG_UNPAID);
1201 }
1202
1203 void
1204 shop_listing (object *op)
1205 {
1206 int i, j, numitems = 0, numallocated = 0, nx, ny;
1207 char *map_mark = (char *) calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1);
1208 object *stack;
1209 shopinv *items;
1210
1211 /* Should never happen, but just in case a monster does apply a sign */
1212 if (op->type != PLAYER)
1213 return;
1214
1215 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:");
1216
1217 magic_mapping_mark (op, map_mark, 3);
1218 items = (shopinv *) malloc (40 * sizeof (shopinv));
1219 numallocated = 40;
1220
1221 /* Find all the appropriate items */
1222 for (i = 0; i < MAP_WIDTH (op->map); i++)
1223 {
1224 for (j = 0; j < MAP_HEIGHT (op->map); j++)
1225 {
1226 /* magic map code now centers the map on the object at MAGIC_MAP_HALF.
1227 *
1228 */
1229 nx = i - op->x + MAGIC_MAP_HALF;
1230 ny = j - op->y + MAGIC_MAP_HALF;
1231 /* unlikely, but really big shops could run into this issue */
1232 if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE)
1233 continue;
1234
1235 if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR)
1236 {
1237 stack = get_map_ob (op->map, i, j);
1238
1239 while (stack)
1240 {
1241 if (QUERY_FLAG (stack, FLAG_UNPAID))
1242 {
1243 if (numitems == numallocated)
1244 {
1245 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10));
1246 numallocated += 10;
1247 }
1248 add_shop_item (stack, items, &numitems, &numallocated);
1249 }
1250 stack = stack->above;
1251 }
1252 }
1253 }
1254 }
1255
1256 free (map_mark);
1257
1258 if (numitems == 0)
1259 {
1260 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1261 free (items);
1262 return;
1263 }
1264
1265 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1266
1267 for (i = 0; i < numitems; i++)
1268 {
1269 /* Collapse items of the same name together */
1270 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1271 {
1272 items[i + 1].nrof += items[i].nrof;
1273 free (items[i].item_sort);
1274 free (items[i].item_real);
1275 }
1276 else
1277 {
1278 new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s",
1279 items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real);
1280 free (items[i].item_sort);
1281 free (items[i].item_real);
1282 }
1283 }
1284 free (items);
1285 }
1286
1287 /* elmex: this function checks whether the object is in a shop */
1288 bool
1289 is_in_shop (object *o)
1290 {
1291 if (!o->map)
1292 return false;
1293
1294 return is_in_shop (o->map, o->x, o->y);
1295 }
1296
1297 /* elmex: this function checks whether we are in a shop or not */
1298 bool
1299 is_in_shop (maptile *map, int x, int y)
1300 {
1301 for (object *floor = get_map_ob (map, x, y); floor; floor = floor->above)
1302 if (floor->type == SHOP_FLOOR)
1303 return true;
1304
1305 return false;
1306 }