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Revision: 1.31
Committed: Mon Jan 15 21:06:20 2007 UTC (17 years, 4 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.30: +22 -22 lines
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# Content
1 /*
2 * CrossFire, A Multiplayer game for X-windows
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23 */
24
25 #include <global.h>
26 #include <spells.h>
27 #include <skills.h>
28 #include <living.h>
29 #include <sproto.h>
30 #include <math.h>
31
32 /* this is a measure of how effective store specialisation is. A general store
33 * will offer this proportion of the 'maximum' price, a specialised store will
34 * offer a range of prices around it such that the maximum price is always one
35 * therefore making this number higher, makes specialisation less effective.
36 * setting this value above 1 or to a negative value would have interesting,
37 * (though not useful) effects.
38 */
39 #define SPECIALISATION_EFFECT 0.5
40
41 /* price a shopkeeper will give someone they neither like nor dislike */
42 #define NEUTRAL_RATIO 0.8
43
44 static void pay_from_container (object *pl, object *pouch, sint64 &to_pay);
45 static sint64 value_limit (sint64 val, int quantity, const object *who, int isshop);
46 static double shop_specialisation_ratio (const object *item, const maptile *map);
47 static double shop_greed (const maptile *map);
48
49 #define NUM_COINS 4 /* number of coin types */
50 static const char *const coins[] = { "royalty", "platinacoin", "goldcoin", "silvercoin", NULL };
51
52 /* Added F_TRUE flag to define.h to mean that the price should not
53 * be adjusted by players charisma. With F_TRUE, it returns the amount
54 * that the item is worth, if it was sold, but unadjusted by charisma.
55 * This is needed for alchemy, to to determine what value of gold nuggets
56 * should be given (the gold nuggets, when sold, will have the adjustment
57 * by charisma done at that time). NULL could have been passed as the
58 * who parameter, but then the adjustment for expensive items (>10000)
59 * would not be done.
60 *
61 * Added F_APPROX flag, which means that the price returned should be wrong by
62 * an amount related to the player's bargaining skill.
63 *
64 * Added F_SHOP flag to mean that the specialisation of the shop on the player's
65 * current map should be taken into account when determining the price. Shops that
66 * specialise in what is being traded will give better prices than those that do not.
67 *
68 * CF 0.91.4 - This function got changed around a bit. Now the
69 * number of object is multiplied by the value early on. This fixes problems
70 * with items worth very little. What happened before is that various
71 * divisions took place, the value got rounded to 0 (Being an int), and
72 * thus remained 0.
73 *
74 * Mark Wedel (mwedel@pyramid.com)
75 */
76
77 static sint64 approx_range;
78
79 sint64
80 query_cost (const object *tmp, object *who, int flag)
81 {
82 double val;
83 int number; /* used to better calculate value */
84 int no_bargain;
85 int identified;
86 int not_cursed;
87 int approximate;
88 int shop;
89 double diff;
90
91 approx_range = 0;
92
93 no_bargain = flag & F_NO_BARGAIN;
94 identified = flag & F_IDENTIFIED;
95 not_cursed = flag & F_NOT_CURSED;
96 approximate = flag & F_APPROX;
97 shop = flag & F_SHOP;
98 flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP);
99
100 if (tmp->type == MONEY)
101 return tmp->nrof * tmp->value;
102
103 if (tmp->type == GEM)
104 {
105 if (flag == F_TRUE)
106 return (tmp->nrof * tmp->value);
107
108 if (flag == F_BUY)
109 return (sint64) (1.03 * tmp->nrof * tmp->value);
110
111 if (flag == F_SELL)
112 return (sint64) (0.97 * tmp->nrof * tmp->value);
113
114 LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ());
115 return 0;
116 }
117
118 number = tmp->nrof;
119 if (number == 0)
120 number = 1;
121 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified)
122 {
123 if (!not_cursed && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
124 return 0;
125 else
126 val = tmp->value * number;
127 }
128 /* This area deals with objects that are not identified, but can be */
129 else
130 {
131 if (tmp->arch != NULL)
132 {
133 if (flag == F_BUY)
134 {
135 LOG (llevError, "Asking for buy-value of unidentified object.\n");
136 val = tmp->arch->clone.value * 50 * number;
137 }
138 else
139 { /* Trying to sell something, or get true value */
140 if (tmp->type == POTION)
141 val = number * 40; /* Don't want to give anything away */
142 else
143 {
144 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
145 * unknown objects
146 */
147 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
148 val = number * tmp->arch->clone.value * 2 / 3;
149 else
150 val = number * tmp->arch->clone.value / 3;
151 }
152 }
153 }
154 else
155 { /* No archetype with this object */
156 LOG (llevDebug, "In sell item: Have object with no archetype: %s\n", &tmp->name);
157 if (flag == F_BUY)
158 {
159 LOG (llevError, "Asking for buy-value of unidentified object without arch.\n");
160 val = number * tmp->value * 10;
161 }
162 else
163 val = number * tmp->value / 5;
164 }
165 }
166
167 /* If the item has been applied or identifed or does not need to be
168 * identified, AND the object is magical and the archetype is non
169 * magical, then change values accordingly. The tmp->arch==NULL is
170 * really just a check to prevent core dumps for when it checks
171 * tmp->arch->clone.magic for any magic. The check for archetype
172 * magic is to not give extra money for archetypes that are by
173 * default magical. This is because the archetype value should have
174 * already figured in that value.
175 */
176 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified ||
177 QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->clone.magic))
178 {
179 if (tmp->magic > 0)
180 val *= (3 * tmp->magic * tmp->magic * tmp->magic);
181 else
182 /* Note that tmp->magic is negative, so that this
183 * will actually be something like val /=2, /=3, etc.
184 */
185 val /= (1 - tmp->magic);
186 }
187
188 if (tmp->type == WAND)
189 {
190 /* Value of the wand is multiplied by the number of
191 * charges. the treasure code already sets up the value
192 * 50 charges is used as the baseline.
193 */
194 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified)
195 val = (val * tmp->stats.food) / 50;
196 else /* if not identified, presume one charge */
197 val /= 50;
198 }
199
200 /* Limit amount of money you can get for really great items. */
201 if (flag == F_SELL)
202 val = value_limit ((sint64) val, number, who, shop);
203
204 // use a nonlinear price adjustment. as my predecessor said, don't change
205 // the archetypes, its work required for balancing, and we don't care.
206 //val = pow (val, 1.05);
207
208 /* This modification is for bargaining skill.
209 * Now only players with max level in bargaining
210 * AND Cha = 30 will get optimal price.
211 * Thus charisma will never get useless.
212 * -b.e. edler@heydernet.de
213 */
214
215 if (who != NULL && who->type == PLAYER)
216 {
217 int lev_bargain = 0;
218 int lev_identify = 0;
219 int idskill1 = 0;
220 int idskill2 = 0;
221 const typedata *tmptype;
222
223 tmptype = get_typedata (tmp->type);
224
225 if (find_skill_by_number (who, SK_BARGAINING))
226 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level;
227
228 if (tmptype)
229 {
230 idskill1 = tmptype->identifyskill;
231
232 if (idskill1)
233 {
234 idskill2 = tmptype->identifyskill2;
235
236 if (find_skill_by_number (who, idskill1))
237 lev_identify = find_skill_by_number (who, idskill1)->level;
238
239 if (idskill2 && find_skill_by_number (who, idskill2))
240 lev_identify += find_skill_by_number (who, idskill2)->level;
241 }
242 }
243 else
244 LOG (llevError, "Query_cost: item %s hasn't got a valid type\n", tmp->debug_desc ());
245
246 /* ratio determines how much of the price modification
247 * will come from the basic stat charisma
248 * the rest will come from the level in bargaining skill
249 */
250 const double cha_ratio = 0.40;
251
252 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25);
253
254 diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.);
255
256 diff = .02 + (.80 - .02) * diff;
257
258 if (flag == F_BUY)
259 val += (val * diff);
260 else if (flag == F_SELL)
261 val -= (val * diff);
262
263 // now find a price range. the less good we can judge, the larger the range is
264 // then the range is adjusted randomly around the correct value
265 if (approximate)
266 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1));
267 }
268
269 /* I don't think this should really happen - if it does, it indicates and
270 * overflow of diff above. That shoudl only happen if
271 * we are selling objects - in that case, the person just
272 * gets no money.
273 */
274 if ((sint64) val < 0)
275 val = 0;
276
277 /* Unidentified stuff won't sell for more than 60gp */
278 if (flag == F_SELL && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && need_identify (tmp) && !identified)
279 {
280 val = (val > 600) ? 600 : val;
281 }
282
283 /* if we are in a shop, check how the type of shop should affect the price */
284 if (shop && who)
285 {
286 if (flag == F_SELL)
287 val = (val * shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map));
288 else if (flag == F_BUY)
289 {
290 /*
291 * when buying, if the item was sold by another player, it is ok to
292 * let the item be sold cheaper, according to the specialisation of
293 * the shop. If a player sold an item here, then his sale price was
294 * multiplied by the specialisation ratio, to do the same to the buy
295 * price will not generate extra money. However, the
296 * same is not true of generated items, these have to /divide/ by the
297 * specialisation, so that the price is never less than what they could
298 * be sold for (otherwise players could camp map resets to make money).
299 * In game terms, a non-specialist shop, might not recognise the true
300 * value of the items they sell (much like how people sometimes find
301 * antiques in a junk shop in real life).
302 */
303 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD))
304 val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who));
305 else
306 val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who)));
307 }
308 /* we will also have an extra 0-5% variation between shops of the same type
309 * for valuable items (below a value of 50 this effect wouldn't be very
310 * pointful, and could give fun with rounding.
311 */
312 if (who->map->path != NULL && val > 50)
313 val = (val + 0.05 * (sint64) val * cos (tmp->count + strlen (who->map->path)));
314 }
315 return (sint64) val;
316 }
317
318 /* Find the coin type that is worth more the 'c'. Starts at the
319 * cointype placement.
320 */
321
322 static archetype *
323 find_next_coin (sint64 c, int *cointype)
324 {
325 archetype *coin;
326
327 do
328 {
329 if (coins[*cointype] == NULL)
330 return NULL;
331 coin = archetype::find (coins[*cointype]);
332 if (coin == NULL)
333 return NULL;
334 *cointype += 1;
335 }
336 while (coin->clone.value > c);
337
338 return coin;
339 }
340
341 /* This returns a string of how much something is worth based on
342 * an integer being passed.
343 * cost is the cost we need to represent.
344 * While cost is 64 bit, the number of any coin is still really
345 * limited to 32 bit (size of nrof field). If it turns out players
346 * have so much money that they have more than 2 billion platinum
347 * coins, there are certainly issues - the easiest fix at that
348 * time is to add a higher denomination (mithril piece with
349 * 10,000 silver or something)
350 */
351 const char *
352 cost_string_from_value (sint64 cost, int approx)
353 {
354 static char buf[MAX_BUF];
355 archetype *coin, *next_coin;
356 int num, cointype = 0;
357
358 coin = find_next_coin (cost, &cointype);
359 if (coin == NULL)
360 return "nothing";
361
362 num = cost / coin->clone.value;
363 /* so long as nrof is 32 bit, this is true.
364 * If it takes more coins than a person can possibly carry, this
365 * is basically true.
366 */
367 if ((cost / coin->clone.value) > UINT32_MAX)
368 {
369 strcpy (buf, "an unimaginable sum of money");
370 return buf;
371 }
372
373 cost -= num * (sint64)coin->clone.value;
374
375 sprintf (buf, "%d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name);
376
377 next_coin = find_next_coin (cost, &cointype);
378 if (next_coin == NULL || approx)
379 return buf;
380
381 coin = next_coin;
382 num = cost / coin->clone.value;
383 cost -= num * (sint64)coin->clone.value;
384
385 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name);
386
387 return buf;
388 }
389
390 const char *
391 query_cost_string (const object *tmp, object *who, int flag)
392 {
393 sint64 real_value = query_cost (tmp, who, flag);
394 int idskill1 = 0;
395 int idskill2 = 0;
396 const typedata *tmptype;
397
398 tmptype = get_typedata (tmp->type);
399 if (tmptype)
400 {
401 idskill1 = tmptype->identifyskill;
402 idskill2 = tmptype->identifyskill2;
403 }
404
405 /* we show an approximate price if
406 * 1) we are approximating
407 * 2) there either is no id skill(s) for the item, or we don't have them
408 * 3) we don't have bargaining skill either
409 */
410 if (flag & F_APPROX)
411 {
412 if (!idskill1 || !find_skill_by_number (who, idskill1))
413 {
414 if (!idskill2 || !find_skill_by_number (who, idskill2))
415 {
416 if (!find_skill_by_number (who, SK_BARGAINING))
417 {
418 static char buf[MAX_BUF];
419 int num, cointype = 0;
420 archetype *coin = find_next_coin (real_value, &cointype);
421
422 if (coin == NULL)
423 return "nothing";
424
425 num = real_value / coin->clone.value;
426 if (num == 1)
427 sprintf (buf, "about one %s", &coin->clone.name);
428 else if (num < 5)
429 sprintf (buf, "a few %s", &coin->clone.name_pl);
430 else if (num < 10)
431 sprintf (buf, "several %s", &coin->clone.name_pl);
432 else if (num < 25)
433 sprintf (buf, "a moderate amount of %s", &coin->clone.name_pl);
434 else if (num < 100)
435 sprintf (buf, "lots of %s", &coin->clone.name_pl);
436 else if (num < 1000)
437 sprintf (buf, "a great many %s", &coin->clone.name_pl);
438 else
439 sprintf (buf, "a vast quantity of %s", &coin->clone.name_pl);
440 return buf;
441 }
442 }
443 }
444
445 int hash = ((unsigned int) tmp->count * 174364621) & 1023;
446
447 if (approx_range)
448 {
449 sint64 lo = (sint64) real_value - (approx_range * hash >> 10);
450 static char buf[MAX_BUF];
451
452 sprintf (buf, "between %s", cost_string_from_value (lo, 1));
453 sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1));
454
455 return buf;
456 }
457 }
458
459 return cost_string_from_value (real_value, 0);
460 }
461
462 /* This function finds out how much money the player is carrying,
463 * including what is in containers.
464 */
465 sint64
466 query_money (const object *op)
467 {
468 object *tmp;
469 sint64 total = 0;
470
471 if (op->type != PLAYER && op->type != CONTAINER)
472 {
473 LOG (llevError, "Query money called with non player/container\n");
474 return 0;
475 }
476
477 for (tmp = op->inv; tmp; tmp = tmp->below)
478 if (tmp->type == MONEY)
479 total += tmp->nrof * (sint64)tmp->value;
480 else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (tmp->race == NULL || strstr (tmp->race, "gold")))
481 total += query_money (tmp);
482
483 return total;
484 }
485
486 /* TCHIZE: This function takes the amount of money from the
487 * the player inventory and from it's various pouches using the
488 * pay_from_container function.
489 * returns 0 if not possible. 1 if success
490 */
491 int
492 pay_for_amount (sint64 to_pay, object *pl)
493 {
494 object *pouch;
495
496 if (to_pay == 0)
497 return 1;
498
499 if (to_pay > query_money (pl))
500 return 0;
501
502 pay_from_container (pl, pl, to_pay);
503
504 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
505 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
506 pay_from_container (pl, pouch, to_pay);
507
508 pl->update_stats ();
509 return 1;
510 }
511
512 /* DAMN: This is now a wrapper for pay_from_container, which is
513 * called for the player, then for each active container that can hold
514 * money until op is paid for. Change will be left wherever the last
515 * of the price was paid from.
516 */
517 int
518 pay_for_item (object *op, object *pl)
519 {
520 sint64 to_pay = query_cost (op, pl, F_BUY | F_SHOP);
521 object *pouch;
522 sint64 saved_money;
523
524 if (to_pay == 0)
525 return 1;
526
527 if (to_pay > query_money (pl))
528 return 0;
529
530 /* We compare the paid price with the one for a player
531 * without bargaining skill.
532 * This determins the amount of exp (if any) gained for bargaining.
533 */
534 saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay;
535
536 if (saved_money > 0)
537 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE);
538
539 pay_from_container (pl, pl, to_pay);
540
541 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
542 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
543 pay_from_container (pl, pouch, to_pay);
544
545 if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ))
546 SET_FLAG (op, FLAG_WAS_WIZ);
547
548 pl->update_stats ();
549 return 1;
550 }
551
552 /* This pays for the item, and takes the proper amount of money off
553 * the player.
554 * CF 0.91.4 - this function is mostly redone in order to fix a bug
555 * with weight not be subtracted properly. We now remove and
556 * insert the coin objects - this should update the weight
557 * appropriately
558 *
559 * DAMN: This function is used for the player, then for any active
560 * containers that can hold money.
561 *
562 * pouch is the container (pouch or player) to remove the coins from.
563 * to_pay is the required amount.
564 * returns the amount still missing after using "pouch".
565 */
566 static void
567 pay_from_container (object *pl, object *pouch, sint64 &to_pay)
568 {
569 int count, i;
570 object *tmp, *next;
571 archetype *at;
572
573 if (pouch->type != PLAYER && pouch->type != CONTAINER)
574 return;
575
576 object *coin_objs[NUM_COINS] = { 0 };
577
578 /* This hunk should remove all the money objects from the player/container */
579 for (tmp = pouch->inv; tmp; tmp = next)
580 {
581 next = tmp->below;
582
583 if (tmp->type == MONEY)
584 {
585 for (i = 0; i < NUM_COINS; i++)
586 {
587 if (tmp->value == tmp->arch->clone.value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->name))
588 {
589 // This should not happen, but if it does, just merge the two.
590 if (coin_objs [i])
591 {
592 LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]);
593 tmp->remove ();
594 coin_objs[i]->nrof += tmp->nrof;
595 esrv_del_item (pl->contr, tmp->count);
596 tmp->destroy ();
597 }
598 else
599 {
600 tmp->remove ();
601
602 if (pouch->type == PLAYER)
603 esrv_del_item (pl->contr, tmp->count);
604
605 coin_objs[i] = tmp;
606 }
607
608 break;
609 }
610 }
611
612 if (i == NUM_COINS)
613 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->name);
614 }
615 }
616
617 /* Fill in any gaps in the coin_objs array - needed to make change. */
618 /* Note that the coin_objs array goes from least value to greatest value */
619 for (i = 0; i < NUM_COINS; i++)
620 if (!coin_objs[i])
621 {
622 at = archetype::find (coins[NUM_COINS - 1 - i]);
623
624 if (at == NULL)
625 LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]);
626
627 coin_objs[i] = arch_to_object (at);
628 coin_objs[i]->nrof = 0;
629 }
630
631 for (i = 0; i < NUM_COINS; i++)
632 {
633 object &coin = *coin_objs[i];
634 sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, coin.nrof);
635 to_pay -= num_coins * coin.value;
636
637 coin.nrof -= num_coins;
638 /* Now start making change. Start at the coin value
639 * below the one we just did, and work down to
640 * the lowest value.
641 */
642 count = i - 1;
643
644 while (to_pay < 0 && count >= 0)
645 {
646 num_coins = (-to_pay) / coin_objs[count]->value;
647 coin_objs[count]->nrof += num_coins;
648 to_pay += num_coins * coin_objs[count]->value;
649 count--;
650 }
651 }
652
653 for (i = 0; i < NUM_COINS; i++)
654 {
655 if (coin_objs[i]->nrof)
656 {
657 object *tmp = insert_ob_in_ob (coin_objs[i], pouch);
658
659 esrv_send_item (pl, tmp);
660 esrv_send_item (pl, pouch);
661
662 if (pl != pouch)
663 esrv_update_item (UPD_WEIGHT, pl, pouch);
664
665 if (pl->type != PLAYER)
666 esrv_send_item (pl, pl);
667 }
668 else
669 coin_objs[i]->destroy ();
670 }
671 }
672
673 /* Checks all unpaid items in op's inventory, adds up all the money they
674 * have, and checks that they can actually afford what they want to buy.
675 * Returns 1 if they can, and 0 if they can't. also prints an appropriate message
676 * to the player
677 */
678 int
679 can_pay (object *pl)
680 {
681 int unpaid_count = 0;
682 sint64 unpaid_price = 0;
683 sint64 player_wealth = query_money (pl);
684
685 if (!pl || pl->type != PLAYER)
686 {
687 LOG (llevError, "can_pay(): called against something that isn't a player\n");
688 return 0;
689 }
690
691 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
692 if (QUERY_FLAG (item, FLAG_UNPAID))
693 {
694 unpaid_count++;
695 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
696 }
697
698 if (unpaid_price > player_wealth)
699 {
700 char buf[MAX_BUF];
701 char cost[MAX_BUF];
702 char missing[MAX_BUF];
703
704 snprintf (cost, MAX_BUF, "%s", cost_string_from_value (unpaid_price, 0));
705 snprintf (missing, MAX_BUF, "%s", cost_string_from_value (unpaid_price - player_wealth, 0));
706
707 snprintf (buf, MAX_BUF, "You have %d unpaid items that would cost you %s. You need another %s to be able to afford that.",
708 unpaid_count, cost, missing);
709 new_draw_info (NDI_UNIQUE, 0, pl, buf);
710
711 return 0;
712 }
713 else
714 return 1;
715 }
716
717 /* Better get_payment, descends containers looking for
718 * unpaid items, and pays for them.
719 * returns 0 if the player still has unpaid items.
720 * returns 1 if the player has paid for everything.
721 * pl is the player buying the stuff.
722 */
723 int
724 get_payment (object *pl)
725 {
726 for (;;)
727 {
728 next_item:
729
730 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
731 {
732 if (QUERY_FLAG (op, FLAG_UNPAID))
733 {
734 char buf[MAX_BUF];
735 snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP));
736
737 if (!pay_for_item (op, pl))
738 {
739 sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
740
741 CLEAR_FLAG (op, FLAG_UNPAID);
742 new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op));
743 SET_FLAG (op, FLAG_UNPAID);
744 return 0;
745 }
746 else
747 {
748 object *tmp;
749
750 CLEAR_FLAG (op, FLAG_UNPAID);
751 CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
752 new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op));
753 tmp = merge_ob (op, NULL);
754
755 if (pl->type == PLAYER)
756 {
757 if (tmp)
758 { /* it was merged */
759 esrv_del_item (pl->contr, op->count);
760 op = tmp;
761 }
762
763 esrv_send_item (pl, op);
764 }
765
766 goto next_item;
767 }
768 }
769 }
770
771 return 1;
772 }
773 }
774
775 /* written by elmex:
776 * moved this code from sell_item () here to have a function
777 * that pays the player an amount. Mainly put the code here to
778 * be able to call it from a plugin.
779 *
780 * If the player can't carry all the money that is paid, it gets inserted
781 * in his inventory anyway. This is the best alternative to not pay any money
782 * or put it on the ground under the player. This way the player can still
783 * go somewhere and unload the money at a safe place.
784 *
785 */
786 void
787 pay_player (object *pl, sint64 amount)
788 {
789 int count = 0;
790 archetype *at = 0;
791 object *pouch = 0, *tmp = 0;
792
793 for (count = 0; coins[count] != NULL; count++)
794 {
795 at = archetype::find (coins[count]);
796
797 if (at == NULL)
798 LOG (llevError, "Could not find %s archetype\n", coins[count]);
799 else if ((amount / at->clone.value) > 0)
800 {
801 for (pouch = pl->inv; pouch; pouch = pouch->below)
802 {
803 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold"))
804 {
805 int w = at->clone.weight * (100 - pouch->stats.Str) / 100;
806 int n = amount / at->clone.value;
807
808 if (w == 0)
809 w = 1; /* Prevent divide by zero */
810
811 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
812 {
813 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
814 n = (pouch->weight_limit - pouch->carrying) / w;
815
816 tmp = arch_to_object (at);
817 tmp->nrof = n;
818 amount -= tmp->nrof * tmp->value;
819 tmp = insert_ob_in_ob (tmp, pouch);
820 esrv_send_item (pl, tmp);
821 esrv_send_item (pl, pouch);
822 esrv_update_item (UPD_WEIGHT, pl, pouch);
823 esrv_send_item (pl, pl);
824 }
825 }
826 }
827
828 if (amount / at->clone.value > 0)
829 {
830 tmp = arch_to_object (at);
831 tmp->nrof = amount / tmp->value;
832 amount -= tmp->nrof * tmp->value;
833 tmp = insert_ob_in_ob (tmp, pl);
834 esrv_send_item (pl, tmp);
835 esrv_send_item (pl, pl);
836 }
837 }
838 }
839
840 if (amount != 0)
841 LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount);
842 }
843
844 /* elmex: this is for the bank plugin :( */
845 sint64
846 pay_player_arch (object *pl, const char *arch, sint64 amount)
847 {
848 archetype *at = archetype::find (arch);
849 object *tmp = NULL;
850
851 if (at == NULL)
852 return 0;
853
854 if (amount > 0)
855 {
856 tmp = arch_to_object (at);
857 tmp->nrof = amount;
858 tmp = insert_ob_in_ob (tmp, pl);
859 esrv_send_item (pl, tmp);
860 esrv_send_item (pl, pl);
861 }
862
863 return 1;
864 }
865
866 /* Modified function to give out platinum coins. This function uses
867 * the coins[] array to know what coins are available, just like
868 * buy item.
869 *
870 * Modified to fill available race: gold containers before dumping
871 * remaining coins in character's inventory.
872 */
873 void
874 sell_item (object *op, object *pl)
875 {
876 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
877
878 if (pl == NULL || pl->type != PLAYER)
879 {
880 LOG (llevDebug, "Object other than player tried to sell something.\n");
881 return;
882 }
883
884 op->custom_name = 0;
885
886 if (!amount)
887 {
888 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", query_name (op));
889
890 /* Even if the character doesn't get anything for it, it may still be
891 * worth something. If so, make it unpaid
892 */
893 if (op->value)
894 {
895 SET_FLAG (op, FLAG_UNPAID);
896 SET_FLAG (op, FLAG_PLAYER_SOLD);
897 }
898
899 identify (op);
900 return;
901 }
902
903 /* We compare the price with the one for a player
904 * without bargaining skill.
905 * This determins the amount of exp (if any) gained for bargaining.
906 * exp/10 -> 1 for each gold coin
907 */
908 extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP);
909
910 if (extra_gain > 0)
911 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
912
913 pay_player (pl, amount);
914
915 new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.", query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op));
916
917 SET_FLAG (op, FLAG_UNPAID);
918 identify (op);
919 }
920
921
922 /* returns a double that is the ratio of the price that a shop will offer for
923 * item based on the shops specialisation. Does not take account of greed,
924 * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any
925 * event is never less than 0.1 (calling functions divide by it)
926 */
927 static double
928 shop_specialisation_ratio (const object *item, const maptile *map)
929 {
930 shopitems *items = map->shopitems;
931 double ratio = SPECIALISATION_EFFECT, likedness = 0.001;
932 int i;
933
934 if (item == NULL)
935 {
936 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path);
937 return 0;
938 }
939
940 if (!item->type)
941 {
942 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
943 /*
944 * I'm not really sure what the /right/ thing to do here is, these types of
945 * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
946 */
947 return ratio;
948 }
949
950 if (map->shopitems)
951 {
952 for (i = 0; i < items[0].index; i++)
953 if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001))
954 likedness = items[i].strength / 100.0;
955 }
956
957 if (likedness > 1.0)
958 { /* someone has been rather silly with the map headers. */
959 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path);
960 likedness = 1.0;
961 }
962
963 if (likedness < -1.0)
964 {
965 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path);
966 likedness = -1.0;
967 }
968
969 ratio = ratio + (1.0 - ratio) * likedness;
970
971 if (ratio <= 0.1)
972 ratio = 0.1; /* if the ratio were much lower than this, we would get silly prices */
973
974 return ratio;
975 }
976
977 /*returns the greed of the shop on map, or 1 if it isn't specified. */
978 static double
979 shop_greed (const maptile *map)
980 {
981 double greed = 1.0;
982
983 if (map->shopgreed)
984 return map->shopgreed;
985 return greed;
986 }
987
988 /* Returns a double based on how much the shopkeeper approves of the player.
989 * this is based on the race of the shopkeeper and that of the player.
990 */
991 double
992 shopkeeper_approval (const maptile *map, const object *player)
993 {
994 double approval = 1.0;
995
996 if (map->shoprace)
997 {
998 approval = NEUTRAL_RATIO;
999 if (player->race && !strcmp (player->race, map->shoprace))
1000 approval = 1.0;
1001 }
1002
1003 return approval;
1004 }
1005
1006 /* limit the value of items based on the wealth of the shop. If the item is close
1007 * to the maximum value a shop will offer, we start to reduce it, if the item is
1008 * below the minimum value the shop is prepared to trade in, then we don't
1009 * want it and offer nothing. If it isn't a shop, check whether we should do generic
1010 * value reduction.
1011 *
1012 */
1013 static sint64
1014 value_limit (sint64 val, int quantity, const object *who, int isshop)
1015 {
1016 sint64 newval, unit_price, tmpshopmax;
1017 maptile *map;
1018
1019 unit_price = val / quantity;
1020
1021 if (!isshop || !who)
1022 {
1023 if (unit_price > 250000)
1024 newval = (sint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.);
1025 else
1026 newval = unit_price;
1027 }
1028 else
1029 {
1030 if (!who->map)
1031 {
1032 LOG (llevError, "value_limit: asked shop price for ob %s on NULL map\n", &who->name);
1033 return val;
1034 }
1035
1036 map = who->map;
1037
1038 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
1039
1040 if (map->shopmin && unit_price < map->shopmin)
1041 return 0;
1042 else if (unit_price > tmpshopmax / 2)
1043 newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
1044 else
1045 newval = unit_price;
1046 }
1047
1048 newval *= quantity;
1049
1050 return newval;
1051 }
1052
1053 /* gives a desciption of the shop on their current map to the player op. */
1054 int
1055 describe_shop (const object *op)
1056 {
1057 maptile *map = op->map;
1058
1059 /*shopitems *items=map->shopitems; */
1060 int pos = 0, i;
1061 double opinion = 0;
1062 char tmp[MAX_BUF] = "\0";
1063
1064 if (op->type != PLAYER)
1065 return 0;
1066
1067 /*check if there is a shop specified for this map */
1068 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
1069 {
1070 new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:");
1071
1072 if (map->shopitems)
1073 for (i = 0; i < map->shopitems[0].index; i++)
1074 if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1075 {
1076 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl);
1077 pos += strlen (tmp + pos);
1078 }
1079
1080 if (!pos)
1081 strcat (tmp, "a little of everything.");
1082
1083 /* format the string into a list */
1084 make_list_like (tmp);
1085 new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1086
1087 if (map->shopmax)
1088 new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0));
1089
1090 if (map->shopmin)
1091 new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade in items worth less than %s.", cost_string_from_value (map->shopmin, 0));
1092
1093 if (map->shopgreed)
1094 {
1095 if (map->shopgreed > 2.0)
1096 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively.");
1097 else if (map->shopgreed > 1.5)
1098 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially.");
1099 else if (map->shopgreed > 1.1)
1100 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly.");
1101 else if (map->shopgreed < 0.9)
1102 new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge.");
1103 }
1104
1105 if (map->shoprace)
1106 {
1107 opinion = shopkeeper_approval (map, op);
1108 if (opinion > 0.8)
1109 new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you.");
1110 else if (opinion > 0.5)
1111 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you.");
1112 else
1113 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems to have taken a dislike to you.");
1114 }
1115 }
1116 else
1117 new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby.");
1118
1119 return 1;
1120 }
1121
1122 struct shopinv
1123 {
1124 char *item_sort;
1125 char *item_real;
1126 uint16 type;
1127 uint32 nrof;
1128 };
1129
1130 /* There are a lot fo extra casts in here just to suppress warnings - it
1131 * makes it look uglier than it really it.
1132 * The format of the strings we get is type:name. So we first want to
1133 * sort by type (numerical) - if the same type, then sort by name.
1134 */
1135 static int
1136 shop_sort (const void *a1, const void *a2)
1137 {
1138 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1139
1140 if (s1->type < s2->type)
1141 return -1;
1142 if (s1->type > s2->type)
1143 return 1;
1144
1145 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1146 * via alphabetical order
1147 */
1148 return strcasecmp (s1->item_sort, s2->item_sort);
1149 }
1150
1151 static void
1152 add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1153 {
1154 #if 0
1155 char buf[MAX_BUF];
1156 #endif
1157 /* clear unpaid flag so that doesn't come up in query
1158 * string. We clear nrof so that we can better sort
1159 * the object names.
1160 */
1161
1162 CLEAR_FLAG (tmp, FLAG_UNPAID);
1163 items[*numitems].nrof = tmp->nrof;
1164 /* Non mergable items have nrof of 0, but count them as one
1165 * so the display is properly.
1166 */
1167 if (tmp->nrof == 0)
1168 items[*numitems].nrof++;
1169 items[*numitems].type = tmp->type;
1170
1171 switch (tmp->type)
1172 {
1173 #if 0
1174 case BOOTS:
1175 case GLOVES:
1176 case RING:
1177 case AMULET:
1178 case BRACERS:
1179 case GIRDLE:
1180 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL));
1181 items[*numitems].item_sort = strdup (buf);
1182 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL));
1183 items[*numitems].item_real = strdup (buf);
1184 (*numitems)++;
1185 break;
1186 #endif
1187
1188 default:
1189 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1190 items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1191 (*numitems)++;
1192 break;
1193 }
1194 SET_FLAG (tmp, FLAG_UNPAID);
1195 }
1196
1197 void
1198 shop_listing (object *op)
1199 {
1200 int i, j, numitems = 0, numallocated = 0, nx, ny;
1201 char *map_mark = (char *) calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1);
1202 object *stack;
1203 shopinv *items;
1204
1205 /* Should never happen, but just in case a monster does apply a sign */
1206 if (op->type != PLAYER)
1207 return;
1208
1209 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:");
1210
1211 magic_mapping_mark (op, map_mark, 3);
1212 items = (shopinv *) malloc (40 * sizeof (shopinv));
1213 numallocated = 40;
1214
1215 /* Find all the appropriate items */
1216 for (i = 0; i < op->map->width; i++)
1217 {
1218 for (j = 0; j < op->map->height; j++)
1219 {
1220 // magic map code now centers the map on the object at MAGIC_MAP_HALF.
1221 nx = i - op->x + MAGIC_MAP_HALF;
1222 ny = j - op->y + MAGIC_MAP_HALF;
1223 /* unlikely, but really big shops could run into this issue */
1224 if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE)
1225 continue;
1226
1227 if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR)
1228 {
1229 stack = GET_MAP_OB (op->map, i, j);
1230
1231 while (stack)
1232 {
1233 if (QUERY_FLAG (stack, FLAG_UNPAID))
1234 {
1235 if (numitems == numallocated)
1236 {
1237 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10));
1238 numallocated += 10;
1239 }
1240
1241 add_shop_item (stack, items, &numitems, &numallocated);
1242 }
1243
1244 stack = stack->above;
1245 }
1246 }
1247 }
1248 }
1249
1250 free (map_mark);
1251
1252 if (numitems == 0)
1253 {
1254 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1255 free (items);
1256 return;
1257 }
1258
1259 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1260
1261 for (i = 0; i < numitems; i++)
1262 {
1263 /* Collapse items of the same name together */
1264 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1265 {
1266 items[i + 1].nrof += items[i].nrof;
1267 free (items[i].item_sort);
1268 free (items[i].item_real);
1269 }
1270 else
1271 {
1272 new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s",
1273 items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real);
1274 free (items[i].item_sort);
1275 free (items[i].item_real);
1276 }
1277 }
1278
1279 free (items);
1280 }
1281
1282 /* elmex: this function checks whether the object is in a shop */
1283 bool
1284 is_in_shop (object *o)
1285 {
1286 if (!o->map)
1287 return false;
1288
1289 return is_in_shop (o->map, o->x, o->y);
1290 }
1291
1292 /* elmex: this function checks whether we are in a shop or not */
1293 bool
1294 is_in_shop (maptile *map, int x, int y)
1295 {
1296 for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above)
1297 if (floor->type == SHOP_FLOOR)
1298 return true;
1299
1300 return false;
1301 }