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/cvs/deliantra/server/server/shop.C
Revision: 1.35
Committed: Sun Apr 15 19:13:22 2007 UTC (17 years, 1 month ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.34: +15 -17 lines
Log Message:
fixed shop inventories

File Contents

# 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 diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.);
254 diff = .02 + (.80 - .02) * diff;
255
256 if (flag == F_BUY)
257 val += val * diff;
258 else if (flag == F_SELL)
259 val -= val * diff;
260
261 // now find a price range. the less good we can judge, the larger the range is
262 // then the range is adjusted randomly around the correct value
263 if (approximate)
264 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1));
265 }
266
267 /* I don't think this should really happen - if it does, it indicates and
268 * overflow of diff above. That should only happen if
269 * we are selling objects - in that case, the person just
270 * gets no money.
271 */
272 if ((sint64) val < 0)
273 val = 0;
274
275 /* Unidentified stuff won't sell for more than 60gp */
276 if (flag == F_SELL && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && need_identify (tmp) && !identified)
277 {
278 val = (val > 600) ? 600 : val;
279 }
280
281 /* if we are in a shop, check how the type of shop should affect the price */
282 if (shop && who)
283 {
284 if (flag == F_SELL)
285 val = (val * shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map));
286 else if (flag == F_BUY)
287 {
288 /*
289 * when buying, if the item was sold by another player, it is ok to
290 * let the item be sold cheaper, according to the specialisation of
291 * the shop. If a player sold an item here, then his sale price was
292 * multiplied by the specialisation ratio, to do the same to the buy
293 * price will not generate extra money. However, the
294 * same is not true of generated items, these have to /divide/ by the
295 * specialisation, so that the price is never less than what they could
296 * be sold for (otherwise players could camp map resets to make money).
297 * In game terms, a non-specialist shop, might not recognise the true
298 * value of the items they sell (much like how people sometimes find
299 * antiques in a junk shop in real life).
300 */
301 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD))
302 val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who));
303 else
304 val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who)));
305 }
306
307 /* we will also have an extra 0-5% variation between shops of the same type
308 * for valuable items (below a value of 50 this effect wouldn't be very
309 * pointful, and could give fun with rounding.
310 */
311 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution
312 if (val > 50)
313 val += float (val) * .05f * cosf ((tmp->uuid.seq & 0xffff) * float (M_PI * 2. / 0x10000));
314 }
315
316 return (sint64) val;
317 }
318
319 /* Find the coin type that is worth more the 'c'. Starts at the
320 * cointype placement.
321 */
322
323 static archetype *
324 find_next_coin (sint64 c, int *cointype)
325 {
326 archetype *coin;
327
328 do
329 {
330 if (coins[*cointype] == NULL)
331 return NULL;
332 coin = archetype::find (coins[*cointype]);
333 if (coin == NULL)
334 return NULL;
335 *cointype += 1;
336 }
337 while (coin->clone.value > c);
338
339 return coin;
340 }
341
342 /* This returns a string of how much something is worth based on
343 * an integer being passed.
344 * cost is the cost we need to represent.
345 * While cost is 64 bit, the number of any coin is still really
346 * limited to 32 bit (size of nrof field). If it turns out players
347 * have so much money that they have more than 2 billion platinum
348 * coins, there are certainly issues - the easiest fix at that
349 * time is to add a higher denomination (mithril piece with
350 * 10,000 silver or something)
351 */
352 const char *
353 cost_string_from_value (sint64 cost, int approx)
354 {
355 static char buf[MAX_BUF];
356 archetype *coin, *next_coin;
357 int num, cointype = 0;
358
359 coin = find_next_coin (cost, &cointype);
360 if (coin == NULL)
361 return "nothing";
362
363 num = cost / coin->clone.value;
364 /* so long as nrof is 32 bit, this is true.
365 * If it takes more coins than a person can possibly carry, this
366 * is basically true.
367 */
368 if ((cost / coin->clone.value) > UINT32_MAX)
369 {
370 strcpy (buf, "an unimaginable sum of money");
371 return buf;
372 }
373
374 cost -= num * (sint64)coin->clone.value;
375
376 sprintf (buf, "%d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name);
377
378 next_coin = find_next_coin (cost, &cointype);
379 if (next_coin == NULL || approx)
380 return buf;
381
382 coin = next_coin;
383 num = cost / coin->clone.value;
384 cost -= num * (sint64)coin->clone.value;
385
386 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name);
387
388 return buf;
389 }
390
391 const char *
392 query_cost_string (const object *tmp, object *who, int flag)
393 {
394 sint64 real_value = query_cost (tmp, who, flag);
395 int idskill1 = 0;
396 int idskill2 = 0;
397 const typedata *tmptype;
398
399 tmptype = get_typedata (tmp->type);
400 if (tmptype)
401 {
402 idskill1 = tmptype->identifyskill;
403 idskill2 = tmptype->identifyskill2;
404 }
405
406 /* we show an approximate price if
407 * 1) we are approximating
408 * 2) there either is no id skill(s) for the item, or we don't have them
409 * 3) we don't have bargaining skill either
410 */
411 if (flag & F_APPROX)
412 {
413 if (!idskill1 || !find_skill_by_number (who, idskill1))
414 {
415 if (!idskill2 || !find_skill_by_number (who, idskill2))
416 {
417 if (!find_skill_by_number (who, SK_BARGAINING))
418 {
419 static char buf[MAX_BUF];
420 int num, cointype = 0;
421 archetype *coin = find_next_coin (real_value, &cointype);
422
423 if (coin == NULL)
424 return "nothing";
425
426 num = real_value / coin->clone.value;
427 if (num == 1)
428 sprintf (buf, "about one %s", &coin->clone.name);
429 else if (num < 5)
430 sprintf (buf, "a few %s", &coin->clone.name_pl);
431 else if (num < 10)
432 sprintf (buf, "several %s", &coin->clone.name_pl);
433 else if (num < 25)
434 sprintf (buf, "a moderate amount of %s", &coin->clone.name_pl);
435 else if (num < 100)
436 sprintf (buf, "lots of %s", &coin->clone.name_pl);
437 else if (num < 1000)
438 sprintf (buf, "a great many %s", &coin->clone.name_pl);
439 else
440 sprintf (buf, "a vast quantity of %s", &coin->clone.name_pl);
441 return buf;
442 }
443 }
444 }
445
446 int hash = ((unsigned int) tmp->count * 174364621) & 1023;
447
448 if (approx_range)
449 {
450 sint64 lo = (sint64) real_value - (approx_range * hash >> 10);
451 static char buf[MAX_BUF];
452
453 sprintf (buf, "between %s", cost_string_from_value (lo, 1));
454 sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1));
455
456 return buf;
457 }
458 }
459
460 return cost_string_from_value (real_value, 0);
461 }
462
463 /* This function finds out how much money the player is carrying,
464 * including what is in containers.
465 */
466 sint64
467 query_money (const object *op)
468 {
469 object *tmp;
470 sint64 total = 0;
471
472 if (op->type != PLAYER && op->type != CONTAINER)
473 {
474 LOG (llevError, "Query money called with non player/container\n");
475 return 0;
476 }
477
478 for (tmp = op->inv; tmp; tmp = tmp->below)
479 if (tmp->type == MONEY)
480 total += tmp->nrof * (sint64)tmp->value;
481 else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (tmp->race == NULL || strstr (tmp->race, "gold")))
482 total += query_money (tmp);
483
484 return total;
485 }
486
487 /* TCHIZE: This function takes the amount of money from the
488 * the player inventory and from it's various pouches using the
489 * pay_from_container function.
490 * returns 0 if not possible. 1 if success
491 */
492 int
493 pay_for_amount (sint64 to_pay, object *pl)
494 {
495 object *pouch;
496
497 if (to_pay == 0)
498 return 1;
499
500 if (to_pay > query_money (pl))
501 return 0;
502
503 pay_from_container (pl, pl, to_pay);
504
505 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
506 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
507 pay_from_container (pl, pouch, to_pay);
508
509 pl->update_stats ();
510 return 1;
511 }
512
513 /* DAMN: This is now a wrapper for pay_from_container, which is
514 * called for the player, then for each active container that can hold
515 * money until op is paid for. Change will be left wherever the last
516 * of the price was paid from.
517 */
518 int
519 pay_for_item (object *op, object *pl)
520 {
521 sint64 to_pay = query_cost (op, pl, F_BUY | F_SHOP);
522 object *pouch;
523 sint64 saved_money;
524
525 if (to_pay == 0)
526 return 1;
527
528 if (to_pay > query_money (pl))
529 return 0;
530
531 /* We compare the paid price with the one for a player
532 * without bargaining skill.
533 * This determins the amount of exp (if any) gained for bargaining.
534 */
535 saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay;
536
537 if (saved_money > 0)
538 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE);
539
540 pay_from_container (pl, pl, to_pay);
541
542 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
543 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
544 pay_from_container (pl, pouch, to_pay);
545
546 if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ))
547 SET_FLAG (op, FLAG_WAS_WIZ);
548
549 pl->update_stats ();
550 return 1;
551 }
552
553 /* This pays for the item, and takes the proper amount of money off
554 * the player.
555 * CF 0.91.4 - this function is mostly redone in order to fix a bug
556 * with weight not be subtracted properly. We now remove and
557 * insert the coin objects - this should update the weight
558 * appropriately
559 *
560 * DAMN: This function is used for the player, then for any active
561 * containers that can hold money.
562 *
563 * pouch is the container (pouch or player) to remove the coins from.
564 * to_pay is the required amount.
565 * returns the amount still missing after using "pouch".
566 */
567 static void
568 pay_from_container (object *pl, object *pouch, sint64 &to_pay)
569 {
570 int count, i;
571 object *tmp, *next;
572 archetype *at;
573
574 if (pouch->type != PLAYER && pouch->type != CONTAINER)
575 return;
576
577 object *coin_objs[NUM_COINS] = { 0 };
578
579 /* This hunk should remove all the money objects from the player/container */
580 for (tmp = pouch->inv; tmp; tmp = next)
581 {
582 next = tmp->below;
583
584 if (tmp->type == MONEY)
585 {
586 for (i = 0; i < NUM_COINS; i++)
587 {
588 if (tmp->value == tmp->arch->clone.value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->name))
589 {
590 // This should not happen, but if it does, just merge the two.
591 if (coin_objs [i])
592 {
593 LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]);
594 tmp->remove ();
595 coin_objs[i]->nrof += tmp->nrof;
596 esrv_del_item (pl->contr, tmp->count);
597 tmp->destroy ();
598 }
599 else
600 {
601 tmp->remove ();
602
603 if (pouch->type == PLAYER)
604 esrv_del_item (pl->contr, tmp->count);
605
606 coin_objs[i] = tmp;
607 }
608
609 break;
610 }
611 }
612
613 if (i == NUM_COINS)
614 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->name);
615 }
616 }
617
618 /* Fill in any gaps in the coin_objs array - needed to make change. */
619 /* Note that the coin_objs array goes from least value to greatest value */
620 for (i = 0; i < NUM_COINS; i++)
621 if (!coin_objs[i])
622 {
623 at = archetype::find (coins[NUM_COINS - 1 - i]);
624
625 if (at == NULL)
626 LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]);
627
628 coin_objs[i] = arch_to_object (at);
629 coin_objs[i]->nrof = 0;
630 }
631
632 for (i = 0; i < NUM_COINS; i++)
633 {
634 object &coin = *coin_objs[i];
635 sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, coin.nrof);
636 to_pay -= num_coins * coin.value;
637
638 coin.nrof -= num_coins;
639 /* Now start making change. Start at the coin value
640 * below the one we just did, and work down to
641 * the lowest value.
642 */
643 count = i - 1;
644
645 while (to_pay < 0 && count >= 0)
646 {
647 num_coins = (-to_pay) / coin_objs[count]->value;
648 coin_objs[count]->nrof += num_coins;
649 to_pay += num_coins * coin_objs[count]->value;
650 count--;
651 }
652 }
653
654 for (i = 0; i < NUM_COINS; i++)
655 {
656 if (coin_objs[i]->nrof)
657 {
658 object *tmp = insert_ob_in_ob (coin_objs[i], pouch);
659
660 esrv_send_item (pl, tmp);
661 esrv_send_item (pl, pouch);
662
663 if (pl != pouch)
664 esrv_update_item (UPD_WEIGHT, pl, pouch);
665
666 if (pl->type != PLAYER)
667 esrv_send_item (pl, pl);
668 }
669 else
670 coin_objs[i]->destroy ();
671 }
672 }
673
674 /* Checks all unpaid items in op's inventory, adds up all the money they
675 * have, and checks that they can actually afford what they want to buy.
676 * Returns 1 if they can, and 0 if they can't. also prints an appropriate message
677 * to the player
678 */
679 int
680 can_pay (object *pl)
681 {
682 int unpaid_count = 0;
683 sint64 unpaid_price = 0;
684 sint64 player_wealth = query_money (pl);
685
686 if (!pl || pl->type != PLAYER)
687 {
688 LOG (llevError, "can_pay(): called against something that isn't a player\n");
689 return 0;
690 }
691
692 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
693 if (QUERY_FLAG (item, FLAG_UNPAID))
694 {
695 unpaid_count++;
696 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
697 }
698
699 if (unpaid_price > player_wealth)
700 {
701 char buf[MAX_BUF];
702 char cost[MAX_BUF];
703 char missing[MAX_BUF];
704
705 snprintf (cost, MAX_BUF, "%s", cost_string_from_value (unpaid_price, 0));
706 snprintf (missing, MAX_BUF, "%s", cost_string_from_value (unpaid_price - player_wealth, 0));
707
708 snprintf (buf, MAX_BUF, "You have %d unpaid items that would cost you %s. You need another %s to be able to afford that.",
709 unpaid_count, cost, missing);
710 new_draw_info (NDI_UNIQUE, 0, pl, buf);
711
712 return 0;
713 }
714 else
715 return 1;
716 }
717
718 /* Better get_payment, descends containers looking for
719 * unpaid items, and pays for them.
720 * returns 0 if the player still has unpaid items.
721 * returns 1 if the player has paid for everything.
722 * pl is the player buying the stuff.
723 */
724 int
725 get_payment (object *pl)
726 {
727 for (;;)
728 {
729 next_item:
730
731 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
732 {
733 if (QUERY_FLAG (op, FLAG_UNPAID))
734 {
735 char buf[MAX_BUF];
736 snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP));
737
738 if (!pay_for_item (op, pl))
739 {
740 sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
741
742 CLEAR_FLAG (op, FLAG_UNPAID);
743 new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op));
744 SET_FLAG (op, FLAG_UNPAID);
745 return 0;
746 }
747 else
748 {
749 object *tmp;
750
751 CLEAR_FLAG (op, FLAG_UNPAID);
752 CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
753 new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op));
754 tmp = merge_ob (op, NULL);
755
756 if (pl->type == PLAYER)
757 {
758 if (tmp)
759 { /* it was merged */
760 esrv_del_item (pl->contr, op->count);
761 op = tmp;
762 }
763
764 esrv_send_item (pl, op);
765 }
766
767 goto next_item;
768 }
769 }
770 }
771
772 return 1;
773 }
774 }
775
776 /* written by elmex:
777 * moved this code from sell_item () here to have a function
778 * that pays the player an amount. Mainly put the code here to
779 * be able to call it from a plugin.
780 *
781 * If the player can't carry all the money that is paid, it gets inserted
782 * in his inventory anyway. This is the best alternative to not pay any money
783 * or put it on the ground under the player. This way the player can still
784 * go somewhere and unload the money at a safe place.
785 *
786 */
787 void
788 pay_player (object *pl, sint64 amount)
789 {
790 int count = 0;
791 archetype *at = 0;
792 object *pouch = 0, *tmp = 0;
793
794 for (count = 0; coins[count] != NULL; count++)
795 {
796 at = archetype::find (coins[count]);
797
798 if (at == NULL)
799 LOG (llevError, "Could not find %s archetype\n", coins[count]);
800 else if ((amount / at->clone.value) > 0)
801 {
802 for (pouch = pl->inv; pouch; pouch = pouch->below)
803 {
804 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold"))
805 {
806 int w = at->clone.weight * (100 - pouch->stats.Str) / 100;
807 int n = amount / at->clone.value;
808
809 if (w == 0)
810 w = 1; /* Prevent divide by zero */
811
812 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
813 {
814 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
815 n = (pouch->weight_limit - pouch->carrying) / w;
816
817 tmp = arch_to_object (at);
818 tmp->nrof = n;
819 amount -= tmp->nrof * tmp->value;
820 tmp = insert_ob_in_ob (tmp, pouch);
821 esrv_send_item (pl, tmp);
822 esrv_send_item (pl, pouch);
823 esrv_update_item (UPD_WEIGHT, pl, pouch);
824 esrv_send_item (pl, pl);
825 }
826 }
827 }
828
829 if (amount / at->clone.value > 0)
830 {
831 tmp = arch_to_object (at);
832 tmp->nrof = amount / tmp->value;
833 amount -= tmp->nrof * tmp->value;
834 tmp = insert_ob_in_ob (tmp, pl);
835 esrv_send_item (pl, tmp);
836 esrv_send_item (pl, pl);
837 }
838 }
839 }
840
841 if (amount != 0)
842 LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount);
843 }
844
845 /* elmex: this is for the bank plugin :( */
846 sint64
847 pay_player_arch (object *pl, const char *arch, sint64 amount)
848 {
849 archetype *at = archetype::find (arch);
850 object *tmp = NULL;
851
852 if (at == NULL)
853 return 0;
854
855 if (amount > 0)
856 {
857 tmp = arch_to_object (at);
858 tmp->nrof = amount;
859 tmp = insert_ob_in_ob (tmp, pl);
860 esrv_send_item (pl, tmp);
861 esrv_send_item (pl, pl);
862 }
863
864 return 1;
865 }
866
867 /* Modified function to give out platinum coins. This function uses
868 * the coins[] array to know what coins are available, just like
869 * buy item.
870 *
871 * Modified to fill available race: gold containers before dumping
872 * remaining coins in character's inventory.
873 */
874 void
875 sell_item (object *op, object *pl)
876 {
877 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
878
879 if (pl == NULL || pl->type != PLAYER)
880 {
881 LOG (llevDebug, "Object other than player tried to sell something.\n");
882 return;
883 }
884
885 op->custom_name = 0;
886
887 if (!amount)
888 {
889 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", query_name (op));
890
891 /* Even if the character doesn't get anything for it, it may still be
892 * worth something. If so, make it unpaid
893 */
894 if (op->value)
895 {
896 SET_FLAG (op, FLAG_UNPAID);
897 SET_FLAG (op, FLAG_PLAYER_SOLD);
898 }
899
900 identify (op);
901 return;
902 }
903
904 /* We compare the price with the one for a player
905 * without bargaining skill.
906 * This determins the amount of exp (if any) gained for bargaining.
907 * exp/10 -> 1 for each gold coin
908 */
909 extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP);
910
911 if (extra_gain > 0)
912 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
913
914 pay_player (pl, amount);
915
916 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));
917
918 SET_FLAG (op, FLAG_UNPAID);
919 identify (op);
920 }
921
922
923 /* returns a double that is the ratio of the price that a shop will offer for
924 * item based on the shops specialisation. Does not take account of greed,
925 * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any
926 * event is never less than 0.1 (calling functions divide by it)
927 */
928 static double
929 shop_specialisation_ratio (const object *item, const maptile *map)
930 {
931 shopitems *items = map->shopitems;
932 double ratio = SPECIALISATION_EFFECT, likedness = 0.001;
933 int i;
934
935 if (item == NULL)
936 {
937 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path);
938 return 0;
939 }
940
941 if (!item->type)
942 {
943 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
944 /*
945 * I'm not really sure what the /right/ thing to do here is, these types of
946 * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
947 */
948 return ratio;
949 }
950
951 if (map->shopitems)
952 {
953 for (i = 0; i < items[0].index; i++)
954 if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001))
955 likedness = items[i].strength / 100.0;
956 }
957
958 if (likedness > 1.0)
959 { /* someone has been rather silly with the map headers. */
960 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path);
961 likedness = 1.0;
962 }
963
964 if (likedness < -1.0)
965 {
966 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path);
967 likedness = -1.0;
968 }
969
970 ratio = ratio + (1.0 - ratio) * likedness;
971
972 if (ratio <= 0.1)
973 ratio = 0.1; /* if the ratio were much lower than this, we would get silly prices */
974
975 return ratio;
976 }
977
978 /*returns the greed of the shop on map, or 1 if it isn't specified. */
979 static double
980 shop_greed (const maptile *map)
981 {
982 double greed = 1.0;
983
984 if (map->shopgreed)
985 return map->shopgreed;
986 return greed;
987 }
988
989 /* Returns a double based on how much the shopkeeper approves of the player.
990 * this is based on the race of the shopkeeper and that of the player.
991 */
992 double
993 shopkeeper_approval (const maptile *map, const object *player)
994 {
995 double approval = 1.0;
996
997 if (map->shoprace)
998 {
999 approval = NEUTRAL_RATIO;
1000 if (player->race && !strcmp (player->race, map->shoprace))
1001 approval = 1.0;
1002 }
1003
1004 return approval;
1005 }
1006
1007 /* limit the value of items based on the wealth of the shop. If the item is close
1008 * to the maximum value a shop will offer, we start to reduce it, if the item is
1009 * below the minimum value the shop is prepared to trade in, then we don't
1010 * want it and offer nothing. If it isn't a shop, check whether we should do generic
1011 * value reduction.
1012 *
1013 */
1014 static sint64
1015 value_limit (sint64 val, int quantity, const object *who, int isshop)
1016 {
1017 sint64 newval, unit_price, tmpshopmax;
1018 maptile *map;
1019
1020 unit_price = val / quantity;
1021
1022 if (!isshop || !who)
1023 {
1024 if (unit_price > 250000)
1025 newval = (sint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.);
1026 else
1027 newval = unit_price;
1028 }
1029 else
1030 {
1031 if (!who->map)
1032 {
1033 LOG (llevError, "value_limit: asked shop price for ob %s on NULL map\n", &who->name);
1034 return val;
1035 }
1036
1037 map = who->map;
1038
1039 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
1040
1041 if (map->shopmin && unit_price < map->shopmin)
1042 return 0;
1043 else if (unit_price > tmpshopmax / 2)
1044 newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
1045 else
1046 newval = unit_price;
1047 }
1048
1049 newval *= quantity;
1050
1051 return newval;
1052 }
1053
1054 /* gives a desciption of the shop on their current map to the player op. */
1055 int
1056 describe_shop (const object *op)
1057 {
1058 maptile *map = op->map;
1059
1060 /*shopitems *items=map->shopitems; */
1061 int pos = 0, i;
1062 double opinion = 0;
1063 char tmp[MAX_BUF] = "\0";
1064
1065 if (op->type != PLAYER)
1066 return 0;
1067
1068 /*check if there is a shop specified for this map */
1069 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
1070 {
1071 new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:");
1072
1073 if (map->shopitems)
1074 for (i = 0; i < map->shopitems[0].index; i++)
1075 if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1076 {
1077 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl);
1078 pos += strlen (tmp + pos);
1079 }
1080
1081 if (!pos)
1082 strcat (tmp, "a little of everything.");
1083
1084 /* format the string into a list */
1085 make_list_like (tmp);
1086 new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1087
1088 if (map->shopmax)
1089 new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0));
1090
1091 if (map->shopmin)
1092 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));
1093
1094 if (map->shopgreed)
1095 {
1096 if (map->shopgreed > 2.0)
1097 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively.");
1098 else if (map->shopgreed > 1.5)
1099 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially.");
1100 else if (map->shopgreed > 1.1)
1101 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly.");
1102 else if (map->shopgreed < 0.9)
1103 new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge.");
1104 }
1105
1106 if (map->shoprace)
1107 {
1108 opinion = shopkeeper_approval (map, op);
1109 if (opinion > 0.8)
1110 new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you.");
1111 else if (opinion > 0.5)
1112 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you.");
1113 else
1114 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems to have taken a dislike to you.");
1115 }
1116 }
1117 else
1118 new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby.");
1119
1120 return 1;
1121 }
1122
1123 struct shopinv
1124 {
1125 char *item_sort;
1126 char *item_real;
1127 uint16 type;
1128 uint32 nrof;
1129 };
1130
1131 /* There are a lot fo extra casts in here just to suppress warnings - it
1132 * makes it look uglier than it really it.
1133 * The format of the strings we get is type:name. So we first want to
1134 * sort by type (numerical) - if the same type, then sort by name.
1135 */
1136 static int
1137 shop_sort (const void *a1, const void *a2)
1138 {
1139 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1140
1141 if (s1->type < s2->type)
1142 return -1;
1143 if (s1->type > s2->type)
1144 return 1;
1145
1146 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1147 * via alphabetical order
1148 */
1149 return strcasecmp (s1->item_sort, s2->item_sort);
1150 }
1151
1152 static void
1153 add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1154 {
1155 #if 0
1156 char buf[MAX_BUF];
1157 #endif
1158 /* clear unpaid flag so that doesn't come up in query
1159 * string. We clear nrof so that we can better sort
1160 * the object names.
1161 */
1162
1163 CLEAR_FLAG (tmp, FLAG_UNPAID);
1164 items[*numitems].nrof = tmp->nrof;
1165 /* Non mergable items have nrof of 0, but count them as one
1166 * so the display is properly.
1167 */
1168 if (tmp->nrof == 0)
1169 items[*numitems].nrof++;
1170 items[*numitems].type = tmp->type;
1171
1172 switch (tmp->type)
1173 {
1174 #if 0
1175 case BOOTS:
1176 case GLOVES:
1177 case RING:
1178 case AMULET:
1179 case BRACERS:
1180 case GIRDLE:
1181 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL));
1182 items[*numitems].item_sort = strdup (buf);
1183 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL));
1184 items[*numitems].item_real = strdup (buf);
1185 (*numitems)++;
1186 break;
1187 #endif
1188
1189 default:
1190 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1191 items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1192 (*numitems)++;
1193 break;
1194 }
1195 SET_FLAG (tmp, FLAG_UNPAID);
1196 }
1197
1198 void
1199 shop_listing (object *sign, object *op)
1200 {
1201 int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2;
1202 const char *shop_coords = get_ob_key_value (sign, "shop_coords");
1203 object *stack;
1204 shopinv *items;
1205
1206 /* Should never happen, but just in case a monster does apply a sign */
1207 if (op->type != PLAYER)
1208 return;
1209
1210 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1211 {
1212 x1 = 0;
1213 y1 = 0;
1214 x2 = op->map->width - 1;
1215 y2 = op->map->height - 1;
1216 }
1217
1218 items = (shopinv *) malloc (40 * sizeof (shopinv));
1219 numallocated = 40;
1220
1221 /* Find all the appropriate items */
1222 for (i = x1; i <= x2; i++)
1223 {
1224 for (j = y1; j < y2; j++)
1225 {
1226 if (is_in_shop (op->map, i, j))
1227 {
1228 stack = GET_MAP_OB (op->map, i, j);
1229
1230 while (stack)
1231 {
1232 if (QUERY_FLAG (stack, FLAG_UNPAID))
1233 {
1234 if (numitems == numallocated)
1235 {
1236 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10));
1237 numallocated += 10;
1238 }
1239
1240 add_shop_item (stack, items, &numitems, &numallocated);
1241 }
1242
1243 stack = stack->above;
1244 }
1245 }
1246 }
1247 }
1248
1249 if (numitems == 0)
1250 {
1251 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1252 free (items);
1253 return;
1254 }
1255
1256 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1257
1258 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:");
1259
1260 for (i = 0; i < numitems; i++)
1261 {
1262 /* Collapse items of the same name together */
1263 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1264 {
1265 items[i + 1].nrof += items[i].nrof;
1266 free (items[i].item_sort);
1267 free (items[i].item_real);
1268 }
1269 else
1270 {
1271 new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s",
1272 items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real);
1273 free (items[i].item_sort);
1274 free (items[i].item_real);
1275 }
1276 }
1277
1278 free (items);
1279 }
1280
1281 /* elmex: this function checks whether the object is in a shop */
1282 bool
1283 is_in_shop (object *o)
1284 {
1285 if (!o->map)
1286 return false;
1287
1288 return is_in_shop (o->map, o->x, o->y);
1289 }
1290
1291 /* elmex: this function checks whether we are in a shop or not */
1292 bool
1293 is_in_shop (maptile *map, int x, int y)
1294 {
1295 for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above)
1296 if (floor->type == SHOP_FLOOR)
1297 return true;
1298
1299 return false;
1300 }