ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/shop.C
Revision: 1.38
Committed: Mon Jun 4 12:19:09 2007 UTC (16 years, 11 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.37: +2 -2 lines
Log Message:
rename arch->name to arch->archname for preparation of subclassing object

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * under the terms of the GNU General Public License as published by the Free
10 * Software Foundation; either version 2 of the License, or (at your option)
11 * any later version.
12 *
13 * This program is distributed in the hope that it will be useful, but
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * for more details.
17 *
18 * You should have received a copy of the GNU General Public License along
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 *
22 * The authors can be reached via e-mail to <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 pl->update_stats ();
547
548 return 1;
549 }
550
551 /* This pays for the item, and takes the proper amount of money off
552 * the player.
553 * CF 0.91.4 - this function is mostly redone in order to fix a bug
554 * with weight not be subtracted properly. We now remove and
555 * insert the coin objects - this should update the weight
556 * appropriately
557 *
558 * DAMN: This function is used for the player, then for any active
559 * containers that can hold money.
560 *
561 * pouch is the container (pouch or player) to remove the coins from.
562 * to_pay is the required amount.
563 * returns the amount still missing after using "pouch".
564 */
565 static void
566 pay_from_container (object *pl, object *pouch, sint64 &to_pay)
567 {
568 int count, i;
569 object *tmp, *next;
570 archetype *at;
571
572 if (pouch->type != PLAYER && pouch->type != CONTAINER)
573 return;
574
575 object *coin_objs[NUM_COINS] = { 0 };
576
577 /* This hunk should remove all the money objects from the player/container */
578 for (tmp = pouch->inv; tmp; tmp = next)
579 {
580 next = tmp->below;
581
582 if (tmp->type == MONEY)
583 {
584 for (i = 0; i < NUM_COINS; i++)
585 {
586 if (tmp->value == tmp->arch->clone.value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->archname))
587 {
588 // This should not happen, but if it does, just merge the two.
589 if (coin_objs [i])
590 {
591 LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]);
592 tmp->remove ();
593 coin_objs[i]->nrof += tmp->nrof;
594 esrv_del_item (pl->contr, tmp->count);
595 tmp->destroy ();
596 }
597 else
598 {
599 tmp->remove ();
600
601 if (pouch->type == PLAYER)
602 esrv_del_item (pl->contr, tmp->count);
603
604 coin_objs[i] = tmp;
605 }
606
607 break;
608 }
609 }
610
611 if (i == NUM_COINS)
612 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->archname);
613 }
614 }
615
616 /* Fill in any gaps in the coin_objs array - needed to make change. */
617 /* Note that the coin_objs array goes from least value to greatest value */
618 for (i = 0; i < NUM_COINS; i++)
619 if (!coin_objs[i])
620 {
621 at = archetype::find (coins[NUM_COINS - 1 - i]);
622
623 if (at == NULL)
624 LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]);
625
626 coin_objs[i] = arch_to_object (at);
627 coin_objs[i]->nrof = 0;
628 }
629
630 for (i = 0; i < NUM_COINS; i++)
631 {
632 object &coin = *coin_objs[i];
633 sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, coin.nrof);
634 to_pay -= num_coins * coin.value;
635
636 coin.nrof -= num_coins;
637 /* Now start making change. Start at the coin value
638 * below the one we just did, and work down to
639 * the lowest value.
640 */
641 count = i - 1;
642
643 while (to_pay < 0 && count >= 0)
644 {
645 num_coins = (-to_pay) / coin_objs[count]->value;
646 coin_objs[count]->nrof += num_coins;
647 to_pay += num_coins * coin_objs[count]->value;
648 count--;
649 }
650 }
651
652 for (i = 0; i < NUM_COINS; i++)
653 {
654 if (coin_objs[i]->nrof)
655 {
656 object *tmp = insert_ob_in_ob (coin_objs[i], pouch);
657
658 esrv_send_item (pl, tmp);
659 esrv_send_item (pl, pouch);
660
661 if (pl != pouch)
662 esrv_update_item (UPD_WEIGHT, pl, pouch);
663
664 if (pl->type != PLAYER)
665 esrv_send_item (pl, pl);
666 }
667 else
668 coin_objs[i]->destroy ();
669 }
670 }
671
672 /* Checks all unpaid items in op's inventory, adds up all the money they
673 * have, and checks that they can actually afford what they want to buy.
674 * Returns 1 if they can, and 0 if they can't. also prints an appropriate message
675 * to the player
676 */
677 int
678 can_pay (object *pl)
679 {
680 int unpaid_count = 0;
681 sint64 unpaid_price = 0;
682 sint64 player_wealth = query_money (pl);
683
684 if (!pl || pl->type != PLAYER)
685 {
686 LOG (llevError, "can_pay(): called against something that isn't a player\n");
687 return 0;
688 }
689
690 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
691 if (QUERY_FLAG (item, FLAG_UNPAID))
692 {
693 unpaid_count++;
694 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
695 }
696
697 if (unpaid_price > player_wealth)
698 {
699 char buf[MAX_BUF];
700 char cost[MAX_BUF];
701 char missing[MAX_BUF];
702
703 snprintf (cost, MAX_BUF, "%s", cost_string_from_value (unpaid_price, 0));
704 snprintf (missing, MAX_BUF, "%s", cost_string_from_value (unpaid_price - player_wealth, 0));
705
706 snprintf (buf, MAX_BUF, "You have %d unpaid items that would cost you %s. You need another %s to be able to afford that.",
707 unpaid_count, cost, missing);
708 new_draw_info (NDI_UNIQUE, 0, pl, buf);
709
710 return 0;
711 }
712 else
713 return 1;
714 }
715
716 /* Better get_payment, descends containers looking for
717 * unpaid items, and pays for them.
718 * returns 0 if the player still has unpaid items.
719 * returns 1 if the player has paid for everything.
720 * pl is the player buying the stuff.
721 */
722 int
723 get_payment (object *pl)
724 {
725 for (;;)
726 {
727 next_item:
728
729 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
730 {
731 if (QUERY_FLAG (op, FLAG_UNPAID))
732 {
733 char buf[MAX_BUF];
734 snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP));
735
736 if (!pay_for_item (op, pl))
737 {
738 sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
739
740 CLEAR_FLAG (op, FLAG_UNPAID);
741 new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op));
742 SET_FLAG (op, FLAG_UNPAID);
743 return 0;
744 }
745 else
746 {
747 object *tmp;
748
749 CLEAR_FLAG (op, FLAG_UNPAID);
750 CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
751 new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op));
752 tmp = merge_ob (op, NULL);
753
754 if (pl->type == PLAYER)
755 {
756 if (tmp)
757 { /* it was merged */
758 esrv_del_item (pl->contr, op->count);
759 op = tmp;
760 }
761
762 esrv_send_item (pl, op);
763 }
764
765 goto next_item;
766 }
767 }
768 }
769
770 return 1;
771 }
772 }
773
774 /* written by elmex:
775 * moved this code from sell_item () here to have a function
776 * that pays the player an amount. Mainly put the code here to
777 * be able to call it from a plugin.
778 *
779 * If the player can't carry all the money that is paid, it gets inserted
780 * in his inventory anyway. This is the best alternative to not pay any money
781 * or put it on the ground under the player. This way the player can still
782 * go somewhere and unload the money at a safe place.
783 *
784 */
785 void
786 pay_player (object *pl, sint64 amount)
787 {
788 int count = 0;
789 archetype *at = 0;
790 object *pouch = 0, *tmp = 0;
791
792 for (count = 0; coins[count] != NULL; count++)
793 {
794 at = archetype::find (coins[count]);
795
796 if (at == NULL)
797 LOG (llevError, "Could not find %s archetype\n", coins[count]);
798 else if ((amount / at->clone.value) > 0)
799 {
800 for (pouch = pl->inv; pouch; pouch = pouch->below)
801 {
802 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold"))
803 {
804 int w = at->clone.weight * (100 - pouch->stats.Str) / 100;
805 int n = amount / at->clone.value;
806
807 if (w == 0)
808 w = 1; /* Prevent divide by zero */
809
810 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
811 {
812 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
813 n = (pouch->weight_limit - pouch->carrying) / w;
814
815 tmp = arch_to_object (at);
816 tmp->nrof = n;
817 amount -= tmp->nrof * tmp->value;
818 tmp = insert_ob_in_ob (tmp, pouch);
819 esrv_send_item (pl, tmp);
820 esrv_send_item (pl, pouch);
821 esrv_update_item (UPD_WEIGHT, pl, pouch);
822 esrv_send_item (pl, pl);
823 }
824 }
825 }
826
827 if (amount / at->clone.value > 0)
828 {
829 tmp = arch_to_object (at);
830 tmp->nrof = amount / tmp->value;
831 amount -= tmp->nrof * tmp->value;
832 tmp = insert_ob_in_ob (tmp, pl);
833 esrv_send_item (pl, tmp);
834 esrv_send_item (pl, pl);
835 }
836 }
837 }
838
839 if (amount != 0)
840 LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount);
841 }
842
843 /* elmex: this is for the bank plugin :( */
844 sint64
845 pay_player_arch (object *pl, const char *arch, sint64 amount)
846 {
847 archetype *at = archetype::find (arch);
848 object *tmp = NULL;
849
850 if (at == NULL)
851 return 0;
852
853 if (amount > 0)
854 {
855 tmp = arch_to_object (at);
856 tmp->nrof = amount;
857 tmp = insert_ob_in_ob (tmp, pl);
858 esrv_send_item (pl, tmp);
859 esrv_send_item (pl, pl);
860 }
861
862 return 1;
863 }
864
865 /* Modified function to give out platinum coins. This function uses
866 * the coins[] array to know what coins are available, just like
867 * buy item.
868 *
869 * Modified to fill available race: gold containers before dumping
870 * remaining coins in character's inventory.
871 */
872 void
873 sell_item (object *op, object *pl)
874 {
875 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
876
877 if (pl == NULL || pl->type != PLAYER)
878 {
879 LOG (llevDebug, "Object other than player tried to sell something.\n");
880 return;
881 }
882
883 op->custom_name = 0;
884
885 if (!amount)
886 {
887 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", query_name (op));
888
889 /* Even if the character doesn't get anything for it, it may still be
890 * worth something. If so, make it unpaid
891 */
892 if (op->value)
893 {
894 SET_FLAG (op, FLAG_UNPAID);
895 SET_FLAG (op, FLAG_PLAYER_SOLD);
896 }
897
898 identify (op);
899 return;
900 }
901
902 /* We compare the price with the one for a player
903 * without bargaining skill.
904 * This determins the amount of exp (if any) gained for bargaining.
905 * exp/10 -> 1 for each gold coin
906 */
907 extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP);
908
909 if (extra_gain > 0)
910 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
911
912 pay_player (pl, amount);
913
914 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));
915
916 SET_FLAG (op, FLAG_UNPAID);
917 identify (op);
918 }
919
920
921 /* returns a double that is the ratio of the price that a shop will offer for
922 * item based on the shops specialisation. Does not take account of greed,
923 * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any
924 * event is never less than 0.1 (calling functions divide by it)
925 */
926 static double
927 shop_specialisation_ratio (const object *item, const maptile *map)
928 {
929 shopitems *items = map->shopitems;
930 double ratio = SPECIALISATION_EFFECT, likedness = 0.001;
931 int i;
932
933 if (item == NULL)
934 {
935 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path);
936 return 0;
937 }
938
939 if (!item->type)
940 {
941 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
942 /*
943 * I'm not really sure what the /right/ thing to do here is, these types of
944 * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
945 */
946 return ratio;
947 }
948
949 if (map->shopitems)
950 {
951 for (i = 0; i < items[0].index; i++)
952 if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001))
953 likedness = items[i].strength / 100.0;
954 }
955
956 if (likedness > 1.0)
957 { /* someone has been rather silly with the map headers. */
958 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path);
959 likedness = 1.0;
960 }
961
962 if (likedness < -1.0)
963 {
964 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path);
965 likedness = -1.0;
966 }
967
968 ratio = ratio + (1.0 - ratio) * likedness;
969
970 if (ratio <= 0.1)
971 ratio = 0.1; /* if the ratio were much lower than this, we would get silly prices */
972
973 return ratio;
974 }
975
976 /*returns the greed of the shop on map, or 1 if it isn't specified. */
977 static double
978 shop_greed (const maptile *map)
979 {
980 double greed = 1.0;
981
982 if (map->shopgreed)
983 return map->shopgreed;
984 return greed;
985 }
986
987 /* Returns a double based on how much the shopkeeper approves of the player.
988 * this is based on the race of the shopkeeper and that of the player.
989 */
990 double
991 shopkeeper_approval (const maptile *map, const object *player)
992 {
993 double approval = 1.0;
994
995 if (map->shoprace)
996 {
997 approval = NEUTRAL_RATIO;
998 if (player->race && !strcmp (player->race, map->shoprace))
999 approval = 1.0;
1000 }
1001
1002 return approval;
1003 }
1004
1005 /* limit the value of items based on the wealth of the shop. If the item is close
1006 * to the maximum value a shop will offer, we start to reduce it, if the item is
1007 * below the minimum value the shop is prepared to trade in, then we don't
1008 * want it and offer nothing. If it isn't a shop, check whether we should do generic
1009 * value reduction.
1010 *
1011 */
1012 static sint64
1013 value_limit (sint64 val, int quantity, const object *who, int isshop)
1014 {
1015 sint64 newval, unit_price, tmpshopmax;
1016 maptile *map;
1017
1018 unit_price = val / quantity;
1019
1020 if (!isshop || !who)
1021 {
1022 if (unit_price > 250000)
1023 newval = (sint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.);
1024 else
1025 newval = unit_price;
1026 }
1027 else
1028 {
1029 if (!who->map)
1030 {
1031 LOG (llevError, "value_limit: asked shop price for ob %s on NULL map\n", &who->name);
1032 return val;
1033 }
1034
1035 map = who->map;
1036
1037 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
1038
1039 if (map->shopmin && unit_price < map->shopmin)
1040 return 0;
1041 else if (unit_price > tmpshopmax / 2)
1042 newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
1043 else
1044 newval = unit_price;
1045 }
1046
1047 newval *= quantity;
1048
1049 return newval;
1050 }
1051
1052 /* gives a desciption of the shop on their current map to the player op. */
1053 int
1054 describe_shop (const object *op)
1055 {
1056 maptile *map = op->map;
1057
1058 /*shopitems *items=map->shopitems; */
1059 int pos = 0, i;
1060 double opinion = 0;
1061 char tmp[MAX_BUF] = "\0";
1062
1063 if (op->type != PLAYER)
1064 return 0;
1065
1066 /*check if there is a shop specified for this map */
1067 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
1068 {
1069 new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:");
1070
1071 if (map->shopitems)
1072 for (i = 0; i < map->shopitems[0].index; i++)
1073 if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1074 {
1075 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl);
1076 pos += strlen (tmp + pos);
1077 }
1078
1079 if (!pos)
1080 strcat (tmp, "a little of everything.");
1081
1082 /* format the string into a list */
1083 make_list_like (tmp);
1084 new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1085
1086 if (map->shopmax)
1087 new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0));
1088
1089 if (map->shopmin)
1090 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));
1091
1092 if (map->shopgreed)
1093 {
1094 if (map->shopgreed > 2.0)
1095 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively.");
1096 else if (map->shopgreed > 1.5)
1097 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially.");
1098 else if (map->shopgreed > 1.1)
1099 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly.");
1100 else if (map->shopgreed < 0.9)
1101 new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge.");
1102 }
1103
1104 if (map->shoprace)
1105 {
1106 opinion = shopkeeper_approval (map, op);
1107 if (opinion > 0.8)
1108 new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you.");
1109 else if (opinion > 0.5)
1110 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you.");
1111 else
1112 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems to have taken a dislike to you.");
1113 }
1114 }
1115 else
1116 new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby.");
1117
1118 return 1;
1119 }
1120
1121 struct shopinv
1122 {
1123 char *item_sort;
1124 char *item_real;
1125 uint16 type;
1126 uint32 nrof;
1127 };
1128
1129 /* There are a lot fo extra casts in here just to suppress warnings - it
1130 * makes it look uglier than it really it.
1131 * The format of the strings we get is type:name. So we first want to
1132 * sort by type (numerical) - if the same type, then sort by name.
1133 */
1134 static int
1135 shop_sort (const void *a1, const void *a2)
1136 {
1137 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1138
1139 if (s1->type < s2->type)
1140 return -1;
1141 if (s1->type > s2->type)
1142 return 1;
1143
1144 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1145 * via alphabetical order
1146 */
1147 return strcasecmp (s1->item_sort, s2->item_sort);
1148 }
1149
1150 static void
1151 add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1152 {
1153 #if 0
1154 char buf[MAX_BUF];
1155 #endif
1156 /* clear unpaid flag so that doesn't come up in query
1157 * string. We clear nrof so that we can better sort
1158 * the object names.
1159 */
1160
1161 CLEAR_FLAG (tmp, FLAG_UNPAID);
1162 items[*numitems].nrof = tmp->nrof;
1163 /* Non mergable items have nrof of 0, but count them as one
1164 * so the display is properly.
1165 */
1166 if (tmp->nrof == 0)
1167 items[*numitems].nrof++;
1168 items[*numitems].type = tmp->type;
1169
1170 switch (tmp->type)
1171 {
1172 #if 0
1173 case BOOTS:
1174 case GLOVES:
1175 case RING:
1176 case AMULET:
1177 case BRACERS:
1178 case GIRDLE:
1179 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL));
1180 items[*numitems].item_sort = strdup (buf);
1181 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL));
1182 items[*numitems].item_real = strdup (buf);
1183 (*numitems)++;
1184 break;
1185 #endif
1186
1187 default:
1188 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1189 items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1190 (*numitems)++;
1191 break;
1192 }
1193 SET_FLAG (tmp, FLAG_UNPAID);
1194 }
1195
1196 void
1197 shop_listing (object *sign, object *op)
1198 {
1199 int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2;
1200 const char *shop_coords = get_ob_key_value (sign, "shop_coords");
1201 object *stack;
1202 shopinv *items;
1203
1204 /* Should never happen, but just in case a monster does apply a sign */
1205 if (op->type != PLAYER)
1206 return;
1207
1208 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1209 {
1210 x1 = 0;
1211 y1 = 0;
1212 x2 = op->map->width - 1;
1213 y2 = op->map->height - 1;
1214 }
1215
1216 items = (shopinv *) malloc (40 * sizeof (shopinv));
1217 numallocated = 40;
1218
1219 /* Find all the appropriate items */
1220 for (i = x1; i <= x2; i++)
1221 {
1222 for (j = y1; j < y2; j++)
1223 {
1224 if (is_in_shop (op->map, i, j))
1225 {
1226 stack = GET_MAP_OB (op->map, i, j);
1227
1228 while (stack)
1229 {
1230 if (QUERY_FLAG (stack, FLAG_UNPAID))
1231 {
1232 if (numitems == numallocated)
1233 {
1234 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10));
1235 numallocated += 10;
1236 }
1237
1238 add_shop_item (stack, items, &numitems, &numallocated);
1239 }
1240
1241 stack = stack->above;
1242 }
1243 }
1244 }
1245 }
1246
1247 if (numitems == 0)
1248 {
1249 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1250 free (items);
1251 return;
1252 }
1253
1254 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1255
1256 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:");
1257
1258 for (i = 0; i < numitems; i++)
1259 {
1260 /* Collapse items of the same name together */
1261 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1262 {
1263 items[i + 1].nrof += items[i].nrof;
1264 free (items[i].item_sort);
1265 free (items[i].item_real);
1266 }
1267 else
1268 {
1269 new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s",
1270 items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real);
1271 free (items[i].item_sort);
1272 free (items[i].item_real);
1273 }
1274 }
1275
1276 free (items);
1277 }
1278
1279 /* elmex: this function checks whether the object is in a shop */
1280 bool
1281 is_in_shop (object *o)
1282 {
1283 if (!o->map)
1284 return false;
1285
1286 return is_in_shop (o->map, o->x, o->y);
1287 }
1288
1289 /* elmex: this function checks whether we are in a shop or not */
1290 bool
1291 is_in_shop (maptile *map, int x, int y)
1292 {
1293 for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above)
1294 if (floor->type == SHOP_FLOOR)
1295 return true;
1296
1297 return false;
1298 }