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 |
9 |
* it under the terms of the GNU General Public License as published by |
10 |
* the Free Software Foundation, either version 3 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, see <http://www.gnu.org/licenses/>. |
20 |
* |
21 |
* The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 |
*/ |
23 |
|
24 |
#include <global.h> |
25 |
#include <spells.h> |
26 |
#include <skills.h> |
27 |
#include <living.h> |
28 |
#include <sproto.h> |
29 |
#include <math.h> |
30 |
|
31 |
/* this is a measure of how effective store specialisation is. A general store |
32 |
* will offer this proportion of the 'maximum' price, a specialised store will |
33 |
* offer a range of prices around it such that the maximum price is always one |
34 |
* therefore making this number higher, makes specialisation less effective. |
35 |
* setting this value above 1 or to a negative value would have interesting, |
36 |
* (though not useful) effects. |
37 |
*/ |
38 |
#define SPECIALISATION_EFFECT .5 |
39 |
|
40 |
/* price a shopkeeper will give someone they neither like nor dislike */ |
41 |
#define NEUTRAL_RATIO 0.8 |
42 |
|
43 |
static void pay_from_container (object *pl, object *pouch, sint64 &to_pay); |
44 |
static sint64 value_limit (sint64 val, int quantity, const object *who, int isshop); |
45 |
static double shop_specialisation_ratio (const object *item, const maptile *map); |
46 |
static double shop_greed (const maptile *map); |
47 |
|
48 |
#define NUM_COINS 4 /* number of coin types */ |
49 |
static const char *const coins[] = { "royalty", "platinacoin", "goldcoin", "silvercoin", NULL }; |
50 |
|
51 |
/* Added F_TRUE flag to define.h to mean that the price should not |
52 |
* be adjusted by players charisma. With F_TRUE, it returns the amount |
53 |
* that the item is worth, if it was sold, but unadjusted by charisma. |
54 |
* This is needed for alchemy, to to determine what value of gold nuggets |
55 |
* should be given (the gold nuggets, when sold, will have the adjustment |
56 |
* by charisma done at that time). NULL could have been passed as the |
57 |
* who parameter, but then the adjustment for expensive items (>10000) |
58 |
* would not be done. |
59 |
* |
60 |
* Added F_APPROX flag, which means that the price returned should be wrong by |
61 |
* an amount related to the player's bargaining skill. |
62 |
* |
63 |
* Added F_SHOP flag to mean that the specialisation of the shop on the player's |
64 |
* current map should be taken into account when determining the price. Shops that |
65 |
* specialise in what is being traded will give better prices than those that do not. |
66 |
* |
67 |
* CF 0.91.4 - This function got changed around a bit. Now the |
68 |
* number of object is multiplied by the value early on. This fixes problems |
69 |
* with items worth very little. What happened before is that various |
70 |
* divisions took place, the value got rounded to 0 (Being an int), and |
71 |
* thus remained 0. |
72 |
* |
73 |
* Mark Wedel (mwedel@pyramid.com) |
74 |
*/ |
75 |
|
76 |
static sint64 approx_range; |
77 |
|
78 |
sint64 |
79 |
query_cost (const object *tmp, object *who, int flag) |
80 |
{ |
81 |
double val; |
82 |
int number; /* used to better calculate value */ |
83 |
int no_bargain; |
84 |
int identified; |
85 |
int not_cursed; |
86 |
int approximate; |
87 |
int shop; |
88 |
double diff; |
89 |
|
90 |
approx_range = 0; |
91 |
|
92 |
no_bargain = flag & F_NO_BARGAIN; |
93 |
identified = flag & F_IDENTIFIED; |
94 |
not_cursed = flag & F_NOT_CURSED; |
95 |
approximate = flag & F_APPROX; |
96 |
shop = flag & F_SHOP; |
97 |
flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP); |
98 |
|
99 |
if (tmp->type == MONEY) |
100 |
return tmp->nrof * tmp->value; |
101 |
|
102 |
if (tmp->type == GEM) |
103 |
{ |
104 |
if (flag == F_TRUE) |
105 |
return (tmp->nrof * tmp->value); |
106 |
|
107 |
if (flag == F_BUY) |
108 |
return (sint64) (1.03 * tmp->nrof * tmp->value); |
109 |
|
110 |
if (flag == F_SELL) |
111 |
return (sint64) (0.97 * tmp->nrof * tmp->value); |
112 |
|
113 |
LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ()); |
114 |
return 0; |
115 |
} |
116 |
|
117 |
number = tmp->nrof; |
118 |
if (number == 0) |
119 |
number = 1; |
120 |
if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) |
121 |
{ |
122 |
if (!not_cursed && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) |
123 |
return 0; |
124 |
else |
125 |
val = tmp->value * number; |
126 |
} |
127 |
/* This area deals with objects that are not identified, but can be */ |
128 |
else |
129 |
{ |
130 |
if (tmp->arch != NULL) |
131 |
{ |
132 |
if (flag == F_BUY) |
133 |
{ |
134 |
LOG (llevError, "Asking for buy-value of unidentified object.\n"); |
135 |
val = tmp->arch->value * 50 * number; |
136 |
} |
137 |
else |
138 |
{ /* Trying to sell something, or get true value */ |
139 |
if (tmp->type == POTION) |
140 |
val = number * 40; /* Don't want to give anything away */ |
141 |
else |
142 |
{ |
143 |
/* Get 2/3'rd value for applied objects, 1/3'rd for totally |
144 |
* unknown objects |
145 |
*/ |
146 |
if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) |
147 |
val = number * tmp->arch->value * 2 / 3; |
148 |
else |
149 |
val = number * tmp->arch->value / 3; |
150 |
} |
151 |
} |
152 |
} |
153 |
else |
154 |
{ /* No archetype with this object */ |
155 |
LOG (llevDebug, "In sell item: Have object with no archetype: %s\n", &tmp->name); |
156 |
if (flag == F_BUY) |
157 |
{ |
158 |
LOG (llevError, "Asking for buy-value of unidentified object without arch.\n"); |
159 |
val = number * tmp->value * 10; |
160 |
} |
161 |
else |
162 |
val = number * tmp->value / 5; |
163 |
} |
164 |
} |
165 |
|
166 |
/* If the item has been applied or identifed or does not need to be |
167 |
* identified, AND the object is magical and the archetype is non |
168 |
* magical, then change values accordingly. The tmp->arch==NULL is |
169 |
* really just a check to prevent core dumps for when it checks |
170 |
* tmp->arch->magic for any magic. The check for archetype |
171 |
* magic is to not give extra money for archetypes that are by |
172 |
* default magical. This is because the archetype value should have |
173 |
* already figured in that value. |
174 |
*/ |
175 |
if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified || |
176 |
QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->magic)) |
177 |
{ |
178 |
if (tmp->magic > 0) |
179 |
val *= (3 * tmp->magic * tmp->magic * tmp->magic); |
180 |
else |
181 |
/* Note that tmp->magic is negative, so that this |
182 |
* will actually be something like val /=2, /=3, etc. |
183 |
*/ |
184 |
val /= (1 - tmp->magic); |
185 |
} |
186 |
|
187 |
if (tmp->type == WAND) |
188 |
{ |
189 |
/* Value of the wand is multiplied by the number of |
190 |
* charges. the treasure code already sets up the value |
191 |
* 50 charges is used as the baseline. |
192 |
*/ |
193 |
if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) |
194 |
val = (val * tmp->stats.food) / 50; |
195 |
else /* if not identified, presume one charge */ |
196 |
val /= 50; |
197 |
} |
198 |
|
199 |
/* Limit amount of money you can get for really great items. */ |
200 |
if (flag == F_SELL) |
201 |
val = value_limit ((sint64) val, number, who, shop); |
202 |
|
203 |
// use a nonlinear price adjustment. as my predecessor said, don't change |
204 |
// the archetypes, its work required for balancing, and we don't care. |
205 |
//val = pow (val, 1.05); |
206 |
|
207 |
/* This modification is for bargaining skill. |
208 |
* Now only players with max level in bargaining |
209 |
* AND Cha = 30 will get optimal price. |
210 |
* Thus charisma will never get useless. |
211 |
* -b.e. edler@heydernet.de |
212 |
*/ |
213 |
|
214 |
if (who != NULL && who->type == PLAYER) |
215 |
{ |
216 |
int lev_bargain = 0; |
217 |
int lev_identify = 0; |
218 |
int idskill1 = 0; |
219 |
int idskill2 = 0; |
220 |
const typedata *tmptype; |
221 |
|
222 |
tmptype = get_typedata (tmp->type); |
223 |
|
224 |
if (find_skill_by_number (who, SK_BARGAINING)) |
225 |
lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level; |
226 |
|
227 |
if (tmptype) |
228 |
{ |
229 |
idskill1 = tmptype->identifyskill; |
230 |
|
231 |
if (idskill1) |
232 |
{ |
233 |
idskill2 = tmptype->identifyskill2; |
234 |
|
235 |
if (find_skill_by_number (who, idskill1)) |
236 |
lev_identify = find_skill_by_number (who, idskill1)->level; |
237 |
|
238 |
if (idskill2 && find_skill_by_number (who, idskill2)) |
239 |
lev_identify += find_skill_by_number (who, idskill2)->level; |
240 |
} |
241 |
} |
242 |
else |
243 |
LOG (llevError, "Query_cost: item %s hasn't got a valid type\n", tmp->debug_desc ()); |
244 |
|
245 |
/* ratio determines how much of the price modification |
246 |
* will come from the basic stat charisma |
247 |
* the rest will come from the level in bargaining skill |
248 |
*/ |
249 |
const double cha_ratio = 0.40; |
250 |
|
251 |
diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25); |
252 |
diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.); |
253 |
diff = .02 + (.80 - .02) * diff; |
254 |
|
255 |
if (flag == F_BUY) |
256 |
val += val * diff; |
257 |
else if (flag == F_SELL) |
258 |
val -= val * diff; |
259 |
|
260 |
// now find a price range. the less good we can judge, the larger the range is |
261 |
// then the range is adjusted randomly around the correct value |
262 |
if (approximate) |
263 |
approx_range = sint64 (val / sqrt (lev_identify * 3 + 1)); |
264 |
} |
265 |
|
266 |
/* I don't think this should really happen - if it does, it indicates and |
267 |
* overflow of diff above. That should only happen if |
268 |
* we are selling objects - in that case, the person just |
269 |
* gets no money. |
270 |
*/ |
271 |
if ((sint64) val < 0) |
272 |
val = 0; |
273 |
|
274 |
/* Unidentified stuff won't sell for more than 60gp */ |
275 |
if (flag == F_SELL && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && need_identify (tmp) && !identified) |
276 |
{ |
277 |
val = (val > 600) ? 600 : val; |
278 |
} |
279 |
|
280 |
/* if we are in a shop, check how the type of shop should affect the price */ |
281 |
if (shop && who) |
282 |
{ |
283 |
if (flag == F_SELL) |
284 |
val = (val * shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map)); |
285 |
else if (flag == F_BUY) |
286 |
{ |
287 |
/* |
288 |
* when buying, if the item was sold by another player, it is ok to |
289 |
* let the item be sold cheaper, according to the specialisation of |
290 |
* the shop. If a player sold an item here, then his sale price was |
291 |
* multiplied by the specialisation ratio, to do the same to the buy |
292 |
* price will not generate extra money. However, the |
293 |
* same is not true of generated items, these have to /divide/ by the |
294 |
* specialisation, so that the price is never less than what they could |
295 |
* be sold for (otherwise players could camp map resets to make money). |
296 |
* In game terms, a non-specialist shop, might not recognise the true |
297 |
* value of the items they sell (much like how people sometimes find |
298 |
* antiques in a junk shop in real life). |
299 |
*/ |
300 |
if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD)) |
301 |
val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who)); |
302 |
else |
303 |
val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who))); |
304 |
} |
305 |
|
306 |
/* we will also have an extra 0-5% variation between shops of the same type |
307 |
* for valuable items (below a value of 50 this effect wouldn't be very |
308 |
* pointful, and could give fun with rounding. |
309 |
*/ |
310 |
//TODO: why use cosf at all, just % and scale linearly, gives more even distribution |
311 |
if (val > 50) |
312 |
val += float (val) * .05f * cosf ((tmp->uuid.seq & 0xffff) * float (M_PI * 2. / 0x10000)); |
313 |
} |
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->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->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->value) > UINT32_MAX) |
368 |
{ |
369 |
strcpy (buf, "an unimaginable sum of money"); |
370 |
return buf; |
371 |
} |
372 |
|
373 |
cost -= num * (sint64)coin->value; |
374 |
|
375 |
sprintf (buf, "%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::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->value; |
383 |
cost -= num * (sint64)coin->value; |
384 |
|
385 |
sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::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->value; |
426 |
if (num == 1) |
427 |
sprintf (buf, "about one %s", &coin->object::name); |
428 |
else if (num < 5) |
429 |
sprintf (buf, "a few %s", &coin->object::name_pl); |
430 |
else if (num < 10) |
431 |
sprintf (buf, "several %s", &coin->object::name_pl); |
432 |
else if (num < 25) |
433 |
sprintf (buf, "a moderate amount of %s", &coin->object::name_pl); |
434 |
else if (num < 100) |
435 |
sprintf (buf, "lots of %s", &coin->object::name_pl); |
436 |
else if (num < 1000) |
437 |
sprintf (buf, "a great many %s", &coin->object::name_pl); |
438 |
else |
439 |
sprintf (buf, "a vast quantity of %s", &coin->object::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 |
pl->update_stats (); |
546 |
|
547 |
return 1; |
548 |
} |
549 |
|
550 |
/* This pays for the item, and takes the proper amount of money off |
551 |
* the player. |
552 |
* CF 0.91.4 - this function is mostly redone in order to fix a bug |
553 |
* with weight not be subtracted properly. We now remove and |
554 |
* insert the coin objects - this should update the weight |
555 |
* appropriately |
556 |
* |
557 |
* DAMN: This function is used for the player, then for any active |
558 |
* containers that can hold money. |
559 |
* |
560 |
* pouch is the container (pouch or player) to remove the coins from. |
561 |
* to_pay is the required amount. |
562 |
* returns the amount still missing after using "pouch". |
563 |
*/ |
564 |
static void |
565 |
pay_from_container (object *pl, object *pouch, sint64 &to_pay) |
566 |
{ |
567 |
int count, i; |
568 |
object *tmp, *next; |
569 |
archetype *at; |
570 |
|
571 |
if (pouch->type != PLAYER && pouch->type != CONTAINER) |
572 |
return; |
573 |
|
574 |
object *coin_objs[NUM_COINS] = { 0 }; |
575 |
|
576 |
/* This hunk should remove all the money objects from the player/container */ |
577 |
for (tmp = pouch->inv; tmp; tmp = next) |
578 |
{ |
579 |
next = tmp->below; |
580 |
|
581 |
if (tmp->type == MONEY) |
582 |
{ |
583 |
for (i = 0; i < NUM_COINS; i++) |
584 |
{ |
585 |
if (tmp->value == tmp->arch->value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->archname)) |
586 |
{ |
587 |
// This should not happen, but if it does, just merge the two. |
588 |
if (coin_objs [i]) |
589 |
{ |
590 |
LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]); |
591 |
tmp->remove (); |
592 |
coin_objs[i]->nrof += tmp->nrof; |
593 |
esrv_del_item (pl->contr, tmp->count); |
594 |
tmp->destroy (); |
595 |
} |
596 |
else |
597 |
{ |
598 |
tmp->remove (); |
599 |
|
600 |
if (pouch->type == PLAYER) |
601 |
esrv_del_item (pl->contr, tmp->count); |
602 |
|
603 |
coin_objs[i] = tmp; |
604 |
} |
605 |
|
606 |
break; |
607 |
} |
608 |
} |
609 |
|
610 |
if (i == NUM_COINS) |
611 |
LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->archname); |
612 |
} |
613 |
} |
614 |
|
615 |
/* Fill in any gaps in the coin_objs array - needed to make change. */ |
616 |
/* Note that the coin_objs array goes from least value to greatest value */ |
617 |
for (i = 0; i < NUM_COINS; i++) |
618 |
if (!coin_objs[i]) |
619 |
{ |
620 |
at = archetype::find (coins[NUM_COINS - 1 - i]); |
621 |
|
622 |
if (at == NULL) |
623 |
LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]); |
624 |
|
625 |
coin_objs[i] = arch_to_object (at); |
626 |
coin_objs[i]->nrof = 0; |
627 |
} |
628 |
|
629 |
for (i = 0; i < NUM_COINS; i++) |
630 |
{ |
631 |
object &coin = *coin_objs[i]; |
632 |
sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, coin.nrof); |
633 |
to_pay -= num_coins * coin.value; |
634 |
|
635 |
coin.nrof -= num_coins; |
636 |
/* Now start making change. Start at the coin value |
637 |
* below the one we just did, and work down to |
638 |
* the lowest value. |
639 |
*/ |
640 |
count = i - 1; |
641 |
|
642 |
while (to_pay < 0 && count >= 0) |
643 |
{ |
644 |
num_coins = (-to_pay) / coin_objs[count]->value; |
645 |
coin_objs[count]->nrof += num_coins; |
646 |
to_pay += num_coins * coin_objs[count]->value; |
647 |
count--; |
648 |
} |
649 |
} |
650 |
|
651 |
for (i = 0; i < NUM_COINS; i++) |
652 |
{ |
653 |
if (coin_objs[i]->nrof) |
654 |
{ |
655 |
object *tmp = insert_ob_in_ob (coin_objs[i], pouch); |
656 |
|
657 |
esrv_send_item (pl, tmp); |
658 |
esrv_send_item (pl, pouch); |
659 |
|
660 |
if (pl != pouch) |
661 |
esrv_update_item (UPD_WEIGHT, pl, pouch); |
662 |
|
663 |
if (pl->type != PLAYER) |
664 |
esrv_send_item (pl, pl); |
665 |
} |
666 |
else |
667 |
coin_objs[i]->destroy (); |
668 |
} |
669 |
} |
670 |
|
671 |
/* Checks all unpaid items in op's inventory, adds up all the money they |
672 |
* have, and checks that they can actually afford what they want to buy. |
673 |
* Returns 1 if they can, and 0 if they can't. also prints an appropriate message |
674 |
* to the player |
675 |
*/ |
676 |
int |
677 |
can_pay (object *pl) |
678 |
{ |
679 |
int unpaid_count = 0; |
680 |
sint64 unpaid_price = 0; |
681 |
sint64 player_wealth = query_money (pl); |
682 |
|
683 |
if (!pl || pl->type != PLAYER) |
684 |
{ |
685 |
LOG (llevError, "can_pay(): called against something that isn't a player\n"); |
686 |
return 0; |
687 |
} |
688 |
|
689 |
for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item) |
690 |
if (QUERY_FLAG (item, FLAG_UNPAID)) |
691 |
{ |
692 |
unpaid_count++; |
693 |
unpaid_price += query_cost (item, pl, F_BUY | F_SHOP); |
694 |
} |
695 |
|
696 |
if (unpaid_price > player_wealth) |
697 |
{ |
698 |
char buf[MAX_BUF]; |
699 |
char cost[MAX_BUF]; |
700 |
char missing[MAX_BUF]; |
701 |
|
702 |
snprintf (cost, MAX_BUF, "%s", cost_string_from_value (unpaid_price, 0)); |
703 |
snprintf (missing, MAX_BUF, "%s", cost_string_from_value (unpaid_price - player_wealth, 0)); |
704 |
|
705 |
snprintf (buf, MAX_BUF, "You have %d unpaid items that would cost you %s. You need another %s to be able to afford that.", |
706 |
unpaid_count, cost, missing); |
707 |
new_draw_info (NDI_UNIQUE, 0, pl, buf); |
708 |
|
709 |
return 0; |
710 |
} |
711 |
else |
712 |
return 1; |
713 |
} |
714 |
|
715 |
/* Better get_payment, descends containers looking for |
716 |
* unpaid items, and pays for them. |
717 |
* returns 0 if the player still has unpaid items. |
718 |
* returns 1 if the player has paid for everything. |
719 |
* pl is the player buying the stuff. |
720 |
*/ |
721 |
int |
722 |
get_payment (object *pl) |
723 |
{ |
724 |
for (;;) |
725 |
{ |
726 |
next_item: |
727 |
|
728 |
for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op) |
729 |
{ |
730 |
if (QUERY_FLAG (op, FLAG_UNPAID)) |
731 |
{ |
732 |
char buf[MAX_BUF]; |
733 |
snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP)); |
734 |
|
735 |
if (!pay_for_item (op, pl)) |
736 |
{ |
737 |
sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl); |
738 |
|
739 |
CLEAR_FLAG (op, FLAG_UNPAID); |
740 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op)); |
741 |
SET_FLAG (op, FLAG_UNPAID); |
742 |
return 0; |
743 |
} |
744 |
else |
745 |
{ |
746 |
object *tmp; |
747 |
|
748 |
CLEAR_FLAG (op, FLAG_UNPAID); |
749 |
CLEAR_FLAG (op, FLAG_PLAYER_SOLD); |
750 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op)); |
751 |
tmp = merge_ob (op, NULL); |
752 |
|
753 |
if (pl->type == PLAYER) |
754 |
{ |
755 |
if (tmp) |
756 |
{ /* it was merged */ |
757 |
esrv_del_item (pl->contr, op->count); |
758 |
op = tmp; |
759 |
} |
760 |
|
761 |
esrv_send_item (pl, op); |
762 |
} |
763 |
|
764 |
goto next_item; |
765 |
} |
766 |
} |
767 |
} |
768 |
|
769 |
return 1; |
770 |
} |
771 |
} |
772 |
|
773 |
/* written by elmex: |
774 |
* moved this code from sell_item () here to have a function |
775 |
* that pays the player an amount. Mainly put the code here to |
776 |
* be able to call it from a plugin. |
777 |
* |
778 |
* If the player can't carry all the money that is paid, it gets inserted |
779 |
* in his inventory anyway. This is the best alternative to not pay any money |
780 |
* or put it on the ground under the player. This way the player can still |
781 |
* go somewhere and unload the money at a safe place. |
782 |
* |
783 |
*/ |
784 |
void |
785 |
pay_player (object *pl, sint64 amount) |
786 |
{ |
787 |
int count = 0; |
788 |
archetype *at = 0; |
789 |
object *pouch = 0, *tmp = 0; |
790 |
|
791 |
for (count = 0; coins[count] != NULL; count++) |
792 |
{ |
793 |
at = archetype::find (coins[count]); |
794 |
|
795 |
if (at == NULL) |
796 |
LOG (llevError, "Could not find %s archetype\n", coins[count]); |
797 |
else if ((amount / at->value) > 0) |
798 |
{ |
799 |
for (pouch = pl->inv; pouch; pouch = pouch->below) |
800 |
{ |
801 |
if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold")) |
802 |
{ |
803 |
int w = at->weight * (100 - pouch->stats.Str) / 100; |
804 |
int n = amount / at->value; |
805 |
|
806 |
if (w == 0) |
807 |
w = 1; /* Prevent divide by zero */ |
808 |
|
809 |
if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit)) |
810 |
{ |
811 |
if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) |
812 |
n = (pouch->weight_limit - pouch->carrying) / w; |
813 |
|
814 |
tmp = arch_to_object (at); |
815 |
tmp->nrof = n; |
816 |
amount -= tmp->nrof * tmp->value; |
817 |
tmp = insert_ob_in_ob (tmp, pouch); |
818 |
esrv_send_item (pl, tmp); |
819 |
esrv_send_item (pl, pouch); |
820 |
esrv_update_item (UPD_WEIGHT, pl, pouch); |
821 |
esrv_send_item (pl, pl); |
822 |
} |
823 |
} |
824 |
} |
825 |
|
826 |
if (amount / at->value > 0) |
827 |
{ |
828 |
tmp = arch_to_object (at); |
829 |
tmp->nrof = amount / tmp->value; |
830 |
amount -= tmp->nrof * tmp->value; |
831 |
tmp = insert_ob_in_ob (tmp, pl); |
832 |
esrv_send_item (pl, tmp); |
833 |
esrv_send_item (pl, pl); |
834 |
} |
835 |
} |
836 |
} |
837 |
|
838 |
if (amount != 0) |
839 |
LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount); |
840 |
} |
841 |
|
842 |
/* elmex: this is for the bank plugin :( */ |
843 |
sint64 |
844 |
pay_player_arch (object *pl, const char *arch, sint64 amount) |
845 |
{ |
846 |
archetype *at = archetype::find (arch); |
847 |
object *tmp = NULL; |
848 |
|
849 |
if (at == NULL) |
850 |
return 0; |
851 |
|
852 |
if (amount > 0) |
853 |
{ |
854 |
tmp = arch_to_object (at); |
855 |
tmp->nrof = amount; |
856 |
tmp = insert_ob_in_ob (tmp, pl); |
857 |
esrv_send_item (pl, tmp); |
858 |
esrv_send_item (pl, pl); |
859 |
} |
860 |
|
861 |
return 1; |
862 |
} |
863 |
|
864 |
/* Modified function to give out platinum coins. This function uses |
865 |
* the coins[] array to know what coins are available, just like |
866 |
* buy item. |
867 |
* |
868 |
* Modified to fill available race: gold containers before dumping |
869 |
* remaining coins in character's inventory. |
870 |
*/ |
871 |
void |
872 |
sell_item (object *op, object *pl) |
873 |
{ |
874 |
sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain; |
875 |
|
876 |
if (pl == NULL || pl->type != PLAYER) |
877 |
{ |
878 |
LOG (llevDebug, "Object other than player tried to sell something.\n"); |
879 |
return; |
880 |
} |
881 |
|
882 |
op->custom_name = 0; |
883 |
|
884 |
if (!amount) |
885 |
{ |
886 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", query_name (op)); |
887 |
|
888 |
/* Even if the character doesn't get anything for it, it may still be |
889 |
* worth something. If so, make it unpaid |
890 |
*/ |
891 |
if (op->value) |
892 |
{ |
893 |
SET_FLAG (op, FLAG_UNPAID); |
894 |
SET_FLAG (op, FLAG_PLAYER_SOLD); |
895 |
} |
896 |
|
897 |
identify (op); |
898 |
return; |
899 |
} |
900 |
|
901 |
/* We compare the price with the one for a player |
902 |
* without bargaining skill. |
903 |
* This determins the amount of exp (if any) gained for bargaining. |
904 |
* exp/10 -> 1 for each gold coin |
905 |
*/ |
906 |
extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP); |
907 |
|
908 |
if (extra_gain > 0) |
909 |
change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); |
910 |
|
911 |
pay_player (pl, amount); |
912 |
|
913 |
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)); |
914 |
|
915 |
SET_FLAG (op, FLAG_UNPAID); |
916 |
identify (op); |
917 |
} |
918 |
|
919 |
|
920 |
/* returns a double that is the ratio of the price that a shop will offer for |
921 |
* item based on the shops specialisation. Does not take account of greed, |
922 |
* returned value is between SPECIALISATION_EFFECT and 1. |
923 |
*/ |
924 |
static double |
925 |
shop_specialisation_ratio (const object *item, const maptile *map) |
926 |
{ |
927 |
shopitems *items = map->shopitems; |
928 |
double likedness = 0.; |
929 |
int i; |
930 |
|
931 |
if (item == NULL) |
932 |
{ |
933 |
LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path); |
934 |
return 0; |
935 |
} |
936 |
|
937 |
if (!item->type) |
938 |
{ |
939 |
LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n"); |
940 |
/* |
941 |
* I'm not really sure what the /right/ thing to do here is, these types of |
942 |
* item shouldn't exist anyway, but returning the ratio is probably the best bet.." |
943 |
*/ |
944 |
return SPECIALISATION_EFFECT; |
945 |
} |
946 |
|
947 |
if (map->shopitems) |
948 |
{ |
949 |
for (i = 0; i < items[0].index; i++) |
950 |
if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001)) |
951 |
likedness = items[i].strength / 100.0; |
952 |
} |
953 |
|
954 |
if (likedness > 1.0) |
955 |
{ /* someone has been rather silly with the map headers. */ |
956 |
LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path); |
957 |
likedness = 1.0; |
958 |
} |
959 |
|
960 |
if (likedness < -1.0) |
961 |
{ |
962 |
LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path); |
963 |
likedness = -1.0; |
964 |
} |
965 |
|
966 |
return lerp (likedness, -1., 1., SPECIALISATION_EFFECT, 1.); |
967 |
} |
968 |
|
969 |
/*returns the greed of the shop on map, or 1 if it isn't specified. */ |
970 |
static double |
971 |
shop_greed (const maptile *map) |
972 |
{ |
973 |
double greed = 1.0; |
974 |
|
975 |
if (map->shopgreed) |
976 |
return map->shopgreed; |
977 |
return greed; |
978 |
} |
979 |
|
980 |
/* Returns a double based on how much the shopkeeper approves of the player. |
981 |
* this is based on the race of the shopkeeper and that of the player. |
982 |
*/ |
983 |
double |
984 |
shopkeeper_approval (const maptile *map, const object *player) |
985 |
{ |
986 |
double approval = 1.0; |
987 |
|
988 |
if (map->shoprace) |
989 |
{ |
990 |
approval = NEUTRAL_RATIO; |
991 |
if (player->race && !strcmp (player->race, map->shoprace)) |
992 |
approval = 1.0; |
993 |
} |
994 |
|
995 |
return approval; |
996 |
} |
997 |
|
998 |
/* limit the value of items based on the wealth of the shop. If the item is close |
999 |
* to the maximum value a shop will offer, we start to reduce it, if the item is |
1000 |
* below the minimum value the shop is prepared to trade in, then we don't |
1001 |
* want it and offer nothing. If it isn't a shop, check whether we should do generic |
1002 |
* value reduction. |
1003 |
* |
1004 |
*/ |
1005 |
static sint64 |
1006 |
value_limit (sint64 val, int quantity, const object *who, int isshop) |
1007 |
{ |
1008 |
sint64 newval, unit_price, tmpshopmax; |
1009 |
maptile *map; |
1010 |
|
1011 |
unit_price = val / quantity; |
1012 |
|
1013 |
if (!isshop || !who) |
1014 |
{ |
1015 |
if (unit_price > 250000) |
1016 |
newval = (sint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.); |
1017 |
else |
1018 |
newval = unit_price; |
1019 |
} |
1020 |
else |
1021 |
{ |
1022 |
if (!who->map) |
1023 |
{ |
1024 |
LOG (llevError, "value_limit: asked shop price for ob %s on NULL map\n", &who->name); |
1025 |
return val; |
1026 |
} |
1027 |
|
1028 |
map = who->map; |
1029 |
|
1030 |
tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default |
1031 |
|
1032 |
if (map->shopmin && unit_price < map->shopmin) |
1033 |
return 0; |
1034 |
else if (unit_price > tmpshopmax / 2) |
1035 |
newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax); |
1036 |
else |
1037 |
newval = unit_price; |
1038 |
} |
1039 |
|
1040 |
newval *= quantity; |
1041 |
|
1042 |
return newval; |
1043 |
} |
1044 |
|
1045 |
/* gives a desciption of the shop on their current map to the player op. */ |
1046 |
int |
1047 |
describe_shop (const object *op) |
1048 |
{ |
1049 |
maptile *map = op->map; |
1050 |
|
1051 |
/*shopitems *items=map->shopitems; */ |
1052 |
int pos = 0, i; |
1053 |
double opinion = 0; |
1054 |
char tmp[MAX_BUF] = "\0"; |
1055 |
|
1056 |
if (op->type != PLAYER) |
1057 |
return 0; |
1058 |
|
1059 |
/*check if there is a shop specified for this map */ |
1060 |
if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) |
1061 |
{ |
1062 |
new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:"); |
1063 |
|
1064 |
if (map->shopitems) |
1065 |
for (i = 0; i < map->shopitems[0].index; i++) |
1066 |
if (map->shopitems[i].name && map->shopitems[i].strength > 10) |
1067 |
{ |
1068 |
snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl); |
1069 |
pos += strlen (tmp + pos); |
1070 |
} |
1071 |
|
1072 |
if (!pos) |
1073 |
strcat (tmp, "a little of everything."); |
1074 |
|
1075 |
/* format the string into a list */ |
1076 |
make_list_like (tmp); |
1077 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp); |
1078 |
|
1079 |
if (map->shopmax) |
1080 |
new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0)); |
1081 |
|
1082 |
if (map->shopmin) |
1083 |
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)); |
1084 |
|
1085 |
if (map->shopgreed) |
1086 |
{ |
1087 |
if (map->shopgreed > 2.0) |
1088 |
new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively."); |
1089 |
else if (map->shopgreed > 1.5) |
1090 |
new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially."); |
1091 |
else if (map->shopgreed > 1.1) |
1092 |
new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly."); |
1093 |
else if (map->shopgreed < 0.9) |
1094 |
new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge."); |
1095 |
} |
1096 |
|
1097 |
if (map->shoprace) |
1098 |
{ |
1099 |
opinion = shopkeeper_approval (map, op); |
1100 |
if (opinion > 0.8) |
1101 |
new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you."); |
1102 |
else if (opinion > 0.5) |
1103 |
new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you."); |
1104 |
else |
1105 |
new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems to have taken a dislike to you."); |
1106 |
} |
1107 |
} |
1108 |
else |
1109 |
new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby."); |
1110 |
|
1111 |
return 1; |
1112 |
} |
1113 |
|
1114 |
struct shopinv |
1115 |
{ |
1116 |
char *item_sort; |
1117 |
char *item_real; |
1118 |
uint16 type; |
1119 |
uint32 nrof; |
1120 |
}; |
1121 |
|
1122 |
/* There are a lot fo extra casts in here just to suppress warnings - it |
1123 |
* makes it look uglier than it really it. |
1124 |
* The format of the strings we get is type:name. So we first want to |
1125 |
* sort by type (numerical) - if the same type, then sort by name. |
1126 |
*/ |
1127 |
static int |
1128 |
shop_sort (const void *a1, const void *a2) |
1129 |
{ |
1130 |
shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2; |
1131 |
|
1132 |
if (s1->type < s2->type) |
1133 |
return -1; |
1134 |
if (s1->type > s2->type) |
1135 |
return 1; |
1136 |
|
1137 |
/* the type is the same (what atoi gets), so do a strcasecmp to sort |
1138 |
* via alphabetical order |
1139 |
*/ |
1140 |
return strcasecmp (s1->item_sort, s2->item_sort); |
1141 |
} |
1142 |
|
1143 |
static void |
1144 |
add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated) |
1145 |
{ |
1146 |
#if 0 |
1147 |
char buf[MAX_BUF]; |
1148 |
#endif |
1149 |
/* clear unpaid flag so that doesn't come up in query |
1150 |
* string. We clear nrof so that we can better sort |
1151 |
* the object names. |
1152 |
*/ |
1153 |
|
1154 |
CLEAR_FLAG (tmp, FLAG_UNPAID); |
1155 |
items[*numitems].nrof = tmp->nrof; |
1156 |
/* Non mergable items have nrof of 0, but count them as one |
1157 |
* so the display is properly. |
1158 |
*/ |
1159 |
if (tmp->nrof == 0) |
1160 |
items[*numitems].nrof++; |
1161 |
items[*numitems].type = tmp->type; |
1162 |
|
1163 |
switch (tmp->type) |
1164 |
{ |
1165 |
#if 0 |
1166 |
case BOOTS: |
1167 |
case GLOVES: |
1168 |
case RING: |
1169 |
case AMULET: |
1170 |
case BRACERS: |
1171 |
case GIRDLE: |
1172 |
sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL)); |
1173 |
items[*numitems].item_sort = strdup (buf); |
1174 |
sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL)); |
1175 |
items[*numitems].item_real = strdup (buf); |
1176 |
(*numitems)++; |
1177 |
break; |
1178 |
#endif |
1179 |
|
1180 |
default: |
1181 |
items[*numitems].item_sort = strdup (query_base_name (tmp, 0)); |
1182 |
items[*numitems].item_real = strdup (query_base_name (tmp, 1)); |
1183 |
(*numitems)++; |
1184 |
break; |
1185 |
} |
1186 |
SET_FLAG (tmp, FLAG_UNPAID); |
1187 |
} |
1188 |
|
1189 |
void |
1190 |
shop_listing (object *sign, object *op) |
1191 |
{ |
1192 |
int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2; |
1193 |
const char *shop_coords = get_ob_key_value (sign, "shop_coords"); |
1194 |
object *stack; |
1195 |
shopinv *items; |
1196 |
|
1197 |
/* Should never happen, but just in case a monster does apply a sign */ |
1198 |
if (op->type != PLAYER) |
1199 |
return; |
1200 |
|
1201 |
if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2))) |
1202 |
{ |
1203 |
x1 = 0; |
1204 |
y1 = 0; |
1205 |
x2 = op->map->width - 1; |
1206 |
y2 = op->map->height - 1; |
1207 |
} |
1208 |
|
1209 |
items = (shopinv *) malloc (40 * sizeof (shopinv)); |
1210 |
numallocated = 40; |
1211 |
|
1212 |
/* Find all the appropriate items */ |
1213 |
for (i = x1; i <= x2; i++) |
1214 |
{ |
1215 |
for (j = y1; j < y2; j++) |
1216 |
{ |
1217 |
if (is_in_shop (op->map, i, j)) |
1218 |
{ |
1219 |
stack = GET_MAP_OB (op->map, i, j); |
1220 |
|
1221 |
while (stack) |
1222 |
{ |
1223 |
if (QUERY_FLAG (stack, FLAG_UNPAID)) |
1224 |
{ |
1225 |
if (numitems == numallocated) |
1226 |
{ |
1227 |
items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10)); |
1228 |
numallocated += 10; |
1229 |
} |
1230 |
|
1231 |
add_shop_item (stack, items, &numitems, &numallocated); |
1232 |
} |
1233 |
|
1234 |
stack = stack->above; |
1235 |
} |
1236 |
} |
1237 |
} |
1238 |
} |
1239 |
|
1240 |
if (numitems == 0) |
1241 |
{ |
1242 |
new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n"); |
1243 |
free (items); |
1244 |
return; |
1245 |
} |
1246 |
|
1247 |
qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort); |
1248 |
|
1249 |
new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:"); |
1250 |
|
1251 |
for (i = 0; i < numitems; i++) |
1252 |
{ |
1253 |
/* Collapse items of the same name together */ |
1254 |
if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real)) |
1255 |
{ |
1256 |
items[i + 1].nrof += items[i].nrof; |
1257 |
free (items[i].item_sort); |
1258 |
free (items[i].item_real); |
1259 |
} |
1260 |
else |
1261 |
{ |
1262 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s", |
1263 |
items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real); |
1264 |
free (items[i].item_sort); |
1265 |
free (items[i].item_real); |
1266 |
} |
1267 |
} |
1268 |
|
1269 |
free (items); |
1270 |
} |
1271 |
|
1272 |
/* elmex: this function checks whether the object is in a shop */ |
1273 |
bool |
1274 |
is_in_shop (object *o) |
1275 |
{ |
1276 |
if (!o->map) |
1277 |
return false; |
1278 |
|
1279 |
return is_in_shop (o->map, o->x, o->y); |
1280 |
} |
1281 |
|
1282 |
/* elmex: this function checks whether we are in a shop or not */ |
1283 |
bool |
1284 |
is_in_shop (maptile *map, int x, int y) |
1285 |
{ |
1286 |
for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above) |
1287 |
if (floor->type == SHOP_FLOOR) |
1288 |
return true; |
1289 |
|
1290 |
return false; |
1291 |
} |