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Revision: 1.44
Committed: Thu Nov 8 19:43:28 2007 UTC (16 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.43: +4 -4 lines
Log Message:
update copyrights and other minor stuff to deliantra

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra 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 <support@deliantra.net>
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 that is not of their race
41 #define DISLIKE_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]; 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 pl->play_sound (sound_find ("shop_sell"));
915
916 SET_FLAG (op, FLAG_UNPAID);
917 identify (op);
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 return map->shopgreed
974 ? map->shopgreed
975 : 1.;
976 }
977
978 /* Returns a double based on how much the shopkeeper approves of the player.
979 * this is based on the race of the shopkeeper and that of the player.
980 */
981 double
982 shopkeeper_approval (const maptile *map, const object *player)
983 {
984 return map->shoprace && player->race != map->shoprace
985 ? DISLIKE_RATIO
986 : 1.;
987 }
988
989 /* limit the value of items based on the wealth of the shop. If the item is close
990 * to the maximum value a shop will offer, we start to reduce it, if the item is
991 * below the minimum value the shop is prepared to trade in, then we don't
992 * want it and offer nothing. If it isn't a shop, check whether we should do generic
993 * value reduction.
994 *
995 */
996 static sint64
997 value_limit (sint64 val, int quantity, const object *who, int isshop)
998 {
999 sint64 newval, unit_price, tmpshopmax;
1000 maptile *map;
1001
1002 unit_price = val / quantity;
1003
1004 if (!isshop || !who)
1005 {
1006 if (unit_price > 250000)
1007 newval = (sint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.);
1008 else
1009 newval = unit_price;
1010 }
1011 else
1012 {
1013 if (!who->map)
1014 {
1015 LOG (llevError, "value_limit: asked shop price for ob %s on NULL map\n", &who->name);
1016 return val;
1017 }
1018
1019 map = who->map;
1020
1021 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
1022
1023 if (map->shopmin && unit_price < map->shopmin)
1024 return 0;
1025 else if (unit_price > tmpshopmax / 2)
1026 newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
1027 else
1028 newval = unit_price;
1029 }
1030
1031 newval *= quantity;
1032
1033 return newval;
1034 }
1035
1036 /* gives a desciption of the shop on their current map to the player op. */
1037 int
1038 describe_shop (const object *op)
1039 {
1040 maptile *map = op->map;
1041
1042 /*shopitems *items=map->shopitems; */
1043 int pos = 0, i;
1044 double opinion = 0;
1045 char tmp[MAX_BUF] = "\0";
1046
1047 if (op->type != PLAYER)
1048 return 0;
1049
1050 /*check if there is a shop specified for this map */
1051 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
1052 {
1053 new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:");
1054
1055 if (map->shopitems)
1056 for (i = 0; i < map->shopitems[0].index; i++)
1057 if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1058 {
1059 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl);
1060 pos += strlen (tmp + pos);
1061 }
1062
1063 if (!pos)
1064 strcat (tmp, "a little of everything.");
1065
1066 /* format the string into a list */
1067 make_list_like (tmp);
1068 new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1069
1070 if (map->shopmax)
1071 new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0));
1072
1073 if (map->shopmin)
1074 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));
1075
1076 if (map->shopgreed)
1077 {
1078 if (map->shopgreed > 2.0)
1079 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively.");
1080 else if (map->shopgreed > 1.5)
1081 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially.");
1082 else if (map->shopgreed > 1.1)
1083 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly.");
1084 else if (map->shopgreed < 0.9)
1085 new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge.");
1086 }
1087
1088 if (map->shoprace)
1089 {
1090 opinion = shopkeeper_approval (map, op);
1091 if (opinion > 0.8)
1092 new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you.");
1093 else if (opinion > 0.5)
1094 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you.");
1095 else
1096 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems to have taken a dislike to you.");
1097 }
1098 }
1099 else
1100 new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby.");
1101
1102 return 1;
1103 }
1104
1105 struct shopinv
1106 {
1107 char *item_sort;
1108 char *item_real;
1109 uint16 type;
1110 uint32 nrof;
1111 };
1112
1113 /* There are a lot fo extra casts in here just to suppress warnings - it
1114 * makes it look uglier than it really it.
1115 * The format of the strings we get is type:name. So we first want to
1116 * sort by type (numerical) - if the same type, then sort by name.
1117 */
1118 static int
1119 shop_sort (const void *a1, const void *a2)
1120 {
1121 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1122
1123 if (s1->type < s2->type)
1124 return -1;
1125 if (s1->type > s2->type)
1126 return 1;
1127
1128 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1129 * via alphabetical order
1130 */
1131 return strcasecmp (s1->item_sort, s2->item_sort);
1132 }
1133
1134 static void
1135 add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1136 {
1137 #if 0
1138 char buf[MAX_BUF];
1139 #endif
1140 /* clear unpaid flag so that doesn't come up in query
1141 * string. We clear nrof so that we can better sort
1142 * the object names.
1143 */
1144
1145 CLEAR_FLAG (tmp, FLAG_UNPAID);
1146 items[*numitems].nrof = tmp->nrof;
1147 /* Non mergable items have nrof of 0, but count them as one
1148 * so the display is properly.
1149 */
1150 if (tmp->nrof == 0)
1151 items[*numitems].nrof++;
1152 items[*numitems].type = tmp->type;
1153
1154 switch (tmp->type)
1155 {
1156 #if 0
1157 case BOOTS:
1158 case GLOVES:
1159 case RING:
1160 case AMULET:
1161 case BRACERS:
1162 case GIRDLE:
1163 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL));
1164 items[*numitems].item_sort = strdup (buf);
1165 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL));
1166 items[*numitems].item_real = strdup (buf);
1167 (*numitems)++;
1168 break;
1169 #endif
1170
1171 default:
1172 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1173 items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1174 (*numitems)++;
1175 break;
1176 }
1177 SET_FLAG (tmp, FLAG_UNPAID);
1178 }
1179
1180 void
1181 shop_listing (object *sign, object *op)
1182 {
1183 int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2;
1184 const char *shop_coords = get_ob_key_value (sign, "shop_coords");
1185 object *stack;
1186 shopinv *items;
1187
1188 /* Should never happen, but just in case a monster does apply a sign */
1189 if (op->type != PLAYER)
1190 return;
1191
1192 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1193 {
1194 x1 = 0;
1195 y1 = 0;
1196 x2 = op->map->width - 1;
1197 y2 = op->map->height - 1;
1198 }
1199
1200 items = (shopinv *) malloc (40 * sizeof (shopinv));
1201 numallocated = 40;
1202
1203 /* Find all the appropriate items */
1204 for (i = x1; i <= x2; i++)
1205 {
1206 for (j = y1; j < y2; j++)
1207 {
1208 if (is_in_shop (op->map, i, j))
1209 {
1210 stack = GET_MAP_OB (op->map, i, j);
1211
1212 while (stack)
1213 {
1214 if (QUERY_FLAG (stack, FLAG_UNPAID))
1215 {
1216 if (numitems == numallocated)
1217 {
1218 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10));
1219 numallocated += 10;
1220 }
1221
1222 add_shop_item (stack, items, &numitems, &numallocated);
1223 }
1224
1225 stack = stack->above;
1226 }
1227 }
1228 }
1229 }
1230
1231 if (numitems == 0)
1232 {
1233 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1234 free (items);
1235 return;
1236 }
1237
1238 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1239
1240 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:");
1241
1242 for (i = 0; i < numitems; i++)
1243 {
1244 /* Collapse items of the same name together */
1245 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1246 {
1247 items[i + 1].nrof += items[i].nrof;
1248 free (items[i].item_sort);
1249 free (items[i].item_real);
1250 }
1251 else
1252 {
1253 new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s",
1254 items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real);
1255 free (items[i].item_sort);
1256 free (items[i].item_real);
1257 }
1258 }
1259
1260 free (items);
1261 }
1262
1263 /* elmex: this function checks whether the object is in a shop */
1264 bool
1265 is_in_shop (object *o)
1266 {
1267 if (!o->map)
1268 return false;
1269
1270 return is_in_shop (o->map, o->x, o->y);
1271 }
1272
1273 /* elmex: this function checks whether we are in a shop or not */
1274 bool
1275 is_in_shop (maptile *map, int x, int y)
1276 {
1277 for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above)
1278 if (floor->type == SHOP_FLOOR)
1279 return true;
1280
1281 return false;
1282 }
1283