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Revision: 1.60
Committed: Thu Jan 1 11:41:17 2009 UTC (15 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.59: +3 -3 lines
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# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 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 /* Added F_TRUE flag to define.h to mean that the price should not
49 * be adjusted by players charisma. With F_TRUE, it returns the amount
50 * that the item is worth, if it was sold, but unadjusted by charisma.
51 * This is needed for alchemy, to to determine what value of gold nuggets
52 * should be given (the gold nuggets, when sold, will have the adjustment
53 * by charisma done at that time). NULL could have been passed as the
54 * who parameter, but then the adjustment for expensive items (>10000)
55 * would not be done.
56 *
57 * Added F_APPROX flag, which means that the price returned should be wrong by
58 * an amount related to the player's bargaining skill.
59 *
60 * Added F_SHOP flag to mean that the specialisation of the shop on the player's
61 * current map should be taken into account when determining the price. Shops that
62 * specialise in what is being traded will give better prices than those that do not.
63 *
64 * CF 0.91.4 - This function got changed around a bit. Now the
65 * number of object is multiplied by the value early on. This fixes problems
66 * with items worth very little. What happened before is that various
67 * divisions took place, the value got rounded to 0 (Being an int), and
68 * thus remained 0.
69 *
70 * Mark Wedel (mwedel@pyramid.com)
71 */
72
73 static sint64 approx_range;
74
75 sint64
76 query_cost (const object *tmp, object *who, int flag)
77 {
78 double val;
79 int number; /* used to better calculate value */
80 int no_bargain;
81 int identified;
82 int not_cursed;
83 int approximate;
84 int shop;
85 double diff;
86
87 approx_range = 0;
88
89 no_bargain = flag & F_NO_BARGAIN;
90 identified = flag & F_IDENTIFIED;
91 not_cursed = flag & F_NOT_CURSED;
92 approximate = flag & F_APPROX;
93 shop = flag & F_SHOP;
94 flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP);
95
96 if (tmp->type == MONEY)
97 return tmp->nrof * tmp->value;
98
99 if (tmp->type == GEM)
100 {
101 if (flag == F_TRUE)
102 return (tmp->nrof * tmp->value);
103
104 if (flag == F_BUY)
105 return (sint64) (1.03 * tmp->nrof * tmp->value);
106
107 if (flag == F_SELL)
108 return (sint64) (0.97 * tmp->nrof * tmp->value);
109
110 LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ());
111 return 0;
112 }
113
114 number = tmp->nrof;
115 if (number == 0)
116 number = 1;
117 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified)
118 {
119 if (!not_cursed && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
120 return 0;
121 else
122 val = tmp->value * number;
123 }
124 /* This area deals with objects that are not identified, but can be */
125 else
126 {
127 if (tmp->arch != NULL)
128 {
129 if (flag == F_BUY)
130 {
131 LOG (llevError | logBacktrace, "Asking for buy-value of unidentified object.\n");
132 val = tmp->arch->value * 50 * number;
133 }
134 else
135 { /* Trying to sell something, or get true value */
136 if (tmp->type == POTION)
137 val = number * 40; /* Don't want to give anything away */
138 else
139 {
140 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
141 * unknown objects
142 */
143 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
144 val = number * tmp->arch->value * 2 / 3;
145 else
146 val = number * tmp->arch->value / 3;
147 }
148 }
149 }
150 else
151 { /* No archetype with this object */
152 LOG (llevDebug, "In sell item: Have object with no archetype: %s\n", &tmp->name);
153 if (flag == F_BUY)
154 {
155 LOG (llevError | logBacktrace, "Asking for buy-value of unidentified object without arch.\n");
156 val = number * tmp->value * 10;
157 }
158 else
159 val = number * tmp->value / 5;
160 }
161 }
162
163 /* If the item has been applied or identifed or does not need to be
164 * identified, AND the object is magical and the archetype is non
165 * magical, then change values accordingly. The tmp->arch==NULL is
166 * really just a check to prevent core dumps for when it checks
167 * tmp->arch->magic for any magic. The check for archetype
168 * magic is to not give extra money for archetypes that are by
169 * default magical. This is because the archetype value should have
170 * already figured in that value.
171 */
172 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified ||
173 QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->magic))
174 {
175 if (tmp->magic > 0)
176 val *= (3 * tmp->magic * tmp->magic * tmp->magic);
177 else
178 /* Note that tmp->magic is negative, so that this
179 * will actually be something like val /=2, /=3, etc.
180 */
181 val /= (1 - tmp->magic);
182 }
183
184 if (tmp->type == WAND)
185 {
186 /* Value of the wand is multiplied by the number of
187 * charges. the treasure code already sets up the value
188 * 50 charges is used as the baseline.
189 */
190 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified)
191 val = (val * tmp->stats.food) / 50;
192 else /* if not identified, presume one charge */
193 val /= 50;
194 }
195
196 /* Limit amount of money you can get for really great items. */
197 if (flag == F_SELL)
198 val = value_limit ((sint64) val, number, who, shop);
199
200 // use a nonlinear price adjustment. as my predecessor said, don't change
201 // the archetypes, its work required for balancing, and we don't care.
202 //val = pow (val, 1.05);
203
204 /* This modification is for bargaining skill.
205 * Now only players with max level in bargaining
206 * AND Cha = 30 will get optimal price.
207 * Thus charisma will never get useless.
208 * -b.e. edler@heydernet.de
209 */
210
211 if (who && who->type == PLAYER)
212 {
213 int lev_bargain = 0;
214 int lev_identify = 0;
215
216 if (find_skill_by_number (who, SK_BARGAINING))
217 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level;
218
219 if (const typedata *tmptype = get_typedata (tmp->type))
220 {
221 if (int idskill1 = tmptype->identifyskill)
222 {
223 int idskill2 = tmptype->identifyskill2;
224
225 if (find_skill_by_number (who, idskill1))
226 lev_identify = find_skill_by_number (who, idskill1)->level;
227
228 if (idskill2 && find_skill_by_number (who, idskill2))
229 lev_identify += find_skill_by_number (who, idskill2)->level;
230 }
231 }
232
233 /* ratio determines how much of the price modification
234 * will come from the basic stat charisma
235 * the rest will come from the level in bargaining skill
236 */
237 const double cha_ratio = 0.40;
238
239 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25);
240 diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.);
241 diff = .02 + (.80 - .02) * diff;
242
243 if (flag == F_BUY)
244 val += val * diff;
245 else if (flag == F_SELL)
246 val -= val * diff;
247
248 // now find a price range. the less good we can judge, the larger the range is
249 // then the range is adjusted randomly around the correct value
250 if (approximate)
251 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1));
252 }
253
254 /* I don't think this should really happen - if it does, it indicates and
255 * overflow of diff above. That should only happen if
256 * we are selling objects - in that case, the person just
257 * gets no money.
258 */
259 if ((sint64) val < 0)
260 val = 0;
261
262 /* Unidentified stuff won't sell for more than 60gp */
263 if (flag == F_SELL && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && need_identify (tmp) && !identified)
264 {
265 val = (val > 600) ? 600 : val;
266 }
267
268 /* if we are in a shop, check how the type of shop should affect the price */
269 if (shop && who)
270 {
271 if (flag == F_SELL)
272 val = (val * shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map));
273 else if (flag == F_BUY)
274 {
275 /*
276 * when buying, if the item was sold by another player, it is ok to
277 * let the item be sold cheaper, according to the specialisation of
278 * the shop. If a player sold an item here, then his sale price was
279 * multiplied by the specialisation ratio, to do the same to the buy
280 * price will not generate extra money. However, the
281 * same is not true of generated items, these have to /divide/ by the
282 * specialisation, so that the price is never less than what they could
283 * be sold for (otherwise players could camp map resets to make money).
284 * In game terms, a non-specialist shop, might not recognise the true
285 * value of the items they sell (much like how people sometimes find
286 * antiques in a junk shop in real life).
287 */
288 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD))
289 val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who));
290 else
291 val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who)));
292 }
293
294 /* we will also have an extra 0-5% variation between shops of the same type
295 * for valuable items (below a value of 50 this effect wouldn't be very
296 * pointful, and could give fun with rounding.
297 */
298 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution
299 if (val > 50)
300 val += float (val) * .05f * cosf ((tmp->uuid.seq & 0xffff) * float (M_PI * 2. / 0x10000));
301 }
302
303 return (sint64) val;
304 }
305
306 /* Find the coin type that is worth more the 'c'. Starts at the
307 * cointype placement.
308 */
309
310 static archetype *
311 find_next_coin (sint64 c, int *cointype)
312 {
313 archetype *coin;
314
315 do
316 {
317 if (coins[*cointype] == NULL)
318 return NULL;
319 coin = archetype::find (coins[*cointype]);
320 if (coin == NULL)
321 return NULL;
322 *cointype += 1;
323 }
324 while (coin->value > c);
325
326 return coin;
327 }
328
329 /* This returns a string of how much something is worth based on
330 * an integer being passed.
331 * cost is the cost we need to represent.
332 * While cost is 64 bit, the number of any coin is still really
333 * limited to 32 bit (size of nrof field). If it turns out players
334 * have so much money that they have more than 2 billion platinum
335 * coins, there are certainly issues - the easiest fix at that
336 * time is to add a higher denomination (mithril piece with
337 * 10,000 silver or something)
338 */
339 const char *
340 cost_string_from_value (sint64 cost, int approx)
341 {
342 static char buf[MAX_BUF];
343 archetype *coin, *next_coin;
344 int num, cointype = 0;
345
346 coin = find_next_coin (cost, &cointype);
347 if (coin == NULL)
348 return "nothing";
349
350 num = cost / coin->value;
351 /* so long as nrof is 32 bit, this is true.
352 * If it takes more coins than a person can possibly carry, this
353 * is basically true.
354 */
355 if ((cost / coin->value) > UINT32_MAX)
356 {
357 strcpy (buf, "an unimaginable sum of money");
358 return buf;
359 }
360
361 cost -= num * (sint64)coin->value;
362
363 sprintf (buf, "%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
364
365 next_coin = find_next_coin (cost, &cointype);
366 if (next_coin == NULL || approx)
367 return buf;
368
369 coin = next_coin;
370 num = cost / coin->value;
371 cost -= num * (sint64)coin->value;
372
373 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
374
375 return buf;
376 }
377
378 const char *
379 query_cost_string (const object *tmp, object *who, int flag)
380 {
381 sint64 real_value = query_cost (tmp, who, flag);
382 int idskill1 = 0;
383 int idskill2 = 0;
384 const typedata *tmptype;
385
386 tmptype = get_typedata (tmp->type);
387 if (tmptype)
388 {
389 idskill1 = tmptype->identifyskill;
390 idskill2 = tmptype->identifyskill2;
391 }
392
393 /* we show an approximate price if
394 * 1) we are approximating
395 * 2) there either is no id skill(s) for the item, or we don't have them
396 * 3) we don't have bargaining skill either
397 */
398 if (flag & F_APPROX)
399 {
400 if (!idskill1 || !find_skill_by_number (who, idskill1))
401 {
402 if (!idskill2 || !find_skill_by_number (who, idskill2))
403 {
404 if (!find_skill_by_number (who, SK_BARGAINING))
405 {
406 static char buf[MAX_BUF];
407 int num, cointype = 0;
408 archetype *coin = find_next_coin (real_value, &cointype);
409
410 if (coin == NULL)
411 return "nothing";
412
413 num = real_value / coin->value;
414
415 if (num == 1)
416 sprintf (buf, "about one %s", &coin->object::name);
417 else if (num < 5)
418 sprintf (buf, "a few %s", &coin->object::name_pl);
419 else if (num < 10)
420 sprintf (buf, "several %s", &coin->object::name_pl);
421 else if (num < 25)
422 sprintf (buf, "a moderate amount of %s", &coin->object::name_pl);
423 else if (num < 100)
424 sprintf (buf, "lots of %s", &coin->object::name_pl);
425 else if (num < 1000)
426 sprintf (buf, "a great many %s", &coin->object::name_pl);
427 else
428 sprintf (buf, "a vast quantity of %s", &coin->object::name_pl);
429
430 return buf;
431 }
432 }
433 }
434
435 int hash = ((unsigned int) tmp->count * 174364621) & 1023;
436
437 if (approx_range)
438 {
439 sint64 lo = (sint64) real_value - (approx_range * hash >> 10);
440 static char buf[MAX_BUF];
441
442 sprintf (buf, "between %s", cost_string_from_value (lo, 1));
443 sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1));
444
445 return buf;
446 }
447 }
448
449 return cost_string_from_value (real_value, 0);
450 }
451
452 /* This function finds out how much money the player is carrying,
453 * including what is in containers.
454 */
455 sint64
456 query_money (const object *op)
457 {
458 object *tmp;
459 sint64 total = 0;
460
461 if (op->type != PLAYER && op->type != CONTAINER)
462 {
463 LOG (llevError, "Query money called with non player/container\n");
464 return 0;
465 }
466
467 for (tmp = op->inv; tmp; tmp = tmp->below)
468 if (tmp->type == MONEY)
469 total += tmp->nrof * (sint64)tmp->value;
470 else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (!tmp->race || tmp->race.contains ("gold")))
471 total += query_money (tmp);
472
473 return total;
474 }
475
476 /* TCHIZE: This function takes the amount of money from the
477 * the player inventory and from it's various pouches using the
478 * pay_from_container function.
479 * returns 0 if not possible. 1 if success
480 */
481 int
482 pay_for_amount (sint64 to_pay, object *pl)
483 {
484 object *pouch;
485
486 if (to_pay == 0)
487 return 1;
488
489 if (to_pay > query_money (pl))
490 return 0;
491
492 pay_from_container (pl, pl, to_pay);
493
494 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
495 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (!pouch->race || pouch->race.contains ("gold")))
496 pay_from_container (pl, pouch, to_pay);
497
498 pl->update_stats ();
499 return 1;
500 }
501
502 /* DAMN: This is now a wrapper for pay_from_container, which is
503 * called for the player, then for each active container that can hold
504 * money until op is paid for. Change will be left wherever the last
505 * of the price was paid from.
506 */
507 int
508 pay_for_item (object *op, object *pl)
509 {
510 sint64 to_pay = query_cost (op, pl, F_BUY | F_SHOP);
511 object *pouch;
512 sint64 saved_money;
513
514 if (to_pay == 0)
515 return 1;
516
517 if (to_pay > query_money (pl))
518 return 0;
519
520 /* We compare the paid price with the one for a player
521 * without bargaining skill.
522 * This determins the amount of exp (if any) gained for bargaining.
523 */
524 saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay;
525
526 if (saved_money > 0)
527 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE);
528
529 pay_from_container (pl, pl, to_pay);
530
531 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
532 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (!pouch->race || pouch->race.contains ("gold")))
533 pay_from_container (pl, pouch, to_pay);
534
535 pl->update_stats ();
536
537 return 1;
538 }
539
540 /* This pays for the item, and takes the proper amount of money off
541 * the player.
542 * CF 0.91.4 - this function is mostly redone in order to fix a bug
543 * with weight not be subtracted properly. We now remove and
544 * insert the coin objects - this should update the weight
545 * appropriately
546 *
547 * DAMN: This function is used for the player, then for any active
548 * containers that can hold money.
549 *
550 * pouch is the container (pouch or player) to remove the coins from.
551 * to_pay is the required amount.
552 * returns the amount still missing after using "pouch".
553 */
554 static void
555 pay_from_container (object *pl, object *pouch, sint64 &to_pay)
556 {
557 int count, i;
558 object *tmp, *next;
559 archetype *at;
560
561 if (pouch->type != PLAYER && pouch->type != CONTAINER)
562 return;
563
564 object *coin_objs[NUM_COINS] = { 0 };
565
566 /* This hunk should remove all the money objects from the player/container */
567 for (tmp = pouch->inv; tmp; tmp = next)
568 {
569 next = tmp->below;
570
571 if (tmp->type == MONEY)
572 {
573 for (i = 0; i < NUM_COINS; i++)
574 {
575 if (tmp->value == tmp->arch->value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->archname))
576 {
577 // This should not happen, but if it does, just merge the two.
578 if (coin_objs [i])
579 {
580 LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]);
581 coin_objs[i]->nrof += tmp->nrof;
582 tmp->destroy ();
583 }
584 else
585 {
586 tmp->remove ();
587 coin_objs[i] = tmp;
588 }
589
590 break;
591 }
592 }
593
594 if (i == NUM_COINS)
595 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->archname);
596 }
597 }
598
599 /* Fill in any gaps in the coin_objs array - needed to make change. */
600 /* Note that the coin_objs array goes from least value to greatest value */
601 for (i = 0; i < NUM_COINS; i++)
602 if (!coin_objs[i])
603 {
604 at = archetype::find (coins[NUM_COINS - 1 - i]);
605
606 if (at == NULL)
607 LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]);
608
609 coin_objs[i] = arch_to_object (at);
610 coin_objs[i]->nrof = 0;
611 }
612
613 for (i = 0; i < NUM_COINS; i++)
614 {
615 object &coin = *coin_objs[i];
616 sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, coin.nrof);
617 to_pay -= num_coins * coin.value;
618
619 coin.nrof -= num_coins;
620 /* Now start making change. Start at the coin value
621 * below the one we just did, and work down to
622 * the lowest value.
623 */
624 count = i - 1;
625
626 while (to_pay < 0 && count >= 0)
627 {
628 num_coins = (-to_pay) / coin_objs[count]->value;
629 coin_objs[count]->nrof += num_coins;
630 to_pay += num_coins * coin_objs[count]->value;
631 count--;
632 }
633 }
634
635 for (i = 0; i < NUM_COINS; i++)
636 if (coin_objs[i]->nrof)
637 insert_ob_in_ob (coin_objs [i], pouch);
638 else
639 coin_objs[i]->destroy ();
640 }
641
642 /* Checks all unpaid items in op's inventory, adds up all the money they
643 * have, and checks that they can actually afford what they want to buy.
644 * Returns 1 if they can, and 0 if they can't. also prints an appropriate message
645 * to the player
646 */
647 int
648 can_pay (object *pl)
649 {
650 int unpaid_count = 0;
651 sint64 unpaid_price = 0;
652 sint64 player_wealth = query_money (pl);
653
654 if (!pl || pl->type != PLAYER)
655 {
656 LOG (llevError, "can_pay(): called against something that isn't a player\n");
657 return 0;
658 }
659
660 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
661 if (QUERY_FLAG (item, FLAG_UNPAID))
662 {
663 unpaid_count++;
664 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
665 }
666
667 if (unpaid_price > player_wealth)
668 {
669 dynbuf_text buf;
670
671 buf << "You have " << unpaid_count
672 << " unpaid item(s) that would cost you " << cost_string_from_value (unpaid_price, 0)
673 << ". You need another " << cost_string_from_value (unpaid_price - player_wealth, 0)
674 << " to be able to afford that. "
675 "H<You cannot leave a shop without paying - drop unpaid items first to be able to leave.>";
676
677 pl->failmsg (buf);
678
679 return 0;
680 }
681 else
682 return 1;
683 }
684
685 /* Better get_payment, descends containers looking for
686 * unpaid items, and pays for them.
687 * returns 0 if the player still has unpaid items.
688 * returns 1 if the player has paid for everything.
689 * pl is the player buying the stuff.
690 */
691 int
692 get_payment (object *pl)
693 {
694 for (;;)
695 {
696 next_item:
697
698 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
699 {
700 if (QUERY_FLAG (op, FLAG_UNPAID))
701 {
702 char buf[MAX_BUF];
703 snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP));
704
705 if (!pay_for_item (op, pl))
706 {
707 sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
708
709 CLEAR_FLAG (op, FLAG_UNPAID);
710 new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op));
711 SET_FLAG (op, FLAG_UNPAID);
712 return 0;
713 }
714 else
715 {
716 CLEAR_FLAG (op, FLAG_UNPAID);
717 CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
718 new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op));
719
720 if (!merge_ob (op, op->env->inv))
721 esrv_update_item (UPD_FLAGS, pl, op);
722
723 goto next_item;
724 }
725 }
726 }
727
728 return 1;
729 }
730 }
731
732 /* written by elmex:
733 * moved this code from sell_item () here to have a function
734 * that pays the player an amount. Mainly put the code here to
735 * be able to call it from a plugin.
736 *
737 * If the player can't carry all the money that is paid, it gets inserted
738 * in his inventory anyway. This is the best alternative to not pay any money
739 * or put it on the ground under the player. This way the player can still
740 * go somewhere and unload the money at a safe place.
741 *
742 */
743 void
744 pay_player (object *pl, sint64 amount)
745 {
746 int count = 0;
747 archetype *at = 0;
748 object *pouch = 0, *tmp = 0;
749
750 for (count = 0; coins[count]; count++)
751 {
752 at = archetype::find (coins[count]);
753
754 if (at == NULL)
755 LOG (llevError, "Could not find %s archetype\n", coins[count]);
756 else if ((amount / at->value) > 0)
757 {
758 for (pouch = pl->inv; pouch; pouch = pouch->below)
759 {
760 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold"))
761 {
762 int w = at->weight * (100 - pouch->stats.Str) / 100;
763 int n = amount / at->value;
764
765 if (w == 0)
766 w = 1; /* Prevent divide by zero */
767
768 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
769 {
770 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
771 n = (pouch->weight_limit - pouch->carrying) / w;
772
773 object *tmp = arch_to_object (at);
774 tmp->nrof = n;
775 amount -= tmp->nrof * tmp->value;
776 pouch->insert (tmp);
777 }
778 }
779 }
780
781 if (amount / at->value > 0)
782 {
783 object *tmp = arch_to_object (at);
784 tmp->nrof = amount / tmp->value;
785 amount -= tmp->nrof * tmp->value;
786 pl->insert (tmp);
787 }
788 }
789 }
790
791 if (amount != 0)
792 LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount);
793 }
794
795 /* elmex: this is for the bank plugin :( */
796 sint64
797 pay_player_arch (object *pl, const char *arch, sint64 amount)
798 {
799 if (amount)
800 {
801 object *ob = archetype::get (arch);
802
803 if (!ob)
804 return 0;
805
806 ob->nrof = amount;
807 pl->insert (ob);
808 }
809
810 return 1;
811 }
812
813 /* Modified function to give out platinum coins. This function uses
814 * the coins[] array to know what coins are available, just like
815 * buy item.
816 *
817 * Modified to fill available race: gold containers before dumping
818 * remaining coins in character's inventory.
819 */
820 bool
821 sell_item (object *op, object *pl)
822 {
823 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
824
825 if (pl == NULL || pl->type != PLAYER)
826 {
827 LOG (llevDebug, "Object other than player tried to sell something.\n");
828 return false;
829 }
830
831 op->custom_name = 0;
832
833 if (!amount)
834 {
835 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.",
836 query_name (op));
837 // elmex: change: the player now gets the item back if the shop is not
838 // interested in it.
839 return false;
840 }
841
842 /* We compare the price with the one for a player
843 * without bargaining skill.
844 * This determins the amount of exp (if any) gained for bargaining.
845 * exp/10 -> 1 for each gold coin
846 */
847 extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP);
848
849 if (extra_gain > 0)
850 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
851
852 pay_player (pl, amount);
853
854 new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.",
855 query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op));
856 pl->play_sound (sound_find ("shop_sell"));
857
858 SET_FLAG (op, FLAG_UNPAID);
859 identify (op);
860
861 return true;
862 }
863
864 /* returns a double that is the ratio of the price that a shop will offer for
865 * item based on the shops specialisation. Does not take account of greed,
866 * returned value is between SPECIALISATION_EFFECT and 1.
867 */
868 static double
869 shop_specialisation_ratio (const object *item, const maptile *map)
870 {
871 shopitems *items = map->shopitems;
872 double likedness = 0.;
873 int i;
874
875 if (item == NULL)
876 {
877 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path);
878 return 0;
879 }
880
881 if (!item->type)
882 {
883 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
884 /*
885 * I'm not really sure what the /right/ thing to do here is, these types of
886 * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
887 */
888 return SPECIALISATION_EFFECT;
889 }
890
891 if (map->shopitems)
892 {
893 for (i = 0; i < items[0].index; i++)
894 if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001))
895 likedness = items[i].strength / 100.0;
896 }
897
898 if (likedness > 1.0)
899 { /* someone has been rather silly with the map headers. */
900 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path);
901 likedness = 1.0;
902 }
903
904 if (likedness < -1.0)
905 {
906 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path);
907 likedness = -1.0;
908 }
909
910 return lerp (likedness, -1., 1., SPECIALISATION_EFFECT, 1.);
911 }
912
913 /*returns the greed of the shop on map, or 1 if it isn't specified. */
914 static double
915 shop_greed (const maptile *map)
916 {
917 return map->shopgreed
918 ? map->shopgreed
919 : 1.;
920 }
921
922 /* Returns a double based on how much the shopkeeper approves of the player.
923 * this is based on the race of the shopkeeper and that of the player.
924 */
925 double
926 shopkeeper_approval (const maptile *map, const object *player)
927 {
928 return map->shoprace && player->race != map->shoprace
929 ? DISLIKE_RATIO
930 : 1.;
931 }
932
933 /* limit the value of items based on the wealth of the shop. If the item is close
934 * to the maximum value a shop will offer, we start to reduce it, if the item is
935 * below the minimum value the shop is prepared to trade in, then we don't
936 * want it and offer nothing. If it isn't a shop, check whether we should do generic
937 * value reduction.
938 *
939 */
940 static sint64
941 value_limit (sint64 val, int quantity, const object *who, int isshop)
942 {
943 sint64 newval, unit_price, tmpshopmax;
944 maptile *map;
945
946 unit_price = val / quantity;
947
948 if (!isshop || !who)
949 {
950 if (unit_price > 250000)
951 newval = (sint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.);
952 else
953 newval = unit_price;
954 }
955 else
956 {
957 if (!who->map)
958 {
959 LOG (llevError, "value_limit: asked shop price for ob %s on NULL map\n", &who->name);
960 return val;
961 }
962
963 map = who->map;
964
965 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
966
967 if (map->shopmin && unit_price < map->shopmin)
968 return 0;
969 else if (unit_price > tmpshopmax / 2)
970 newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
971 else
972 newval = unit_price;
973 }
974
975 newval *= quantity;
976
977 return newval;
978 }
979
980 /* gives a desciption of the shop on their current map to the player op. */
981 int
982 describe_shop (const object *op)
983 {
984 maptile *map = op->map;
985
986 /*shopitems *items=map->shopitems; */
987 int pos = 0, i;
988 double opinion = 0;
989 char tmp[MAX_BUF] = "\0";
990
991 if (op->type != PLAYER)
992 return 0;
993
994 /*check if there is a shop specified for this map */
995 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
996 {
997 new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:");
998
999 if (map->shopitems)
1000 for (i = 0; i < map->shopitems[0].index; i++)
1001 if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1002 {
1003 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl);
1004 pos += strlen (tmp + pos);
1005 }
1006
1007 if (!pos)
1008 strcat (tmp, "a little of everything.");
1009
1010 /* format the string into a list */
1011 make_list_like (tmp);
1012 new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1013
1014 if (map->shopmax)
1015 new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0));
1016
1017 if (map->shopmin)
1018 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));
1019
1020 if (map->shopgreed)
1021 {
1022 if (map->shopgreed > 2.0)
1023 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively.");
1024 else if (map->shopgreed > 1.5)
1025 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially.");
1026 else if (map->shopgreed > 1.1)
1027 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly.");
1028 else if (map->shopgreed < 0.9)
1029 new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge.");
1030 }
1031
1032 if (map->shoprace)
1033 {
1034 opinion = shopkeeper_approval (map, op);
1035 if (opinion > 0.8)
1036 new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you.");
1037 else if (opinion > 0.5)
1038 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you.");
1039 else
1040 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems to have taken a dislike to you.");
1041 }
1042 }
1043 else
1044 new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby.");
1045
1046 return 1;
1047 }
1048
1049 struct shopinv
1050 {
1051 char *item_sort;
1052 char *item_real;
1053 uint16 type;
1054 uint32 nrof;
1055 };
1056
1057 /* There are a lot fo extra casts in here just to suppress warnings - it
1058 * makes it look uglier than it really it.
1059 * The format of the strings we get is type:name. So we first want to
1060 * sort by type (numerical) - if the same type, then sort by name.
1061 */
1062 static int
1063 shop_sort (const void *a1, const void *a2)
1064 {
1065 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1066
1067 if (s1->type < s2->type)
1068 return -1;
1069
1070 if (s1->type > s2->type)
1071 return 1;
1072
1073 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1074 * via alphabetical order
1075 */
1076 return strcasecmp (s1->item_sort, s2->item_sort);
1077 }
1078
1079 static void
1080 add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1081 {
1082 #if 0
1083 char buf[MAX_BUF];
1084 #endif
1085 /* clear unpaid flag so that doesn't come up in query
1086 * string. We clear nrof so that we can better sort
1087 * the object names.
1088 */
1089
1090 CLEAR_FLAG (tmp, FLAG_UNPAID);
1091 items[*numitems].nrof = tmp->nrof;
1092 /* Non mergable items have nrof of 0, but count them as one
1093 * so the display is properly.
1094 */
1095 if (tmp->nrof == 0)
1096 items[*numitems].nrof++;
1097 items[*numitems].type = tmp->type;
1098
1099 switch (tmp->type)
1100 {
1101 #if 0
1102 case BOOTS:
1103 case GLOVES:
1104 case RING:
1105 case AMULET:
1106 case BRACERS:
1107 case GIRDLE:
1108 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL));
1109 items[*numitems].item_sort = strdup (buf);
1110 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL));
1111 items[*numitems].item_real = strdup (buf);
1112 (*numitems)++;
1113 break;
1114 #endif
1115
1116 default:
1117 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1118 items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1119 (*numitems)++;
1120 break;
1121 }
1122 SET_FLAG (tmp, FLAG_UNPAID);
1123 }
1124
1125 void
1126 shop_listing (object *sign, object *op)
1127 {
1128 int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2;
1129 const char *shop_coords = sign->kv (shstr_shop_coords);
1130 object *stack;
1131 shopinv *items;
1132
1133 /* Should never happen, but just in case a monster does apply a sign */
1134 if (op->type != PLAYER)
1135 return;
1136
1137 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1138 {
1139 x1 = 0;
1140 y1 = 0;
1141 x2 = op->map->width - 1;
1142 y2 = op->map->height - 1;
1143 }
1144
1145 items = (shopinv *) malloc (40 * sizeof (shopinv));
1146 numallocated = 40;
1147
1148 /* Find all the appropriate items */
1149 for (i = x1; i <= x2; i++)
1150 {
1151 for (j = y1; j < y2; j++)
1152 {
1153 if (is_in_shop (op->map, i, j))
1154 {
1155 stack = GET_MAP_OB (op->map, i, j);
1156
1157 while (stack)
1158 {
1159 if (QUERY_FLAG (stack, FLAG_UNPAID))
1160 {
1161 if (numitems == numallocated)
1162 {
1163 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10));
1164 numallocated += 10;
1165 }
1166
1167 add_shop_item (stack, items, &numitems, &numallocated);
1168 }
1169
1170 stack = stack->above;
1171 }
1172 }
1173 }
1174 }
1175
1176 if (numitems == 0)
1177 {
1178 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1179 free (items);
1180 return;
1181 }
1182
1183 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1184
1185 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:");
1186
1187 for (i = 0; i < numitems; i++)
1188 {
1189 /* Collapse items of the same name together */
1190 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1191 {
1192 items[i + 1].nrof += items[i].nrof;
1193 free (items[i].item_sort);
1194 free (items[i].item_real);
1195 }
1196 else
1197 {
1198 new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s",
1199 items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real);
1200 free (items[i].item_sort);
1201 free (items[i].item_real);
1202 }
1203 }
1204
1205 free (items);
1206 }
1207
1208 /* elmex: this function checks whether the object is in a shop */
1209 bool
1210 is_in_shop (object *o)
1211 {
1212 if (!o->is_on_map ())
1213 return false;
1214
1215 return is_in_shop (o->map, o->x, o->y);
1216 }
1217
1218 /* elmex: this function checks whether we are in a shop or not
1219 - change 2007-11-26: enhanced the O(n) case by stopping at the first
1220 floor tile. this possibly will make map bugs where shopfloors are above
1221 floors more obvious.
1222 */
1223
1224 bool
1225 is_in_shop (maptile *map, int x, int y)
1226 {
1227 for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above)
1228 if (QUERY_FLAG (floor, FLAG_IS_FLOOR))
1229 return floor->type == SHOP_FLOOR;
1230
1231 return false;
1232 }
1233