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Revision: 1.63
Committed: Sun Jan 11 04:09:00 2009 UTC (15 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.62: +16 -32 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 no_bargain;
80 int identified;
81 int not_cursed;
82 int approximate;
83 int shop;
84 double diff;
85
86 approx_range = 0;
87
88 no_bargain = flag & F_NO_BARGAIN;
89 identified = flag & F_IDENTIFIED;
90 not_cursed = flag & F_NOT_CURSED;
91 approximate = flag & F_APPROX;
92 shop = flag & F_SHOP;
93 flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP);
94
95 if (tmp->type == MONEY)
96 return tmp->nrof * tmp->value;
97
98 if (tmp->type == GEM)
99 {
100 if (flag == F_TRUE)
101 return (tmp->nrof * tmp->value);
102
103 if (flag == F_BUY)
104 return (sint64) (1.03 * tmp->nrof * tmp->value);
105
106 if (flag == F_SELL)
107 return (sint64) (0.97 * tmp->nrof * tmp->value);
108
109 LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ());
110 return 0;
111 }
112
113 int number = tmp->number_of ();
114
115 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified)
116 {
117 if (!not_cursed && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
118 return 0;
119 else
120 val = tmp->value * number;
121 }
122 /* This area deals with objects that are not identified, but can be */
123 else
124 {
125 if (flag == F_BUY)
126 {
127 LOG (llevError | logBacktrace, "Asking for buy-value of unidentified object: %s\n", tmp->debug_desc ());
128 val = tmp->arch->value * 50 * number;
129 }
130 else
131 { /* Trying to sell something, or get true value */
132 if (tmp->type == POTION)
133 val = number * 40; /* Don't want to give anything away */
134 else
135 {
136 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
137 * unknown objects
138 */
139 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
140 val = number * tmp->arch->value * 2 / 3;
141 else
142 val = number * tmp->arch->value / 3;
143 }
144 }
145 }
146
147 /* If the item has been applied or identifed or does not need to be
148 * identified, AND the object is magical and the archetype is non
149 * magical, then change values accordingly. The tmp->arch==NULL is
150 * really just a check to prevent core dumps for when it checks
151 * tmp->arch->magic for any magic. The check for archetype
152 * magic is to not give extra money for archetypes that are by
153 * default magical. This is because the archetype value should have
154 * already figured in that value.
155 */
156 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified ||
157 QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->magic))
158 {
159 if (tmp->magic > 0)
160 val *= (3 * tmp->magic * tmp->magic * tmp->magic);
161 else
162 /* Note that tmp->magic is negative, so that this
163 * will actually be something like val /=2, /=3, etc.
164 */
165 val /= (1 - tmp->magic);
166 }
167
168 if (tmp->type == WAND)
169 {
170 /* Value of the wand is multiplied by the number of
171 * charges. the treasure code already sets up the value
172 * 50 charges is used as the baseline.
173 */
174 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified)
175 val = (val * tmp->stats.food) / 50;
176 else /* if not identified, presume one charge */
177 val /= 50;
178 }
179
180 /* Limit amount of money you can get for really great items. */
181 if (flag == F_SELL)
182 val = value_limit ((sint64) val, number, who, shop);
183
184 // use a nonlinear price adjustment. as my predecessor said, don't change
185 // the archetypes, its work required for balancing, and we don't care.
186 //val = pow (val, 1.05);
187
188 /* This modification is for bargaining skill.
189 * Now only players with max level in bargaining
190 * AND Cha = 30 will get optimal price.
191 * Thus charisma will never get useless.
192 * -b.e. edler@heydernet.de
193 */
194
195 if (who && who->type == PLAYER)
196 {
197 int lev_bargain = 0;
198 int lev_identify = 0;
199
200 if (find_skill_by_number (who, SK_BARGAINING))
201 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level;
202
203 if (const typedata *tmptype = get_typedata (tmp->type))
204 {
205 if (int idskill1 = tmptype->identifyskill)
206 {
207 int idskill2 = tmptype->identifyskill2;
208
209 if (find_skill_by_number (who, idskill1))
210 lev_identify = find_skill_by_number (who, idskill1)->level;
211
212 if (idskill2 && find_skill_by_number (who, idskill2))
213 lev_identify += find_skill_by_number (who, idskill2)->level;
214 }
215 }
216
217 /* ratio determines how much of the price modification
218 * will come from the basic stat charisma
219 * the rest will come from the level in bargaining skill
220 */
221 const double cha_ratio = 0.40;
222
223 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25);
224 diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.);
225 diff = .02 + (.80 - .02) * diff;
226
227 if (flag == F_BUY)
228 val += val * diff;
229 else if (flag == F_SELL)
230 val -= val * diff;
231
232 // now find a price range. the less good we can judge, the larger the range is
233 // then the range is adjusted randomly around the correct value
234 if (approximate)
235 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1));
236 }
237
238 /* I don't think this should really happen - if it does, it indicates and
239 * overflow of diff above. That should only happen if
240 * we are selling objects - in that case, the person just
241 * gets no money.
242 */
243 if ((sint64) val < 0)
244 val = 0;
245
246 /* Unidentified stuff won't sell for more than 60gp */
247 if (flag == F_SELL && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && need_identify (tmp) && !identified)
248 {
249 val = (val > 600) ? 600 : val;
250 }
251
252 /* if we are in a shop, check how the type of shop should affect the price */
253 if (shop && who)
254 {
255 if (flag == F_SELL)
256 val = (val * shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map));
257 else if (flag == F_BUY)
258 {
259 /*
260 * when buying, if the item was sold by another player, it is ok to
261 * let the item be sold cheaper, according to the specialisation of
262 * the shop. If a player sold an item here, then his sale price was
263 * multiplied by the specialisation ratio, to do the same to the buy
264 * price will not generate extra money. However, the
265 * same is not true of generated items, these have to /divide/ by the
266 * specialisation, so that the price is never less than what they could
267 * be sold for (otherwise players could camp map resets to make money).
268 * In game terms, a non-specialist shop, might not recognise the true
269 * value of the items they sell (much like how people sometimes find
270 * antiques in a junk shop in real life).
271 */
272 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD))
273 val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who));
274 else
275 val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who)));
276 }
277
278 /* we will also have an extra 0-5% variation between shops of the same type
279 * for valuable items (below a value of 50 this effect wouldn't be very
280 * pointful, and could give fun with rounding.
281 */
282 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution
283 if (val > 50)
284 val += float (val) * .05f * cosf ((tmp->uuid.seq & 0xffff) * float (M_PI * 2. / 0x10000));
285 }
286
287 return (sint64) val;
288 }
289
290 /* Find the coin type that is worth more the 'c'. Starts at the
291 * cointype placement.
292 */
293
294 static archetype *
295 find_next_coin (sint64 c, int *cointype)
296 {
297 archetype *coin;
298
299 do
300 {
301 if (coins[*cointype] == NULL)
302 return NULL;
303 coin = archetype::find (coins[*cointype]);
304 if (coin == NULL)
305 return NULL;
306 *cointype += 1;
307 }
308 while (coin->value > c);
309
310 return coin;
311 }
312
313 /* This returns a string of how much something is worth based on
314 * an integer being passed.
315 * cost is the cost we need to represent.
316 * While cost is 64 bit, the number of any coin is still really
317 * limited to 32 bit (size of nrof field). If it turns out players
318 * have so much money that they have more than 2 billion platinum
319 * coins, there are certainly issues - the easiest fix at that
320 * time is to add a higher denomination (mithril piece with
321 * 10,000 silver or something)
322 */
323 const char *
324 cost_string_from_value (sint64 cost, int approx)
325 {
326 static char buf[MAX_BUF];
327 archetype *coin, *next_coin;
328 int num, cointype = 0;
329
330 coin = find_next_coin (cost, &cointype);
331 if (coin == NULL)
332 return "nothing";
333
334 num = cost / coin->value;
335 /* so long as nrof is 32 bit, this is true.
336 * If it takes more coins than a person can possibly carry, this
337 * is basically true.
338 */
339 if ((cost / coin->value) > UINT32_MAX)
340 {
341 strcpy (buf, "an unimaginable sum of money");
342 return buf;
343 }
344
345 cost -= num * (sint64)coin->value;
346
347 sprintf (buf, "%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
348
349 next_coin = find_next_coin (cost, &cointype);
350 if (next_coin == NULL || approx)
351 return buf;
352
353 coin = next_coin;
354 num = cost / coin->value;
355 cost -= num * (sint64)coin->value;
356
357 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
358
359 return buf;
360 }
361
362 const char *
363 query_cost_string (const object *tmp, object *who, int flag)
364 {
365 sint64 real_value = query_cost (tmp, who, flag);
366 int idskill1 = 0;
367 int idskill2 = 0;
368 const typedata *tmptype;
369
370 tmptype = get_typedata (tmp->type);
371 if (tmptype)
372 {
373 idskill1 = tmptype->identifyskill;
374 idskill2 = tmptype->identifyskill2;
375 }
376
377 /* we show an approximate price if
378 * 1) we are approximating
379 * 2) there either is no id skill(s) for the item, or we don't have them
380 * 3) we don't have bargaining skill either
381 */
382 if (flag & F_APPROX)
383 {
384 if (!idskill1 || !find_skill_by_number (who, idskill1))
385 {
386 if (!idskill2 || !find_skill_by_number (who, idskill2))
387 {
388 if (!find_skill_by_number (who, SK_BARGAINING))
389 {
390 static char buf[MAX_BUF];
391 int num, cointype = 0;
392 archetype *coin = find_next_coin (real_value, &cointype);
393
394 if (coin == NULL)
395 return "nothing";
396
397 num = real_value / coin->value;
398
399 if (num == 1)
400 sprintf (buf, "about one %s", &coin->object::name);
401 else if (num < 5)
402 sprintf (buf, "a few %s", &coin->object::name_pl);
403 else if (num < 10)
404 sprintf (buf, "several %s", &coin->object::name_pl);
405 else if (num < 25)
406 sprintf (buf, "a moderate amount of %s", &coin->object::name_pl);
407 else if (num < 100)
408 sprintf (buf, "lots of %s", &coin->object::name_pl);
409 else if (num < 1000)
410 sprintf (buf, "a great many %s", &coin->object::name_pl);
411 else
412 sprintf (buf, "a vast quantity of %s", &coin->object::name_pl);
413
414 return buf;
415 }
416 }
417 }
418
419 int hash = ((unsigned int) tmp->count * 174364621) & 1023;
420
421 if (approx_range)
422 {
423 sint64 lo = (sint64) real_value - (approx_range * hash >> 10);
424 static char buf[MAX_BUF];
425
426 sprintf (buf, "between %s", cost_string_from_value (lo, 1));
427 sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1));
428
429 return buf;
430 }
431 }
432
433 return cost_string_from_value (real_value, 0);
434 }
435
436 /* This function finds out how much money the player is carrying,
437 * including what is in containers.
438 */
439 sint64
440 query_money (const object *op)
441 {
442 object *tmp;
443 sint64 total = 0;
444
445 if (op->type != PLAYER && op->type != CONTAINER)
446 {
447 LOG (llevError, "Query money called with non player/container\n");
448 return 0;
449 }
450
451 for (tmp = op->inv; tmp; tmp = tmp->below)
452 if (tmp->type == MONEY)
453 total += tmp->nrof * (sint64)tmp->value;
454 else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (!tmp->race || tmp->race.contains ("gold")))
455 total += query_money (tmp);
456
457 return total;
458 }
459
460 /* TCHIZE: This function takes the amount of money from the
461 * the player inventory and from it's various pouches using the
462 * pay_from_container function.
463 * returns 0 if not possible. 1 if success
464 */
465 int
466 pay_for_amount (sint64 to_pay, object *pl)
467 {
468 object *pouch;
469
470 if (to_pay == 0)
471 return 1;
472
473 if (to_pay > query_money (pl))
474 return 0;
475
476 pay_from_container (pl, pl, to_pay);
477
478 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
479 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (!pouch->race || pouch->race.contains ("gold")))
480 pay_from_container (pl, pouch, to_pay);
481
482 pl->update_stats ();
483 return 1;
484 }
485
486 /* DAMN: This is now a wrapper for pay_from_container, which is
487 * called for the player, then for each active container that can hold
488 * money until op is paid for. Change will be left wherever the last
489 * of the price was paid from.
490 */
491 int
492 pay_for_item (object *op, object *pl)
493 {
494 sint64 to_pay = query_cost (op, pl, F_BUY | F_SHOP);
495 object *pouch;
496 sint64 saved_money;
497
498 if (to_pay == 0)
499 return 1;
500
501 if (to_pay > query_money (pl))
502 return 0;
503
504 /* We compare the paid price with the one for a player
505 * without bargaining skill.
506 * This determins the amount of exp (if any) gained for bargaining.
507 */
508 saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay;
509
510 if (saved_money > 0)
511 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE);
512
513 pay_from_container (pl, pl, to_pay);
514
515 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
516 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (!pouch->race || pouch->race.contains ("gold")))
517 pay_from_container (pl, pouch, to_pay);
518
519 pl->update_stats ();
520
521 return 1;
522 }
523
524 /* This pays for the item, and takes the proper amount of money off
525 * the player.
526 * CF 0.91.4 - this function is mostly redone in order to fix a bug
527 * with weight not be subtracted properly. We now remove and
528 * insert the coin objects - this should update the weight
529 * appropriately
530 *
531 * DAMN: This function is used for the player, then for any active
532 * containers that can hold money.
533 *
534 * pouch is the container (pouch or player) to remove the coins from.
535 * to_pay is the required amount.
536 * returns the amount still missing after using "pouch".
537 */
538 static void
539 pay_from_container (object *pl, object *pouch, sint64 &to_pay)
540 {
541 int count, i;
542 object *tmp, *next;
543 archetype *at;
544
545 if (pouch->type != PLAYER && pouch->type != CONTAINER)
546 return;
547
548 object *coin_objs[NUM_COINS] = { 0 };
549
550 /* This hunk should remove all the money objects from the player/container */
551 for (tmp = pouch->inv; tmp; tmp = next)
552 {
553 next = tmp->below;
554
555 if (tmp->type == MONEY)
556 {
557 for (i = 0; i < NUM_COINS; i++)
558 {
559 if (tmp->value == tmp->arch->value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->archname))
560 {
561 // This should not happen, but if it does, just merge the two.
562 if (coin_objs [i])
563 {
564 LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]);
565 coin_objs[i]->nrof += tmp->nrof;
566 tmp->destroy ();
567 }
568 else
569 {
570 tmp->remove ();
571 coin_objs[i] = tmp;
572 }
573
574 break;
575 }
576 }
577
578 if (i == NUM_COINS)
579 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->archname);
580 }
581 }
582
583 /* Fill in any gaps in the coin_objs array - needed to make change. */
584 /* Note that the coin_objs array goes from least value to greatest value */
585 for (i = 0; i < NUM_COINS; i++)
586 if (!coin_objs[i])
587 {
588 at = archetype::find (coins[NUM_COINS - 1 - i]);
589
590 if (at == NULL)
591 LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]);
592
593 coin_objs[i] = arch_to_object (at);
594 coin_objs[i]->nrof = 0;
595 }
596
597 for (i = 0; i < NUM_COINS; i++)
598 {
599 object &coin = *coin_objs[i];
600 sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, coin.nrof);
601 to_pay -= num_coins * coin.value;
602
603 coin.nrof -= num_coins;
604 /* Now start making change. Start at the coin value
605 * below the one we just did, and work down to
606 * the lowest value.
607 */
608 count = i - 1;
609
610 while (to_pay < 0 && count >= 0)
611 {
612 num_coins = (-to_pay) / coin_objs[count]->value;
613 coin_objs[count]->nrof += num_coins;
614 to_pay += num_coins * coin_objs[count]->value;
615 count--;
616 }
617 }
618
619 for (i = 0; i < NUM_COINS; i++)
620 if (coin_objs[i]->nrof)
621 insert_ob_in_ob (coin_objs [i], pouch);
622 else
623 coin_objs[i]->destroy ();
624 }
625
626 /* Checks all unpaid items in op's inventory, adds up all the money they
627 * have, and checks that they can actually afford what they want to buy.
628 * Returns 1 if they can, and 0 if they can't. also prints an appropriate message
629 * to the player
630 */
631 int
632 can_pay (object *pl)
633 {
634 int unpaid_count = 0;
635 sint64 unpaid_price = 0;
636 sint64 player_wealth = query_money (pl);
637
638 if (!pl || pl->type != PLAYER)
639 {
640 LOG (llevError, "can_pay(): called against something that isn't a player\n");
641 return 0;
642 }
643
644 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
645 if (QUERY_FLAG (item, FLAG_UNPAID))
646 {
647 unpaid_count++;
648 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
649 }
650
651 if (unpaid_price > player_wealth)
652 {
653 dynbuf_text buf;
654
655 buf << "You have " << unpaid_count
656 << " unpaid item(s) that would cost you " << cost_string_from_value (unpaid_price, 0)
657 << ". You need another " << cost_string_from_value (unpaid_price - player_wealth, 0)
658 << " to be able to afford that. "
659 "H<You cannot leave a shop without paying - drop unpaid items first to be able to leave.>";
660
661 pl->failmsg (buf);
662
663 return 0;
664 }
665 else
666 return 1;
667 }
668
669 /* Better get_payment, descends containers looking for
670 * unpaid items, and pays for them.
671 * returns 0 if the player still has unpaid items.
672 * returns 1 if the player has paid for everything.
673 * pl is the player buying the stuff.
674 */
675 int
676 get_payment (object *pl)
677 {
678 for (;;)
679 {
680 next_item:
681
682 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
683 {
684 if (QUERY_FLAG (op, FLAG_UNPAID))
685 {
686 char buf[MAX_BUF];
687 snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP));
688
689 if (!pay_for_item (op, pl))
690 {
691 sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
692
693 CLEAR_FLAG (op, FLAG_UNPAID);
694 new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op));
695 SET_FLAG (op, FLAG_UNPAID);
696 return 0;
697 }
698 else
699 {
700 CLEAR_FLAG (op, FLAG_UNPAID);
701 CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
702 new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op));
703
704 if (!merge_ob (op, op->env->inv))
705 esrv_update_item (UPD_FLAGS, pl, op);
706
707 goto next_item;
708 }
709 }
710 }
711
712 return 1;
713 }
714 }
715
716 /* written by elmex:
717 * moved this code from sell_item () here to have a function
718 * that pays the player an amount. Mainly put the code here to
719 * be able to call it from a plugin.
720 *
721 * If the player can't carry all the money that is paid, it gets inserted
722 * in his inventory anyway. This is the best alternative to not pay any money
723 * or put it on the ground under the player. This way the player can still
724 * go somewhere and unload the money at a safe place.
725 *
726 */
727 void
728 pay_player (object *pl, sint64 amount)
729 {
730 int count = 0;
731 archetype *at = 0;
732 object *pouch = 0, *tmp = 0;
733
734 for (count = 0; coins[count]; count++)
735 {
736 at = archetype::find (coins[count]);
737
738 if (at == NULL)
739 LOG (llevError, "Could not find %s archetype\n", coins[count]);
740 else if ((amount / at->value) > 0)
741 {
742 for (pouch = pl->inv; pouch; pouch = pouch->below)
743 {
744 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race.contains ("gold"))
745 {
746 int w = at->weight * (100 - pouch->stats.Str) / 100;
747 int n = amount / at->value;
748
749 if (w == 0)
750 w = 1; /* Prevent divide by zero */
751
752 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
753 {
754 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
755 n = (pouch->weight_limit - pouch->carrying) / w;
756
757 object *tmp = arch_to_object (at);
758 tmp->nrof = n;
759 amount -= tmp->nrof * tmp->value;
760 pouch->insert (tmp);
761 }
762 }
763 }
764
765 if (amount / at->value > 0)
766 {
767 object *tmp = arch_to_object (at);
768 tmp->nrof = amount / tmp->value;
769 amount -= tmp->nrof * tmp->value;
770 pl->insert (tmp);
771 }
772 }
773 }
774
775 if (amount != 0)
776 LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount);
777 }
778
779 /* elmex: this is for the bank plugin :( */
780 sint64
781 pay_player_arch (object *pl, const char *arch, sint64 amount)
782 {
783 if (amount)
784 {
785 object *ob = archetype::get (arch);
786
787 if (!ob)
788 return 0;
789
790 ob->nrof = amount;
791 pl->insert (ob);
792 }
793
794 return 1;
795 }
796
797 /* Modified function to give out platinum coins. This function uses
798 * the coins[] array to know what coins are available, just like
799 * buy item.
800 *
801 * Modified to fill available race: gold containers before dumping
802 * remaining coins in character's inventory.
803 */
804 bool
805 sell_item (object *op, object *pl)
806 {
807 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
808
809 if (pl == NULL || pl->type != PLAYER)
810 {
811 LOG (llevDebug, "Object other than player tried to sell something.\n");
812 return false;
813 }
814
815 op->custom_name = 0;
816
817 if (!amount)
818 {
819 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.",
820 query_name (op));
821 // elmex: change: the player now gets the item back if the shop is not
822 // interested in it.
823 return false;
824 }
825
826 /* We compare the price with the one for a player
827 * without bargaining skill.
828 * This determins the amount of exp (if any) gained for bargaining.
829 * exp/10 -> 1 for each gold coin
830 */
831 extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP);
832
833 if (extra_gain > 0)
834 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
835
836 pay_player (pl, amount);
837
838 new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.",
839 query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op));
840 pl->play_sound (sound_find ("shop_sell"));
841
842 SET_FLAG (op, FLAG_UNPAID);
843 identify (op);
844
845 return true;
846 }
847
848 /* returns a double that is the ratio of the price that a shop will offer for
849 * item based on the shops specialisation. Does not take account of greed,
850 * returned value is between SPECIALISATION_EFFECT and 1.
851 */
852 static double
853 shop_specialisation_ratio (const object *item, const maptile *map)
854 {
855 shopitems *items = map->shopitems;
856 double likedness = 0.;
857 int i;
858
859 if (item == NULL)
860 {
861 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path);
862 return 0;
863 }
864
865 if (!item->type)
866 {
867 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
868 /*
869 * I'm not really sure what the /right/ thing to do here is, these types of
870 * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
871 */
872 return SPECIALISATION_EFFECT;
873 }
874
875 if (map->shopitems)
876 {
877 for (i = 0; i < items[0].index; i++)
878 if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001))
879 likedness = items[i].strength / 100.0;
880 }
881
882 if (likedness > 1.0)
883 { /* someone has been rather silly with the map headers. */
884 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path);
885 likedness = 1.0;
886 }
887
888 if (likedness < -1.0)
889 {
890 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path);
891 likedness = -1.0;
892 }
893
894 return lerp (likedness, -1., 1., SPECIALISATION_EFFECT, 1.);
895 }
896
897 /*returns the greed of the shop on map, or 1 if it isn't specified. */
898 static double
899 shop_greed (const maptile *map)
900 {
901 return map->shopgreed
902 ? map->shopgreed
903 : 1.;
904 }
905
906 /* Returns a double based on how much the shopkeeper approves of the player.
907 * this is based on the race of the shopkeeper and that of the player.
908 */
909 double
910 shopkeeper_approval (const maptile *map, const object *player)
911 {
912 return map->shoprace && player->race != map->shoprace
913 ? DISLIKE_RATIO
914 : 1.;
915 }
916
917 /* limit the value of items based on the wealth of the shop. If the item is close
918 * to the maximum value a shop will offer, we start to reduce it, if the item is
919 * below the minimum value the shop is prepared to trade in, then we don't
920 * want it and offer nothing. If it isn't a shop, check whether we should do generic
921 * value reduction.
922 *
923 */
924 static sint64
925 value_limit (sint64 val, int quantity, const object *who, int isshop)
926 {
927 sint64 newval, unit_price, tmpshopmax;
928 maptile *map;
929
930 unit_price = val / quantity;
931
932 if (!isshop || !who)
933 {
934 if (unit_price > 250000)
935 newval = (sint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.);
936 else
937 newval = unit_price;
938 }
939 else
940 {
941 if (!who->map)
942 {
943 LOG (llevError, "value_limit: asked shop price for ob %s on NULL map\n", &who->name);
944 return val;
945 }
946
947 map = who->map;
948
949 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
950
951 if (map->shopmin && unit_price < map->shopmin)
952 return 0;
953 else if (unit_price > tmpshopmax / 2)
954 newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
955 else
956 newval = unit_price;
957 }
958
959 newval *= quantity;
960
961 return newval;
962 }
963
964 /* gives a desciption of the shop on their current map to the player op. */
965 int
966 describe_shop (const object *op)
967 {
968 maptile *map = op->map;
969
970 /*shopitems *items=map->shopitems; */
971 int pos = 0, i;
972 double opinion = 0;
973 char tmp[MAX_BUF] = "\0";
974
975 if (op->type != PLAYER)
976 return 0;
977
978 /*check if there is a shop specified for this map */
979 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
980 {
981 new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:");
982
983 if (map->shopitems)
984 for (i = 0; i < map->shopitems[0].index; i++)
985 if (map->shopitems[i].name && map->shopitems[i].strength > 10)
986 {
987 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl);
988 pos += strlen (tmp + pos);
989 }
990
991 if (!pos)
992 strcat (tmp, "a little of everything.");
993
994 /* format the string into a list */
995 make_list_like (tmp);
996 new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
997
998 if (map->shopmax)
999 new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0));
1000
1001 if (map->shopmin)
1002 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));
1003
1004 if (map->shopgreed)
1005 {
1006 if (map->shopgreed > 2.0)
1007 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively.");
1008 else if (map->shopgreed > 1.5)
1009 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially.");
1010 else if (map->shopgreed > 1.1)
1011 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly.");
1012 else if (map->shopgreed < 0.9)
1013 new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge.");
1014 }
1015
1016 if (map->shoprace)
1017 {
1018 opinion = shopkeeper_approval (map, op);
1019 if (opinion > 0.8)
1020 new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you.");
1021 else if (opinion > 0.5)
1022 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you.");
1023 else
1024 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems to have taken a dislike to you.");
1025 }
1026 }
1027 else
1028 new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby.");
1029
1030 return 1;
1031 }
1032
1033 struct shopinv
1034 {
1035 char *item_sort;
1036 char *item_real;
1037 uint16 type;
1038 uint32 nrof;
1039 };
1040
1041 /* There are a lot fo extra casts in here just to suppress warnings - it
1042 * makes it look uglier than it really it.
1043 * The format of the strings we get is type:name. So we first want to
1044 * sort by type (numerical) - if the same type, then sort by name.
1045 */
1046 static int
1047 shop_sort (const void *a1, const void *a2)
1048 {
1049 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1050
1051 if (s1->type < s2->type)
1052 return -1;
1053
1054 if (s1->type > s2->type)
1055 return 1;
1056
1057 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1058 * via alphabetical order
1059 */
1060 return strcasecmp (s1->item_sort, s2->item_sort);
1061 }
1062
1063 static void
1064 add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1065 {
1066 #if 0
1067 char buf[MAX_BUF];
1068 #endif
1069 /* clear unpaid flag so that doesn't come up in query
1070 * string. We clear nrof so that we can better sort
1071 * the object names.
1072 */
1073
1074 CLEAR_FLAG (tmp, FLAG_UNPAID);
1075 items[*numitems].nrof = tmp->nrof;
1076 /* Non mergable items have nrof of 0, but count them as one
1077 * so the display is properly.
1078 */
1079 if (tmp->nrof == 0)
1080 items[*numitems].nrof++;
1081 items[*numitems].type = tmp->type;
1082
1083 switch (tmp->type)
1084 {
1085 #if 0
1086 case BOOTS:
1087 case GLOVES:
1088 case RING:
1089 case AMULET:
1090 case BRACERS:
1091 case GIRDLE:
1092 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL));
1093 items[*numitems].item_sort = strdup (buf);
1094 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL));
1095 items[*numitems].item_real = strdup (buf);
1096 (*numitems)++;
1097 break;
1098 #endif
1099
1100 default:
1101 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1102 items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1103 (*numitems)++;
1104 break;
1105 }
1106 SET_FLAG (tmp, FLAG_UNPAID);
1107 }
1108
1109 void
1110 shop_listing (object *sign, object *op)
1111 {
1112 int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2;
1113 const char *shop_coords = sign->kv (shstr_shop_coords);
1114 object *stack;
1115 shopinv *items;
1116
1117 /* Should never happen, but just in case a monster does apply a sign */
1118 if (op->type != PLAYER)
1119 return;
1120
1121 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1122 {
1123 x1 = 0;
1124 y1 = 0;
1125 x2 = op->map->width - 1;
1126 y2 = op->map->height - 1;
1127 }
1128
1129 items = (shopinv *) malloc (40 * sizeof (shopinv));
1130 numallocated = 40;
1131
1132 /* Find all the appropriate items */
1133 for (i = x1; i <= x2; i++)
1134 {
1135 for (j = y1; j < y2; j++)
1136 {
1137 if (is_in_shop (op->map, i, j))
1138 {
1139 stack = GET_MAP_OB (op->map, i, j);
1140
1141 while (stack)
1142 {
1143 if (QUERY_FLAG (stack, FLAG_UNPAID))
1144 {
1145 if (numitems == numallocated)
1146 {
1147 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10));
1148 numallocated += 10;
1149 }
1150
1151 add_shop_item (stack, items, &numitems, &numallocated);
1152 }
1153
1154 stack = stack->above;
1155 }
1156 }
1157 }
1158 }
1159
1160 if (numitems == 0)
1161 {
1162 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1163 free (items);
1164 return;
1165 }
1166
1167 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1168
1169 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:");
1170
1171 for (i = 0; i < numitems; i++)
1172 {
1173 /* Collapse items of the same name together */
1174 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1175 {
1176 items[i + 1].nrof += items[i].nrof;
1177 free (items[i].item_sort);
1178 free (items[i].item_real);
1179 }
1180 else
1181 {
1182 new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s",
1183 items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real);
1184 free (items[i].item_sort);
1185 free (items[i].item_real);
1186 }
1187 }
1188
1189 free (items);
1190 }
1191
1192 /* elmex: this function checks whether the object is in a shop */
1193 bool
1194 is_in_shop (object *o)
1195 {
1196 if (!o->is_on_map ())
1197 return false;
1198
1199 return is_in_shop (o->map, o->x, o->y);
1200 }
1201
1202 /* elmex: this function checks whether we are in a shop or not
1203 - change 2007-11-26: enhanced the O(n) case by stopping at the first
1204 floor tile. this possibly will make map bugs where shopfloors are above
1205 floors more obvious.
1206 */
1207
1208 bool
1209 is_in_shop (maptile *map, int x, int y)
1210 {
1211 for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above)
1212 if (QUERY_FLAG (floor, FLAG_IS_FLOOR))
1213 return floor->type == SHOP_FLOOR;
1214
1215 return false;
1216 }
1217