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/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
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* Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992 Frank Tore Johansen |
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* |
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* Deliantra is free software: you can redistribute it and/or modify it under |
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* the terms of the Affero GNU General Public License as published by the |
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* Free Software Foundation, either version 3 of the License, or (at your |
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* option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the Affero GNU General Public License |
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* and the GNU General Public License along with this program. If not, see |
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* <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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|
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#include <global.h> |
27 |
#include <spells.h> |
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#include <skills.h> |
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#include <living.h> |
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#include <sproto.h> |
31 |
|
32 |
/* this is a measure of how effective store specialisation is. A general store |
33 |
* will offer this proportion of the 'maximum' price, a specialised store will |
34 |
* offer a range of prices around it such that the maximum price is always one |
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* therefore making this number higher, makes specialisation less effective. |
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* setting this value above 1 or to a negative value would have interesting, |
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* (though not useful) effects. |
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*/ |
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#define SPECIALISATION_EFFECT .5 |
40 |
|
41 |
// price a shopkeeper will give someone that is not of their race |
42 |
#define DISLIKE_RATIO 0.8 |
43 |
|
44 |
static void pay_from_container (object *pl, object *pouch, sint64 &to_pay); |
45 |
static sint64 value_limit (sint64 val, int quantity, const object *who, int isshop); |
46 |
static double shop_specialisation_ratio (const object *item, const maptile *map); |
47 |
static double shop_greed (const maptile *map); |
48 |
|
49 |
/* Added F_TRUE flag to define.h to mean that the price should not |
50 |
* be adjusted by players charisma. With F_TRUE, it returns the amount |
51 |
* that the item is worth, if it was sold, but unadjusted by charisma. |
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* This is needed for alchemy, to to determine what value of gold nuggets |
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* should be given (the gold nuggets, when sold, will have the adjustment |
54 |
* by charisma done at that time). NULL could have been passed as the |
55 |
* who parameter, but then the adjustment for expensive items (>10000) |
56 |
* would not be done. |
57 |
* |
58 |
* Added F_APPROX flag, which means that the price returned should be wrong by |
59 |
* an amount related to the player's bargaining skill. |
60 |
* |
61 |
* Added F_SHOP flag to mean that the specialisation of the shop on the player's |
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* current map should be taken into account when determining the price. Shops that |
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* specialise in what is being traded will give better prices than those that do not. |
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* |
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* CF 0.91.4 - This function got changed around a bit. Now the |
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* number of object is multiplied by the value early on. This fixes problems |
67 |
* with items worth very little. What happened before is that various |
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* divisions took place, the value got rounded to 0 (Being an int), and |
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* thus remained 0. |
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* |
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* Mark Wedel (mwedel@pyramid.com) |
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*/ |
73 |
|
74 |
static sint64 approx_range; |
75 |
|
76 |
sint64 |
77 |
query_cost (const object *tmp, object *who, int flag) |
78 |
{ |
79 |
double val; |
80 |
int no_bargain; |
81 |
int identified; |
82 |
int not_cursed; |
83 |
int approximate; |
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int shop; |
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 |
int number = tmp->number_of (); |
96 |
|
97 |
if (tmp->type == MONEY) |
98 |
return number * tmp->value; |
99 |
|
100 |
if (tmp->type == GEM) |
101 |
{ |
102 |
if (flag == F_TRUE) |
103 |
return number * tmp->value; |
104 |
|
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if (flag == F_BUY) |
106 |
return 1.03 * number * tmp->value; |
107 |
|
108 |
if (flag == F_SELL) |
109 |
return 0.97 * number * tmp->value; |
110 |
|
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LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ()); |
112 |
return 0; |
113 |
} |
114 |
|
115 |
if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified) |
116 |
{ |
117 |
if (!not_cursed && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])) |
118 |
return 0; |
119 |
else |
120 |
val = number * tmp->value; |
121 |
} |
122 |
/* This area deals with objects that are not identified, but can be */ |
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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 (tmp->flag [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 |
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* magic is to not give extra money for archetypes that are by |
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* default magical. This is because the archetype value should have |
154 |
* already figured in that value. |
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*/ |
156 |
if ((tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified || tmp->flag [FLAG_BEEN_APPLIED]) |
157 |
&& tmp->magic && (!tmp->arch || !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 (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified) |
175 |
val *= tmp->stats.food; |
176 |
/* 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 (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->is_player ()) |
196 |
{ |
197 |
int lev_bargain = 0; |
198 |
int lev_identify = 0; |
199 |
|
200 |
if (!no_bargain) |
201 |
if (object *skill = find_skill_by_name (who, shstr_bargaining)) |
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lev_bargain = skill->level; |
203 |
|
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if (const typedata *tmptype = get_typedata (tmp->type)) |
205 |
{ |
206 |
if (int idskill1 = tmptype->identifyskill) |
207 |
{ |
208 |
int idskill2 = tmptype->identifyskill2; |
209 |
|
210 |
if (find_skill_by_number (who, idskill1)) |
211 |
lev_identify = find_skill_by_number (who, idskill1)->level; |
212 |
|
213 |
if (idskill2 && find_skill_by_number (who, idskill2)) |
214 |
lev_identify += find_skill_by_number (who, idskill2)->level; |
215 |
} |
216 |
} |
217 |
|
218 |
/* ratio determines how much of the price modification |
219 |
* will come from the basic stat charisma |
220 |
* the rest will come from the level in bargaining skill |
221 |
*/ |
222 |
const double cha_ratio = 0.40; |
223 |
double bargaining = max (0., 1. - powf (double (lev_bargain) / MAXLEVEL_TREASURE, 0.25)); |
224 |
double charisma = (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.); |
225 |
|
226 |
double factor = (1. - cha_ratio) * bargaining + cha_ratio * charisma; |
227 |
|
228 |
// scale 0..1 to 2 .. 80% |
229 |
factor = lerp (factor, 0., 1., 0.02, 0.80); |
230 |
|
231 |
if (flag == F_BUY) |
232 |
val += val * factor; |
233 |
else if (flag == F_SELL) |
234 |
val -= val * factor; |
235 |
|
236 |
// now find a price range. the less good we can judge, the larger the range is |
237 |
// then the range is adjusted randomly around the correct value |
238 |
if (approximate) |
239 |
approx_range = val / sqrt (lev_identify * 3 + 1); |
240 |
} |
241 |
|
242 |
/* I don't think this should really happen - if it does, it indicates and |
243 |
* overflow of diff above. That should only happen if |
244 |
* we are selling objects - in that case, the person just |
245 |
* gets no money. |
246 |
*/ |
247 |
if ((sint64) val < 0) |
248 |
val = 0; |
249 |
|
250 |
/* Unidentified stuff won't sell for more than 10gp */ |
251 |
if (flag == F_SELL && !tmp->flag [FLAG_IDENTIFIED] && tmp->need_identify () && !identified) |
252 |
min_it (val, 1000); |
253 |
|
254 |
/* if we are in a shop, check how the type of shop should affect the price */ |
255 |
if (shop && who) |
256 |
{ |
257 |
if (flag == F_SELL) |
258 |
val *= shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map); |
259 |
else if (flag == F_BUY) |
260 |
{ |
261 |
/* |
262 |
* when buying, if the item was sold by another player, it is ok to |
263 |
* let the item be sold cheaper, according to the specialisation of |
264 |
* the shop. If a player sold an item here, then his sale price was |
265 |
* multiplied by the specialisation ratio, to do the same to the buy |
266 |
* price will not generate extra money. However, the |
267 |
* same is not true of generated items, these have to /divide/ by the |
268 |
* specialisation, so that the price is never less than what they could |
269 |
* be sold for (otherwise players could camp map resets to make money). |
270 |
* In game terms, a non-specialist shop, might not recognise the true |
271 |
* value of the items they sell (much like how people sometimes find |
272 |
* antiques in a junk shop in real life). |
273 |
*/ |
274 |
if (tmp->flag [FLAG_PLAYER_SOLD]) |
275 |
val *= shop_specialisation_ratio (tmp, who->map); |
276 |
else |
277 |
val /= shop_specialisation_ratio (tmp, who->map); |
278 |
|
279 |
val *= shop_greed (who->map) / shopkeeper_approval (who->map, who); |
280 |
} |
281 |
|
282 |
/* we will also have an extra 0-5% variation between shops of the same type |
283 |
* for valuable items (below a value of 50 this effect wouldn't be very |
284 |
* pointful, and could give fun with rounding. |
285 |
*/ |
286 |
//TODO: why use cosf at all, just % and scale linearly, gives more even distribution |
287 |
if (val > 50) |
288 |
val *= 1 + .05f * cosf ((tmp->uuid.seq & 0xffff) * M_PI * 2. / 0x10000); |
289 |
} |
290 |
|
291 |
return val; |
292 |
} |
293 |
|
294 |
/* Find the coin type that is worth more the 'c'. Starts at the |
295 |
* cointype placement. |
296 |
*/ |
297 |
|
298 |
static archetype * |
299 |
find_next_coin (sint64 c, int *cointype) |
300 |
{ |
301 |
archetype *coin; |
302 |
|
303 |
do |
304 |
{ |
305 |
if (!coins [*cointype]) |
306 |
return 0; |
307 |
|
308 |
coin = archetype::find (coins [*cointype]); |
309 |
|
310 |
if (!coin) |
311 |
return 0; |
312 |
|
313 |
*cointype += 1; |
314 |
} |
315 |
while (coin->value > c); |
316 |
|
317 |
return coin; |
318 |
} |
319 |
|
320 |
/* This returns a string of how much something is worth based on |
321 |
* an integer being passed. |
322 |
* cost is the cost we need to represent. |
323 |
* While cost is 64 bit, the number of any coin is still really |
324 |
* limited to 32 bit (size of nrof field). If it turns out players |
325 |
* have so much money that they have more than 2 billion platinum |
326 |
* coins, there are certainly issues - the easiest fix at that |
327 |
* time is to add a higher denomination (mithril piece with |
328 |
* 10,000 silver or something) |
329 |
*/ |
330 |
const char * |
331 |
cost_string_from_value (sint64 cost, int approx) |
332 |
{ |
333 |
archetype *coin, *next_coin; |
334 |
int num, cointype = 0; |
335 |
|
336 |
coin = find_next_coin (cost, &cointype); |
337 |
if (!coin) |
338 |
return "nothing"; |
339 |
|
340 |
num = cost / coin->value; |
341 |
/* so long as nrof is 32 bit, this is true. |
342 |
* If it takes more coins than a person can possibly carry, this |
343 |
* is basically true. |
344 |
*/ |
345 |
if (cost / coin->value > UINT32_MAX) |
346 |
return "an unimaginable sum of money"; |
347 |
|
348 |
cost -= num * (sint64)coin->value; |
349 |
|
350 |
char *buf = format ("%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name); |
351 |
|
352 |
next_coin = find_next_coin (cost, &cointype); |
353 |
if (!next_coin || approx) |
354 |
return buf; |
355 |
|
356 |
coin = next_coin; |
357 |
num = cost / coin->value; |
358 |
cost -= num * (sint64)coin->value; |
359 |
|
360 |
return format ("%s and %d %s", buf, num, num > 1 ? &coin->object::name_pl : &coin->object::name); |
361 |
} |
362 |
|
363 |
const char * |
364 |
query_cost_string (const object *tmp, object *who, int flag) |
365 |
{ |
366 |
sint64 real_value = query_cost (tmp, who, flag); |
367 |
int idskill1 = 0; |
368 |
int idskill2 = 0; |
369 |
const typedata *tmptype; |
370 |
|
371 |
tmptype = get_typedata (tmp->type); |
372 |
if (tmptype) |
373 |
{ |
374 |
idskill1 = tmptype->identifyskill; |
375 |
idskill2 = tmptype->identifyskill2; |
376 |
} |
377 |
|
378 |
/* we show an approximate price if |
379 |
* 1) we are approximating |
380 |
* 2) there either is no id skill(s) for the item, or we don't have them |
381 |
* 3) we don't have bargaining skill either |
382 |
*/ |
383 |
if (flag & F_APPROX) |
384 |
{ |
385 |
if (!idskill1 || !find_skill_by_number (who, idskill1)) |
386 |
{ |
387 |
if (!idskill2 || !find_skill_by_number (who, idskill2)) |
388 |
{ |
389 |
if (!find_skill_by_name (who, shstr_bargaining)) |
390 |
{ |
391 |
int num, cointype = 0; |
392 |
archetype *coin = find_next_coin (real_value, &cointype); |
393 |
|
394 |
if (!coin) |
395 |
return "nothing"; |
396 |
|
397 |
num = real_value / coin->value; |
398 |
|
399 |
if (num == 1) |
400 |
return format ("about one %s", &coin->object::name); |
401 |
else if (num < 5) |
402 |
return format ("a few %s", &coin->object::name_pl); |
403 |
else if (num < 10) |
404 |
return format ("several %s", &coin->object::name_pl); |
405 |
else if (num < 25) |
406 |
return format ("a moderate amount of %s", &coin->object::name_pl); |
407 |
else if (num < 100) |
408 |
return format ("lots of %s", &coin->object::name_pl); |
409 |
else if (num < 1000) |
410 |
return format ("a great many %s", &coin->object::name_pl); |
411 |
else |
412 |
return format ("a vast quantity of %s", &coin->object::name_pl); |
413 |
} |
414 |
} |
415 |
} |
416 |
|
417 |
if (approx_range) |
418 |
{ |
419 |
int hash = tmp->random_seed () & 1023; |
420 |
sint64 lo = real_value - (approx_range * hash >> 10); |
421 |
|
422 |
return format ("between %s and %s", |
423 |
cost_string_from_value (lo, 1), |
424 |
cost_string_from_value (lo + approx_range, 1)); |
425 |
} |
426 |
} |
427 |
|
428 |
return cost_string_from_value (real_value, 0); |
429 |
} |
430 |
|
431 |
/* This function finds out how much money the player is carrying, |
432 |
* including what is in containers. |
433 |
*/ |
434 |
sint64 |
435 |
query_money (const object *op) |
436 |
{ |
437 |
object *tmp; |
438 |
sint64 total = 0; |
439 |
|
440 |
if (op->type != PLAYER && op->type != CONTAINER) |
441 |
{ |
442 |
LOG (llevError, "Query money called with non player/container\n"); |
443 |
return 0; |
444 |
} |
445 |
|
446 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
447 |
if (tmp->type == MONEY) |
448 |
total += tmp->nrof * (sint64)tmp->value; |
449 |
else if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && (!tmp->race || tmp->race.contains (shstr_gold))) |
450 |
total += query_money (tmp); |
451 |
|
452 |
return total; |
453 |
} |
454 |
|
455 |
/* TCHIZE: This function takes the amount of money from the |
456 |
* the player inventory and from it's various pouches using the |
457 |
* pay_from_container function. |
458 |
* returns 0 if not possible. 1 if success |
459 |
*/ |
460 |
int |
461 |
pay_for_amount (sint64 to_pay, object *pl) |
462 |
{ |
463 |
object *pouch; |
464 |
|
465 |
if (to_pay == 0) |
466 |
return 1; |
467 |
|
468 |
if (to_pay > query_money (pl)) |
469 |
return 0; |
470 |
|
471 |
pay_from_container (pl, pl, to_pay); |
472 |
|
473 |
for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) |
474 |
if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && (!pouch->race || pouch->race.contains (shstr_gold))) |
475 |
pay_from_container (pl, pouch, to_pay); |
476 |
|
477 |
pl->update_stats (); |
478 |
return 1; |
479 |
} |
480 |
|
481 |
/* DAMN: This is now a wrapper for pay_from_container, which is |
482 |
* called for the player, then for each active container that can hold |
483 |
* money until op is paid for. Change will be left wherever the last |
484 |
* of the price was paid from. |
485 |
*/ |
486 |
int |
487 |
pay_for_item (object *op, object *pl) |
488 |
{ |
489 |
sint64 to_pay = query_cost (op, pl, F_BUY | F_SHOP); |
490 |
object *pouch; |
491 |
sint64 saved_money; |
492 |
|
493 |
if (to_pay == 0) |
494 |
return 1; |
495 |
|
496 |
if (to_pay > query_money (pl)) |
497 |
return 0; |
498 |
|
499 |
/* We compare the paid price with the one for a player |
500 |
* without bargaining skill. |
501 |
* This determins the amount of exp (if any) gained for bargaining. |
502 |
*/ |
503 |
saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay; |
504 |
|
505 |
if (saved_money > 0) |
506 |
change_exp (pl, saved_money, shstr_bargaining, SK_EXP_NONE); |
507 |
|
508 |
pay_from_container (pl, pl, to_pay); |
509 |
|
510 |
for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) |
511 |
if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && (!pouch->race || pouch->race.contains (shstr_gold))) |
512 |
pay_from_container (pl, pouch, to_pay); |
513 |
|
514 |
pl->update_stats (); |
515 |
|
516 |
return 1; |
517 |
} |
518 |
|
519 |
/* This pays for the item, and takes the proper amount of money off |
520 |
* the player. |
521 |
* CF 0.91.4 - this function is mostly redone in order to fix a bug |
522 |
* with weight not be subtracted properly. We now remove and |
523 |
* insert the coin objects - this should update the weight |
524 |
* appropriately |
525 |
* |
526 |
* DAMN: This function is used for the player, then for any active |
527 |
* containers that can hold money. |
528 |
* |
529 |
* pouch is the container (pouch or player) to remove the coins from. |
530 |
* to_pay is the required amount. |
531 |
* returns the amount still missing after using "pouch". |
532 |
*/ |
533 |
static void |
534 |
pay_from_container (object *pl, object *pouch, sint64 &to_pay) |
535 |
{ |
536 |
int count, i; |
537 |
object *tmp, *next; |
538 |
archetype *at; |
539 |
|
540 |
if (pouch->type != PLAYER && pouch->type != CONTAINER) |
541 |
return; |
542 |
|
543 |
object *coin_objs[NUM_COINS] = { 0 }; |
544 |
|
545 |
/* This hunk should remove all the money objects from the player/container */ |
546 |
for (tmp = pouch->inv; tmp; tmp = next) |
547 |
{ |
548 |
next = tmp->below; |
549 |
|
550 |
if (tmp->type == MONEY) |
551 |
{ |
552 |
for (i = 0; i < NUM_COINS; i++) |
553 |
{ |
554 |
if (tmp->value == tmp->arch->value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->archname)) |
555 |
{ |
556 |
// This should not happen, but if it does, just merge the two. |
557 |
if (coin_objs [i]) |
558 |
{ |
559 |
LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]); |
560 |
coin_objs[i]->nrof += tmp->nrof; |
561 |
tmp->destroy (); |
562 |
} |
563 |
else |
564 |
{ |
565 |
tmp->remove (); |
566 |
coin_objs[i] = tmp; |
567 |
} |
568 |
|
569 |
break; |
570 |
} |
571 |
} |
572 |
|
573 |
if (i == NUM_COINS) |
574 |
LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->archname); |
575 |
} |
576 |
} |
577 |
|
578 |
/* Fill in any gaps in the coin_objs array - needed to make change. */ |
579 |
/* Note that the coin_objs array goes from least value to greatest value */ |
580 |
for (i = 0; i < NUM_COINS; i++) |
581 |
if (!coin_objs[i]) |
582 |
{ |
583 |
at = archetype::find (coins[NUM_COINS - 1 - i]); |
584 |
|
585 |
if (at == NULL) |
586 |
LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]); |
587 |
|
588 |
coin_objs[i] = at->instance (); |
589 |
coin_objs[i]->nrof = 0; |
590 |
} |
591 |
|
592 |
for (i = 0; i < NUM_COINS; i++) |
593 |
{ |
594 |
object &coin = *coin_objs[i]; |
595 |
sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, (sint64) coin.nrof); |
596 |
to_pay -= num_coins * coin.value; |
597 |
|
598 |
coin.nrof -= num_coins; |
599 |
/* Now start making change. Start at the coin value |
600 |
* below the one we just did, and work down to |
601 |
* the lowest value. |
602 |
*/ |
603 |
count = i - 1; |
604 |
|
605 |
while (to_pay < 0 && count >= 0) |
606 |
{ |
607 |
num_coins = (-to_pay) / coin_objs[count]->value; |
608 |
coin_objs[count]->nrof += num_coins; |
609 |
to_pay += num_coins * coin_objs[count]->value; |
610 |
count--; |
611 |
} |
612 |
} |
613 |
|
614 |
for (i = 0; i < NUM_COINS; i++) |
615 |
if (coin_objs[i]->nrof) |
616 |
insert_ob_in_ob (coin_objs [i], pouch); |
617 |
else |
618 |
coin_objs[i]->destroy (); |
619 |
} |
620 |
|
621 |
/* Checks all unpaid items in op's inventory, adds up all the money they |
622 |
* have, and checks that they can actually afford what they want to buy. |
623 |
* Returns 1 if they can, and 0 if they can't. also prints an appropriate message |
624 |
* to the player |
625 |
*/ |
626 |
int |
627 |
can_pay (object *pl) |
628 |
{ |
629 |
int unpaid_count = 0; |
630 |
sint64 unpaid_price = 0; |
631 |
sint64 player_wealth = query_money (pl); |
632 |
|
633 |
if (!pl || pl->type != PLAYER) |
634 |
{ |
635 |
LOG (llevError, "can_pay(): called against something that isn't a player\n"); |
636 |
return 0; |
637 |
} |
638 |
|
639 |
for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item) |
640 |
if (item->flag [FLAG_UNPAID]) |
641 |
{ |
642 |
unpaid_count++; |
643 |
unpaid_price += query_cost (item, pl, F_BUY | F_SHOP); |
644 |
} |
645 |
|
646 |
if (unpaid_price > player_wealth) |
647 |
{ |
648 |
dynbuf_text &buf = msg_dynbuf; buf.clear (); |
649 |
|
650 |
buf << "You have " << unpaid_count |
651 |
<< " unpaid item(s) that would cost you " << cost_string_from_value (unpaid_price, 0) |
652 |
<< ". You need another " << cost_string_from_value (unpaid_price - player_wealth, 0) |
653 |
<< " to be able to afford that. " |
654 |
"H<You cannot leave a shop without paying - drop unpaid items first to be able to leave.>"; |
655 |
|
656 |
pl->failmsg (buf); |
657 |
|
658 |
return 0; |
659 |
} |
660 |
else |
661 |
return 1; |
662 |
} |
663 |
|
664 |
/* Better get_payment, descends containers looking for |
665 |
* unpaid items, and pays for them. |
666 |
* returns 0 if the player still has unpaid items. |
667 |
* returns 1 if the player has paid for everything. |
668 |
* pl is the player buying the stuff. |
669 |
*/ |
670 |
int |
671 |
get_payment (object *pl) |
672 |
{ |
673 |
for (;;) |
674 |
{ |
675 |
next_item: |
676 |
|
677 |
for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op) |
678 |
{ |
679 |
if (op->flag [FLAG_UNPAID]) |
680 |
{ |
681 |
const char *buf = query_cost_string (op, pl, F_BUY | F_SHOP); |
682 |
|
683 |
if (!pay_for_item (op, pl)) |
684 |
{ |
685 |
sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl); |
686 |
|
687 |
op->clr_flag (FLAG_UNPAID); |
688 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op)); |
689 |
op->set_flag (FLAG_UNPAID); |
690 |
return 0; |
691 |
} |
692 |
else |
693 |
{ |
694 |
op->clr_flag (FLAG_UNPAID); |
695 |
op->clr_flag (FLAG_PLAYER_SOLD); |
696 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You paid %s for %s.", buf, query_name (op)); |
697 |
|
698 |
if (!merge_ob (op, op->env->inv)) |
699 |
esrv_update_item (UPD_FLAGS, pl, op); |
700 |
|
701 |
goto next_item; |
702 |
} |
703 |
} |
704 |
} |
705 |
|
706 |
return 1; |
707 |
} |
708 |
} |
709 |
|
710 |
/* written by elmex: |
711 |
* moved this code from sell_item () here to have a function |
712 |
* that pays the player an amount. Mainly put the code here to |
713 |
* be able to call it from a plugin. |
714 |
* |
715 |
* If the player can't carry all the money that is paid, it gets inserted |
716 |
* in his inventory anyway. This is the best alternative to not pay any money |
717 |
* or put it on the ground under the player. This way the player can still |
718 |
* go somewhere and unload the money at a safe place. |
719 |
* |
720 |
*/ |
721 |
void |
722 |
pay_player (object *pl, sint64 amount) |
723 |
{ |
724 |
int count = 0; |
725 |
archetype *at = 0; |
726 |
object *pouch = 0; |
727 |
|
728 |
for (count = 0; coins[count]; count++) |
729 |
{ |
730 |
at = archetype::find (coins[count]); |
731 |
|
732 |
if (at == NULL) |
733 |
LOG (llevError, "Could not find %s archetype\n", coins[count]); |
734 |
else if ((amount / at->value) > 0) |
735 |
{ |
736 |
for (pouch = pl->inv; pouch; pouch = pouch->below) |
737 |
{ |
738 |
if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && pouch->race.contains (shstr_gold)) |
739 |
{ |
740 |
int w = at->weight * (100 - pouch->stats.Str) / 100; |
741 |
int n = amount / at->value; |
742 |
|
743 |
if (w == 0) |
744 |
w = 1; /* Prevent divide by zero */ |
745 |
|
746 |
if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit)) |
747 |
{ |
748 |
if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) |
749 |
n = (pouch->weight_limit - pouch->carrying) / w; |
750 |
|
751 |
object *tmp = at->instance (); |
752 |
tmp->nrof = n; |
753 |
amount -= tmp->nrof * tmp->value; |
754 |
pouch->insert (tmp); |
755 |
} |
756 |
} |
757 |
} |
758 |
|
759 |
if (amount / at->value > 0) |
760 |
{ |
761 |
object *tmp = at->instance (); |
762 |
tmp->nrof = amount / tmp->value; |
763 |
amount -= tmp->nrof * tmp->value; |
764 |
pl->insert (tmp); |
765 |
} |
766 |
} |
767 |
} |
768 |
|
769 |
if (amount != 0) |
770 |
LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount); |
771 |
} |
772 |
|
773 |
/* elmex: this is for the bank plugin :( */ |
774 |
sint64 |
775 |
pay_player_arch (object *pl, const char *arch, sint64 amount) |
776 |
{ |
777 |
if (amount) |
778 |
{ |
779 |
object *ob = archetype::get (arch); |
780 |
|
781 |
if (!ob) |
782 |
return 0; |
783 |
|
784 |
ob->nrof = amount; |
785 |
pl->insert (ob); |
786 |
} |
787 |
|
788 |
return 1; |
789 |
} |
790 |
|
791 |
/* Modified function to give out platinum coins. This function uses |
792 |
* the coins[] array to know what coins are available, just like |
793 |
* buy item. |
794 |
* |
795 |
* Modified to fill available race: gold containers before dumping |
796 |
* remaining coins in character's inventory. |
797 |
*/ |
798 |
bool |
799 |
sell_item (object *op, object *pl) |
800 |
{ |
801 |
sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain; |
802 |
|
803 |
if (pl == NULL || pl->type != PLAYER) |
804 |
{ |
805 |
LOG (llevDebug, "Object other than player tried to sell something.\n"); |
806 |
return false; |
807 |
} |
808 |
|
809 |
op->custom_name = 0; |
810 |
|
811 |
if (!amount) |
812 |
{ |
813 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", |
814 |
query_name (op)); |
815 |
// elmex: change: the player now gets the item back if the shop is not |
816 |
// interested in it. |
817 |
return false; |
818 |
} |
819 |
|
820 |
/* We compare the price with the one for a player |
821 |
* without bargaining skill. |
822 |
* This determins the amount of exp (if any) gained for bargaining. |
823 |
* exp/10 -> 1 for each gold coin |
824 |
*/ |
825 |
extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP); |
826 |
|
827 |
if (extra_gain > 0) |
828 |
change_exp (pl, extra_gain / 10, shstr_bargaining, SK_EXP_NONE); |
829 |
|
830 |
pay_player (pl, amount); |
831 |
|
832 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.", |
833 |
query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op)); |
834 |
pl->play_sound (sound_find ("shop_sell")); |
835 |
|
836 |
op->set_flag (FLAG_UNPAID); |
837 |
identify (op); |
838 |
|
839 |
return true; |
840 |
} |
841 |
|
842 |
/* returns a double that is the ratio of the price that a shop will offer for |
843 |
* item based on the shops specialisation. Does not take account of greed, |
844 |
* returned value is between SPECIALISATION_EFFECT and 1. |
845 |
*/ |
846 |
static double |
847 |
shop_specialisation_ratio (const object *item, const maptile *map) |
848 |
{ |
849 |
shopitems *items = map->shopitems; |
850 |
int likedness = 0; |
851 |
int i; |
852 |
|
853 |
if (item == NULL) |
854 |
{ |
855 |
LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path); |
856 |
return 0; |
857 |
} |
858 |
|
859 |
if (!item->type) |
860 |
{ |
861 |
LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type: %s\n", item->debug_desc ()); |
862 |
/* |
863 |
* I'm not really sure what the /right/ thing to do here is, these types of |
864 |
* item shouldn't exist anyway, but returning the ratio is probably the best bet.." |
865 |
*/ |
866 |
return SPECIALISATION_EFFECT; |
867 |
} |
868 |
|
869 |
if (map->shopitems) |
870 |
for (i = 0; i < items[0].index; i++) |
871 |
if (items[i].typenum == item->type || (!items[i].typenum && !likedness)) |
872 |
likedness = items[i].strength; |
873 |
|
874 |
if (likedness > 100) |
875 |
{ /* someone has been rather silly with the map headers. */ |
876 |
LOG (llevDebug, "shop_specialisation ratio: item %s on map %s is above 100%%\n", item->debug_desc (), &map->path); |
877 |
likedness = 100; |
878 |
} |
879 |
|
880 |
if (likedness < -100) |
881 |
{ |
882 |
LOG (llevDebug, "shop_specialisation ratio: item %s on map %s is below -100%%\n", item->debug_desc (), &map->path); |
883 |
likedness = -100; |
884 |
} |
885 |
|
886 |
return lerp (double (likedness), -100., 100., SPECIALISATION_EFFECT, 1.); |
887 |
} |
888 |
|
889 |
/*returns the greed of the shop on map, or 1 if it isn't specified. */ |
890 |
static double |
891 |
shop_greed (const maptile *map) |
892 |
{ |
893 |
return map->shopgreed |
894 |
? map->shopgreed |
895 |
: 1.; |
896 |
} |
897 |
|
898 |
/* Returns a double based on how much the shopkeeper approves of the player. |
899 |
* this is based on the race of the shopkeeper and that of the player. |
900 |
*/ |
901 |
double |
902 |
shopkeeper_approval (const maptile *map, const object *player) |
903 |
{ |
904 |
return map->shoprace && player->race != map->shoprace |
905 |
? DISLIKE_RATIO |
906 |
: 1.; |
907 |
} |
908 |
|
909 |
/* limit the value of items based on the wealth of the shop. If the item is close |
910 |
* to the maximum value a shop will offer, we start to reduce it, if the item is |
911 |
* below the minimum value the shop is prepared to trade in, then we don't |
912 |
* want it and offer nothing. If it isn't a shop, check whether we should do generic |
913 |
* value reduction. |
914 |
* |
915 |
*/ |
916 |
static sint64 |
917 |
value_limit (sint64 val, int quantity, const object *who, int isshop) |
918 |
{ |
919 |
sint64 newval, unit_price, tmpshopmax; |
920 |
maptile *map; |
921 |
|
922 |
unit_price = val / quantity; |
923 |
|
924 |
if (!isshop || !who) |
925 |
{ |
926 |
if (unit_price > 250000) |
927 |
newval = (sint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.); |
928 |
else |
929 |
newval = unit_price; |
930 |
} |
931 |
else |
932 |
{ |
933 |
if (!who->map) |
934 |
{ |
935 |
LOG (llevError, "value_limit: asked shop price for ob %s on NULL map\n", &who->name); |
936 |
return val; |
937 |
} |
938 |
|
939 |
map = who->map; |
940 |
|
941 |
tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default |
942 |
|
943 |
if (map->shopmin && unit_price < map->shopmin) |
944 |
return 0; |
945 |
else if (unit_price > tmpshopmax / 2) |
946 |
newval = min ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax); |
947 |
else |
948 |
newval = unit_price; |
949 |
} |
950 |
|
951 |
newval *= quantity; |
952 |
|
953 |
return newval; |
954 |
} |
955 |
|
956 |
/* gives a desciption of the shop on their current map to the player op. */ |
957 |
int |
958 |
describe_shop (const object *op) |
959 |
{ |
960 |
dynbuf_text buf; |
961 |
maptile *map = op->map; |
962 |
|
963 |
/*shopitems *items=map->shopitems; */ |
964 |
int i; |
965 |
double opinion = 0; |
966 |
|
967 |
if (op->type != PLAYER) |
968 |
return 0; |
969 |
|
970 |
/*check if there is a shop specified for this map */ |
971 |
if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) |
972 |
{ |
973 |
buf << "From looking at the nearby shop you determine that it trades in "; |
974 |
int lastcomma = 0, prevcomma = 0; |
975 |
|
976 |
if (map->shopitems) |
977 |
for (i = 0; i < map->shopitems[0].index; i++) |
978 |
if (map->shopitems[i].name && map->shopitems[i].strength > 10) |
979 |
{ |
980 |
buf << map->shopitems[i].name_pl; |
981 |
prevcomma = lastcomma; |
982 |
lastcomma = buf.size (); // remember offset |
983 |
buf << ", "; |
984 |
} |
985 |
|
986 |
if (lastcomma) |
987 |
{ |
988 |
buf.splice (lastcomma, 2); |
989 |
|
990 |
if (prevcomma) |
991 |
buf.splice (prevcomma, 2, " and "); |
992 |
} |
993 |
else |
994 |
buf << "a little of everything."; |
995 |
|
996 |
buf << ".\n\n"; |
997 |
|
998 |
if (map->shopmax) |
999 |
buf << "It won't trade for items above " << cost_string_from_value (map->shopmax, 0) << ".\n\n"; |
1000 |
|
1001 |
if (map->shopmin) |
1002 |
buf << "It won't trade in items worth less than " << cost_string_from_value (map->shopmin, 0) << ".\n\n"; |
1003 |
|
1004 |
if (map->shopgreed) |
1005 |
{ |
1006 |
if (map->shopgreed > 2.0) |
1007 |
buf << "It tends to overcharge massively.\n\n"; |
1008 |
else if (map->shopgreed > 1.5) |
1009 |
buf << "It tends to overcharge substantially.\n\n"; |
1010 |
else if (map->shopgreed > 1.1) |
1011 |
buf << "It tends to overcharge slightly.\n\n"; |
1012 |
else if (map->shopgreed < 0.9) |
1013 |
buf << "It tends to undercharge.\n\n"; |
1014 |
} |
1015 |
|
1016 |
if (map->shoprace) |
1017 |
{ |
1018 |
opinion = shopkeeper_approval (map, op); |
1019 |
|
1020 |
if (opinion > 0.8) |
1021 |
buf << "You think the shopkeeper likes you.\n\n"; |
1022 |
else if (opinion > 0.5) |
1023 |
buf << "The shopkeeper seems unconcerned by you.\n\n"; |
1024 |
else |
1025 |
buf << "The shopkeeper seems to have taken a dislike to you.\n\n"; |
1026 |
} |
1027 |
} |
1028 |
else |
1029 |
buf << "There is no shop nearby.\n\n"; |
1030 |
|
1031 |
op->contr->infobox (MSG_CHANNEL ("shopinfo"), buf); |
1032 |
|
1033 |
return 1; |
1034 |
} |
1035 |
|
1036 |
struct shopinv |
1037 |
{ |
1038 |
char *item_sort; |
1039 |
char *item_real; |
1040 |
sint64 value; |
1041 |
uint16 type; |
1042 |
uint32 nrof; |
1043 |
}; |
1044 |
|
1045 |
/* There are a lot fo extra casts in here just to suppress warnings - it |
1046 |
* makes it look uglier than it really it. |
1047 |
* The format of the strings we get is type:name. So we first want to |
1048 |
* sort by type (numerical) - if the same type, then sort by name. |
1049 |
*/ |
1050 |
static int |
1051 |
shop_sort (const void *a1, const void *a2) |
1052 |
{ |
1053 |
shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2; |
1054 |
|
1055 |
if (s1->type < s2->type) |
1056 |
return -1; |
1057 |
|
1058 |
if (s1->type > s2->type) |
1059 |
return 1; |
1060 |
|
1061 |
/* the type is the same (what atoi gets), so do a strcasecmp to sort |
1062 |
* via alphabetical order |
1063 |
*/ |
1064 |
return strcasecmp (s1->item_sort, s2->item_sort); |
1065 |
} |
1066 |
|
1067 |
static void |
1068 |
add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated) |
1069 |
{ |
1070 |
/* clear unpaid flag so that doesn't come up in query |
1071 |
* string. We clear nrof so that we can better sort |
1072 |
* the object names. |
1073 |
*/ |
1074 |
|
1075 |
tmp->clr_flag (FLAG_UNPAID); |
1076 |
items[*numitems].nrof = tmp->nrof; |
1077 |
/* Non mergable items have nrof of 0, but count them as one |
1078 |
* so the display is properly. |
1079 |
*/ |
1080 |
if (tmp->nrof == 0) |
1081 |
items[*numitems].nrof++; |
1082 |
items[*numitems].type = tmp->type; |
1083 |
|
1084 |
items[*numitems].value = tmp->value; |
1085 |
|
1086 |
switch (tmp->type) |
1087 |
{ |
1088 |
#if 0 |
1089 |
case BOOTS: |
1090 |
case GLOVES: |
1091 |
case RING: |
1092 |
case AMULET: |
1093 |
case BRACERS: |
1094 |
case GIRDLE: |
1095 |
sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL)); |
1096 |
items[*numitems].item_sort = strdup (buf); |
1097 |
sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL)); |
1098 |
items[*numitems].item_real = strdup (buf); |
1099 |
(*numitems)++; |
1100 |
break; |
1101 |
#endif |
1102 |
|
1103 |
default: |
1104 |
items[*numitems].item_sort = strdup (query_base_name (tmp, 0)); |
1105 |
items[*numitems].item_real = strdup (query_base_name (tmp, 1)); |
1106 |
items[*numitems].value += tmp->value; |
1107 |
(*numitems)++; |
1108 |
break; |
1109 |
} |
1110 |
|
1111 |
tmp->set_flag (FLAG_UNPAID); |
1112 |
} |
1113 |
|
1114 |
void |
1115 |
shop_listing (object *sign, object *op) |
1116 |
{ |
1117 |
int i, j, x1, x2, y1, y2; |
1118 |
const char *shop_coords = sign->kv [shstr_shop_coords]; |
1119 |
object *stack; |
1120 |
shopinv *items; |
1121 |
|
1122 |
/* Should never happen, but just in case a monster does apply a sign */ |
1123 |
if (!op->is_player ()) |
1124 |
return; |
1125 |
|
1126 |
dynbuf_text &buf = msg_dynbuf; buf.clear (); |
1127 |
|
1128 |
if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2))) |
1129 |
{ |
1130 |
x1 = 0; |
1131 |
y1 = 0; |
1132 |
x2 = op->map->width - 1; |
1133 |
y2 = op->map->height - 1; |
1134 |
} |
1135 |
|
1136 |
int numallocated = 40; |
1137 |
int numitems = 0; |
1138 |
items = (shopinv *)malloc (sizeof (shopinv) * numallocated); |
1139 |
|
1140 |
/* Find all the appropriate items */ |
1141 |
for (i = x1; i <= x2; i++) |
1142 |
for (j = y1; j < y2; j++) |
1143 |
if (op->map->is_in_shop (i, j)) |
1144 |
{ |
1145 |
stack = GET_MAP_OB (op->map, i, j); |
1146 |
|
1147 |
while (stack) |
1148 |
{ |
1149 |
if (stack->flag [FLAG_UNPAID]) |
1150 |
{ |
1151 |
if (numitems == numallocated) |
1152 |
items = (shopinv *)realloc (items, sizeof (shopinv) * (numallocated *= 2)); |
1153 |
|
1154 |
add_shop_item (stack, items, &numitems, &numallocated); |
1155 |
} |
1156 |
|
1157 |
stack = stack->above; |
1158 |
} |
1159 |
} |
1160 |
|
1161 |
buf << (numitems ? "T<This shop contains:>\n\n" |
1162 |
: "T<This shop is currently empty.>"); |
1163 |
|
1164 |
qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort); |
1165 |
|
1166 |
for (i = 0; i < numitems; i++) |
1167 |
{ |
1168 |
/* Collapse items of the same name together */ |
1169 |
if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real)) |
1170 |
items[i + 1].nrof += items[i].nrof; |
1171 |
else |
1172 |
{ |
1173 |
buf.printf ( |
1174 |
" %4d %s\n for %s\n", |
1175 |
items[i].nrof ? items[i].nrof : 1, |
1176 |
items[i].nrof == 1 ? items[i].item_sort : items[i].item_real, |
1177 |
cost_string_from_value (items[i].value, op->flag [FLAG_WIZ] ? 0 : 1)); |
1178 |
} |
1179 |
|
1180 |
free (items[i].item_sort); |
1181 |
free (items[i].item_real); |
1182 |
} |
1183 |
|
1184 |
op->contr->infobox (MSG_CHANNEL ("shopitems"), buf); |
1185 |
|
1186 |
free (items); |
1187 |
} |
1188 |
|
1189 |
/* elmex: this function checks whether we are in a shop or not |
1190 |
- change 2007-11-26: enhanced the O(n) case by stopping at the first |
1191 |
floor tile. this possibly will make map bugs where shopfloors are above |
1192 |
floors more obvious. |
1193 |
*/ |
1194 |
bool |
1195 |
maptile::is_in_shop (int x, int y) const |
1196 |
{ |
1197 |
for (object *floor = at (x, y).bot; floor; floor = floor->above) |
1198 |
if (floor->flag [FLAG_IS_FLOOR]) |
1199 |
return floor->type == SHOP_FLOOR; |
1200 |
|
1201 |
return false; |
1202 |
} |
1203 |
|