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/cvs/deliantra/server/server/shop.c
Revision: 1.9
Committed: Mon Jun 26 10:34:38 2006 UTC (17 years, 11 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.8: +4 -4 lines
Log Message:
offer higher prices for high-level items

File Contents

# User Rev Content
1 root 1.1 /*
2     * static char *rcsid_shop_c =
3 pippijn 1.2 * "$Id$";
4 root 1.1 */
5    
6     /*
7     CrossFire, A Multiplayer game for X-windows
8    
9     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10     Copyright (C) 1992 Frank Tore Johansen
11    
12     This program is free software; you can redistribute it and/or modify
13     it under the terms of the GNU General Public License as published by
14     the Free Software Foundation; either version 2 of the License, or
15     (at your option) any later version.
16    
17     This program is distributed in the hope that it will be useful,
18     but WITHOUT ANY WARRANTY; without even the implied warranty of
19     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20     GNU General Public License for more details.
21    
22     You should have received a copy of the GNU General Public License
23     along with this program; if not, write to the Free Software
24     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25    
26     The authors can be reached via e-mail at crossfire-devel@real-time.com
27     */
28    
29     #include <global.h>
30     #include <spells.h>
31     #include <skills.h>
32     #include <living.h>
33     #include <newclient.h>
34     #ifndef __CEXTRACT__
35     #include <sproto.h>
36     #endif
37     #include <math.h>
38    
39     /* this is a measure of how effective store specialisation is. A general store
40     * will offer this proportion of the 'maximum' price, a specialised store will
41     * offer a range of prices around it such that the maximum price is always one
42     * therefore making this number higher, makes specialisation less effective.
43     * setting this value above 1 or to a negative value would have interesting,
44     * (though not useful) effects.
45     */
46     #define SPECIALISATION_EFFECT 0.5
47    
48     /* price a shopkeeper will give someone they neither like nor dislike */
49     #define NEUTRAL_RATIO 0.8
50    
51     static uint64 pay_from_container(object *pl, object *pouch, uint64 to_pay);
52 pippijn 1.2 static uint64 value_limit(uint64 val, int quantity, const object *who, int isshop);
53     static double shop_specialisation_ratio(const object *item, const mapstruct *map);
54     static double shop_greed(const mapstruct *map);
55 root 1.1
56 pippijn 1.2 #define NUM_COINS 4 /* number of coin types */
57     static const char* const coins[] = {"royalty", "platinacoin", "goldcoin", "silvercoin", NULL};
58 root 1.1
59     /* Added F_TRUE flag to define.h to mean that the price should not
60     * be adjusted by players charisma. With F_TRUE, it returns the amount
61     * that the item is worth, if it was sold, but unadjusted by charisma.
62     * This is needed for alchemy, to to determine what value of gold nuggets
63     * should be given (the gold nuggets, when sold, will have the adjustment
64     * by charisma done at that time). NULL could have been passed as the
65     * who parameter, but then the adjustment for expensive items (>10000)
66     * would not be done.
67     *
68     * Added F_APPROX flag, which means that the price returned should be wrong by
69     * an amount related to the player's bargaining skill.
70     *
71     * Added F_SHOP flag to mean that the specialisation of the shop on the player's
72     * current map should be taken into account when determining the price. Shops that
73     * specialise in what is being traded will give better prices than those that do not.
74     *
75     * CF 0.91.4 - This function got changed around a bit. Now the
76     * number of object is multiplied by the value early on. This fixes problems
77     * with items worth very little. What happened before is that various
78     * divisions took place, the value got rounded to 0 (Being an int), and
79     * thus remained 0.
80     *
81     * Mark Wedel (mwedel@pyramid.com)
82     */
83 pippijn 1.2 uint64 query_cost(const object *tmp, object *who, int flag) {
84 root 1.1 uint64 val;
85     int number; /* used to better calculate value */
86     int no_bargain;
87     int identified;
88     int not_cursed;
89     int approximate;
90     int shop;
91 root 1.7 double diff;
92 root 1.1
93     no_bargain = flag & F_NO_BARGAIN;
94     identified = flag & F_IDENTIFIED;
95     not_cursed = flag & F_NOT_CURSED;
96     approximate = flag & F_APPROX;
97     shop = flag & F_SHOP;
98     flag &= ~(F_NO_BARGAIN|F_IDENTIFIED|F_NOT_CURSED|F_APPROX|F_SHOP);
99    
100     if (tmp->type==MONEY) return (tmp->nrof * tmp->value);
101     if (tmp->type==GEM) {
102     if (flag==F_TRUE) return (tmp->nrof * tmp->value);
103     if (flag==F_BUY) return (1.03 * tmp->nrof * tmp->value);
104     if (flag==F_SELL) return (0.97 * tmp->nrof * tmp->value);
105     LOG(llevError,"Query_cost: Gem type with unknown flag : %d\n", flag);
106     return 0;
107     }
108     number = tmp->nrof;
109     if (number==0) number=1;
110     if (QUERY_FLAG(tmp, FLAG_IDENTIFIED) || !need_identify(tmp) || identified) {
111     if (!not_cursed && (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))
112     return 0;
113     else
114     val=tmp->value * number;
115     }
116     /* This area deals with objects that are not identified, but can be */
117     else {
118     if (tmp->arch != NULL) {
119     if (flag == F_BUY) {
120     LOG(llevError, "Asking for buy-value of unidentified object.\n");
121     val = tmp->arch->clone.value * 50 * number;
122     }
123     else { /* Trying to sell something, or get true value */
124     if (tmp->type == POTION)
125     val = number * 1000; /* Don't want to give anything away */
126     else {
127     /* Get 2/3'rd value for applied objects, 1/3'rd for totally
128     * unknown objects
129     */
130     if (QUERY_FLAG(tmp, FLAG_BEEN_APPLIED))
131     val = number * tmp->arch->clone.value *2 / 3;
132     else
133     val = number * tmp->arch->clone.value / 3;
134     }
135     }
136     } else { /* No archetype with this object */
137     LOG(llevDebug,"In sell item: Have object with no archetype: %s\n", tmp->name);
138     if (flag == F_BUY) {
139     LOG(llevError, "Asking for buy-value of unidentified object without arch.\n");
140     val = number * tmp->value * 10;
141     }
142     else
143     val = number * tmp->value / 5;
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->clone.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)) &&
158     tmp->magic&&(tmp->arch==NULL||!tmp->arch->clone.magic)) {
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     /* Value of the wand is multiplied by the number of
170     * charges. the treasure code already sets up the value
171     * 50 charges is used as the baseline.
172     */
173     if (QUERY_FLAG(tmp, FLAG_IDENTIFIED) || !need_identify(tmp) || identified)
174     val=(val*tmp->stats.food) / 50;
175     else /* if not identified, presume one charge */
176     val/=50;
177     }
178    
179     /* Limit amount of money you can get for really great items. */
180 root 1.8 if (flag==F_SELL)
181 root 1.1 val=value_limit(val, number, who, shop);
182    
183 root 1.7 // use a nonlinear price adjustment. as my predecessor said, don't change
184     // the archetypes, its work required for balancing, and we don't care.
185     val = pow (val / 128., 1.4) * 128.;
186 pippijn 1.2
187 root 1.1 /* This modification is for bargaining skill.
188     * Now only players with max level in bargaining
189     * AND Cha = 30 will get optimal price.
190     * Thus charisma will never get useless.
191     * -b.e. edler@heydernet.de
192     */
193    
194     if (who!=NULL && who->type==PLAYER) {
195     int lev_bargain = 0;
196     int lev_identify = 0;
197     int idskill1=0;
198     int idskill2=0;
199     const typedata *tmptype;
200    
201     tmptype=get_typedata(tmp->type);
202    
203     if (find_skill_by_number(who,SK_BARGAINING)) {
204     lev_bargain = find_skill_by_number(who,SK_BARGAINING)->level;
205     }
206     if (tmptype) {
207     idskill1=tmptype->identifyskill;
208     if (idskill1) {
209     idskill2=tmptype->identifyskill2;
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     else LOG(llevError, "Query_cost: item %s hasn't got a valid type\n", tmp->name);
219 root 1.7
220     /* ratio determines how much of the price modification
221     * will come from the basic stat charisma
222     * the rest will come from the level in bargaining skill
223     */
224     const double cha_ratio = 0.35;
225    
226     diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double)settings.max_level, 0.25);
227 root 1.1
228 root 1.7 diff = (1. - cha_ratio) * diff
229     + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.);
230    
231     diff = .02 + (1. - .02) * diff;
232 root 1.1
233 root 1.7 if (flag == F_BUY) val = val * (1. + diff);
234     else if (flag == F_SELL) val = val * (1. - diff);
235    
236     /* If we are approximating, then the value returned should be
237     * allowed to be wrong however merely using a random number each
238     * time will not be sufficiant, as then multiple examinations
239     * would give different answers, so we'll use the count
240     * instead. Using the count, generate a value between -1
241     * and 1, we then divide by the square root of the
242     * appropriate identification skills, so that higher level players
243     * get better estimates.
244     */
245    
246 root 1.1 if (approximate)
247 root 1.7 val += val * ((((int)(tmp->count & 1023) - 512) / 512.) / sqrt (lev_identify * 0.6 + 0.3));
248 root 1.1 }
249    
250     /* I don't think this should really happen - if it does, it indicates and
251     * overflow of diff above. That shoudl only happen if
252     * we are selling objects - in that case, the person just
253     * gets no money.
254     */
255     if((sint64)val<0)
256     val=0;
257    
258     /* Unidentified stuff won't sell for more than 60gp */
259     if(flag==F_SELL && !QUERY_FLAG(tmp, FLAG_IDENTIFIED) && need_identify(tmp) && !identified) {
260     val = (val > 600)? 600:val;
261     }
262    
263     /* if we are in a shop, check how the type of shop should affect the price */
264     if (shop && who) {
265     if (flag==F_SELL)
266     val=(sint64)val*shop_specialisation_ratio(tmp, who->map)*shopkeeper_approval(who->map, who)
267     /shop_greed(who->map);
268     else if (flag==F_BUY) {
269     /*
270     * when buying, if the item was sold by another player, it is ok to
271     * let the item be sold cheaper, according to the specialisation of
272     * the shop. If a player sold an item here, then his sale price was
273     * multiplied by the specialisation ratio, to do the same to the buy
274     * price will not generate extra money. However, the
275     * same is not true of generated items, these have to /divide/ by the
276     * specialisation, so that the price is never less than what they could
277     * be sold for (otherwise players could camp map resets to make money).
278     * In game terms, a non-specialist shop, might not recognise the true
279     * value of the items they sell (much like how people sometimes find
280     * antiques in a junk shop in real life).
281     */
282     if (QUERY_FLAG(tmp, FLAG_PLAYER_SOLD))
283     val=(sint64)val*shop_greed(who->map)*shop_specialisation_ratio(tmp, who->map)
284     /shopkeeper_approval(who->map, who);
285     else
286     val=(sint64)val*shop_greed(who->map)
287     /(shop_specialisation_ratio(tmp, who->map)*shopkeeper_approval(who->map, who));
288     }
289     /* we will also have an extra 0-5% variation between shops of the same type
290     * for valuable items (below a value of 50 this effect wouldn't be very
291     * pointful, and could give fun with rounding.
292     */
293     if(who->map->path!=NULL && val > 50)
294     val=(sint64)val+0.05*(sint64)val*cos(tmp->count+strlen(who->map->path));
295     }
296     return val;
297     }
298    
299     /* Find the coin type that is worth more the 'c'. Starts at the
300     * cointype placement.
301     */
302    
303     static archetype *find_next_coin(uint64 c, int *cointype) {
304     archetype *coin;
305    
306     do {
307     if (coins[*cointype]==NULL) return NULL;
308     coin = find_archetype(coins[*cointype]);
309     if (coin == NULL)
310     return NULL;
311     *cointype += 1;
312     } while (coin->clone.value > c);
313    
314     return coin;
315     }
316    
317     /* This returns a string of how much something is worth based on
318     * an integer being passed.
319     * cost is the cost we need to represent.
320     * While cost is 64 bit, the number of any coin is still really
321     * limited to 32 bit (size of nrof field). If it turns out players
322     * have so much money that they have more than 2 billion platinum
323     * coins, there are certainly issues - the easiest fix at that
324     * time is to add a higher denomination (mithril piece with
325     * 10,000 silver or something)
326     */
327 pippijn 1.2 static const char *cost_string_from_value(uint64 cost)
328 root 1.1 {
329     static char buf[MAX_BUF];
330     archetype *coin, *next_coin;
331     char *endbuf;
332     int num, cointype = 0;
333    
334     coin = find_next_coin(cost, &cointype);
335     if (coin == NULL)
336     return "nothing";
337    
338     num = cost / coin->clone.value;
339     /* so long as nrof is 32 bit, this is true.
340     * If it takes more coins than a person can possibly carry, this
341     * is basically true.
342     */
343     if ( (cost / coin->clone.value) > UINT32_MAX) {
344     strcpy(buf,"an unimaginable sum of money.");
345     return buf;
346     }
347    
348     cost -= (uint64)num * (uint64)coin->clone.value;
349     if (num == 1)
350     sprintf(buf, "1 %s", coin->clone.name);
351     else
352 pippijn 1.2 sprintf(buf, "%d %s", num, coin->clone.name_pl);
353 root 1.1
354     next_coin = find_next_coin(cost, &cointype);
355     if (next_coin == NULL)
356     return buf;
357    
358 pippijn 1.6 endbuf = buf + strlen(buf);
359 root 1.1
360 pippijn 1.6 coin = next_coin;
361     num = cost / coin->clone.value;
362     cost -= (uint64)num * (uint64)coin->clone.value;
363    
364     strcat(endbuf, " and "); endbuf += 5;
365     if (num == 1)
366     sprintf(endbuf, "1 %s", coin->clone.name);
367     else
368     sprintf(endbuf, "%d %s", num, coin->clone.name_pl);
369    
370 root 1.1 return buf;
371     }
372    
373 pippijn 1.2 const char *query_cost_string(const object *tmp,object *who,int flag) {
374 root 1.1 uint64 real_value = query_cost(tmp,who,flag);
375     int idskill1=0;
376     int idskill2=0;
377     const typedata *tmptype;
378    
379     tmptype=get_typedata(tmp->type);
380     if (tmptype) {
381     idskill1=tmptype->identifyskill;
382     idskill2=tmptype->identifyskill2;
383     }
384    
385     /* we show an approximate price if
386     * 1) we are approximating
387     * 2) there either is no id skill(s) for the item, or we don't have them
388     * 3) we don't have bargaining skill either
389     */
390     if (flag & F_APPROX) {
391     if (!idskill1 || !find_skill_by_number(who, idskill1)) {
392     if (!idskill2 || !find_skill_by_number(who, idskill2)) {
393     if (!find_skill_by_number(who,SK_BARGAINING)) {
394     static char buf[MAX_BUF];
395     int num, cointype = 0;
396     archetype *coin = find_next_coin(real_value, &cointype);
397    
398     if (coin == NULL) return "nothing";
399    
400     num = real_value / coin->clone.value;
401     if (num == 1)
402     sprintf(buf, "about one %s", coin->clone.name);
403     else if (num < 5)
404     sprintf(buf, "a few %s", coin->clone.name_pl);
405     else if (num < 10)
406     sprintf(buf, "several %s", coin->clone.name_pl);
407     else if (num < 25)
408     sprintf(buf, "a moderate amount of %s", coin->clone.name_pl);
409     else if (num < 100)
410     sprintf(buf, "lots of %s", coin->clone.name_pl);
411     else if (num < 1000)
412     sprintf(buf, "a great many %s", coin->clone.name_pl);
413     else
414     sprintf(buf, "a vast quantity of %s", coin->clone.name_pl);
415     return buf;
416     }
417     }
418     }
419     }
420     return cost_string_from_value(real_value);
421     }
422    
423     /* This function finds out how much money the player is carrying,
424     * including what is in containers.
425     */
426 pippijn 1.2 uint64 query_money(const object *op) {
427 root 1.1 object *tmp;
428     uint64 total=0;
429    
430     if (op->type!=PLAYER && op->type!=CONTAINER) {
431     LOG(llevError, "Query money called with non player/container\n");
432     return 0;
433     }
434     for (tmp = op->inv; tmp; tmp= tmp->below) {
435     if (tmp->type==MONEY) {
436     total += (uint64)tmp->nrof * (uint64)tmp->value;
437     } else if (tmp->type==CONTAINER &&
438     QUERY_FLAG(tmp,FLAG_APPLIED) &&
439     (tmp->race==NULL || strstr(tmp->race,"gold"))) {
440     total += query_money(tmp);
441     }
442     }
443     return total;
444     }
445     /* TCHIZE: This function takes the amount of money from the
446     * the player inventory and from it's various pouches using the
447     * pay_from_container function.
448     * returns 0 if not possible. 1 if success
449     */
450     int pay_for_amount(uint64 to_pay,object *pl) {
451     object *pouch;
452    
453     if (to_pay==0) return 1;
454     if (to_pay > query_money(pl)) return 0;
455    
456     to_pay = pay_from_container(pl, pl, to_pay);
457    
458     for (pouch=pl->inv; (pouch!=NULL) && (to_pay>0); pouch=pouch->below) {
459     if (pouch->type == CONTAINER
460     && QUERY_FLAG(pouch, FLAG_APPLIED)
461     && (pouch->race == NULL || strstr(pouch->race, "gold"))) {
462     to_pay = pay_from_container(pl, pouch, to_pay);
463     }
464     }
465     fix_player(pl);
466     return 1;
467     }
468    
469     /* DAMN: This is now a wrapper for pay_from_container, which is
470     * called for the player, then for each active container that can hold
471     * money until op is paid for. Change will be left wherever the last
472     * of the price was paid from.
473     */
474     int pay_for_item(object *op,object *pl) {
475     uint64 to_pay = query_cost(op,pl,F_BUY | F_SHOP);
476     object *pouch;
477     uint64 saved_money;
478    
479     if (to_pay==0) return 1;
480     if (to_pay>query_money(pl)) return 0;
481    
482     /* We compare the paid price with the one for a player
483     * without bargaining skill.
484     * This determins the amount of exp (if any) gained for bargaining.
485     */
486     saved_money = query_cost(op,pl,F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay;
487    
488     if (saved_money > 0)
489     change_exp(pl,saved_money,"bargaining",SK_EXP_NONE);
490    
491     to_pay = pay_from_container(pl, pl, to_pay);
492    
493     for (pouch=pl->inv; (pouch!=NULL) && (to_pay>0); pouch=pouch->below) {
494     if (pouch->type == CONTAINER
495     && QUERY_FLAG(pouch, FLAG_APPLIED)
496     && (pouch->race == NULL || strstr(pouch->race, "gold"))) {
497     to_pay = pay_from_container(pl, pouch, to_pay);
498     }
499     }
500     if (settings.real_wiz == FALSE && QUERY_FLAG(pl, FLAG_WAS_WIZ))
501     SET_FLAG(op, FLAG_WAS_WIZ);
502     fix_player(pl);
503     return 1;
504     }
505    
506     /* This pays for the item, and takes the proper amount of money off
507     * the player.
508     * CF 0.91.4 - this function is mostly redone in order to fix a bug
509     * with weight not be subtracted properly. We now remove and
510     * insert the coin objects - this should update the weight
511     * appropriately
512     *
513     * DAMN: This function is used for the player, then for any active
514     * containers that can hold money.
515     *
516     * pouch is the container (pouch or player) to remove the coins from.
517     * to_pay is the required amount.
518     * returns the amount still missing after using "pouch".
519     */
520     static uint64 pay_from_container(object *pl, object *pouch, uint64 to_pay) {
521     int count, i;
522     sint64 remain;
523     object *tmp, *coin_objs[NUM_COINS], *next;
524     archetype *at;
525    
526     if (pouch->type != PLAYER && pouch->type != CONTAINER) return to_pay;
527    
528     remain = to_pay;
529     for (i=0; i<NUM_COINS; i++) coin_objs[i] = NULL;
530    
531     /* This hunk should remove all the money objects from the player/container */
532     for (tmp=pouch->inv; tmp; tmp=next) {
533     next = tmp->below;
534    
535     if (tmp->type == MONEY) {
536     for (i=0; i<NUM_COINS; i++) {
537     if (!strcmp(coins[NUM_COINS-1-i], tmp->arch->name) &&
538     (tmp->value == tmp->arch->clone.value) ) {
539    
540     /* This should not happen, but if it does, just *
541     * merge the two. */
542     if (coin_objs[i]!=NULL) {
543     LOG(llevError,"%s has two money entries of (%s)\n",
544     pouch->name, coins[NUM_COINS-1-i]);
545     remove_ob(tmp);
546     coin_objs[i]->nrof += tmp->nrof;
547     esrv_del_item(pl->contr, tmp->count);
548     free_object(tmp);
549     }
550     else {
551     remove_ob(tmp);
552     if(pouch->type==PLAYER) esrv_del_item(pl->contr, tmp->count);
553     coin_objs[i] = tmp;
554     }
555     break;
556     }
557     }
558     if (i==NUM_COINS)
559     LOG(llevError,"in pay_for_item: Did not find string match for %s\n", tmp->arch->name);
560     }
561     }
562    
563     /* Fill in any gaps in the coin_objs array - needed to make change. */
564     /* Note that the coin_objs array goes from least value to greatest value */
565     for (i=0; i<NUM_COINS; i++)
566     if (coin_objs[i]==NULL) {
567     at = find_archetype(coins[NUM_COINS-1-i]);
568     if (at==NULL) LOG(llevError, "Could not find %s archetype\n", coins[NUM_COINS-1-i]);
569     coin_objs[i] = get_object();
570     copy_object(&at->clone, coin_objs[i]);
571     coin_objs[i]->nrof = 0;
572     }
573    
574     for (i=0; i<NUM_COINS; i++) {
575     int num_coins;
576    
577     if (coin_objs[i]->nrof*coin_objs[i]->value> remain) {
578     num_coins = remain / coin_objs[i]->value;
579     if ((uint64)num_coins*(uint64)coin_objs[i]->value < remain) num_coins++;
580     } else {
581     num_coins = coin_objs[i]->nrof;
582     }
583     remain -= (sint64) num_coins * (sint64)coin_objs[i]->value;
584     coin_objs[i]->nrof -= num_coins;
585     /* Now start making change. Start at the coin value
586     * below the one we just did, and work down to
587     * the lowest value.
588     */
589     count=i-1;
590     while (remain<0 && count>=0) {
591     num_coins = -remain/ coin_objs[count]->value;
592     coin_objs[count]->nrof += num_coins;
593     remain += num_coins * coin_objs[count]->value;
594     count--;
595     }
596     }
597     for (i=0; i<NUM_COINS; i++) {
598     if (coin_objs[i]->nrof) {
599     object *tmp = insert_ob_in_ob(coin_objs[i], pouch);
600    
601     esrv_send_item(pl, tmp);
602     esrv_send_item (pl, pouch);
603     if (pl != pouch) esrv_update_item (UPD_WEIGHT, pl, pouch);
604     if (pl->type != PLAYER) {
605     esrv_send_item (pl, pl);
606     }
607     } else {
608     free_object(coin_objs[i]);
609     }
610     }
611     return(remain);
612     }
613    
614     /* Checks all unpaid items in op's inventory, adds up all the money they
615     * have, and checks that they can actually afford what they want to buy.
616     * Returns 1 if they can, and 0 if they can't. also prints an appropriate message
617     * to the player
618     */
619    
620     int can_pay(object *pl) {
621     int unpaid_count = 0, i;
622     uint64 unpaid_price = 0;
623     uint64 player_wealth = query_money(pl);
624     object *item;
625     uint32 coincount[NUM_COINS];
626     if (!pl || pl->type != PLAYER) {
627 pippijn 1.2 LOG(llevError, "can_pay(): called against something that isn't a player\n");
628 root 1.1 return 0;
629     }
630     for (i=0; i< NUM_COINS; i++) coincount[i] = 0;
631     for (item = pl->inv;item;) {
632     if QUERY_FLAG(item, FLAG_UNPAID) {
633     unpaid_count++;
634     unpaid_price += query_cost(item, pl, F_BUY | F_SHOP);
635     }
636     /* merely converting the player's monetary wealth won't do, if we did that,
637     * we could print the wrong numbers for the coins, so we count the money instead
638     */
639     for (i=0; i< NUM_COINS; i++)
640     if (!strcmp(coins[i], item->arch->name))
641     coincount[i] += item->nrof;
642     if (item->inv) item = item->inv;
643     else if (item->below) item = item->below;
644     else if (item->env && item->env != pl && item->env->below) item = item->env->below;
645     else item = NULL;
646     }
647     if (unpaid_price > player_wealth) {
648     char buf[MAX_BUF], coinbuf[MAX_BUF];
649     int denominations = 0;
650 pippijn 1.3 int has_coins = NUM_COINS;
651 pippijn 1.6 char cost[MAX_BUF];
652     char missing[MAX_BUF];
653    
654     sprintf(cost, "%s", cost_string_from_value(unpaid_price));
655     sprintf(missing, "%s", cost_string_from_value(unpaid_price - player_wealth));
656    
657     sprintf(buf, "You have %d unpaid items that would cost you %s. You need another %s to be able to afford that.",
658     unpaid_count, cost, missing);
659 root 1.1 new_draw_info(NDI_UNIQUE, 0, pl, buf);
660     return 0;
661     }
662     else return 1;
663     }
664    
665    
666     /* Better get_payment, descends containers looking for
667     * unpaid items, and pays for them.
668     * returns 0 if the player still has unpaid items.
669     * returns 1 if the player has paid for everything.
670     * pl is the player buying the stuff.
671     * op is the object we are examining. If op has
672     * and inventory, we examine that. IF there are objects
673     * below op, we descend down.
674     */
675     int get_payment(object *pl, object *op) {
676     char buf[MAX_BUF];
677     int ret=1;
678    
679     if (op!=NULL&&op->inv)
680     ret = get_payment(pl, op->inv);
681    
682     if (!ret)
683     return 0;
684    
685     if (op!=NULL&&op->below)
686     ret = get_payment (pl, op->below);
687    
688     if (!ret)
689     return 0;
690    
691     if(op!=NULL&&QUERY_FLAG(op,FLAG_UNPAID)) {
692     strncpy(buf,query_cost_string(op,pl,F_BUY | F_SHOP),MAX_BUF);
693     buf[MAX_BUF-1] = '\0';
694     if(!pay_for_item(op,pl)) {
695     uint64 i=query_cost(op,pl,F_BUY | F_SHOP) - query_money(pl);
696     CLEAR_FLAG(op, FLAG_UNPAID);
697     new_draw_info_format(NDI_UNIQUE, 0, pl,
698     "You lack %s to buy %s.", cost_string_from_value(i),
699     query_name(op));
700     SET_FLAG(op, FLAG_UNPAID);
701     return 0;
702     } else {
703     object *tmp;
704     tag_t c = op->count;
705    
706     CLEAR_FLAG(op, FLAG_UNPAID);
707     CLEAR_FLAG(op, FLAG_PLAYER_SOLD);
708     new_draw_info_format(NDI_UNIQUE, 0, op,
709     "You paid %s for %s.",buf,query_name(op));
710     tmp=merge_ob(op,NULL);
711     if (pl->type == PLAYER) {
712     if (tmp) { /* it was merged */
713     esrv_del_item (pl->contr, c);
714     op = tmp;
715     }
716     esrv_send_item(pl, op);
717     }
718     }
719     }
720     return 1;
721     }
722    
723    
724     /* Modified function to give out platinum coins. This function uses
725     * the coins[] array to know what coins are available, just like
726     * buy item.
727     *
728     * Modified to fill available race: gold containers before dumping
729     * remaining coins in character's inventory.
730     */
731     void sell_item(object *op, object *pl) {
732     uint64 i=query_cost(op,pl,F_SELL | F_SHOP), extra_gain;
733     int count;
734     object *tmp, *pouch;
735     archetype *at;
736    
737     if(pl==NULL||pl->type!=PLAYER) {
738     LOG(llevDebug,"Object other than player tried to sell something.\n");
739     return;
740     }
741    
742     if(op->custom_name) FREE_AND_CLEAR_STR(op->custom_name);
743    
744     if(!i) {
745     new_draw_info_format(NDI_UNIQUE, 0, pl,
746     "We're not interested in %s.",query_name(op));
747    
748     /* Even if the character doesn't get anything for it, it may still be
749     * worth something. If so, make it unpaid
750     */
751     if (op->value) {
752     SET_FLAG(op, FLAG_UNPAID);
753     SET_FLAG(op, FLAG_PLAYER_SOLD);
754     }
755     identify(op);
756     return;
757     }
758    
759     /* We compare the price with the one for a player
760     * without bargaining skill.
761     * This determins the amount of exp (if any) gained for bargaining.
762     * exp/10 -> 1 for each gold coin
763     */
764     extra_gain = i - query_cost(op,pl,F_SELL | F_NO_BARGAIN | F_SHOP);
765    
766     if (extra_gain > 0)
767     change_exp(pl,extra_gain/10,"bargaining",SK_EXP_NONE);
768    
769     for (count=0; coins[count]!=NULL; count++) {
770     at = find_archetype(coins[count]);
771     if (at==NULL) LOG(llevError, "Could not find %s archetype\n", coins[count]);
772     else if ((i/at->clone.value) > 0) {
773     for ( pouch=pl->inv ; pouch ; pouch=pouch->below ) {
774     if ( pouch->type==CONTAINER && QUERY_FLAG(pouch, FLAG_APPLIED) && pouch->race && strstr(pouch->race, "gold") ) {
775     int w = at->clone.weight * (100-pouch->stats.Str)/100;
776     int n = i/at->clone.value;
777    
778     if (w==0) w=1; /* Prevent divide by zero */
779     if ( n>0 && (!pouch->weight_limit || pouch->carrying+w<=pouch->weight_limit)) {
780     if (pouch->weight_limit && (pouch->weight_limit-pouch->carrying)/w<n)
781     n = (pouch->weight_limit-pouch->carrying)/w;
782    
783     tmp = get_object();
784     copy_object(&at->clone, tmp);
785     tmp->nrof = n;
786     i -= (uint64)tmp->nrof * (uint64)tmp->value;
787     tmp = insert_ob_in_ob(tmp, pouch);
788     esrv_send_item (pl, tmp);
789     esrv_send_item (pl, pouch);
790     esrv_update_item (UPD_WEIGHT, pl, pouch);
791     esrv_send_item (pl, pl);
792     }
793     }
794     }
795     if (i/at->clone.value > 0) {
796     tmp = get_object();
797     copy_object(&at->clone, tmp);
798     tmp->nrof = i/tmp->value;
799     i -= (uint64)tmp->nrof * (uint64)tmp->value;
800     tmp = insert_ob_in_ob(tmp, pl);
801     esrv_send_item (pl, tmp);
802     esrv_send_item (pl, pl);
803     }
804     }
805     }
806    
807     if (i!=0)
808     #ifndef WIN32
809     LOG(llevError,"Warning - payment not zero: %llu\n", i);
810     #else
811     LOG(llevError,"Warning - payment not zero: %I64u\n", i);
812     #endif
813    
814     new_draw_info_format(NDI_UNIQUE, 0, pl,
815     "You receive %s for %s.",query_cost_string(op,pl,F_SELL | F_SHOP),
816     query_name(op));
817     SET_FLAG(op, FLAG_UNPAID);
818     identify(op);
819     }
820    
821     /* returns a double that is the ratio of the price that a shop will offer for
822     * item based on the shops specialisation. Does not take account of greed,
823     * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any
824     * event is never less than 0.1 (calling functions divide by it)
825     */
826 pippijn 1.2 static double shop_specialisation_ratio(const object *item, const mapstruct *map) {
827 root 1.1 shopitems *items=map->shopitems;
828     double ratio = SPECIALISATION_EFFECT, likedness=0.001;
829     int i;
830    
831     if (item==NULL) {
832 pippijn 1.2 LOG(llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", map->path);
833 root 1.1 return 0;
834     }
835     if (!item->type) {
836 pippijn 1.2 LOG(llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
837 root 1.1 /*
838     * I'm not really sure what the /right/ thing to do here is, these types of
839     * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
840     */
841     return ratio;
842     }
843     if (map->shopitems) {
844     for (i=0; i<items[0].index; i++)
845     if (items[i].typenum==item->type || (!items[i].typenum && likedness == 0.001))
846     likedness = items[i].strength/100.0;
847     }
848     if (likedness > 1.0) { /* someone has been rather silly with the map headers. */
849     LOG(llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n",
850     item->type, map->path);
851     likedness = 1.0;
852     }
853     if (likedness < -1.0) {
854     LOG(llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n",
855     item->type, map->path);
856     likedness = -1.0;
857     }
858     ratio = ratio + (1.0-ratio) * likedness;
859     if (ratio <= 0.1) ratio=0.1; /* if the ratio were much lower than this, we would get silly prices */
860     return ratio;
861     }
862    
863     /*returns the greed of the shop on map, or 1 if it isn't specified. */
864 pippijn 1.2 static double shop_greed(const mapstruct *map) {
865 root 1.1 double greed=1.0;
866     if (map->shopgreed)
867     return map->shopgreed;
868     return greed;
869     }
870    
871     /* Returns a double based on how much the shopkeeper approves of the player.
872     * this is based on the race of the shopkeeper and that of the player.
873     */
874 pippijn 1.2 double shopkeeper_approval(const mapstruct *map, const object *player) {
875 root 1.1 double approval=1.0;
876    
877     if (map->shoprace) {
878     approval=NEUTRAL_RATIO;
879     if (player->race && !strcmp(player->race, map->shoprace)) approval = 1.0;
880     }
881     return approval;
882     }
883    
884     /* limit the value of items based on the wealth of the shop. If the item is close
885     * to the maximum value a shop will offer, we start to reduce it, if the item is
886     * below the minimum value the shop is prepared to trade in, then we don't
887     * want it and offer nothing. If it isn't a shop, check whether we should do generic
888     * value reduction.
889     *
890     */
891 pippijn 1.2 static uint64 value_limit(uint64 val, int quantity, const object *who, int isshop) {
892 root 1.1 uint64 newval, unit_price;
893     mapstruct *map;
894     unit_price=val/quantity;
895     if (!isshop || !who) {
896 root 1.9 if (unit_price > 250000)
897     newval = 250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.;
898 root 1.1 else
899     newval=unit_price;
900     } else {
901     if (!who->map) {
902 pippijn 1.2 LOG(llevError, "value_limit: asked shop price for ob %s on NULL map\n", who->name);
903 root 1.1 return val;
904     }
905     map=who->map;
906     if (map->shopmin && unit_price < map->shopmin) return 0;
907     else if (map->shopmax && unit_price > map->shopmax/2)
908     newval=MIN((map->shopmax/2)+isqrt(unit_price-map->shopmax/2), map->shopmax);
909 root 1.9 else if (unit_price > 250000)
910     newval = 250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.;
911 root 1.1 else
912     newval=unit_price;
913     }
914     newval *= quantity;
915     return newval;
916     }
917    
918     /* gives a desciption of the shop on their current map to the player op. */
919 pippijn 1.2 int describe_shop(const object *op) {
920 root 1.1 mapstruct *map = op->map;
921     /*shopitems *items=map->shopitems;*/
922     int pos=0, i;
923     double opinion=0;
924     char tmp[MAX_BUF]="\0";
925     if (op->type != PLAYER) return 0;
926    
927     /*check if there is a shop specified for this map */
928     if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) {
929     new_draw_info(NDI_UNIQUE,0,op,"From looking at the nearby shop you determine that it trades in:");
930     if (map->shopitems) {
931     for (i=0; i < map->shopitems[0].index; i++) {
932     if (map->shopitems[i].name && map->shopitems[i].strength > 10) {
933     snprintf(tmp+pos, sizeof(tmp)-pos, "%s, ", map->shopitems[i].name_pl);
934     pos += strlen(tmp+pos);
935     }
936     }
937     }
938     if (!pos) strcat(tmp, "a little of everything.");
939    
940     /* format the string into a list */
941     make_list_like(tmp);
942     new_draw_info_format(NDI_UNIQUE, 0, op, "%s", tmp);
943    
944     if (map->shopmax)
945     new_draw_info_format(NDI_UNIQUE,0,op,"It won't trade for items above %s.",
946     cost_string_from_value(map->shopmax));
947     if (map->shopmin)
948     new_draw_info_format(NDI_UNIQUE,0,op,"It won't trade in items worth less than %s.",
949     cost_string_from_value(map->shopmin));
950     if (map->shopgreed) {
951     if (map->shopgreed >2.0)
952     new_draw_info(NDI_UNIQUE,0,op,"It tends to overcharge massively.");
953     else if (map->shopgreed >1.5)
954     new_draw_info(NDI_UNIQUE,0,op,"It tends to overcharge substantially.");
955     else if (map->shopgreed >1.1)
956     new_draw_info(NDI_UNIQUE,0,op,"It tends to overcharge slightly.");
957     else if (map->shopgreed <0.9)
958     new_draw_info(NDI_UNIQUE,0,op,"It tends to undercharge.");
959     }
960     if (map->shoprace) {
961     opinion=shopkeeper_approval(map, op);
962     if (opinion > 0.8)
963     new_draw_info(NDI_UNIQUE,0,op,"You think the shopkeeper likes you.");
964     else if (opinion > 0.5)
965     new_draw_info(NDI_UNIQUE,0,op,"The shopkeeper seems unconcerned by you.");
966     else
967     new_draw_info(NDI_UNIQUE,0,op,"The shopkeeper seems to have taken a dislike to you.");
968     }
969     }
970     else new_draw_info(NDI_UNIQUE,0,op,"There is no shop nearby.");
971    
972     return 1;
973     }
974     typedef struct shopinv {
975     char *item_sort;
976     char *item_real;
977     uint16 type;
978     uint32 nrof;
979     } shopinv;
980    
981     /* There are a lot fo extra casts in here just to suppress warnings - it
982     * makes it look uglier than it really it.
983     * The format of the strings we get is type:name. So we first want to
984     * sort by type (numerical) - if the same type, then sort by name.
985     */
986     static int shop_sort(const void *a1, const void *a2)
987     {
988     shopinv *s1 = (shopinv*)a1, *s2= (shopinv*)a2;
989    
990     if (s1->type<s2->type) return -1;
991     if (s1->type>s2->type) return 1;
992     /* the type is the same (what atoi gets), so do a strcasecmp to sort
993     * via alphabetical order
994     */
995     return strcasecmp(s1->item_sort, s2->item_sort);
996     }
997    
998     static void add_shop_item(object *tmp, shopinv *items, int *numitems, int *numallocated)
999     {
1000     #if 0
1001     char buf[MAX_BUF];
1002     #endif
1003     /* clear unpaid flag so that doesn't come up in query
1004     * string. We clear nrof so that we can better sort
1005     * the object names.
1006     */
1007    
1008     CLEAR_FLAG(tmp, FLAG_UNPAID);
1009     items[*numitems].nrof=tmp->nrof;
1010     /* Non mergable items have nrof of 0, but count them as one
1011     * so the display is properly.
1012     */
1013     if (tmp->nrof == 0) items[*numitems].nrof++;
1014     items[*numitems].type=tmp->type;
1015    
1016     switch (tmp->type) {
1017     #if 0
1018     case BOOTS:
1019     case GLOVES:
1020     case RING:
1021     case AMULET:
1022     case BRACERS:
1023     case GIRDLE:
1024     sprintf(buf,"%s %s",query_base_name(tmp,0),describe_item(tmp, NULL));
1025     items[*numitems].item_sort = strdup_local(buf);
1026     sprintf(buf,"%s %s",query_name(tmp),describe_item(tmp, NULL));
1027     items[*numitems].item_real = strdup_local(buf);
1028     (*numitems)++;
1029     break;
1030     #endif
1031    
1032     default:
1033     items[*numitems].item_sort = strdup_local(query_base_name(tmp, 0));
1034     items[*numitems].item_real = strdup_local(query_base_name(tmp, 1));
1035     (*numitems)++;
1036     break;
1037     }
1038     SET_FLAG(tmp, FLAG_UNPAID);
1039     }
1040    
1041     void shop_listing(object *op)
1042     {
1043     int i,j,numitems=0,numallocated=0, nx, ny;
1044     char *map_mark = (char *) calloc(MAGIC_MAP_SIZE * MAGIC_MAP_SIZE,1);
1045     object *stack;
1046     shopinv *items;
1047    
1048     /* Should never happen, but just in case a monster does apply a sign */
1049     if (op->type!=PLAYER) return;
1050    
1051     new_draw_info(NDI_UNIQUE, 0, op, "\nThe shop contains:");
1052    
1053     magic_mapping_mark(op, map_mark, 3);
1054     items=malloc(40*sizeof(shopinv));
1055     numallocated=40;
1056    
1057     /* Find all the appropriate items */
1058     for (i=0; i<MAP_WIDTH(op->map); i++) {
1059     for (j=0; j<MAP_HEIGHT(op->map); j++) {
1060     /* magic map code now centers the map on the object at MAGIC_MAP_HALF.
1061     *
1062     */
1063     nx = i - op->x + MAGIC_MAP_HALF;
1064     ny = j - op->y + MAGIC_MAP_HALF;
1065     /* unlikely, but really big shops could run into this issue */
1066     if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE) continue;
1067    
1068     if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR) {
1069     stack =get_map_ob(op->map,i,j);
1070    
1071     while (stack) {
1072     if (QUERY_FLAG(stack, FLAG_UNPAID)) {
1073     if (numitems==numallocated) {
1074     items=realloc(items, sizeof(shopinv)*(numallocated+10));
1075     numallocated+=10;
1076     }
1077     add_shop_item(stack, items, &numitems, &numallocated);
1078     }
1079     stack = stack->above;
1080     }
1081     }
1082     }
1083     }
1084     free(map_mark);
1085     if (numitems == 0) {
1086     new_draw_info(NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1087     free(items);
1088     return;
1089     }
1090     qsort(items, numitems, sizeof(shopinv), (int (*)(const void*, const void*))shop_sort);
1091    
1092     for (i=0; i<numitems; i++) {
1093     /* Collapse items of the same name together */
1094     if ((i+1)<numitems && !strcmp(items[i].item_real, items[i+1].item_real)) {
1095     items[i+1].nrof += items[i].nrof;
1096     free(items[i].item_sort);
1097     free(items[i].item_real);
1098     } else {
1099     new_draw_info_format(NDI_UNIQUE, 0, op, "%d %s",
1100     items[i].nrof? items[i].nrof:1,
1101     items[i].nrof==1?items[i].item_sort: items[i].item_real);
1102     free(items[i].item_sort);
1103     free(items[i].item_real);
1104     }
1105     }
1106     free(items);
1107     }