/* * static char *rcsid_shop_c = * "$Id: shop.c,v 1.1.1.2 2006/02/22 18:03:24 elmex Exp $"; */ /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2002 Mark Wedel & Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. The authors can be reached via e-mail at crossfire-devel@real-time.com */ #include #include #include #include #include #ifndef __CEXTRACT__ #include #endif #include /* this is a measure of how effective store specialisation is. A general store * will offer this proportion of the 'maximum' price, a specialised store will * offer a range of prices around it such that the maximum price is always one * therefore making this number higher, makes specialisation less effective. * setting this value above 1 or to a negative value would have interesting, * (though not useful) effects. */ #define SPECIALISATION_EFFECT 0.5 /* price a shopkeeper will give to someone they disapprove of.*/ #define DISAPPROVAL_RATIO 0.2 /* price a shopkeeper will give someone they neither like nor dislike */ #define NEUTRAL_RATIO 0.8 static uint64 pay_from_container(object *pl, object *pouch, uint64 to_pay); static uint64 value_limit(uint64 val, int quantity, const object *who, int isshop); static double shop_specialisation_ratio(const object *item, const mapstruct *map); static double shop_greed(const mapstruct *map); #define NUM_COINS 3 /* number of coin types */ static const char* const coins[] = {"platinacoin", "goldcoin", "silvercoin", NULL}; /* Added F_TRUE flag to define.h to mean that the price should not * be adjusted by players charisma. With F_TRUE, it returns the amount * that the item is worth, if it was sold, but unadjusted by charisma. * This is needed for alchemy, to to determine what value of gold nuggets * should be given (the gold nuggets, when sold, will have the adjustment * by charisma done at that time). NULL could have been passed as the * who parameter, but then the adjustment for expensive items (>10000) * would not be done. * * Added F_APPROX flag, which means that the price returned should be wrong by * an amount related to the player's bargaining skill. * * Added F_SHOP flag to mean that the specialisation of the shop on the player's * current map should be taken into account when determining the price. Shops that * specialise in what is being traded will give better prices than those that do not. * * CF 0.91.4 - This function got changed around a bit. Now the * number of object is multiplied by the value early on. This fixes problems * with items worth very little. What happened before is that various * divisions took place, the value got rounded to 0 (Being an int), and * thus remained 0. * * Mark Wedel (mwedel@pyramid.com) */ uint64 query_cost(const object *tmp, object *who, int flag) { uint64 val; int number; /* used to better calculate value */ int no_bargain; int identified; int not_cursed; int approximate; int shop; float diff; float ratio; no_bargain = flag & F_NO_BARGAIN; identified = flag & F_IDENTIFIED; not_cursed = flag & F_NOT_CURSED; approximate = flag & F_APPROX; shop = flag & F_SHOP; flag &= ~(F_NO_BARGAIN|F_IDENTIFIED|F_NOT_CURSED|F_APPROX|F_SHOP); if (tmp->type==MONEY) return (tmp->nrof * tmp->value); if (tmp->type==GEM) { if (flag==F_TRUE) return (tmp->nrof * tmp->value); if (flag==F_BUY) return (1.03 * tmp->nrof * tmp->value); if (flag==F_SELL) return (0.97 * tmp->nrof * tmp->value); LOG(llevError,"Query_cost: Gem type with unknown flag : %d\n", flag); return 0; } number = tmp->nrof; if (number==0) number=1; if (QUERY_FLAG(tmp, FLAG_IDENTIFIED) || !need_identify(tmp) || identified) { if (!not_cursed && (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) return 0; else val=tmp->value * number; } /* This area deals with objects that are not identified, but can be */ else { if (tmp->arch != NULL) { if (flag == F_BUY) { LOG(llevError, "Asking for buy-value of unidentified object.\n"); val = tmp->arch->clone.value * 50 * number; } else { /* Trying to sell something, or get true value */ if (tmp->type == POTION) val = number * 1000; /* Don't want to give anything away */ else { /* Get 2/3'rd value for applied objects, 1/3'rd for totally * unknown objects */ if (QUERY_FLAG(tmp, FLAG_BEEN_APPLIED)) val = number * tmp->arch->clone.value *2 / 3; else val = number * tmp->arch->clone.value / 3; } } } else { /* No archetype with this object */ LOG(llevDebug,"In sell item: Have object with no archetype: %s\n", tmp->name); if (flag == F_BUY) { LOG(llevError, "Asking for buy-value of unidentified object without arch.\n"); val = number * tmp->value * 10; } else val = number * tmp->value / 5; } } /* If the item has been applied or identifed or does not need to be * identified, AND the object is magical and the archetype is non * magical, then change values accordingly. The tmp->arch==NULL is * really just a check to prevent core dumps for when it checks * tmp->arch->clone.magic for any magic. The check for archetype * magic is to not give extra money for archetypes that are by * default magical. This is because the archetype value should have * already figured in that value. */ if((QUERY_FLAG(tmp, FLAG_IDENTIFIED)||!need_identify(tmp)||identified|| QUERY_FLAG(tmp, FLAG_BEEN_APPLIED)) && tmp->magic&&(tmp->arch==NULL||!tmp->arch->clone.magic)) { if(tmp->magic>0) val*=(3*tmp->magic*tmp->magic*tmp->magic); else /* Note that tmp->magic is negative, so that this * will actually be something like val /=2, /=3, etc. */ val/=(1-tmp->magic); } if (tmp->type==WAND) { /* Value of the wand is multiplied by the number of * charges. the treasure code already sets up the value * 50 charges is used as the baseline. */ if (QUERY_FLAG(tmp, FLAG_IDENTIFIED) || !need_identify(tmp) || identified) val=(val*tmp->stats.food) / 50; else /* if not identified, presume one charge */ val/=50; } /* Limit amount of money you can get for really great items. */ if (flag==F_TRUE || flag==F_SELL) val=value_limit(val, number, who, shop); /* This modification is for bargaining skill. * Now only players with max level in bargaining * AND Cha = 30 will get optimal price. * Thus charisma will never get useless. * -b.e. edler@heydernet.de */ if (who!=NULL && who->type==PLAYER) { int lev_bargain = 0; int lev_identify = 0; int idskill1=0; int idskill2=0; const typedata *tmptype; /* ratio determines how much of the price modification * will come from the basic stat charisma * the rest will come from the level in bargaining skill */ ratio = 0.5; tmptype=get_typedata(tmp->type); if (find_skill_by_number(who,SK_BARGAINING)) { lev_bargain = find_skill_by_number(who,SK_BARGAINING)->level; } if (tmptype) { idskill1=tmptype->identifyskill; if (idskill1) { idskill2=tmptype->identifyskill2; if (find_skill_by_number(who,idskill1)) { lev_identify = find_skill_by_number(who,idskill1)->level; } if (idskill2 && find_skill_by_number(who,idskill2)) { lev_identify += find_skill_by_number(who,idskill2)->level; } } } else LOG(llevError, "Query_cost: item %s hasn't got a valid type\n", tmp->name); if ( !no_bargain && (lev_bargain>0) ) diff = (0.8 - 0.6*((lev_bargain+settings.max_level*0.05) /(settings.max_level*1.05))); else diff = 0.8; diff *= 1-ratio; /* Diff is now a float between 0.2 and 0.8 */ diff+=(cha_bonus[who->stats.Cha]-1)/(1+cha_bonus[who->stats.Cha])*ratio; /* we need to multiply these by 4.0 to keep buy costs roughly the same * (otherwise, you could buy a potion of charisma for around 400 pp. * Arguable, the costs in the archetypes should be updated to better * reflect values (potion charisma list for 1250 gold) */ if(flag==F_BUY) val=(4*val*(long)(1000*(1+diff)))/1000; else if (flag==F_SELL) val=(4*val*(long)(1000*(1-diff)))/1000; else val *=4; /* If we are approximating, then the value returned should be allowed to be wrong * however merely using a random number each time will not be sufficiant, as then * multiple examinations would give different answers, so we'll use the count * instead. By taking the sine of the count, a value between -1 and 1 is * generated, we then divide by the square root of the bargaining skill and the * appropriate identification skills, so that higher level players get better estimates. * (we need a +1 there in case we would otherwise be dividing by zero. */ if (approximate) val = (sint64)val + (sint64)((sint64)val*(sin(tmp->count)/sqrt(lev_bargain+lev_identify*2+1.0))); } /* I don't think this should really happen - if it does, it indicates and * overflow of diff above. That shoudl only happen if * we are selling objects - in that case, the person just * gets no money. */ if((sint64)val<0) val=0; /* Unidentified stuff won't sell for more than 60gp */ if(flag==F_SELL && !QUERY_FLAG(tmp, FLAG_IDENTIFIED) && need_identify(tmp) && !identified) { val = (val > 600)? 600:val; } /* if we are in a shop, check how the type of shop should affect the price */ if (shop && who) { if (flag==F_SELL) val=(sint64)val*shop_specialisation_ratio(tmp, who->map)*shopkeeper_approval(who->map, who) /shop_greed(who->map); else if (flag==F_BUY) { /* * when buying, if the item was sold by another player, it is ok to * let the item be sold cheaper, according to the specialisation of * the shop. If a player sold an item here, then his sale price was * multiplied by the specialisation ratio, to do the same to the buy * price will not generate extra money. However, the * same is not true of generated items, these have to /divide/ by the * specialisation, so that the price is never less than what they could * be sold for (otherwise players could camp map resets to make money). * In game terms, a non-specialist shop, might not recognise the true * value of the items they sell (much like how people sometimes find * antiques in a junk shop in real life). */ if (QUERY_FLAG(tmp, FLAG_PLAYER_SOLD)) val=(sint64)val*shop_greed(who->map)*shop_specialisation_ratio(tmp, who->map) /shopkeeper_approval(who->map, who); else val=(sint64)val*shop_greed(who->map) /(shop_specialisation_ratio(tmp, who->map)*shopkeeper_approval(who->map, who)); } /* we will also have an extra 0-5% variation between shops of the same type * for valuable items (below a value of 50 this effect wouldn't be very * pointful, and could give fun with rounding. */ if(who->map->path!=NULL && val > 50) val=(sint64)val+0.05*(sint64)val*cos(tmp->count+strlen(who->map->path)); } return val; } /* Find the coin type that is worth more the 'c'. Starts at the * cointype placement. */ static archetype *find_next_coin(uint64 c, int *cointype) { archetype *coin; do { if (coins[*cointype]==NULL) return NULL; coin = find_archetype(coins[*cointype]); if (coin == NULL) return NULL; *cointype += 1; } while (coin->clone.value > c); return coin; } /* This returns a string of how much something is worth based on * an integer being passed. * cost is the cost we need to represent. * While cost is 64 bit, the number of any coin is still really * limited to 32 bit (size of nrof field). If it turns out players * have so much money that they have more than 2 billion platinum * coins, there are certainly issues - the easiest fix at that * time is to add a higher denomination (mithril piece with * 10,000 silver or something) */ static const char *cost_string_from_value(uint64 cost) { static char buf[MAX_BUF]; archetype *coin, *next_coin; char *endbuf; int num, cointype = 0; coin = find_next_coin(cost, &cointype); if (coin == NULL) return "nothing"; num = cost / coin->clone.value; /* so long as nrof is 32 bit, this is true. * If it takes more coins than a person can possibly carry, this * is basically true. */ if ( (cost / coin->clone.value) > UINT32_MAX) { strcpy(buf,"an unimaginable sum of money."); return buf; } cost -= (uint64)num * (uint64)coin->clone.value; if (num == 1) sprintf(buf, "1 %s", coin->clone.name); else sprintf(buf, "%d %ss", num, coin->clone.name); next_coin = find_next_coin(cost, &cointype); if (next_coin == NULL) return buf; do { endbuf = buf + strlen(buf); coin = next_coin; num = cost / coin->clone.value; cost -= (uint64)num * (uint64)coin->clone.value; if (cost == 0) next_coin = NULL; else next_coin = find_next_coin(cost, &cointype); if (next_coin) { /* There will be at least one more string to add to the list, * use a comma. */ strcat(endbuf, ", "); endbuf += 2; } else { strcat(endbuf, " and "); endbuf += 5; } if (num == 1) sprintf(endbuf, "1 %s", coin->clone.name); else sprintf(endbuf, "%d %ss", num, coin->clone.name); } while (next_coin); return buf; } const char *query_cost_string(const object *tmp,object *who,int flag) { uint64 real_value = query_cost(tmp,who,flag); int idskill1=0; int idskill2=0; const typedata *tmptype; tmptype=get_typedata(tmp->type); if (tmptype) { idskill1=tmptype->identifyskill; idskill2=tmptype->identifyskill2; } /* we show an approximate price if * 1) we are approximating * 2) there either is no id skill(s) for the item, or we don't have them * 3) we don't have bargaining skill either */ if (flag & F_APPROX) { if (!idskill1 || !find_skill_by_number(who, idskill1)) { if (!idskill2 || !find_skill_by_number(who, idskill2)) { if (!find_skill_by_number(who,SK_BARGAINING)) { static char buf[MAX_BUF]; int num, cointype = 0; archetype *coin = find_next_coin(real_value, &cointype); if (coin == NULL) return "nothing"; num = real_value / coin->clone.value; if (num == 1) sprintf(buf, "about one %s", coin->clone.name); else if (num < 5) sprintf(buf, "a few %s", coin->clone.name_pl); else if (num < 10) sprintf(buf, "several %s", coin->clone.name_pl); else if (num < 25) sprintf(buf, "a moderate amount of %s", coin->clone.name_pl); else if (num < 100) sprintf(buf, "lots of %s", coin->clone.name_pl); else if (num < 1000) sprintf(buf, "a great many %s", coin->clone.name_pl); else sprintf(buf, "a vast quantity of %s", coin->clone.name_pl); return buf; } } } } return cost_string_from_value(real_value); } /* This function finds out how much money the player is carrying, * including what is in containers. */ uint64 query_money(const object *op) { object *tmp; uint64 total=0; if (op->type!=PLAYER && op->type!=CONTAINER) { LOG(llevError, "Query money called with non player/container\n"); return 0; } for (tmp = op->inv; tmp; tmp= tmp->below) { if (tmp->type==MONEY) { total += (uint64)tmp->nrof * (uint64)tmp->value; } else if (tmp->type==CONTAINER && QUERY_FLAG(tmp,FLAG_APPLIED) && (tmp->race==NULL || strstr(tmp->race,"gold"))) { total += query_money(tmp); } } return total; } /* TCHIZE: This function takes the amount of money from the * the player inventory and from it's various pouches using the * pay_from_container function. * returns 0 if not possible. 1 if success */ int pay_for_amount(uint64 to_pay,object *pl) { object *pouch; if (to_pay==0) return 1; if (to_pay > query_money(pl)) return 0; to_pay = pay_from_container(pl, pl, to_pay); for (pouch=pl->inv; (pouch!=NULL) && (to_pay>0); pouch=pouch->below) { if (pouch->type == CONTAINER && QUERY_FLAG(pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr(pouch->race, "gold"))) { to_pay = pay_from_container(pl, pouch, to_pay); } } fix_player(pl); return 1; } /* DAMN: This is now a wrapper for pay_from_container, which is * called for the player, then for each active container that can hold * money until op is paid for. Change will be left wherever the last * of the price was paid from. */ int pay_for_item(object *op,object *pl) { uint64 to_pay = query_cost(op,pl,F_BUY | F_SHOP); object *pouch; uint64 saved_money; if (to_pay==0) return 1; if (to_pay>query_money(pl)) return 0; /* We compare the paid price with the one for a player * without bargaining skill. * This determins the amount of exp (if any) gained for bargaining. */ saved_money = query_cost(op,pl,F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay; if (saved_money > 0) change_exp(pl,saved_money,"bargaining",SK_EXP_NONE); to_pay = pay_from_container(pl, pl, to_pay); for (pouch=pl->inv; (pouch!=NULL) && (to_pay>0); pouch=pouch->below) { if (pouch->type == CONTAINER && QUERY_FLAG(pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr(pouch->race, "gold"))) { to_pay = pay_from_container(pl, pouch, to_pay); } } if (settings.real_wiz == FALSE && QUERY_FLAG(pl, FLAG_WAS_WIZ)) SET_FLAG(op, FLAG_WAS_WIZ); fix_player(pl); return 1; } /* This pays for the item, and takes the proper amount of money off * the player. * CF 0.91.4 - this function is mostly redone in order to fix a bug * with weight not be subtracted properly. We now remove and * insert the coin objects - this should update the weight * appropriately * * DAMN: This function is used for the player, then for any active * containers that can hold money. * * pouch is the container (pouch or player) to remove the coins from. * to_pay is the required amount. * returns the amount still missing after using "pouch". */ static uint64 pay_from_container(object *pl, object *pouch, uint64 to_pay) { int count, i; sint64 remain; object *tmp, *coin_objs[NUM_COINS], *next; archetype *at; if (pouch->type != PLAYER && pouch->type != CONTAINER) return to_pay; remain = to_pay; for (i=0; iinv; tmp; tmp=next) { next = tmp->below; if (tmp->type == MONEY) { for (i=0; iarch->name) && (tmp->value == tmp->arch->clone.value) ) { /* This should not happen, but if it does, just * * merge the two. */ if (coin_objs[i]!=NULL) { LOG(llevError,"%s has two money entries of (%s)\n", pouch->name, coins[NUM_COINS-1-i]); remove_ob(tmp); coin_objs[i]->nrof += tmp->nrof; esrv_del_item(pl->contr, tmp->count); free_object(tmp); } else { remove_ob(tmp); if(pouch->type==PLAYER) esrv_del_item(pl->contr, tmp->count); coin_objs[i] = tmp; } break; } } if (i==NUM_COINS) LOG(llevError,"in pay_for_item: Did not find string match for %s\n", tmp->arch->name); } } /* Fill in any gaps in the coin_objs array - needed to make change. */ /* Note that the coin_objs array goes from least value to greatest value */ for (i=0; iclone, coin_objs[i]); coin_objs[i]->nrof = 0; } for (i=0; inrof*coin_objs[i]->value> remain) { num_coins = remain / coin_objs[i]->value; if ((uint64)num_coins*(uint64)coin_objs[i]->value < remain) num_coins++; } else { num_coins = coin_objs[i]->nrof; } remain -= (sint64) num_coins * (sint64)coin_objs[i]->value; coin_objs[i]->nrof -= num_coins; /* Now start making change. Start at the coin value * below the one we just did, and work down to * the lowest value. */ count=i-1; while (remain<0 && count>=0) { num_coins = -remain/ coin_objs[count]->value; coin_objs[count]->nrof += num_coins; remain += num_coins * coin_objs[count]->value; count--; } } for (i=0; inrof) { object *tmp = insert_ob_in_ob(coin_objs[i], pouch); esrv_send_item(pl, tmp); esrv_send_item (pl, pouch); if (pl != pouch) esrv_update_item (UPD_WEIGHT, pl, pouch); if (pl->type != PLAYER) { esrv_send_item (pl, pl); } } else { free_object(coin_objs[i]); } } return(remain); } /* Checks all unpaid items in op's inventory, adds up all the money they * have, and checks that they can actually afford what they want to buy. * Returns 1 if they can, and 0 if they can't. also prints an appropriate message * to the player */ int can_pay(object *pl) { int unpaid_count = 0, i; uint64 unpaid_price = 0; uint64 player_wealth = query_money(pl); object *item; uint32 coincount[NUM_COINS]; if (!pl || pl->type != PLAYER) { LOG(llevError, "can_pay(): called against something that isn't a player\n"); return 0; } for (i=0; i< NUM_COINS; i++) coincount[i] = 0; for (item = pl->inv;item;) { if QUERY_FLAG(item, FLAG_UNPAID) { unpaid_count++; unpaid_price += query_cost(item, pl, F_BUY | F_SHOP); } /* merely converting the player's monetary wealth won't do, if we did that, * we could print the wrong numbers for the coins, so we count the money instead */ for (i=0; i< NUM_COINS; i++) if (!strcmp(coins[i], item->arch->name)) coincount[i] += item->nrof; if (item->inv) item = item->inv; else if (item->below) item = item->below; else if (item->env && item->env != pl && item->env->below) item = item->env->below; else item = NULL; } if (unpaid_price > player_wealth) { char buf[MAX_BUF], coinbuf[MAX_BUF]; int denominations = 0; sprintf(buf, "You have %d unpaid items that would cost you %s, but you only have", unpaid_count, cost_string_from_value(unpaid_price)); for (i=0; i< NUM_COINS; i++) { if (coincount[i] > 0 && coins[i]) { denominations++; sprintf(coinbuf, " %d %s,", coincount[i], find_archetype(coins[i])->clone.name_pl); strcat (buf, coinbuf); } } if (denominations > 1) make_list_like(buf); new_draw_info(NDI_UNIQUE, 0, pl, buf); return 0; } else return 1; } /* Better get_payment, descends containers looking for * unpaid items, and pays for them. * returns 0 if the player still has unpaid items. * returns 1 if the player has paid for everything. * pl is the player buying the stuff. * op is the object we are examining. If op has * and inventory, we examine that. IF there are objects * below op, we descend down. */ int get_payment(object *pl, object *op) { char buf[MAX_BUF]; int ret=1; if (op!=NULL&&op->inv) ret = get_payment(pl, op->inv); if (!ret) return 0; if (op!=NULL&&op->below) ret = get_payment (pl, op->below); if (!ret) return 0; if(op!=NULL&&QUERY_FLAG(op,FLAG_UNPAID)) { strncpy(buf,query_cost_string(op,pl,F_BUY | F_SHOP),MAX_BUF); buf[MAX_BUF-1] = '\0'; if(!pay_for_item(op,pl)) { uint64 i=query_cost(op,pl,F_BUY | F_SHOP) - query_money(pl); CLEAR_FLAG(op, FLAG_UNPAID); new_draw_info_format(NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value(i), query_name(op)); SET_FLAG(op, FLAG_UNPAID); return 0; } else { object *tmp; tag_t c = op->count; CLEAR_FLAG(op, FLAG_UNPAID); CLEAR_FLAG(op, FLAG_PLAYER_SOLD); new_draw_info_format(NDI_UNIQUE, 0, op, "You paid %s for %s.",buf,query_name(op)); tmp=merge_ob(op,NULL); if (pl->type == PLAYER) { if (tmp) { /* it was merged */ esrv_del_item (pl->contr, c); op = tmp; } esrv_send_item(pl, op); } } } return 1; } /* Modified function to give out platinum coins. This function uses * the coins[] array to know what coins are available, just like * buy item. * * Modified to fill available race: gold containers before dumping * remaining coins in character's inventory. */ void sell_item(object *op, object *pl) { uint64 i=query_cost(op,pl,F_SELL | F_SHOP), extra_gain; int count; object *tmp, *pouch; archetype *at; if(pl==NULL||pl->type!=PLAYER) { LOG(llevDebug,"Object other than player tried to sell something.\n"); return; } if(op->custom_name) FREE_AND_CLEAR_STR(op->custom_name); if(!i) { new_draw_info_format(NDI_UNIQUE, 0, pl, "We're not interested in %s.",query_name(op)); /* Even if the character doesn't get anything for it, it may still be * worth something. If so, make it unpaid */ if (op->value) { SET_FLAG(op, FLAG_UNPAID); SET_FLAG(op, FLAG_PLAYER_SOLD); } identify(op); return; } /* We compare the price with the one for a player * without bargaining skill. * This determins the amount of exp (if any) gained for bargaining. * exp/10 -> 1 for each gold coin */ extra_gain = i - query_cost(op,pl,F_SELL | F_NO_BARGAIN | F_SHOP); if (extra_gain > 0) change_exp(pl,extra_gain/10,"bargaining",SK_EXP_NONE); for (count=0; coins[count]!=NULL; count++) { at = find_archetype(coins[count]); if (at==NULL) LOG(llevError, "Could not find %s archetype\n", coins[count]); else if ((i/at->clone.value) > 0) { for ( pouch=pl->inv ; pouch ; pouch=pouch->below ) { if ( pouch->type==CONTAINER && QUERY_FLAG(pouch, FLAG_APPLIED) && pouch->race && strstr(pouch->race, "gold") ) { int w = at->clone.weight * (100-pouch->stats.Str)/100; int n = i/at->clone.value; if (w==0) w=1; /* Prevent divide by zero */ if ( n>0 && (!pouch->weight_limit || pouch->carrying+w<=pouch->weight_limit)) { if (pouch->weight_limit && (pouch->weight_limit-pouch->carrying)/wweight_limit-pouch->carrying)/w; tmp = get_object(); copy_object(&at->clone, tmp); tmp->nrof = n; i -= (uint64)tmp->nrof * (uint64)tmp->value; tmp = insert_ob_in_ob(tmp, pouch); esrv_send_item (pl, tmp); esrv_send_item (pl, pouch); esrv_update_item (UPD_WEIGHT, pl, pouch); esrv_send_item (pl, pl); } } } if (i/at->clone.value > 0) { tmp = get_object(); copy_object(&at->clone, tmp); tmp->nrof = i/tmp->value; i -= (uint64)tmp->nrof * (uint64)tmp->value; tmp = insert_ob_in_ob(tmp, pl); esrv_send_item (pl, tmp); esrv_send_item (pl, pl); } } } if (i!=0) #ifndef WIN32 LOG(llevError,"Warning - payment not zero: %llu\n", i); #else LOG(llevError,"Warning - payment not zero: %I64u\n", i); #endif new_draw_info_format(NDI_UNIQUE, 0, pl, "You receive %s for %s.",query_cost_string(op,pl,F_SELL | F_SHOP), query_name(op)); SET_FLAG(op, FLAG_UNPAID); identify(op); } /* returns a double that is the ratio of the price that a shop will offer for * item based on the shops specialisation. Does not take account of greed, * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any * event is never less than 0.1 (calling functions divide by it) */ static double shop_specialisation_ratio(const object *item, const mapstruct *map) { shopitems *items=map->shopitems; double ratio = SPECIALISATION_EFFECT, likedness=0.001; int i; if (item==NULL) { LOG(llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", map->path); return 0; } if (!item->type) { LOG(llevError, "shop_specialisation_ratio: passed an item with an invalid type\n"); /* * I'm not really sure what the /right/ thing to do here is, these types of * item shouldn't exist anyway, but returning the ratio is probably the best bet.." */ return ratio; } if (map->shopitems) { for (i=0; itype || (!items[i].typenum && likedness == 0.001)) likedness = items[i].strength/100.0; } if (likedness > 1.0) { /* someone has been rather silly with the map headers. */ LOG(llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, map->path); likedness = 1.0; } if (likedness < -1.0) { LOG(llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, map->path); likedness = -1.0; } ratio = ratio + (1.0-ratio) * likedness; if (ratio <= 0.1) ratio=0.1; /* if the ratio were much lower than this, we would get silly prices */ return ratio; } /*returns the greed of the shop on map, or 1 if it isn't specified. */ static double shop_greed(const mapstruct *map) { double greed=1.0; if (map->shopgreed) return map->shopgreed; return greed; } /* Returns a double based on how much the shopkeeper approves of the player. * this is based on the race of the shopkeeper and that of the player. */ double shopkeeper_approval(const mapstruct *map, const object *player) { double approval=1.0; if (map->shoprace) { approval=NEUTRAL_RATIO; if (player->race && !strcmp(player->race, map->shoprace)) approval = 1.0; } return approval; } /* limit the value of items based on the wealth of the shop. If the item is close * to the maximum value a shop will offer, we start to reduce it, if the item is * below the minimum value the shop is prepared to trade in, then we don't * want it and offer nothing. If it isn't a shop, check whether we should do generic * value reduction. * */ static uint64 value_limit(uint64 val, int quantity, const object *who, int isshop) { uint64 newval, unit_price; mapstruct *map; unit_price=val/quantity; if (!isshop || !who) { if (unit_price > 10000) newval=8000+isqrt(unit_price)*20; else newval=unit_price; } else { if (!who->map) { LOG(llevError, "value_limit: asked shop price for ob %s on NULL map\n", who->name); return val; } map=who->map; if (map->shopmin && unit_price < map->shopmin) return 0; else if (map->shopmax && unit_price > map->shopmax/2) newval=MIN((map->shopmax/2)+isqrt(unit_price-map->shopmax/2), map->shopmax); else if (unit_price>10000) newval=8000+isqrt(unit_price)*20; else newval=unit_price; } newval *= quantity; return newval; } /* gives a desciption of the shop on their current map to the player op. */ int describe_shop(const object *op) { mapstruct *map = op->map; /*shopitems *items=map->shopitems;*/ int pos=0, i; double opinion=0; char tmp[MAX_BUF]="\0"; if (op->type != PLAYER) return 0; /*check if there is a shop specified for this map */ if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) { new_draw_info(NDI_UNIQUE,0,op,"From looking at the nearby shop you determine that it trades in:"); if (map->shopitems) { for (i=0; i < map->shopitems[0].index; i++) { if (map->shopitems[i].name && map->shopitems[i].strength > 10) { snprintf(tmp+pos, sizeof(tmp)-pos, "%s, ", map->shopitems[i].name_pl); pos += strlen(tmp+pos); } } } if (!pos) strcat(tmp, "a little of everything."); /* format the string into a list */ make_list_like(tmp); new_draw_info_format(NDI_UNIQUE, 0, op, "%s", tmp); if (map->shopmax) new_draw_info_format(NDI_UNIQUE,0,op,"It won't trade for items above %s.", cost_string_from_value(map->shopmax)); if (map->shopmin) new_draw_info_format(NDI_UNIQUE,0,op,"It won't trade in items worth less than %s.", cost_string_from_value(map->shopmin)); if (map->shopgreed) { if (map->shopgreed >2.0) new_draw_info(NDI_UNIQUE,0,op,"It tends to overcharge massively."); else if (map->shopgreed >1.5) new_draw_info(NDI_UNIQUE,0,op,"It tends to overcharge substantially."); else if (map->shopgreed >1.1) new_draw_info(NDI_UNIQUE,0,op,"It tends to overcharge slightly."); else if (map->shopgreed <0.9) new_draw_info(NDI_UNIQUE,0,op,"It tends to undercharge."); } if (map->shoprace) { opinion=shopkeeper_approval(map, op); if (opinion > 0.8) new_draw_info(NDI_UNIQUE,0,op,"You think the shopkeeper likes you."); else if (opinion > 0.5) new_draw_info(NDI_UNIQUE,0,op,"The shopkeeper seems unconcerned by you."); else new_draw_info(NDI_UNIQUE,0,op,"The shopkeeper seems to have taken a dislike to you."); } } else new_draw_info(NDI_UNIQUE,0,op,"There is no shop nearby."); return 1; } typedef struct shopinv { char *item_sort; char *item_real; uint16 type; uint32 nrof; } shopinv; /* There are a lot fo extra casts in here just to suppress warnings - it * makes it look uglier than it really it. * The format of the strings we get is type:name. So we first want to * sort by type (numerical) - if the same type, then sort by name. */ static int shop_sort(const void *a1, const void *a2) { shopinv *s1 = (shopinv*)a1, *s2= (shopinv*)a2; if (s1->typetype) return -1; if (s1->type>s2->type) return 1; /* the type is the same (what atoi gets), so do a strcasecmp to sort * via alphabetical order */ return strcasecmp(s1->item_sort, s2->item_sort); } static void add_shop_item(object *tmp, shopinv *items, int *numitems, int *numallocated) { #if 0 char buf[MAX_BUF]; #endif /* clear unpaid flag so that doesn't come up in query * string. We clear nrof so that we can better sort * the object names. */ CLEAR_FLAG(tmp, FLAG_UNPAID); items[*numitems].nrof=tmp->nrof; /* Non mergable items have nrof of 0, but count them as one * so the display is properly. */ if (tmp->nrof == 0) items[*numitems].nrof++; items[*numitems].type=tmp->type; switch (tmp->type) { #if 0 case BOOTS: case GLOVES: case RING: case AMULET: case BRACERS: case GIRDLE: sprintf(buf,"%s %s",query_base_name(tmp,0),describe_item(tmp, NULL)); items[*numitems].item_sort = strdup_local(buf); sprintf(buf,"%s %s",query_name(tmp),describe_item(tmp, NULL)); items[*numitems].item_real = strdup_local(buf); (*numitems)++; break; #endif default: items[*numitems].item_sort = strdup_local(query_base_name(tmp, 0)); items[*numitems].item_real = strdup_local(query_base_name(tmp, 1)); (*numitems)++; break; } SET_FLAG(tmp, FLAG_UNPAID); } void shop_listing(object *op) { int i,j,numitems=0,numallocated=0, nx, ny; char *map_mark = (char *) calloc(MAGIC_MAP_SIZE * MAGIC_MAP_SIZE,1); object *stack; shopinv *items; /* Should never happen, but just in case a monster does apply a sign */ if (op->type!=PLAYER) return; new_draw_info(NDI_UNIQUE, 0, op, "\nThe shop contains:"); magic_mapping_mark(op, map_mark, 3); items=malloc(40*sizeof(shopinv)); numallocated=40; /* Find all the appropriate items */ for (i=0; imap); i++) { for (j=0; jmap); j++) { /* magic map code now centers the map on the object at MAGIC_MAP_HALF. * */ nx = i - op->x + MAGIC_MAP_HALF; ny = j - op->y + MAGIC_MAP_HALF; /* unlikely, but really big shops could run into this issue */ if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE) continue; if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR) { stack =get_map_ob(op->map,i,j); while (stack) { if (QUERY_FLAG(stack, FLAG_UNPAID)) { if (numitems==numallocated) { items=realloc(items, sizeof(shopinv)*(numallocated+10)); numallocated+=10; } add_shop_item(stack, items, &numitems, &numallocated); } stack = stack->above; } } } } free(map_mark); if (numitems == 0) { new_draw_info(NDI_UNIQUE, 0, op, "The shop is currently empty.\n"); free(items); return; } qsort(items, numitems, sizeof(shopinv), (int (*)(const void*, const void*))shop_sort); for (i=0; i