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/cvs/deliantra/server/server/shop.c
Revision: 1.20
Committed: Sun Aug 13 17:16:04 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.19: +0 -0 lines
State: FILE REMOVED
Log Message:
Made server compile with C++.
Removed cfanim plugin and crossedit.
C++ here we come.

File Contents

# Content
1 /*
2 * static char *rcsid_shop_c =
3 * "$Id$";
4 */
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 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
56 #define NUM_COINS 4 /* number of coin types */
57 static const char* const coins[] = {"royalty", "platinacoin", "goldcoin", "silvercoin", NULL};
58
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
84 static uint64 approx_range;
85
86 uint64 query_cost(const object *tmp, object *who, int flag) {
87 uint64 val;
88 int number; /* used to better calculate value */
89 int no_bargain;
90 int identified;
91 int not_cursed;
92 int approximate;
93 int shop;
94 double diff;
95
96 approx_range = 0;
97
98 no_bargain = flag & F_NO_BARGAIN;
99 identified = flag & F_IDENTIFIED;
100 not_cursed = flag & F_NOT_CURSED;
101 approximate = flag & F_APPROX;
102 shop = flag & F_SHOP;
103 flag &= ~(F_NO_BARGAIN|F_IDENTIFIED|F_NOT_CURSED|F_APPROX|F_SHOP);
104
105 if (tmp->type==MONEY) return (tmp->nrof * tmp->value);
106 if (tmp->type==GEM) {
107 if (flag==F_TRUE) return (tmp->nrof * tmp->value);
108 if (flag==F_BUY) return (1.03 * tmp->nrof * tmp->value);
109 if (flag==F_SELL) return (0.97 * tmp->nrof * tmp->value);
110 LOG(llevError,"Query_cost: Gem type with unknown flag : %d\n", flag);
111 return 0;
112 }
113 number = tmp->nrof;
114 if (number==0) number=1;
115 if (QUERY_FLAG(tmp, FLAG_IDENTIFIED) || !need_identify(tmp) || identified) {
116 if (!not_cursed && (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))
117 return 0;
118 else
119 val=tmp->value * number;
120 }
121 /* This area deals with objects that are not identified, but can be */
122 else {
123 if (tmp->arch != NULL) {
124 if (flag == F_BUY) {
125 LOG(llevError, "Asking for buy-value of unidentified object.\n");
126 val = tmp->arch->clone.value * 50 * number;
127 }
128 else { /* Trying to sell something, or get true value */
129 if (tmp->type == POTION)
130 val = number * 40; /* Don't want to give anything away */
131 else {
132 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
133 * unknown objects
134 */
135 if (QUERY_FLAG(tmp, FLAG_BEEN_APPLIED))
136 val = number * tmp->arch->clone.value *2 / 3;
137 else
138 val = number * tmp->arch->clone.value / 3;
139 }
140 }
141 } else { /* No archetype with this object */
142 LOG(llevDebug,"In sell item: Have object with no archetype: %s\n", tmp->name);
143 if (flag == F_BUY) {
144 LOG(llevError, "Asking for buy-value of unidentified object without arch.\n");
145 val = number * tmp->value * 10;
146 }
147 else
148 val = number * tmp->value / 5;
149 }
150 }
151
152 /* If the item has been applied or identifed or does not need to be
153 * identified, AND the object is magical and the archetype is non
154 * magical, then change values accordingly. The tmp->arch==NULL is
155 * really just a check to prevent core dumps for when it checks
156 * tmp->arch->clone.magic for any magic. The check for archetype
157 * magic is to not give extra money for archetypes that are by
158 * default magical. This is because the archetype value should have
159 * already figured in that value.
160 */
161 if((QUERY_FLAG(tmp, FLAG_IDENTIFIED)||!need_identify(tmp)||identified||
162 QUERY_FLAG(tmp, FLAG_BEEN_APPLIED)) &&
163 tmp->magic&&(tmp->arch==NULL||!tmp->arch->clone.magic)) {
164 if(tmp->magic>0)
165 val*=(3*tmp->magic*tmp->magic*tmp->magic);
166 else
167 /* Note that tmp->magic is negative, so that this
168 * will actually be something like val /=2, /=3, etc.
169 */
170 val/=(1-tmp->magic);
171 }
172
173 if (tmp->type==WAND) {
174 /* Value of the wand is multiplied by the number of
175 * charges. the treasure code already sets up the value
176 * 50 charges is used as the baseline.
177 */
178 if (QUERY_FLAG(tmp, FLAG_IDENTIFIED) || !need_identify(tmp) || identified)
179 val=(val*tmp->stats.food) / 50;
180 else /* if not identified, presume one charge */
181 val/=50;
182 }
183
184 /* Limit amount of money you can get for really great items. */
185 if (flag==F_SELL)
186 val=value_limit(val, number, who, shop);
187
188 // use a nonlinear price adjustment. as my predecessor said, don't change
189 // the archetypes, its work required for balancing, and we don't care.
190 //val = pow (val, 1.05);
191
192 /* This modification is for bargaining skill.
193 * Now only players with max level in bargaining
194 * AND Cha = 30 will get optimal price.
195 * Thus charisma will never get useless.
196 * -b.e. edler@heydernet.de
197 */
198
199 if (who!=NULL && who->type==PLAYER) {
200 int lev_bargain = 0;
201 int lev_identify = 0;
202 int idskill1=0;
203 int idskill2=0;
204 const typedata *tmptype;
205
206 tmptype=get_typedata(tmp->type);
207
208 if (find_skill_by_number(who,SK_BARGAINING)) {
209 lev_bargain = find_skill_by_number(who,SK_BARGAINING)->level;
210 }
211 if (tmptype) {
212 idskill1=tmptype->identifyskill;
213 if (idskill1) {
214 idskill2=tmptype->identifyskill2;
215 if (find_skill_by_number(who,idskill1)) {
216 lev_identify = find_skill_by_number(who,idskill1)->level;
217 }
218 if (idskill2 && find_skill_by_number(who,idskill2)) {
219 lev_identify += find_skill_by_number(who,idskill2)->level;
220 }
221 }
222 }
223 else LOG(llevError, "Query_cost: item %s hasn't got a valid type\n", tmp->name);
224
225 /* ratio determines how much of the price modification
226 * will come from the basic stat charisma
227 * the rest will come from the level in bargaining skill
228 */
229 const double cha_ratio = 0.40;
230
231 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double)settings.max_level, 0.25);
232
233 diff = (1. - cha_ratio) * diff
234 + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.);
235
236 diff = .02 + (.80 - .02) * diff;
237
238 if (flag == F_BUY) val += val * diff;
239 else if (flag == F_SELL) val -= val * diff;
240
241 // now find a price range. the less good we can judge, the larger the range is
242 // then the range is adjusted randomly around the correct value
243 if (approximate)
244 approx_range = val / sqrt (lev_identify * 3 + 1);
245 }
246
247 /* I don't think this should really happen - if it does, it indicates and
248 * overflow of diff above. That shoudl only happen if
249 * we are selling objects - in that case, the person just
250 * gets no money.
251 */
252 if((sint64)val<0)
253 val=0;
254
255 /* Unidentified stuff won't sell for more than 60gp */
256 if(flag==F_SELL && !QUERY_FLAG(tmp, FLAG_IDENTIFIED) && need_identify(tmp) && !identified) {
257 val = (val > 600)? 600:val;
258 }
259
260 /* if we are in a shop, check how the type of shop should affect the price */
261 if (shop && who) {
262 if (flag==F_SELL)
263 val=(sint64)val*shop_specialisation_ratio(tmp, who->map)*shopkeeper_approval(who->map, who)
264 /shop_greed(who->map);
265 else if (flag==F_BUY) {
266 /*
267 * when buying, if the item was sold by another player, it is ok to
268 * let the item be sold cheaper, according to the specialisation of
269 * the shop. If a player sold an item here, then his sale price was
270 * multiplied by the specialisation ratio, to do the same to the buy
271 * price will not generate extra money. However, the
272 * same is not true of generated items, these have to /divide/ by the
273 * specialisation, so that the price is never less than what they could
274 * be sold for (otherwise players could camp map resets to make money).
275 * In game terms, a non-specialist shop, might not recognise the true
276 * value of the items they sell (much like how people sometimes find
277 * antiques in a junk shop in real life).
278 */
279 if (QUERY_FLAG(tmp, FLAG_PLAYER_SOLD))
280 val=(sint64)val*shop_greed(who->map)*shop_specialisation_ratio(tmp, who->map)
281 /shopkeeper_approval(who->map, who);
282 else
283 val=(sint64)val*shop_greed(who->map)
284 /(shop_specialisation_ratio(tmp, who->map)*shopkeeper_approval(who->map, who));
285 }
286 /* we will also have an extra 0-5% variation between shops of the same type
287 * for valuable items (below a value of 50 this effect wouldn't be very
288 * pointful, and could give fun with rounding.
289 */
290 if(who->map->path!=NULL && val > 50)
291 val=(sint64)val+0.05*(sint64)val*cos(tmp->count+strlen(who->map->path));
292 }
293 return val;
294 }
295
296 /* Find the coin type that is worth more the 'c'. Starts at the
297 * cointype placement.
298 */
299
300 static archetype *find_next_coin(uint64 c, int *cointype) {
301 archetype *coin;
302
303 do {
304 if (coins[*cointype]==NULL) return NULL;
305 coin = find_archetype(coins[*cointype]);
306 if (coin == NULL)
307 return NULL;
308 *cointype += 1;
309 } while (coin->clone.value > c);
310
311 return coin;
312 }
313
314 /* This returns a string of how much something is worth based on
315 * an integer being passed.
316 * cost is the cost we need to represent.
317 * While cost is 64 bit, the number of any coin is still really
318 * limited to 32 bit (size of nrof field). If it turns out players
319 * have so much money that they have more than 2 billion platinum
320 * coins, there are certainly issues - the easiest fix at that
321 * time is to add a higher denomination (mithril piece with
322 * 10,000 silver or something)
323 */
324 static const char *cost_string_from_value(uint64 cost, int approx)
325 {
326 static char buf[MAX_BUF];
327 archetype *coin, *next_coin;
328 int num, cointype = 0;
329
330 coin = find_next_coin(cost, &cointype);
331 if (coin == NULL)
332 return "nothing";
333
334 num = cost / coin->clone.value;
335 /* so long as nrof is 32 bit, this is true.
336 * If it takes more coins than a person can possibly carry, this
337 * is basically true.
338 */
339 if ( (cost / coin->clone.value) > UINT32_MAX) {
340 strcpy(buf,"an unimaginable sum of money");
341 return buf;
342 }
343
344 cost -= (uint64)num * (uint64)coin->clone.value;
345 sprintf(buf, "%d %s", num, num > 1 ? coin->clone.name_pl : coin->clone.name);
346
347 next_coin = find_next_coin(cost, &cointype);
348 if (next_coin == NULL || approx)
349 return buf;
350
351 coin = next_coin;
352 num = cost / coin->clone.value;
353 cost -= (uint64)num * (uint64)coin->clone.value;
354
355 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? coin->clone.name_pl : coin->clone.name);
356
357 return buf;
358 }
359
360 const char *query_cost_string(const object *tmp,object *who,int flag) {
361 uint64 real_value = query_cost(tmp,who,flag);
362 int idskill1=0;
363 int idskill2=0;
364 const typedata *tmptype;
365
366 tmptype=get_typedata(tmp->type);
367 if (tmptype) {
368 idskill1=tmptype->identifyskill;
369 idskill2=tmptype->identifyskill2;
370 }
371
372 /* we show an approximate price if
373 * 1) we are approximating
374 * 2) there either is no id skill(s) for the item, or we don't have them
375 * 3) we don't have bargaining skill either
376 */
377 if (flag & F_APPROX) {
378 if (!idskill1 || !find_skill_by_number(who, idskill1)) {
379 if (!idskill2 || !find_skill_by_number(who, idskill2)) {
380 if (!find_skill_by_number(who,SK_BARGAINING)) {
381 static char buf[MAX_BUF];
382 int num, cointype = 0;
383 archetype *coin = find_next_coin(real_value, &cointype);
384
385 if (coin == NULL) return "nothing";
386
387 num = real_value / coin->clone.value;
388 if (num == 1)
389 sprintf(buf, "about one %s", coin->clone.name);
390 else if (num < 5)
391 sprintf(buf, "a few %s", coin->clone.name_pl);
392 else if (num < 10)
393 sprintf(buf, "several %s", coin->clone.name_pl);
394 else if (num < 25)
395 sprintf(buf, "a moderate amount of %s", coin->clone.name_pl);
396 else if (num < 100)
397 sprintf(buf, "lots of %s", coin->clone.name_pl);
398 else if (num < 1000)
399 sprintf(buf, "a great many %s", coin->clone.name_pl);
400 else
401 sprintf(buf, "a vast quantity of %s", coin->clone.name_pl);
402 return buf;
403 }
404 }
405 }
406
407 int hash = ((unsigned int)tmp->count * 174364621) & 1023;
408
409 if (approx_range)
410 {
411 uint64 lo = (sint64)real_value - (approx_range * hash >> 10);
412 static char buf[MAX_BUF];
413
414 sprintf (buf, "between %s", cost_string_from_value (lo, 1));
415 sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1));
416
417 return buf;
418 }
419 }
420
421 return cost_string_from_value (real_value, 0);
422 }
423
424 /* This function finds out how much money the player is carrying,
425 * including what is in containers.
426 */
427 uint64 query_money(const object *op) {
428 object *tmp;
429 uint64 total=0;
430
431 if (op->type!=PLAYER && op->type!=CONTAINER) {
432 LOG(llevError, "Query money called with non player/container\n");
433 return 0;
434 }
435 for (tmp = op->inv; tmp; tmp= tmp->below) {
436 if (tmp->type==MONEY) {
437 total += (uint64)tmp->nrof * (uint64)tmp->value;
438 } else if (tmp->type==CONTAINER &&
439 QUERY_FLAG(tmp,FLAG_APPLIED) &&
440 (tmp->race==NULL || strstr(tmp->race,"gold"))) {
441 total += query_money(tmp);
442 }
443 }
444 return total;
445 }
446 /* TCHIZE: This function takes the amount of money from the
447 * the player inventory and from it's various pouches using the
448 * pay_from_container function.
449 * returns 0 if not possible. 1 if success
450 */
451 int pay_for_amount(uint64 to_pay,object *pl) {
452 object *pouch;
453
454 if (to_pay==0) return 1;
455 if (to_pay > query_money(pl)) return 0;
456
457 to_pay = pay_from_container(pl, pl, to_pay);
458
459 for (pouch=pl->inv; (pouch!=NULL) && (to_pay>0); pouch=pouch->below) {
460 if (pouch->type == CONTAINER
461 && QUERY_FLAG(pouch, FLAG_APPLIED)
462 && (pouch->race == NULL || strstr(pouch->race, "gold"))) {
463 to_pay = pay_from_container(pl, pouch, to_pay);
464 }
465 }
466 fix_player(pl);
467 return 1;
468 }
469
470 /* DAMN: This is now a wrapper for pay_from_container, which is
471 * called for the player, then for each active container that can hold
472 * money until op is paid for. Change will be left wherever the last
473 * of the price was paid from.
474 */
475 int pay_for_item(object *op,object *pl) {
476 uint64 to_pay = query_cost(op,pl,F_BUY | F_SHOP);
477 object *pouch;
478 uint64 saved_money;
479
480 if (to_pay==0) return 1;
481 if (to_pay>query_money(pl)) return 0;
482
483 /* We compare the paid price with the one for a player
484 * without bargaining skill.
485 * This determins the amount of exp (if any) gained for bargaining.
486 */
487 saved_money = query_cost(op,pl,F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay;
488
489 if (saved_money > 0)
490 change_exp(pl,saved_money,"bargaining",SK_EXP_NONE);
491
492 to_pay = pay_from_container(pl, pl, to_pay);
493
494 for (pouch=pl->inv; (pouch!=NULL) && (to_pay>0); pouch=pouch->below) {
495 if (pouch->type == CONTAINER
496 && QUERY_FLAG(pouch, FLAG_APPLIED)
497 && (pouch->race == NULL || strstr(pouch->race, "gold"))) {
498 to_pay = pay_from_container(pl, pouch, to_pay);
499 }
500 }
501 if (settings.real_wiz == FALSE && QUERY_FLAG(pl, FLAG_WAS_WIZ))
502 SET_FLAG(op, FLAG_WAS_WIZ);
503 fix_player(pl);
504 return 1;
505 }
506
507 /* This pays for the item, and takes the proper amount of money off
508 * the player.
509 * CF 0.91.4 - this function is mostly redone in order to fix a bug
510 * with weight not be subtracted properly. We now remove and
511 * insert the coin objects - this should update the weight
512 * appropriately
513 *
514 * DAMN: This function is used for the player, then for any active
515 * containers that can hold money.
516 *
517 * pouch is the container (pouch or player) to remove the coins from.
518 * to_pay is the required amount.
519 * returns the amount still missing after using "pouch".
520 */
521 static uint64 pay_from_container(object *pl, object *pouch, uint64 to_pay) {
522 int count, i;
523 sint64 remain;
524 object *tmp, *coin_objs[NUM_COINS], *next;
525 archetype *at;
526
527 if (pouch->type != PLAYER && pouch->type != CONTAINER) return to_pay;
528
529 remain = to_pay;
530 for (i=0; i<NUM_COINS; i++) coin_objs[i] = NULL;
531
532 /* This hunk should remove all the money objects from the player/container */
533 for (tmp=pouch->inv; tmp; tmp=next) {
534 next = tmp->below;
535
536 if (tmp->type == MONEY) {
537 for (i=0; i<NUM_COINS; i++) {
538 if (!strcmp(coins[NUM_COINS-1-i], tmp->arch->name) &&
539 (tmp->value == tmp->arch->clone.value) ) {
540
541 /* This should not happen, but if it does, just *
542 * merge the two. */
543 if (coin_objs[i]!=NULL) {
544 LOG(llevError,"%s has two money entries of (%s)\n",
545 pouch->name, coins[NUM_COINS-1-i]);
546 remove_ob(tmp);
547 coin_objs[i]->nrof += tmp->nrof;
548 esrv_del_item(pl->contr, tmp->count);
549 free_object(tmp);
550 }
551 else {
552 remove_ob(tmp);
553 if(pouch->type==PLAYER) esrv_del_item(pl->contr, tmp->count);
554 coin_objs[i] = tmp;
555 }
556 break;
557 }
558 }
559 if (i==NUM_COINS)
560 LOG(llevError,"in pay_for_item: Did not find string match for %s\n", tmp->arch->name);
561 }
562 }
563
564 /* Fill in any gaps in the coin_objs array - needed to make change. */
565 /* Note that the coin_objs array goes from least value to greatest value */
566 for (i=0; i<NUM_COINS; i++)
567 if (coin_objs[i]==NULL) {
568 at = find_archetype(coins[NUM_COINS-1-i]);
569 if (at==NULL) LOG(llevError, "Could not find %s archetype\n", coins[NUM_COINS-1-i]);
570 coin_objs[i] = get_object();
571 copy_object(&at->clone, coin_objs[i]);
572 coin_objs[i]->nrof = 0;
573 }
574
575 for (i=0; i<NUM_COINS; i++) {
576 int num_coins;
577
578 if (coin_objs[i]->nrof*coin_objs[i]->value> remain) {
579 num_coins = remain / coin_objs[i]->value;
580 if ((uint64)num_coins*(uint64)coin_objs[i]->value < remain) num_coins++;
581 } else {
582 num_coins = coin_objs[i]->nrof;
583 }
584 remain -= (sint64) num_coins * (sint64)coin_objs[i]->value;
585 coin_objs[i]->nrof -= num_coins;
586 /* Now start making change. Start at the coin value
587 * below the one we just did, and work down to
588 * the lowest value.
589 */
590 count=i-1;
591 while (remain<0 && count>=0) {
592 num_coins = -remain/ coin_objs[count]->value;
593 coin_objs[count]->nrof += num_coins;
594 remain += num_coins * coin_objs[count]->value;
595 count--;
596 }
597 }
598 for (i=0; i<NUM_COINS; i++) {
599 if (coin_objs[i]->nrof) {
600 object *tmp = insert_ob_in_ob(coin_objs[i], pouch);
601
602 esrv_send_item(pl, tmp);
603 esrv_send_item (pl, pouch);
604 if (pl != pouch) esrv_update_item (UPD_WEIGHT, pl, pouch);
605 if (pl->type != PLAYER) {
606 esrv_send_item (pl, pl);
607 }
608 } else {
609 free_object(coin_objs[i]);
610 }
611 }
612 return(remain);
613 }
614
615 /* Checks all unpaid items in op's inventory, adds up all the money they
616 * have, and checks that they can actually afford what they want to buy.
617 * Returns 1 if they can, and 0 if they can't. also prints an appropriate message
618 * to the player
619 */
620
621 int can_pay(object *pl) {
622 int unpaid_count = 0, i;
623 uint64 unpaid_price = 0;
624 uint64 player_wealth = query_money(pl);
625 object *item;
626 uint32 coincount[NUM_COINS];
627 if (!pl || pl->type != PLAYER) {
628 LOG(llevError, "can_pay(): called against something that isn't a player\n");
629 return 0;
630 }
631 for (i=0; i< NUM_COINS; i++) coincount[i] = 0;
632 for (item = pl->inv;item;) {
633 if QUERY_FLAG(item, FLAG_UNPAID) {
634 unpaid_count++;
635 unpaid_price += query_cost(item, pl, F_BUY | F_SHOP);
636 }
637 /* merely converting the player's monetary wealth won't do, if we did that,
638 * we could print the wrong numbers for the coins, so we count the money instead
639 */
640 for (i=0; i< NUM_COINS; i++)
641 if (!strcmp(coins[i], item->arch->name))
642 coincount[i] += item->nrof;
643 if (item->inv) item = item->inv;
644 else if (item->below) item = item->below;
645 else if (item->env && item->env != pl && item->env->below) item = item->env->below;
646 else item = NULL;
647 }
648 if (unpaid_price > player_wealth) {
649 char buf[MAX_BUF], coinbuf[MAX_BUF];
650 int denominations = 0;
651 int has_coins = NUM_COINS;
652 char cost[MAX_BUF];
653 char missing[MAX_BUF];
654
655 sprintf(cost, "%s", cost_string_from_value (unpaid_price, 0));
656 sprintf(missing, "%s", cost_string_from_value (unpaid_price - player_wealth, 0));
657
658 sprintf(buf, "You have %d unpaid items that would cost you %s. You need another %s to be able to afford that.",
659 unpaid_count, cost, missing);
660 new_draw_info(NDI_UNIQUE, 0, pl, buf);
661 return 0;
662 }
663 else return 1;
664 }
665
666
667 /* Better get_payment, descends containers looking for
668 * unpaid items, and pays for them.
669 * returns 0 if the player still has unpaid items.
670 * returns 1 if the player has paid for everything.
671 * pl is the player buying the stuff.
672 * op is the object we are examining. If op has
673 * and inventory, we examine that. IF there are objects
674 * below op, we descend down.
675 */
676 int get_payment(object *pl, object *op) {
677 char buf[MAX_BUF];
678 int ret=1;
679
680 if (op!=NULL&&op->inv)
681 ret = get_payment(pl, op->inv);
682
683 if (!ret)
684 return 0;
685
686 if (op!=NULL&&op->below)
687 ret = get_payment (pl, op->below);
688
689 if (!ret)
690 return 0;
691
692 if(op!=NULL&&QUERY_FLAG(op,FLAG_UNPAID)) {
693 strncpy(buf,query_cost_string(op,pl,F_BUY | F_SHOP),MAX_BUF);
694 buf[MAX_BUF-1] = '\0';
695 if(!pay_for_item(op,pl)) {
696 uint64 i=query_cost(op,pl,F_BUY | F_SHOP) - query_money(pl);
697 CLEAR_FLAG(op, FLAG_UNPAID);
698 new_draw_info_format(NDI_UNIQUE, 0, pl,
699 "You lack %s to buy %s.", cost_string_from_value (i, 0),
700 query_name(op));
701 SET_FLAG(op, FLAG_UNPAID);
702 return 0;
703 } else {
704 object *tmp;
705 tag_t c = op->count;
706
707 CLEAR_FLAG(op, FLAG_UNPAID);
708 CLEAR_FLAG(op, FLAG_PLAYER_SOLD);
709 new_draw_info_format(NDI_UNIQUE, 0, op,
710 "You paid %s for %s.",buf,query_name(op));
711 tmp=merge_ob(op,NULL);
712 if (pl->type == PLAYER) {
713 if (tmp) { /* it was merged */
714 esrv_del_item (pl->contr, c);
715 op = tmp;
716 }
717 esrv_send_item(pl, op);
718 }
719 }
720 }
721 return 1;
722 }
723
724 /* written by elmex:
725 * moved this code from sell_item () here to have a function
726 * that pays the player an amount. Mainly put the code here to
727 * be able to call it from a plugin.
728 *
729 * If the player can't carry all the money that is paid, it gets inserted
730 * in his inventory anyway. This is the best alternative to not pay any money
731 * or put it on the ground under the player. This way the player can still
732 * go somewhere and unload the money at a safe place.
733 *
734 */
735 void pay_player (object *pl, uint64 amount) {
736 int count = 0;
737 archetype *at = 0;
738 object *pouch = 0, *tmp = 0;
739
740 for (count = 0; coins[count] != NULL; count++)
741 {
742 at = find_archetype (coins[count]);
743
744 if (at == NULL)
745 LOG(llevError, "Could not find %s archetype\n", coins[count]);
746 else if ((amount / at->clone.value) > 0)
747 {
748 for (pouch=pl->inv; pouch; pouch=pouch->below)
749 {
750 if (pouch->type == CONTAINER
751 && QUERY_FLAG (pouch, FLAG_APPLIED)
752 && pouch->race
753 && strstr (pouch->race, "gold"))
754 {
755 int w = at->clone.weight * (100 - pouch->stats.Str) / 100;
756 int n = amount / at->clone.value;
757
758 if (w == 0)
759 w = 1; /* Prevent divide by zero */
760
761 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
762 {
763 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
764 n = (pouch->weight_limit - pouch->carrying) / w;
765
766 tmp = get_object ();
767 copy_object (&at->clone, tmp);
768 tmp->nrof = n;
769 amount -= (uint64)tmp->nrof * (uint64)tmp->value;
770 tmp = insert_ob_in_ob (tmp, pouch);
771 esrv_send_item (pl, tmp);
772 esrv_send_item (pl, pouch);
773 esrv_update_item (UPD_WEIGHT, pl, pouch);
774 esrv_send_item (pl, pl);
775 }
776 }
777 }
778
779 if (amount / at->clone.value > 0)
780 {
781 tmp = get_object ();
782 copy_object (&at->clone, tmp);
783 tmp->nrof = amount / tmp->value;
784 amount -= (uint64)tmp->nrof * (uint64)tmp->value;
785 tmp = insert_ob_in_ob (tmp, pl);
786 esrv_send_item (pl, tmp);
787 esrv_send_item (pl, pl);
788 }
789 }
790 }
791
792 if (amount != 0)
793 #ifndef WIN32
794 LOG (llevError,"Warning - payment in pay_player () not zero: %llu\n", amount);
795 #else
796 LOG (llevError,"Warning - payment in pay_player () not zero: %I64u\n", amount);
797 #endif
798 }
799
800 /* elmex: this is for the bank plugin :( */
801 uint64 pay_player_arch (object *pl, const char *arch, uint64 amount) {
802 archetype *at = find_archetype (arch);
803 object *tmp = NULL;
804
805 if (at == NULL)
806 return 0;
807
808 if (amount > 0)
809 {
810 tmp = get_object ();
811 copy_object (&at->clone, tmp);
812 tmp->nrof = amount;
813 tmp = insert_ob_in_ob (tmp, pl);
814 esrv_send_item (pl, tmp);
815 esrv_send_item (pl, pl);
816 }
817
818 return 1;
819 }
820
821 /* Modified function to give out platinum coins. This function uses
822 * the coins[] array to know what coins are available, just like
823 * buy item.
824 *
825 * Modified to fill available race: gold containers before dumping
826 * remaining coins in character's inventory.
827 */
828 void sell_item(object *op, object *pl) {
829 uint64 amount = query_cost (op,pl,F_SELL | F_SHOP), extra_gain;
830
831 if(pl==NULL || pl->type != PLAYER)
832 {
833 LOG(llevDebug,"Object other than player tried to sell something.\n");
834 return;
835 }
836
837 if(op->custom_name)
838 FREE_AND_CLEAR_STR (op->custom_name);
839
840 if(!amount)
841 {
842 new_draw_info_format (NDI_UNIQUE, 0, pl,
843 "We're not interested in %s.", query_name (op));
844
845 /* Even if the character doesn't get anything for it, it may still be
846 * worth something. If so, make it unpaid
847 */
848 if (op->value)
849 {
850 SET_FLAG(op, FLAG_UNPAID);
851 SET_FLAG(op, FLAG_PLAYER_SOLD);
852 }
853
854 identify (op);
855 return;
856 }
857
858 /* We compare the price with the one for a player
859 * without bargaining skill.
860 * This determins the amount of exp (if any) gained for bargaining.
861 * exp/10 -> 1 for each gold coin
862 */
863 extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP);
864
865 if (extra_gain > 0)
866 change_exp(pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
867
868 pay_player (pl, amount);
869
870 new_draw_info_format (NDI_UNIQUE, 0, pl,
871 "You receive %s for %s.", query_cost_string (op, pl, F_SELL | F_SHOP),
872 query_name (op));
873
874 SET_FLAG (op, FLAG_UNPAID);
875 identify (op);
876 }
877
878
879 /* returns a double that is the ratio of the price that a shop will offer for
880 * item based on the shops specialisation. Does not take account of greed,
881 * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any
882 * event is never less than 0.1 (calling functions divide by it)
883 */
884 static double shop_specialisation_ratio(const object *item, const mapstruct *map) {
885 shopitems *items=map->shopitems;
886 double ratio = SPECIALISATION_EFFECT, likedness=0.001;
887 int i;
888
889 if (item==NULL) {
890 LOG(llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", map->path);
891 return 0;
892 }
893 if (!item->type) {
894 LOG(llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
895 /*
896 * I'm not really sure what the /right/ thing to do here is, these types of
897 * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
898 */
899 return ratio;
900 }
901 if (map->shopitems) {
902 for (i=0; i<items[0].index; i++)
903 if (items[i].typenum==item->type || (!items[i].typenum && likedness == 0.001))
904 likedness = items[i].strength/100.0;
905 }
906 if (likedness > 1.0) { /* someone has been rather silly with the map headers. */
907 LOG(llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n",
908 item->type, map->path);
909 likedness = 1.0;
910 }
911 if (likedness < -1.0) {
912 LOG(llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n",
913 item->type, map->path);
914 likedness = -1.0;
915 }
916 ratio = ratio + (1.0-ratio) * likedness;
917 if (ratio <= 0.1) ratio=0.1; /* if the ratio were much lower than this, we would get silly prices */
918 return ratio;
919 }
920
921 /*returns the greed of the shop on map, or 1 if it isn't specified. */
922 static double shop_greed(const mapstruct *map) {
923 double greed=1.0;
924 if (map->shopgreed)
925 return map->shopgreed;
926 return greed;
927 }
928
929 /* Returns a double based on how much the shopkeeper approves of the player.
930 * this is based on the race of the shopkeeper and that of the player.
931 */
932 double shopkeeper_approval(const mapstruct *map, const object *player) {
933 double approval=1.0;
934
935 if (map->shoprace) {
936 approval=NEUTRAL_RATIO;
937 if (player->race && !strcmp(player->race, map->shoprace)) approval = 1.0;
938 }
939 return approval;
940 }
941
942 /* limit the value of items based on the wealth of the shop. If the item is close
943 * to the maximum value a shop will offer, we start to reduce it, if the item is
944 * below the minimum value the shop is prepared to trade in, then we don't
945 * want it and offer nothing. If it isn't a shop, check whether we should do generic
946 * value reduction.
947 *
948 */
949 static uint64 value_limit (uint64 val, int quantity, const object *who, int isshop) {
950 uint64 newval, unit_price, tmpshopmax;
951 mapstruct *map;
952
953 unit_price = val / quantity;
954
955 if (!isshop || !who)
956 {
957 if (unit_price > 250000)
958 newval = 250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.;
959 else
960 newval = unit_price;
961 }
962 else
963 {
964 if (!who->map)
965 {
966 LOG(llevError, "value_limit: asked shop price for ob %s on NULL map\n", who->name);
967 return val;
968 }
969
970 map = who->map;
971
972 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
973
974 if (map->shopmin && unit_price < map->shopmin)
975 return 0;
976 else if (unit_price > tmpshopmax / 2)
977 newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
978 else
979 newval=unit_price;
980 }
981
982 newval *= quantity;
983
984 return newval;
985 }
986
987 /* gives a desciption of the shop on their current map to the player op. */
988 int describe_shop(const object *op) {
989 mapstruct *map = op->map;
990 /*shopitems *items=map->shopitems;*/
991 int pos=0, i;
992 double opinion=0;
993 char tmp[MAX_BUF]="\0";
994 if (op->type != PLAYER) return 0;
995
996 /*check if there is a shop specified for this map */
997 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) {
998 new_draw_info(NDI_UNIQUE,0,op,"From looking at the nearby shop you determine that it trades in:");
999 if (map->shopitems) {
1000 for (i=0; i < map->shopitems[0].index; i++) {
1001 if (map->shopitems[i].name && map->shopitems[i].strength > 10) {
1002 snprintf(tmp+pos, sizeof(tmp)-pos, "%s, ", map->shopitems[i].name_pl);
1003 pos += strlen(tmp+pos);
1004 }
1005 }
1006 }
1007 if (!pos) strcat(tmp, "a little of everything.");
1008
1009 /* format the string into a list */
1010 make_list_like(tmp);
1011 new_draw_info_format(NDI_UNIQUE, 0, op, "%s", tmp);
1012
1013 if (map->shopmax)
1014 new_draw_info_format(NDI_UNIQUE,0,op,"It won't trade for items above %s.",
1015 cost_string_from_value(map->shopmax, 0));
1016 if (map->shopmin)
1017 new_draw_info_format(NDI_UNIQUE,0,op,"It won't trade in items worth less than %s.",
1018 cost_string_from_value(map->shopmin, 0));
1019 if (map->shopgreed) {
1020 if (map->shopgreed >2.0)
1021 new_draw_info(NDI_UNIQUE,0,op,"It tends to overcharge massively.");
1022 else if (map->shopgreed >1.5)
1023 new_draw_info(NDI_UNIQUE,0,op,"It tends to overcharge substantially.");
1024 else if (map->shopgreed >1.1)
1025 new_draw_info(NDI_UNIQUE,0,op,"It tends to overcharge slightly.");
1026 else if (map->shopgreed <0.9)
1027 new_draw_info(NDI_UNIQUE,0,op,"It tends to undercharge.");
1028 }
1029 if (map->shoprace) {
1030 opinion=shopkeeper_approval(map, op);
1031 if (opinion > 0.8)
1032 new_draw_info(NDI_UNIQUE,0,op,"You think the shopkeeper likes you.");
1033 else if (opinion > 0.5)
1034 new_draw_info(NDI_UNIQUE,0,op,"The shopkeeper seems unconcerned by you.");
1035 else
1036 new_draw_info(NDI_UNIQUE,0,op,"The shopkeeper seems to have taken a dislike to you.");
1037 }
1038 }
1039 else new_draw_info(NDI_UNIQUE,0,op,"There is no shop nearby.");
1040
1041 return 1;
1042 }
1043 typedef struct shopinv {
1044 char *item_sort;
1045 char *item_real;
1046 uint16 type;
1047 uint32 nrof;
1048 } shopinv;
1049
1050 /* There are a lot fo extra casts in here just to suppress warnings - it
1051 * makes it look uglier than it really it.
1052 * The format of the strings we get is type:name. So we first want to
1053 * sort by type (numerical) - if the same type, then sort by name.
1054 */
1055 static int shop_sort(const void *a1, const void *a2)
1056 {
1057 shopinv *s1 = (shopinv*)a1, *s2= (shopinv*)a2;
1058
1059 if (s1->type<s2->type) return -1;
1060 if (s1->type>s2->type) return 1;
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 add_shop_item(object *tmp, shopinv *items, int *numitems, int *numallocated)
1068 {
1069 #if 0
1070 char buf[MAX_BUF];
1071 #endif
1072 /* clear unpaid flag so that doesn't come up in query
1073 * string. We clear nrof so that we can better sort
1074 * the object names.
1075 */
1076
1077 CLEAR_FLAG(tmp, FLAG_UNPAID);
1078 items[*numitems].nrof=tmp->nrof;
1079 /* Non mergable items have nrof of 0, but count them as one
1080 * so the display is properly.
1081 */
1082 if (tmp->nrof == 0) items[*numitems].nrof++;
1083 items[*numitems].type=tmp->type;
1084
1085 switch (tmp->type) {
1086 #if 0
1087 case BOOTS:
1088 case GLOVES:
1089 case RING:
1090 case AMULET:
1091 case BRACERS:
1092 case GIRDLE:
1093 sprintf(buf,"%s %s",query_base_name(tmp,0),describe_item(tmp, NULL));
1094 items[*numitems].item_sort = strdup_local(buf);
1095 sprintf(buf,"%s %s",query_name(tmp),describe_item(tmp, NULL));
1096 items[*numitems].item_real = strdup_local(buf);
1097 (*numitems)++;
1098 break;
1099 #endif
1100
1101 default:
1102 items[*numitems].item_sort = strdup_local(query_base_name(tmp, 0));
1103 items[*numitems].item_real = strdup_local(query_base_name(tmp, 1));
1104 (*numitems)++;
1105 break;
1106 }
1107 SET_FLAG(tmp, FLAG_UNPAID);
1108 }
1109
1110 void shop_listing(object *op)
1111 {
1112 int i,j,numitems=0,numallocated=0, nx, ny;
1113 char *map_mark = (char *) calloc(MAGIC_MAP_SIZE * MAGIC_MAP_SIZE,1);
1114 object *stack;
1115 shopinv *items;
1116
1117 /* Should never happen, but just in case a monster does apply a sign */
1118 if (op->type!=PLAYER) return;
1119
1120 new_draw_info(NDI_UNIQUE, 0, op, "\nThe shop contains:");
1121
1122 magic_mapping_mark(op, map_mark, 3);
1123 items=malloc(40*sizeof(shopinv));
1124 numallocated=40;
1125
1126 /* Find all the appropriate items */
1127 for (i=0; i<MAP_WIDTH(op->map); i++) {
1128 for (j=0; j<MAP_HEIGHT(op->map); j++) {
1129 /* magic map code now centers the map on the object at MAGIC_MAP_HALF.
1130 *
1131 */
1132 nx = i - op->x + MAGIC_MAP_HALF;
1133 ny = j - op->y + MAGIC_MAP_HALF;
1134 /* unlikely, but really big shops could run into this issue */
1135 if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE) continue;
1136
1137 if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR) {
1138 stack =get_map_ob(op->map,i,j);
1139
1140 while (stack) {
1141 if (QUERY_FLAG(stack, FLAG_UNPAID)) {
1142 if (numitems==numallocated) {
1143 items=realloc(items, sizeof(shopinv)*(numallocated+10));
1144 numallocated+=10;
1145 }
1146 add_shop_item(stack, items, &numitems, &numallocated);
1147 }
1148 stack = stack->above;
1149 }
1150 }
1151 }
1152 }
1153 free(map_mark);
1154 if (numitems == 0) {
1155 new_draw_info(NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1156 free(items);
1157 return;
1158 }
1159 qsort(items, numitems, sizeof(shopinv), (int (*)(const void*, const void*))shop_sort);
1160
1161 for (i=0; i<numitems; i++) {
1162 /* Collapse items of the same name together */
1163 if ((i+1)<numitems && !strcmp(items[i].item_real, items[i+1].item_real)) {
1164 items[i+1].nrof += items[i].nrof;
1165 free(items[i].item_sort);
1166 free(items[i].item_real);
1167 } else {
1168 new_draw_info_format(NDI_UNIQUE, 0, op, "%d %s",
1169 items[i].nrof? items[i].nrof:1,
1170 items[i].nrof==1?items[i].item_sort: items[i].item_real);
1171 free(items[i].item_sort);
1172 free(items[i].item_real);
1173 }
1174 }
1175 free(items);
1176 }