1 |
/* |
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* 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 |
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|
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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|
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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|
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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|
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The authors can be reached via e-mail at crossfire-devel@real-time.com |
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*/ |
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|
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#include <global.h> |
30 |
#include <spells.h> |
31 |
#include <skills.h> |
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#include <living.h> |
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#include <newclient.h> |
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#ifndef __CEXTRACT__ |
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#include <sproto.h> |
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#endif |
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#include <math.h> |
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|
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/* this is a measure of how effective store specialisation is. A general store |
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* will offer this proportion of the 'maximum' price, a specialised store will |
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* offer a range of prices around it such that the maximum price is always one |
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* therefore making this number higher, makes specialisation less effective. |
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* setting this value above 1 or to a negative value would have interesting, |
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* (though not useful) effects. |
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*/ |
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#define SPECIALISATION_EFFECT 0.5 |
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|
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/* price a shopkeeper will give to someone they disapprove of.*/ |
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#define DISAPPROVAL_RATIO 0.2 |
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|
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/* price a shopkeeper will give someone they neither like nor dislike */ |
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#define NEUTRAL_RATIO 0.8 |
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|
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static uint64 pay_from_container(object *pl, object *pouch, uint64 to_pay); |
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static uint64 value_limit(uint64 val, int quantity, const object *who, int isshop); |
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static double shop_specialisation_ratio(const object *item, const mapstruct *map); |
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static double shop_greed(const mapstruct *map); |
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|
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#define NUM_COINS 4 /* number of coin types */ |
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static const char* const coins[] = {"royalty", "platinacoin", "goldcoin", "silvercoin", NULL}; |
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|
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/* Added F_TRUE flag to define.h to mean that the price should not |
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* be adjusted by players charisma. With F_TRUE, it returns the amount |
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* that the item is worth, if it was sold, but unadjusted by charisma. |
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* This is needed for alchemy, to to determine what value of gold nuggets |
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* should be given (the gold nuggets, when sold, will have the adjustment |
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* by charisma done at that time). NULL could have been passed as the |
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* who parameter, but then the adjustment for expensive items (>10000) |
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* would not be done. |
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* |
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* Added F_APPROX flag, which means that the price returned should be wrong by |
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* an amount related to the player's bargaining skill. |
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* |
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* Added F_SHOP flag to mean that the specialisation of the shop on the player's |
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* current map should be taken into account when determining the price. Shops that |
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* specialise in what is being traded will give better prices than those that do not. |
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* |
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* CF 0.91.4 - This function got changed around a bit. Now the |
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* number of object is multiplied by the value early on. This fixes problems |
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* with items worth very little. What happened before is that various |
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* divisions took place, the value got rounded to 0 (Being an int), and |
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* thus remained 0. |
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* |
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* Mark Wedel (mwedel@pyramid.com) |
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*/ |
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uint64 query_cost(const object *tmp, object *who, int flag) { |
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uint64 val; |
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int number; /* used to better calculate value */ |
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int no_bargain; |
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int identified; |
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int not_cursed; |
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int approximate; |
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int shop; |
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float diff; |
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float ratio; |
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|
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no_bargain = flag & F_NO_BARGAIN; |
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identified = flag & F_IDENTIFIED; |
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not_cursed = flag & F_NOT_CURSED; |
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approximate = flag & F_APPROX; |
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shop = flag & F_SHOP; |
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flag &= ~(F_NO_BARGAIN|F_IDENTIFIED|F_NOT_CURSED|F_APPROX|F_SHOP); |
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|
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if (tmp->type==MONEY) return (tmp->nrof * tmp->value); |
105 |
if (tmp->type==GEM) { |
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if (flag==F_TRUE) return (tmp->nrof * tmp->value); |
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if (flag==F_BUY) return (1.03 * tmp->nrof * tmp->value); |
108 |
if (flag==F_SELL) return (0.97 * tmp->nrof * tmp->value); |
109 |
LOG(llevError,"Query_cost: Gem type with unknown flag : %d\n", flag); |
110 |
return 0; |
111 |
} |
112 |
number = tmp->nrof; |
113 |
if (number==0) number=1; |
114 |
if (QUERY_FLAG(tmp, FLAG_IDENTIFIED) || !need_identify(tmp) || identified) { |
115 |
if (!not_cursed && (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) |
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return 0; |
117 |
else |
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val=tmp->value * number; |
119 |
} |
120 |
/* This area deals with objects that are not identified, but can be */ |
121 |
else { |
122 |
if (tmp->arch != NULL) { |
123 |
if (flag == F_BUY) { |
124 |
LOG(llevError, "Asking for buy-value of unidentified object.\n"); |
125 |
val = tmp->arch->clone.value * 50 * number; |
126 |
} |
127 |
else { /* Trying to sell something, or get true value */ |
128 |
if (tmp->type == POTION) |
129 |
val = number * 1000; /* Don't want to give anything away */ |
130 |
else { |
131 |
/* Get 2/3'rd value for applied objects, 1/3'rd for totally |
132 |
* unknown objects |
133 |
*/ |
134 |
if (QUERY_FLAG(tmp, FLAG_BEEN_APPLIED)) |
135 |
val = number * tmp->arch->clone.value *2 / 3; |
136 |
else |
137 |
val = number * tmp->arch->clone.value / 3; |
138 |
} |
139 |
} |
140 |
} else { /* No archetype with this object */ |
141 |
LOG(llevDebug,"In sell item: Have object with no archetype: %s\n", tmp->name); |
142 |
if (flag == F_BUY) { |
143 |
LOG(llevError, "Asking for buy-value of unidentified object without arch.\n"); |
144 |
val = number * tmp->value * 10; |
145 |
} |
146 |
else |
147 |
val = number * tmp->value / 5; |
148 |
} |
149 |
} |
150 |
|
151 |
/* If the item has been applied or identifed or does not need to be |
152 |
* identified, AND the object is magical and the archetype is non |
153 |
* magical, then change values accordingly. The tmp->arch==NULL is |
154 |
* really just a check to prevent core dumps for when it checks |
155 |
* tmp->arch->clone.magic for any magic. The check for archetype |
156 |
* magic is to not give extra money for archetypes that are by |
157 |
* default magical. This is because the archetype value should have |
158 |
* already figured in that value. |
159 |
*/ |
160 |
if((QUERY_FLAG(tmp, FLAG_IDENTIFIED)||!need_identify(tmp)||identified|| |
161 |
QUERY_FLAG(tmp, FLAG_BEEN_APPLIED)) && |
162 |
tmp->magic&&(tmp->arch==NULL||!tmp->arch->clone.magic)) { |
163 |
if(tmp->magic>0) |
164 |
val*=(3*tmp->magic*tmp->magic*tmp->magic); |
165 |
else |
166 |
/* Note that tmp->magic is negative, so that this |
167 |
* will actually be something like val /=2, /=3, etc. |
168 |
*/ |
169 |
val/=(1-tmp->magic); |
170 |
} |
171 |
|
172 |
if (tmp->type==WAND) { |
173 |
/* Value of the wand is multiplied by the number of |
174 |
* charges. the treasure code already sets up the value |
175 |
* 50 charges is used as the baseline. |
176 |
*/ |
177 |
if (QUERY_FLAG(tmp, FLAG_IDENTIFIED) || !need_identify(tmp) || identified) |
178 |
val=(val*tmp->stats.food) / 50; |
179 |
else /* if not identified, presume one charge */ |
180 |
val/=50; |
181 |
} |
182 |
|
183 |
/* Limit amount of money you can get for really great items. */ |
184 |
if (flag==F_TRUE || flag==F_SELL) |
185 |
val=value_limit(val, number, who, shop); |
186 |
|
187 |
/* we need to multiply these by 4.0 to keep buy costs roughly the same |
188 |
* (otherwise, you could buy a potion of charisma for around 400 pp. |
189 |
* Arguable, the costs in the archetypes should be updated to better |
190 |
* reflect values (potion charisma list for 1250 gold) |
191 |
*/ |
192 |
val *= 4; |
193 |
|
194 |
/* This modification is for bargaining skill. |
195 |
* Now only players with max level in bargaining |
196 |
* AND Cha = 30 will get optimal price. |
197 |
* Thus charisma will never get useless. |
198 |
* -b.e. edler@heydernet.de |
199 |
*/ |
200 |
|
201 |
if (who!=NULL && who->type==PLAYER) { |
202 |
int lev_bargain = 0; |
203 |
int lev_identify = 0; |
204 |
int idskill1=0; |
205 |
int idskill2=0; |
206 |
const typedata *tmptype; |
207 |
|
208 |
/* ratio determines how much of the price modification |
209 |
* will come from the basic stat charisma |
210 |
* the rest will come from the level in bargaining skill |
211 |
*/ |
212 |
ratio = 0.5; |
213 |
tmptype=get_typedata(tmp->type); |
214 |
|
215 |
if (find_skill_by_number(who,SK_BARGAINING)) { |
216 |
lev_bargain = find_skill_by_number(who,SK_BARGAINING)->level; |
217 |
} |
218 |
if (tmptype) { |
219 |
idskill1=tmptype->identifyskill; |
220 |
if (idskill1) { |
221 |
idskill2=tmptype->identifyskill2; |
222 |
if (find_skill_by_number(who,idskill1)) { |
223 |
lev_identify = find_skill_by_number(who,idskill1)->level; |
224 |
} |
225 |
if (idskill2 && find_skill_by_number(who,idskill2)) { |
226 |
lev_identify += find_skill_by_number(who,idskill2)->level; |
227 |
} |
228 |
} |
229 |
} |
230 |
else LOG(llevError, "Query_cost: item %s hasn't got a valid type\n", tmp->name); |
231 |
if ( !no_bargain && (lev_bargain>0) ) |
232 |
diff = (0.8 - 0.6*((lev_bargain+settings.max_level*0.05) |
233 |
/(settings.max_level*1.05))); |
234 |
else |
235 |
diff = 0.8; |
236 |
|
237 |
diff *= 1-ratio; |
238 |
|
239 |
/* Diff is now a float between 0.2 and 0.8 */ |
240 |
diff+=(cha_bonus[who->stats.Cha]-1)/(1+cha_bonus[who->stats.Cha])*ratio; |
241 |
|
242 |
if(flag==F_BUY) |
243 |
val=(val*(long)(1000*(1+diff)))/1000; |
244 |
else if (flag==F_SELL) |
245 |
val=(val*(long)(1000*(1-diff)))/1000; |
246 |
|
247 |
/* If we are approximating, then the value returned should be allowed to be wrong |
248 |
* however merely using a random number each time will not be sufficiant, as then |
249 |
* multiple examinations would give different answers, so we'll use the count |
250 |
* instead. By taking the sine of the count, a value between -1 and 1 is |
251 |
* generated, we then divide by the square root of the bargaining skill and the |
252 |
* appropriate identification skills, so that higher level players get better estimates. |
253 |
* (we need a +1 there in case we would otherwise be dividing by zero. |
254 |
*/ |
255 |
if (approximate) |
256 |
val = (sint64)val + (sint64)((sint64)val*(sin(tmp->count)/sqrt(lev_bargain+lev_identify*2+1.0))); |
257 |
} |
258 |
|
259 |
/* I don't think this should really happen - if it does, it indicates and |
260 |
* overflow of diff above. That shoudl only happen if |
261 |
* we are selling objects - in that case, the person just |
262 |
* gets no money. |
263 |
*/ |
264 |
if((sint64)val<0) |
265 |
val=0; |
266 |
|
267 |
/* Unidentified stuff won't sell for more than 60gp */ |
268 |
if(flag==F_SELL && !QUERY_FLAG(tmp, FLAG_IDENTIFIED) && need_identify(tmp) && !identified) { |
269 |
val = (val > 600)? 600:val; |
270 |
} |
271 |
|
272 |
/* if we are in a shop, check how the type of shop should affect the price */ |
273 |
if (shop && who) { |
274 |
if (flag==F_SELL) |
275 |
val=(sint64)val*shop_specialisation_ratio(tmp, who->map)*shopkeeper_approval(who->map, who) |
276 |
/shop_greed(who->map); |
277 |
else if (flag==F_BUY) { |
278 |
/* |
279 |
* when buying, if the item was sold by another player, it is ok to |
280 |
* let the item be sold cheaper, according to the specialisation of |
281 |
* the shop. If a player sold an item here, then his sale price was |
282 |
* multiplied by the specialisation ratio, to do the same to the buy |
283 |
* price will not generate extra money. However, the |
284 |
* same is not true of generated items, these have to /divide/ by the |
285 |
* specialisation, so that the price is never less than what they could |
286 |
* be sold for (otherwise players could camp map resets to make money). |
287 |
* In game terms, a non-specialist shop, might not recognise the true |
288 |
* value of the items they sell (much like how people sometimes find |
289 |
* antiques in a junk shop in real life). |
290 |
*/ |
291 |
if (QUERY_FLAG(tmp, FLAG_PLAYER_SOLD)) |
292 |
val=(sint64)val*shop_greed(who->map)*shop_specialisation_ratio(tmp, who->map) |
293 |
/shopkeeper_approval(who->map, who); |
294 |
else |
295 |
val=(sint64)val*shop_greed(who->map) |
296 |
/(shop_specialisation_ratio(tmp, who->map)*shopkeeper_approval(who->map, who)); |
297 |
} |
298 |
/* we will also have an extra 0-5% variation between shops of the same type |
299 |
* for valuable items (below a value of 50 this effect wouldn't be very |
300 |
* pointful, and could give fun with rounding. |
301 |
*/ |
302 |
if(who->map->path!=NULL && val > 50) |
303 |
val=(sint64)val+0.05*(sint64)val*cos(tmp->count+strlen(who->map->path)); |
304 |
} |
305 |
return val; |
306 |
} |
307 |
|
308 |
/* Find the coin type that is worth more the 'c'. Starts at the |
309 |
* cointype placement. |
310 |
*/ |
311 |
|
312 |
static archetype *find_next_coin(uint64 c, int *cointype) { |
313 |
archetype *coin; |
314 |
|
315 |
do { |
316 |
if (coins[*cointype]==NULL) return NULL; |
317 |
coin = find_archetype(coins[*cointype]); |
318 |
if (coin == NULL) |
319 |
return NULL; |
320 |
*cointype += 1; |
321 |
} while (coin->clone.value > c); |
322 |
|
323 |
return coin; |
324 |
} |
325 |
|
326 |
/* This returns a string of how much something is worth based on |
327 |
* an integer being passed. |
328 |
* cost is the cost we need to represent. |
329 |
* While cost is 64 bit, the number of any coin is still really |
330 |
* limited to 32 bit (size of nrof field). If it turns out players |
331 |
* have so much money that they have more than 2 billion platinum |
332 |
* coins, there are certainly issues - the easiest fix at that |
333 |
* time is to add a higher denomination (mithril piece with |
334 |
* 10,000 silver or something) |
335 |
*/ |
336 |
static const char *cost_string_from_value(uint64 cost) |
337 |
{ |
338 |
static char buf[MAX_BUF]; |
339 |
archetype *coin, *next_coin; |
340 |
char *endbuf; |
341 |
int num, cointype = 0; |
342 |
|
343 |
coin = find_next_coin(cost, &cointype); |
344 |
if (coin == NULL) |
345 |
return "nothing"; |
346 |
|
347 |
num = cost / coin->clone.value; |
348 |
/* so long as nrof is 32 bit, this is true. |
349 |
* If it takes more coins than a person can possibly carry, this |
350 |
* is basically true. |
351 |
*/ |
352 |
if ( (cost / coin->clone.value) > UINT32_MAX) { |
353 |
strcpy(buf,"an unimaginable sum of money."); |
354 |
return buf; |
355 |
} |
356 |
|
357 |
cost -= (uint64)num * (uint64)coin->clone.value; |
358 |
if (num == 1) |
359 |
sprintf(buf, "1 %s", coin->clone.name); |
360 |
else |
361 |
sprintf(buf, "%d %s", num, coin->clone.name_pl); |
362 |
|
363 |
next_coin = find_next_coin(cost, &cointype); |
364 |
if (next_coin == NULL) |
365 |
return buf; |
366 |
|
367 |
do { |
368 |
endbuf = buf + strlen(buf); |
369 |
|
370 |
coin = next_coin; |
371 |
num = cost / coin->clone.value; |
372 |
cost -= (uint64)num * (uint64)coin->clone.value; |
373 |
|
374 |
if (cost == 0) |
375 |
next_coin = NULL; |
376 |
else |
377 |
next_coin = find_next_coin(cost, &cointype); |
378 |
|
379 |
if (next_coin) { |
380 |
/* There will be at least one more string to add to the list, |
381 |
* use a comma. |
382 |
*/ |
383 |
strcat(endbuf, ", "); endbuf += 2; |
384 |
} else { |
385 |
strcat(endbuf, " and "); endbuf += 5; |
386 |
} |
387 |
if (num == 1) |
388 |
sprintf(endbuf, "1 %s", coin->clone.name); |
389 |
else |
390 |
sprintf(endbuf, "%d %ss", num, coin->clone.name); |
391 |
} while (next_coin); |
392 |
|
393 |
return buf; |
394 |
} |
395 |
|
396 |
const char *query_cost_string(const object *tmp,object *who,int flag) { |
397 |
uint64 real_value = query_cost(tmp,who,flag); |
398 |
int idskill1=0; |
399 |
int idskill2=0; |
400 |
const typedata *tmptype; |
401 |
|
402 |
tmptype=get_typedata(tmp->type); |
403 |
if (tmptype) { |
404 |
idskill1=tmptype->identifyskill; |
405 |
idskill2=tmptype->identifyskill2; |
406 |
} |
407 |
|
408 |
/* we show an approximate price if |
409 |
* 1) we are approximating |
410 |
* 2) there either is no id skill(s) for the item, or we don't have them |
411 |
* 3) we don't have bargaining skill either |
412 |
*/ |
413 |
if (flag & F_APPROX) { |
414 |
if (!idskill1 || !find_skill_by_number(who, idskill1)) { |
415 |
if (!idskill2 || !find_skill_by_number(who, idskill2)) { |
416 |
if (!find_skill_by_number(who,SK_BARGAINING)) { |
417 |
static char buf[MAX_BUF]; |
418 |
int num, cointype = 0; |
419 |
archetype *coin = find_next_coin(real_value, &cointype); |
420 |
|
421 |
if (coin == NULL) return "nothing"; |
422 |
|
423 |
num = real_value / coin->clone.value; |
424 |
if (num == 1) |
425 |
sprintf(buf, "about one %s", coin->clone.name); |
426 |
else if (num < 5) |
427 |
sprintf(buf, "a few %s", coin->clone.name_pl); |
428 |
else if (num < 10) |
429 |
sprintf(buf, "several %s", coin->clone.name_pl); |
430 |
else if (num < 25) |
431 |
sprintf(buf, "a moderate amount of %s", coin->clone.name_pl); |
432 |
else if (num < 100) |
433 |
sprintf(buf, "lots of %s", coin->clone.name_pl); |
434 |
else if (num < 1000) |
435 |
sprintf(buf, "a great many %s", coin->clone.name_pl); |
436 |
else |
437 |
sprintf(buf, "a vast quantity of %s", coin->clone.name_pl); |
438 |
return buf; |
439 |
} |
440 |
} |
441 |
} |
442 |
} |
443 |
return cost_string_from_value(real_value); |
444 |
} |
445 |
|
446 |
/* This function finds out how much money the player is carrying, |
447 |
* including what is in containers. |
448 |
*/ |
449 |
uint64 query_money(const object *op) { |
450 |
object *tmp; |
451 |
uint64 total=0; |
452 |
|
453 |
if (op->type!=PLAYER && op->type!=CONTAINER) { |
454 |
LOG(llevError, "Query money called with non player/container\n"); |
455 |
return 0; |
456 |
} |
457 |
for (tmp = op->inv; tmp; tmp= tmp->below) { |
458 |
if (tmp->type==MONEY) { |
459 |
total += (uint64)tmp->nrof * (uint64)tmp->value; |
460 |
} else if (tmp->type==CONTAINER && |
461 |
QUERY_FLAG(tmp,FLAG_APPLIED) && |
462 |
(tmp->race==NULL || strstr(tmp->race,"gold"))) { |
463 |
total += query_money(tmp); |
464 |
} |
465 |
} |
466 |
return total; |
467 |
} |
468 |
/* TCHIZE: This function takes the amount of money from the |
469 |
* the player inventory and from it's various pouches using the |
470 |
* pay_from_container function. |
471 |
* returns 0 if not possible. 1 if success |
472 |
*/ |
473 |
int pay_for_amount(uint64 to_pay,object *pl) { |
474 |
object *pouch; |
475 |
|
476 |
if (to_pay==0) return 1; |
477 |
if (to_pay > query_money(pl)) return 0; |
478 |
|
479 |
to_pay = pay_from_container(pl, pl, to_pay); |
480 |
|
481 |
for (pouch=pl->inv; (pouch!=NULL) && (to_pay>0); pouch=pouch->below) { |
482 |
if (pouch->type == CONTAINER |
483 |
&& QUERY_FLAG(pouch, FLAG_APPLIED) |
484 |
&& (pouch->race == NULL || strstr(pouch->race, "gold"))) { |
485 |
to_pay = pay_from_container(pl, pouch, to_pay); |
486 |
} |
487 |
} |
488 |
fix_player(pl); |
489 |
return 1; |
490 |
} |
491 |
|
492 |
/* DAMN: This is now a wrapper for pay_from_container, which is |
493 |
* called for the player, then for each active container that can hold |
494 |
* money until op is paid for. Change will be left wherever the last |
495 |
* of the price was paid from. |
496 |
*/ |
497 |
int pay_for_item(object *op,object *pl) { |
498 |
uint64 to_pay = query_cost(op,pl,F_BUY | F_SHOP); |
499 |
object *pouch; |
500 |
uint64 saved_money; |
501 |
|
502 |
if (to_pay==0) return 1; |
503 |
if (to_pay>query_money(pl)) return 0; |
504 |
|
505 |
/* We compare the paid price with the one for a player |
506 |
* without bargaining skill. |
507 |
* This determins the amount of exp (if any) gained for bargaining. |
508 |
*/ |
509 |
saved_money = query_cost(op,pl,F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay; |
510 |
|
511 |
if (saved_money > 0) |
512 |
change_exp(pl,saved_money,"bargaining",SK_EXP_NONE); |
513 |
|
514 |
to_pay = pay_from_container(pl, pl, to_pay); |
515 |
|
516 |
for (pouch=pl->inv; (pouch!=NULL) && (to_pay>0); pouch=pouch->below) { |
517 |
if (pouch->type == CONTAINER |
518 |
&& QUERY_FLAG(pouch, FLAG_APPLIED) |
519 |
&& (pouch->race == NULL || strstr(pouch->race, "gold"))) { |
520 |
to_pay = pay_from_container(pl, pouch, to_pay); |
521 |
} |
522 |
} |
523 |
if (settings.real_wiz == FALSE && QUERY_FLAG(pl, FLAG_WAS_WIZ)) |
524 |
SET_FLAG(op, FLAG_WAS_WIZ); |
525 |
fix_player(pl); |
526 |
return 1; |
527 |
} |
528 |
|
529 |
/* This pays for the item, and takes the proper amount of money off |
530 |
* the player. |
531 |
* CF 0.91.4 - this function is mostly redone in order to fix a bug |
532 |
* with weight not be subtracted properly. We now remove and |
533 |
* insert the coin objects - this should update the weight |
534 |
* appropriately |
535 |
* |
536 |
* DAMN: This function is used for the player, then for any active |
537 |
* containers that can hold money. |
538 |
* |
539 |
* pouch is the container (pouch or player) to remove the coins from. |
540 |
* to_pay is the required amount. |
541 |
* returns the amount still missing after using "pouch". |
542 |
*/ |
543 |
static uint64 pay_from_container(object *pl, object *pouch, uint64 to_pay) { |
544 |
int count, i; |
545 |
sint64 remain; |
546 |
object *tmp, *coin_objs[NUM_COINS], *next; |
547 |
archetype *at; |
548 |
|
549 |
if (pouch->type != PLAYER && pouch->type != CONTAINER) return to_pay; |
550 |
|
551 |
remain = to_pay; |
552 |
for (i=0; i<NUM_COINS; i++) coin_objs[i] = NULL; |
553 |
|
554 |
/* This hunk should remove all the money objects from the player/container */ |
555 |
for (tmp=pouch->inv; tmp; tmp=next) { |
556 |
next = tmp->below; |
557 |
|
558 |
if (tmp->type == MONEY) { |
559 |
for (i=0; i<NUM_COINS; i++) { |
560 |
if (!strcmp(coins[NUM_COINS-1-i], tmp->arch->name) && |
561 |
(tmp->value == tmp->arch->clone.value) ) { |
562 |
|
563 |
/* This should not happen, but if it does, just * |
564 |
* merge the two. */ |
565 |
if (coin_objs[i]!=NULL) { |
566 |
LOG(llevError,"%s has two money entries of (%s)\n", |
567 |
pouch->name, coins[NUM_COINS-1-i]); |
568 |
remove_ob(tmp); |
569 |
coin_objs[i]->nrof += tmp->nrof; |
570 |
esrv_del_item(pl->contr, tmp->count); |
571 |
free_object(tmp); |
572 |
} |
573 |
else { |
574 |
remove_ob(tmp); |
575 |
if(pouch->type==PLAYER) esrv_del_item(pl->contr, tmp->count); |
576 |
coin_objs[i] = tmp; |
577 |
} |
578 |
break; |
579 |
} |
580 |
} |
581 |
if (i==NUM_COINS) |
582 |
LOG(llevError,"in pay_for_item: Did not find string match for %s\n", tmp->arch->name); |
583 |
} |
584 |
} |
585 |
|
586 |
/* Fill in any gaps in the coin_objs array - needed to make change. */ |
587 |
/* Note that the coin_objs array goes from least value to greatest value */ |
588 |
for (i=0; i<NUM_COINS; i++) |
589 |
if (coin_objs[i]==NULL) { |
590 |
at = find_archetype(coins[NUM_COINS-1-i]); |
591 |
if (at==NULL) LOG(llevError, "Could not find %s archetype\n", coins[NUM_COINS-1-i]); |
592 |
coin_objs[i] = get_object(); |
593 |
copy_object(&at->clone, coin_objs[i]); |
594 |
coin_objs[i]->nrof = 0; |
595 |
} |
596 |
|
597 |
for (i=0; i<NUM_COINS; i++) { |
598 |
int num_coins; |
599 |
|
600 |
if (coin_objs[i]->nrof*coin_objs[i]->value> remain) { |
601 |
num_coins = remain / coin_objs[i]->value; |
602 |
if ((uint64)num_coins*(uint64)coin_objs[i]->value < remain) num_coins++; |
603 |
} else { |
604 |
num_coins = coin_objs[i]->nrof; |
605 |
} |
606 |
remain -= (sint64) num_coins * (sint64)coin_objs[i]->value; |
607 |
coin_objs[i]->nrof -= num_coins; |
608 |
/* Now start making change. Start at the coin value |
609 |
* below the one we just did, and work down to |
610 |
* the lowest value. |
611 |
*/ |
612 |
count=i-1; |
613 |
while (remain<0 && count>=0) { |
614 |
num_coins = -remain/ coin_objs[count]->value; |
615 |
coin_objs[count]->nrof += num_coins; |
616 |
remain += num_coins * coin_objs[count]->value; |
617 |
count--; |
618 |
} |
619 |
} |
620 |
for (i=0; i<NUM_COINS; i++) { |
621 |
if (coin_objs[i]->nrof) { |
622 |
object *tmp = insert_ob_in_ob(coin_objs[i], pouch); |
623 |
|
624 |
esrv_send_item(pl, tmp); |
625 |
esrv_send_item (pl, pouch); |
626 |
if (pl != pouch) esrv_update_item (UPD_WEIGHT, pl, pouch); |
627 |
if (pl->type != PLAYER) { |
628 |
esrv_send_item (pl, pl); |
629 |
} |
630 |
} else { |
631 |
free_object(coin_objs[i]); |
632 |
} |
633 |
} |
634 |
return(remain); |
635 |
} |
636 |
|
637 |
/* Checks all unpaid items in op's inventory, adds up all the money they |
638 |
* have, and checks that they can actually afford what they want to buy. |
639 |
* Returns 1 if they can, and 0 if they can't. also prints an appropriate message |
640 |
* to the player |
641 |
*/ |
642 |
|
643 |
int can_pay(object *pl) { |
644 |
int unpaid_count = 0, i; |
645 |
uint64 unpaid_price = 0; |
646 |
uint64 player_wealth = query_money(pl); |
647 |
object *item; |
648 |
uint32 coincount[NUM_COINS]; |
649 |
if (!pl || pl->type != PLAYER) { |
650 |
LOG(llevError, "can_pay(): called against something that isn't a player\n"); |
651 |
return 0; |
652 |
} |
653 |
for (i=0; i< NUM_COINS; i++) coincount[i] = 0; |
654 |
for (item = pl->inv;item;) { |
655 |
if QUERY_FLAG(item, FLAG_UNPAID) { |
656 |
unpaid_count++; |
657 |
unpaid_price += query_cost(item, pl, F_BUY | F_SHOP); |
658 |
} |
659 |
/* merely converting the player's monetary wealth won't do, if we did that, |
660 |
* we could print the wrong numbers for the coins, so we count the money instead |
661 |
*/ |
662 |
for (i=0; i< NUM_COINS; i++) |
663 |
if (!strcmp(coins[i], item->arch->name)) |
664 |
coincount[i] += item->nrof; |
665 |
if (item->inv) item = item->inv; |
666 |
else if (item->below) item = item->below; |
667 |
else if (item->env && item->env != pl && item->env->below) item = item->env->below; |
668 |
else item = NULL; |
669 |
} |
670 |
if (unpaid_price > player_wealth) { |
671 |
char buf[MAX_BUF], coinbuf[MAX_BUF]; |
672 |
int denominations = 0; |
673 |
int has_coins = NUM_COINS; |
674 |
sprintf(buf, "You have %d unpaid items that would cost you %s, but you", |
675 |
unpaid_count, cost_string_from_value(unpaid_price)); |
676 |
for (i=0; i< NUM_COINS; i++) { |
677 |
if (coincount[i] == 0) { |
678 |
has_coins--; |
679 |
} |
680 |
} |
681 |
if (has_coins == 0) { |
682 |
strcat (buf, " have nothing to spend."); |
683 |
new_draw_info(NDI_UNIQUE, 0, pl, buf); |
684 |
return 0; |
685 |
} else { |
686 |
strcat (buf, " only have"); |
687 |
} |
688 |
for (i=0; i< NUM_COINS; i++) { |
689 |
if (coincount[i] > 0 && coins[i]) { |
690 |
denominations++; |
691 |
if (coincount[i+1] == 0 || !coins[i+1]) { |
692 |
sprintf(coinbuf, " %d %s.", coincount[i], find_archetype(coins[i])->clone.name_pl); |
693 |
} else { |
694 |
sprintf(coinbuf, " %d %s,", coincount[i], find_archetype(coins[i])->clone.name_pl); |
695 |
} |
696 |
strcat (buf, coinbuf); |
697 |
} |
698 |
} |
699 |
if (denominations > 1) make_list_like(buf); |
700 |
new_draw_info(NDI_UNIQUE, 0, pl, buf); |
701 |
return 0; |
702 |
} |
703 |
else return 1; |
704 |
} |
705 |
|
706 |
|
707 |
/* Better get_payment, descends containers looking for |
708 |
* unpaid items, and pays for them. |
709 |
* returns 0 if the player still has unpaid items. |
710 |
* returns 1 if the player has paid for everything. |
711 |
* pl is the player buying the stuff. |
712 |
* op is the object we are examining. If op has |
713 |
* and inventory, we examine that. IF there are objects |
714 |
* below op, we descend down. |
715 |
*/ |
716 |
int get_payment(object *pl, object *op) { |
717 |
char buf[MAX_BUF]; |
718 |
int ret=1; |
719 |
|
720 |
if (op!=NULL&&op->inv) |
721 |
ret = get_payment(pl, op->inv); |
722 |
|
723 |
if (!ret) |
724 |
return 0; |
725 |
|
726 |
if (op!=NULL&&op->below) |
727 |
ret = get_payment (pl, op->below); |
728 |
|
729 |
if (!ret) |
730 |
return 0; |
731 |
|
732 |
if(op!=NULL&&QUERY_FLAG(op,FLAG_UNPAID)) { |
733 |
strncpy(buf,query_cost_string(op,pl,F_BUY | F_SHOP),MAX_BUF); |
734 |
buf[MAX_BUF-1] = '\0'; |
735 |
if(!pay_for_item(op,pl)) { |
736 |
uint64 i=query_cost(op,pl,F_BUY | F_SHOP) - query_money(pl); |
737 |
CLEAR_FLAG(op, FLAG_UNPAID); |
738 |
new_draw_info_format(NDI_UNIQUE, 0, pl, |
739 |
"You lack %s to buy %s.", cost_string_from_value(i), |
740 |
query_name(op)); |
741 |
SET_FLAG(op, FLAG_UNPAID); |
742 |
return 0; |
743 |
} else { |
744 |
object *tmp; |
745 |
tag_t c = op->count; |
746 |
|
747 |
CLEAR_FLAG(op, FLAG_UNPAID); |
748 |
CLEAR_FLAG(op, FLAG_PLAYER_SOLD); |
749 |
new_draw_info_format(NDI_UNIQUE, 0, op, |
750 |
"You paid %s for %s.",buf,query_name(op)); |
751 |
tmp=merge_ob(op,NULL); |
752 |
if (pl->type == PLAYER) { |
753 |
if (tmp) { /* it was merged */ |
754 |
esrv_del_item (pl->contr, c); |
755 |
op = tmp; |
756 |
} |
757 |
esrv_send_item(pl, op); |
758 |
} |
759 |
} |
760 |
} |
761 |
return 1; |
762 |
} |
763 |
|
764 |
|
765 |
/* Modified function to give out platinum coins. This function uses |
766 |
* the coins[] array to know what coins are available, just like |
767 |
* buy item. |
768 |
* |
769 |
* Modified to fill available race: gold containers before dumping |
770 |
* remaining coins in character's inventory. |
771 |
*/ |
772 |
void sell_item(object *op, object *pl) { |
773 |
uint64 i=query_cost(op,pl,F_SELL | F_SHOP), extra_gain; |
774 |
int count; |
775 |
object *tmp, *pouch; |
776 |
archetype *at; |
777 |
|
778 |
if(pl==NULL||pl->type!=PLAYER) { |
779 |
LOG(llevDebug,"Object other than player tried to sell something.\n"); |
780 |
return; |
781 |
} |
782 |
|
783 |
if(op->custom_name) FREE_AND_CLEAR_STR(op->custom_name); |
784 |
|
785 |
if(!i) { |
786 |
new_draw_info_format(NDI_UNIQUE, 0, pl, |
787 |
"We're not interested in %s.",query_name(op)); |
788 |
|
789 |
/* Even if the character doesn't get anything for it, it may still be |
790 |
* worth something. If so, make it unpaid |
791 |
*/ |
792 |
if (op->value) { |
793 |
SET_FLAG(op, FLAG_UNPAID); |
794 |
SET_FLAG(op, FLAG_PLAYER_SOLD); |
795 |
} |
796 |
identify(op); |
797 |
return; |
798 |
} |
799 |
|
800 |
/* We compare the price with the one for a player |
801 |
* without bargaining skill. |
802 |
* This determins the amount of exp (if any) gained for bargaining. |
803 |
* exp/10 -> 1 for each gold coin |
804 |
*/ |
805 |
extra_gain = i - query_cost(op,pl,F_SELL | F_NO_BARGAIN | F_SHOP); |
806 |
|
807 |
if (extra_gain > 0) |
808 |
change_exp(pl,extra_gain/10,"bargaining",SK_EXP_NONE); |
809 |
|
810 |
for (count=0; coins[count]!=NULL; count++) { |
811 |
at = find_archetype(coins[count]); |
812 |
if (at==NULL) LOG(llevError, "Could not find %s archetype\n", coins[count]); |
813 |
else if ((i/at->clone.value) > 0) { |
814 |
for ( pouch=pl->inv ; pouch ; pouch=pouch->below ) { |
815 |
if ( pouch->type==CONTAINER && QUERY_FLAG(pouch, FLAG_APPLIED) && pouch->race && strstr(pouch->race, "gold") ) { |
816 |
int w = at->clone.weight * (100-pouch->stats.Str)/100; |
817 |
int n = i/at->clone.value; |
818 |
|
819 |
if (w==0) w=1; /* Prevent divide by zero */ |
820 |
if ( n>0 && (!pouch->weight_limit || pouch->carrying+w<=pouch->weight_limit)) { |
821 |
if (pouch->weight_limit && (pouch->weight_limit-pouch->carrying)/w<n) |
822 |
n = (pouch->weight_limit-pouch->carrying)/w; |
823 |
|
824 |
tmp = get_object(); |
825 |
copy_object(&at->clone, tmp); |
826 |
tmp->nrof = n; |
827 |
i -= (uint64)tmp->nrof * (uint64)tmp->value; |
828 |
tmp = insert_ob_in_ob(tmp, pouch); |
829 |
esrv_send_item (pl, tmp); |
830 |
esrv_send_item (pl, pouch); |
831 |
esrv_update_item (UPD_WEIGHT, pl, pouch); |
832 |
esrv_send_item (pl, pl); |
833 |
} |
834 |
} |
835 |
} |
836 |
if (i/at->clone.value > 0) { |
837 |
tmp = get_object(); |
838 |
copy_object(&at->clone, tmp); |
839 |
tmp->nrof = i/tmp->value; |
840 |
i -= (uint64)tmp->nrof * (uint64)tmp->value; |
841 |
tmp = insert_ob_in_ob(tmp, pl); |
842 |
esrv_send_item (pl, tmp); |
843 |
esrv_send_item (pl, pl); |
844 |
} |
845 |
} |
846 |
} |
847 |
|
848 |
if (i!=0) |
849 |
#ifndef WIN32 |
850 |
LOG(llevError,"Warning - payment not zero: %llu\n", i); |
851 |
#else |
852 |
LOG(llevError,"Warning - payment not zero: %I64u\n", i); |
853 |
#endif |
854 |
|
855 |
new_draw_info_format(NDI_UNIQUE, 0, pl, |
856 |
"You receive %s for %s.",query_cost_string(op,pl,F_SELL | F_SHOP), |
857 |
query_name(op)); |
858 |
SET_FLAG(op, FLAG_UNPAID); |
859 |
identify(op); |
860 |
} |
861 |
|
862 |
/* returns a double that is the ratio of the price that a shop will offer for |
863 |
* item based on the shops specialisation. Does not take account of greed, |
864 |
* returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any |
865 |
* event is never less than 0.1 (calling functions divide by it) |
866 |
*/ |
867 |
static double shop_specialisation_ratio(const object *item, const mapstruct *map) { |
868 |
shopitems *items=map->shopitems; |
869 |
double ratio = SPECIALISATION_EFFECT, likedness=0.001; |
870 |
int i; |
871 |
|
872 |
if (item==NULL) { |
873 |
LOG(llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", map->path); |
874 |
return 0; |
875 |
} |
876 |
if (!item->type) { |
877 |
LOG(llevError, "shop_specialisation_ratio: passed an item with an invalid type\n"); |
878 |
/* |
879 |
* I'm not really sure what the /right/ thing to do here is, these types of |
880 |
* item shouldn't exist anyway, but returning the ratio is probably the best bet.." |
881 |
*/ |
882 |
return ratio; |
883 |
} |
884 |
if (map->shopitems) { |
885 |
for (i=0; i<items[0].index; i++) |
886 |
if (items[i].typenum==item->type || (!items[i].typenum && likedness == 0.001)) |
887 |
likedness = items[i].strength/100.0; |
888 |
} |
889 |
if (likedness > 1.0) { /* someone has been rather silly with the map headers. */ |
890 |
LOG(llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", |
891 |
item->type, map->path); |
892 |
likedness = 1.0; |
893 |
} |
894 |
if (likedness < -1.0) { |
895 |
LOG(llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", |
896 |
item->type, map->path); |
897 |
likedness = -1.0; |
898 |
} |
899 |
ratio = ratio + (1.0-ratio) * likedness; |
900 |
if (ratio <= 0.1) ratio=0.1; /* if the ratio were much lower than this, we would get silly prices */ |
901 |
return ratio; |
902 |
} |
903 |
|
904 |
/*returns the greed of the shop on map, or 1 if it isn't specified. */ |
905 |
static double shop_greed(const mapstruct *map) { |
906 |
double greed=1.0; |
907 |
if (map->shopgreed) |
908 |
return map->shopgreed; |
909 |
return greed; |
910 |
} |
911 |
|
912 |
/* Returns a double based on how much the shopkeeper approves of the player. |
913 |
* this is based on the race of the shopkeeper and that of the player. |
914 |
*/ |
915 |
double shopkeeper_approval(const mapstruct *map, const object *player) { |
916 |
double approval=1.0; |
917 |
|
918 |
if (map->shoprace) { |
919 |
approval=NEUTRAL_RATIO; |
920 |
if (player->race && !strcmp(player->race, map->shoprace)) approval = 1.0; |
921 |
} |
922 |
return approval; |
923 |
} |
924 |
|
925 |
/* limit the value of items based on the wealth of the shop. If the item is close |
926 |
* to the maximum value a shop will offer, we start to reduce it, if the item is |
927 |
* below the minimum value the shop is prepared to trade in, then we don't |
928 |
* want it and offer nothing. If it isn't a shop, check whether we should do generic |
929 |
* value reduction. |
930 |
* |
931 |
*/ |
932 |
static uint64 value_limit(uint64 val, int quantity, const object *who, int isshop) { |
933 |
uint64 newval, unit_price; |
934 |
mapstruct *map; |
935 |
unit_price=val/quantity; |
936 |
if (!isshop || !who) { |
937 |
if (unit_price > 10000) |
938 |
newval=8000+isqrt(unit_price)*20; |
939 |
else |
940 |
newval=unit_price; |
941 |
} else { |
942 |
if (!who->map) { |
943 |
LOG(llevError, "value_limit: asked shop price for ob %s on NULL map\n", who->name); |
944 |
return val; |
945 |
} |
946 |
map=who->map; |
947 |
if (map->shopmin && unit_price < map->shopmin) return 0; |
948 |
else if (map->shopmax && unit_price > map->shopmax/2) |
949 |
newval=MIN((map->shopmax/2)+isqrt(unit_price-map->shopmax/2), map->shopmax); |
950 |
else if (unit_price>10000) |
951 |
newval=8000+isqrt(unit_price)*20; |
952 |
else |
953 |
newval=unit_price; |
954 |
} |
955 |
newval *= quantity; |
956 |
return newval; |
957 |
} |
958 |
|
959 |
/* gives a desciption of the shop on their current map to the player op. */ |
960 |
int describe_shop(const object *op) { |
961 |
mapstruct *map = op->map; |
962 |
/*shopitems *items=map->shopitems;*/ |
963 |
int pos=0, i; |
964 |
double opinion=0; |
965 |
char tmp[MAX_BUF]="\0"; |
966 |
if (op->type != PLAYER) return 0; |
967 |
|
968 |
/*check if there is a shop specified for this map */ |
969 |
if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) { |
970 |
new_draw_info(NDI_UNIQUE,0,op,"From looking at the nearby shop you determine that it trades in:"); |
971 |
if (map->shopitems) { |
972 |
for (i=0; i < map->shopitems[0].index; i++) { |
973 |
if (map->shopitems[i].name && map->shopitems[i].strength > 10) { |
974 |
snprintf(tmp+pos, sizeof(tmp)-pos, "%s, ", map->shopitems[i].name_pl); |
975 |
pos += strlen(tmp+pos); |
976 |
} |
977 |
} |
978 |
} |
979 |
if (!pos) strcat(tmp, "a little of everything."); |
980 |
|
981 |
/* format the string into a list */ |
982 |
make_list_like(tmp); |
983 |
new_draw_info_format(NDI_UNIQUE, 0, op, "%s", tmp); |
984 |
|
985 |
if (map->shopmax) |
986 |
new_draw_info_format(NDI_UNIQUE,0,op,"It won't trade for items above %s.", |
987 |
cost_string_from_value(map->shopmax)); |
988 |
if (map->shopmin) |
989 |
new_draw_info_format(NDI_UNIQUE,0,op,"It won't trade in items worth less than %s.", |
990 |
cost_string_from_value(map->shopmin)); |
991 |
if (map->shopgreed) { |
992 |
if (map->shopgreed >2.0) |
993 |
new_draw_info(NDI_UNIQUE,0,op,"It tends to overcharge massively."); |
994 |
else if (map->shopgreed >1.5) |
995 |
new_draw_info(NDI_UNIQUE,0,op,"It tends to overcharge substantially."); |
996 |
else if (map->shopgreed >1.1) |
997 |
new_draw_info(NDI_UNIQUE,0,op,"It tends to overcharge slightly."); |
998 |
else if (map->shopgreed <0.9) |
999 |
new_draw_info(NDI_UNIQUE,0,op,"It tends to undercharge."); |
1000 |
} |
1001 |
if (map->shoprace) { |
1002 |
opinion=shopkeeper_approval(map, op); |
1003 |
if (opinion > 0.8) |
1004 |
new_draw_info(NDI_UNIQUE,0,op,"You think the shopkeeper likes you."); |
1005 |
else if (opinion > 0.5) |
1006 |
new_draw_info(NDI_UNIQUE,0,op,"The shopkeeper seems unconcerned by you."); |
1007 |
else |
1008 |
new_draw_info(NDI_UNIQUE,0,op,"The shopkeeper seems to have taken a dislike to you."); |
1009 |
} |
1010 |
} |
1011 |
else new_draw_info(NDI_UNIQUE,0,op,"There is no shop nearby."); |
1012 |
|
1013 |
return 1; |
1014 |
} |
1015 |
typedef struct shopinv { |
1016 |
char *item_sort; |
1017 |
char *item_real; |
1018 |
uint16 type; |
1019 |
uint32 nrof; |
1020 |
} shopinv; |
1021 |
|
1022 |
/* There are a lot fo extra casts in here just to suppress warnings - it |
1023 |
* makes it look uglier than it really it. |
1024 |
* The format of the strings we get is type:name. So we first want to |
1025 |
* sort by type (numerical) - if the same type, then sort by name. |
1026 |
*/ |
1027 |
static int shop_sort(const void *a1, const void *a2) |
1028 |
{ |
1029 |
shopinv *s1 = (shopinv*)a1, *s2= (shopinv*)a2; |
1030 |
|
1031 |
if (s1->type<s2->type) return -1; |
1032 |
if (s1->type>s2->type) return 1; |
1033 |
/* the type is the same (what atoi gets), so do a strcasecmp to sort |
1034 |
* via alphabetical order |
1035 |
*/ |
1036 |
return strcasecmp(s1->item_sort, s2->item_sort); |
1037 |
} |
1038 |
|
1039 |
static void add_shop_item(object *tmp, shopinv *items, int *numitems, int *numallocated) |
1040 |
{ |
1041 |
#if 0 |
1042 |
char buf[MAX_BUF]; |
1043 |
#endif |
1044 |
/* clear unpaid flag so that doesn't come up in query |
1045 |
* string. We clear nrof so that we can better sort |
1046 |
* the object names. |
1047 |
*/ |
1048 |
|
1049 |
CLEAR_FLAG(tmp, FLAG_UNPAID); |
1050 |
items[*numitems].nrof=tmp->nrof; |
1051 |
/* Non mergable items have nrof of 0, but count them as one |
1052 |
* so the display is properly. |
1053 |
*/ |
1054 |
if (tmp->nrof == 0) items[*numitems].nrof++; |
1055 |
items[*numitems].type=tmp->type; |
1056 |
|
1057 |
switch (tmp->type) { |
1058 |
#if 0 |
1059 |
case BOOTS: |
1060 |
case GLOVES: |
1061 |
case RING: |
1062 |
case AMULET: |
1063 |
case BRACERS: |
1064 |
case GIRDLE: |
1065 |
sprintf(buf,"%s %s",query_base_name(tmp,0),describe_item(tmp, NULL)); |
1066 |
items[*numitems].item_sort = strdup_local(buf); |
1067 |
sprintf(buf,"%s %s",query_name(tmp),describe_item(tmp, NULL)); |
1068 |
items[*numitems].item_real = strdup_local(buf); |
1069 |
(*numitems)++; |
1070 |
break; |
1071 |
#endif |
1072 |
|
1073 |
default: |
1074 |
items[*numitems].item_sort = strdup_local(query_base_name(tmp, 0)); |
1075 |
items[*numitems].item_real = strdup_local(query_base_name(tmp, 1)); |
1076 |
(*numitems)++; |
1077 |
break; |
1078 |
} |
1079 |
SET_FLAG(tmp, FLAG_UNPAID); |
1080 |
} |
1081 |
|
1082 |
void shop_listing(object *op) |
1083 |
{ |
1084 |
int i,j,numitems=0,numallocated=0, nx, ny; |
1085 |
char *map_mark = (char *) calloc(MAGIC_MAP_SIZE * MAGIC_MAP_SIZE,1); |
1086 |
object *stack; |
1087 |
shopinv *items; |
1088 |
|
1089 |
/* Should never happen, but just in case a monster does apply a sign */ |
1090 |
if (op->type!=PLAYER) return; |
1091 |
|
1092 |
new_draw_info(NDI_UNIQUE, 0, op, "\nThe shop contains:"); |
1093 |
|
1094 |
magic_mapping_mark(op, map_mark, 3); |
1095 |
items=malloc(40*sizeof(shopinv)); |
1096 |
numallocated=40; |
1097 |
|
1098 |
/* Find all the appropriate items */ |
1099 |
for (i=0; i<MAP_WIDTH(op->map); i++) { |
1100 |
for (j=0; j<MAP_HEIGHT(op->map); j++) { |
1101 |
/* magic map code now centers the map on the object at MAGIC_MAP_HALF. |
1102 |
* |
1103 |
*/ |
1104 |
nx = i - op->x + MAGIC_MAP_HALF; |
1105 |
ny = j - op->y + MAGIC_MAP_HALF; |
1106 |
/* unlikely, but really big shops could run into this issue */ |
1107 |
if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE) continue; |
1108 |
|
1109 |
if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR) { |
1110 |
stack =get_map_ob(op->map,i,j); |
1111 |
|
1112 |
while (stack) { |
1113 |
if (QUERY_FLAG(stack, FLAG_UNPAID)) { |
1114 |
if (numitems==numallocated) { |
1115 |
items=realloc(items, sizeof(shopinv)*(numallocated+10)); |
1116 |
numallocated+=10; |
1117 |
} |
1118 |
add_shop_item(stack, items, &numitems, &numallocated); |
1119 |
} |
1120 |
stack = stack->above; |
1121 |
} |
1122 |
} |
1123 |
} |
1124 |
} |
1125 |
free(map_mark); |
1126 |
if (numitems == 0) { |
1127 |
new_draw_info(NDI_UNIQUE, 0, op, "The shop is currently empty.\n"); |
1128 |
free(items); |
1129 |
return; |
1130 |
} |
1131 |
qsort(items, numitems, sizeof(shopinv), (int (*)(const void*, const void*))shop_sort); |
1132 |
|
1133 |
for (i=0; i<numitems; i++) { |
1134 |
/* Collapse items of the same name together */ |
1135 |
if ((i+1)<numitems && !strcmp(items[i].item_real, items[i+1].item_real)) { |
1136 |
items[i+1].nrof += items[i].nrof; |
1137 |
free(items[i].item_sort); |
1138 |
free(items[i].item_real); |
1139 |
} else { |
1140 |
new_draw_info_format(NDI_UNIQUE, 0, op, "%d %s", |
1141 |
items[i].nrof? items[i].nrof:1, |
1142 |
items[i].nrof==1?items[i].item_sort: items[i].item_real); |
1143 |
free(items[i].item_sort); |
1144 |
free(items[i].item_real); |
1145 |
} |
1146 |
} |
1147 |
free(items); |
1148 |
} |