1 |
/* |
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* static char *rcsid_shop_c = |
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* "$Id$"; |
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*/ |
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|
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/* |
7 |
CrossFire, A Multiplayer game for X-windows |
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|
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Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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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> |
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#include <spells.h> |
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#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 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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double diff; |
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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); |
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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); |
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if (flag==F_SELL) return (0.97 * tmp->nrof * tmp->value); |
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LOG(llevError,"Query_cost: Gem type with unknown flag : %d\n", flag); |
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return 0; |
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} |
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number = tmp->nrof; |
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if (number==0) number=1; |
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if (QUERY_FLAG(tmp, FLAG_IDENTIFIED) || !need_identify(tmp) || identified) { |
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if (!not_cursed && (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) |
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return 0; |
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else |
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val=tmp->value * number; |
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} |
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/* This area deals with objects that are not identified, but can be */ |
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else { |
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if (tmp->arch != NULL) { |
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if (flag == F_BUY) { |
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LOG(llevError, "Asking for buy-value of unidentified object.\n"); |
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val = tmp->arch->clone.value * 50 * number; |
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} |
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else { /* Trying to sell something, or get true value */ |
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if (tmp->type == POTION) |
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val = number * 1000; /* Don't want to give anything away */ |
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else { |
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/* Get 2/3'rd value for applied objects, 1/3'rd for totally |
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* unknown objects |
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*/ |
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if (QUERY_FLAG(tmp, FLAG_BEEN_APPLIED)) |
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val = number * tmp->arch->clone.value *2 / 3; |
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else |
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val = number * tmp->arch->clone.value / 3; |
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} |
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} |
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} else { /* No archetype with this object */ |
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LOG(llevDebug,"In sell item: Have object with no archetype: %s\n", tmp->name); |
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if (flag == F_BUY) { |
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LOG(llevError, "Asking for buy-value of unidentified object without arch.\n"); |
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val = number * tmp->value * 10; |
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} |
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else |
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val = number * tmp->value / 5; |
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} |
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} |
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|
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/* If the item has been applied or identifed or does not need to be |
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* identified, AND the object is magical and the archetype is non |
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* magical, then change values accordingly. The tmp->arch==NULL is |
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* really just a check to prevent core dumps for when it checks |
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* tmp->arch->clone.magic for any magic. The check for archetype |
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* magic is to not give extra money for archetypes that are by |
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* default magical. This is because the archetype value should have |
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* already figured in that value. |
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*/ |
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if((QUERY_FLAG(tmp, FLAG_IDENTIFIED)||!need_identify(tmp)||identified|| |
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QUERY_FLAG(tmp, FLAG_BEEN_APPLIED)) && |
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tmp->magic&&(tmp->arch==NULL||!tmp->arch->clone.magic)) { |
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if(tmp->magic>0) |
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val*=(3*tmp->magic*tmp->magic*tmp->magic); |
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else |
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/* Note that tmp->magic is negative, so that this |
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* will actually be something like val /=2, /=3, etc. |
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*/ |
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val/=(1-tmp->magic); |
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} |
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|
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if (tmp->type==WAND) { |
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/* Value of the wand is multiplied by the number of |
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* charges. the treasure code already sets up the value |
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* 50 charges is used as the baseline. |
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*/ |
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if (QUERY_FLAG(tmp, FLAG_IDENTIFIED) || !need_identify(tmp) || identified) |
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val=(val*tmp->stats.food) / 50; |
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else /* if not identified, presume one charge */ |
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val/=50; |
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} |
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|
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/* Limit amount of money you can get for really great items. */ |
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if (flag==F_SELL) |
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val=value_limit(val, number, who, shop); |
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|
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// use a nonlinear price adjustment. as my predecessor said, don't change |
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// the archetypes, its work required for balancing, and we don't care. |
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val = pow (val / 128., 1.4) * 128.; |
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|
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/* This modification is for bargaining skill. |
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* Now only players with max level in bargaining |
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* AND Cha = 30 will get optimal price. |
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* Thus charisma will never get useless. |
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* -b.e. edler@heydernet.de |
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*/ |
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|
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if (who!=NULL && who->type==PLAYER) { |
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int lev_bargain = 0; |
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int lev_identify = 0; |
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int idskill1=0; |
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int idskill2=0; |
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const typedata *tmptype; |
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|
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tmptype=get_typedata(tmp->type); |
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|
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if (find_skill_by_number(who,SK_BARGAINING)) { |
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lev_bargain = find_skill_by_number(who,SK_BARGAINING)->level; |
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} |
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if (tmptype) { |
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idskill1=tmptype->identifyskill; |
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if (idskill1) { |
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idskill2=tmptype->identifyskill2; |
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if (find_skill_by_number(who,idskill1)) { |
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lev_identify = find_skill_by_number(who,idskill1)->level; |
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} |
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if (idskill2 && find_skill_by_number(who,idskill2)) { |
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lev_identify += find_skill_by_number(who,idskill2)->level; |
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} |
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} |
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} |
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else LOG(llevError, "Query_cost: item %s hasn't got a valid type\n", tmp->name); |
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|
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/* ratio determines how much of the price modification |
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* will come from the basic stat charisma |
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* the rest will come from the level in bargaining skill |
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*/ |
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const double cha_ratio = 0.35; |
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|
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diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double)settings.max_level, 0.25); |
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|
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diff = (1. - cha_ratio) * diff |
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+ cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.); |
230 |
|
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diff = .02 + (1. - .02) * diff; |
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|
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if (flag == F_BUY) val = val * (1. + diff); |
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else if (flag == F_SELL) val = val * (1. - diff); |
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|
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/* If we are approximating, then the value returned should be |
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* allowed to be wrong however merely using a random number each |
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* time will not be sufficiant, as then multiple examinations |
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* would give different answers, so we'll use the count |
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* instead. Using the count, generate a value between -1 |
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* and 1, we then divide by the square root of the |
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* appropriate identification skills, so that higher level players |
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* get better estimates. |
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*/ |
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|
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if (approximate) |
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val += val * ((((int)(tmp->count & 1023) - 512) / 512.) / sqrt (lev_identify * 0.6 + 0.3)); |
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} |
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|
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/* I don't think this should really happen - if it does, it indicates and |
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* overflow of diff above. That shoudl only happen if |
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* we are selling objects - in that case, the person just |
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* gets no money. |
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*/ |
255 |
if((sint64)val<0) |
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val=0; |
257 |
|
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/* Unidentified stuff won't sell for more than 60gp */ |
259 |
if(flag==F_SELL && !QUERY_FLAG(tmp, FLAG_IDENTIFIED) && need_identify(tmp) && !identified) { |
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val = (val > 600)? 600:val; |
261 |
} |
262 |
|
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/* if we are in a shop, check how the type of shop should affect the price */ |
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if (shop && who) { |
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if (flag==F_SELL) |
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val=(sint64)val*shop_specialisation_ratio(tmp, who->map)*shopkeeper_approval(who->map, who) |
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/shop_greed(who->map); |
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else if (flag==F_BUY) { |
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/* |
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* when buying, if the item was sold by another player, it is ok to |
271 |
* let the item be sold cheaper, according to the specialisation of |
272 |
* the shop. If a player sold an item here, then his sale price was |
273 |
* multiplied by the specialisation ratio, to do the same to the buy |
274 |
* price will not generate extra money. However, the |
275 |
* same is not true of generated items, these have to /divide/ by the |
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* specialisation, so that the price is never less than what they could |
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* be sold for (otherwise players could camp map resets to make money). |
278 |
* In game terms, a non-specialist shop, might not recognise the true |
279 |
* value of the items they sell (much like how people sometimes find |
280 |
* antiques in a junk shop in real life). |
281 |
*/ |
282 |
if (QUERY_FLAG(tmp, FLAG_PLAYER_SOLD)) |
283 |
val=(sint64)val*shop_greed(who->map)*shop_specialisation_ratio(tmp, who->map) |
284 |
/shopkeeper_approval(who->map, who); |
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else |
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val=(sint64)val*shop_greed(who->map) |
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/(shop_specialisation_ratio(tmp, who->map)*shopkeeper_approval(who->map, who)); |
288 |
} |
289 |
/* we will also have an extra 0-5% variation between shops of the same type |
290 |
* for valuable items (below a value of 50 this effect wouldn't be very |
291 |
* pointful, and could give fun with rounding. |
292 |
*/ |
293 |
if(who->map->path!=NULL && val > 50) |
294 |
val=(sint64)val+0.05*(sint64)val*cos(tmp->count+strlen(who->map->path)); |
295 |
} |
296 |
return val; |
297 |
} |
298 |
|
299 |
/* Find the coin type that is worth more the 'c'. Starts at the |
300 |
* cointype placement. |
301 |
*/ |
302 |
|
303 |
static archetype *find_next_coin(uint64 c, int *cointype) { |
304 |
archetype *coin; |
305 |
|
306 |
do { |
307 |
if (coins[*cointype]==NULL) return NULL; |
308 |
coin = find_archetype(coins[*cointype]); |
309 |
if (coin == NULL) |
310 |
return NULL; |
311 |
*cointype += 1; |
312 |
} while (coin->clone.value > c); |
313 |
|
314 |
return coin; |
315 |
} |
316 |
|
317 |
/* This returns a string of how much something is worth based on |
318 |
* an integer being passed. |
319 |
* cost is the cost we need to represent. |
320 |
* While cost is 64 bit, the number of any coin is still really |
321 |
* limited to 32 bit (size of nrof field). If it turns out players |
322 |
* have so much money that they have more than 2 billion platinum |
323 |
* coins, there are certainly issues - the easiest fix at that |
324 |
* time is to add a higher denomination (mithril piece with |
325 |
* 10,000 silver or something) |
326 |
*/ |
327 |
static const char *cost_string_from_value(uint64 cost) |
328 |
{ |
329 |
static char buf[MAX_BUF]; |
330 |
archetype *coin, *next_coin; |
331 |
char *endbuf; |
332 |
int num, cointype = 0; |
333 |
|
334 |
coin = find_next_coin(cost, &cointype); |
335 |
if (coin == NULL) |
336 |
return "nothing"; |
337 |
|
338 |
num = cost / coin->clone.value; |
339 |
/* so long as nrof is 32 bit, this is true. |
340 |
* If it takes more coins than a person can possibly carry, this |
341 |
* is basically true. |
342 |
*/ |
343 |
if ( (cost / coin->clone.value) > UINT32_MAX) { |
344 |
strcpy(buf,"an unimaginable sum of money."); |
345 |
return buf; |
346 |
} |
347 |
|
348 |
cost -= (uint64)num * (uint64)coin->clone.value; |
349 |
if (num == 1) |
350 |
sprintf(buf, "1 %s", coin->clone.name); |
351 |
else |
352 |
sprintf(buf, "%d %s", num, coin->clone.name_pl); |
353 |
|
354 |
next_coin = find_next_coin(cost, &cointype); |
355 |
if (next_coin == NULL) |
356 |
return buf; |
357 |
|
358 |
endbuf = buf + strlen(buf); |
359 |
|
360 |
coin = next_coin; |
361 |
num = cost / coin->clone.value; |
362 |
cost -= (uint64)num * (uint64)coin->clone.value; |
363 |
|
364 |
strcat(endbuf, " and "); endbuf += 5; |
365 |
if (num == 1) |
366 |
sprintf(endbuf, "1 %s", coin->clone.name); |
367 |
else |
368 |
sprintf(endbuf, "%d %s", num, coin->clone.name_pl); |
369 |
|
370 |
return buf; |
371 |
} |
372 |
|
373 |
const char *query_cost_string(const object *tmp,object *who,int flag) { |
374 |
uint64 real_value = query_cost(tmp,who,flag); |
375 |
int idskill1=0; |
376 |
int idskill2=0; |
377 |
const typedata *tmptype; |
378 |
|
379 |
tmptype=get_typedata(tmp->type); |
380 |
if (tmptype) { |
381 |
idskill1=tmptype->identifyskill; |
382 |
idskill2=tmptype->identifyskill2; |
383 |
} |
384 |
|
385 |
/* we show an approximate price if |
386 |
* 1) we are approximating |
387 |
* 2) there either is no id skill(s) for the item, or we don't have them |
388 |
* 3) we don't have bargaining skill either |
389 |
*/ |
390 |
if (flag & F_APPROX) { |
391 |
if (!idskill1 || !find_skill_by_number(who, idskill1)) { |
392 |
if (!idskill2 || !find_skill_by_number(who, idskill2)) { |
393 |
if (!find_skill_by_number(who,SK_BARGAINING)) { |
394 |
static char buf[MAX_BUF]; |
395 |
int num, cointype = 0; |
396 |
archetype *coin = find_next_coin(real_value, &cointype); |
397 |
|
398 |
if (coin == NULL) return "nothing"; |
399 |
|
400 |
num = real_value / coin->clone.value; |
401 |
if (num == 1) |
402 |
sprintf(buf, "about one %s", coin->clone.name); |
403 |
else if (num < 5) |
404 |
sprintf(buf, "a few %s", coin->clone.name_pl); |
405 |
else if (num < 10) |
406 |
sprintf(buf, "several %s", coin->clone.name_pl); |
407 |
else if (num < 25) |
408 |
sprintf(buf, "a moderate amount of %s", coin->clone.name_pl); |
409 |
else if (num < 100) |
410 |
sprintf(buf, "lots of %s", coin->clone.name_pl); |
411 |
else if (num < 1000) |
412 |
sprintf(buf, "a great many %s", coin->clone.name_pl); |
413 |
else |
414 |
sprintf(buf, "a vast quantity of %s", coin->clone.name_pl); |
415 |
return buf; |
416 |
} |
417 |
} |
418 |
} |
419 |
} |
420 |
return cost_string_from_value(real_value); |
421 |
} |
422 |
|
423 |
/* This function finds out how much money the player is carrying, |
424 |
* including what is in containers. |
425 |
*/ |
426 |
uint64 query_money(const object *op) { |
427 |
object *tmp; |
428 |
uint64 total=0; |
429 |
|
430 |
if (op->type!=PLAYER && op->type!=CONTAINER) { |
431 |
LOG(llevError, "Query money called with non player/container\n"); |
432 |
return 0; |
433 |
} |
434 |
for (tmp = op->inv; tmp; tmp= tmp->below) { |
435 |
if (tmp->type==MONEY) { |
436 |
total += (uint64)tmp->nrof * (uint64)tmp->value; |
437 |
} else if (tmp->type==CONTAINER && |
438 |
QUERY_FLAG(tmp,FLAG_APPLIED) && |
439 |
(tmp->race==NULL || strstr(tmp->race,"gold"))) { |
440 |
total += query_money(tmp); |
441 |
} |
442 |
} |
443 |
return total; |
444 |
} |
445 |
/* TCHIZE: This function takes the amount of money from the |
446 |
* the player inventory and from it's various pouches using the |
447 |
* pay_from_container function. |
448 |
* returns 0 if not possible. 1 if success |
449 |
*/ |
450 |
int pay_for_amount(uint64 to_pay,object *pl) { |
451 |
object *pouch; |
452 |
|
453 |
if (to_pay==0) return 1; |
454 |
if (to_pay > query_money(pl)) return 0; |
455 |
|
456 |
to_pay = pay_from_container(pl, pl, to_pay); |
457 |
|
458 |
for (pouch=pl->inv; (pouch!=NULL) && (to_pay>0); pouch=pouch->below) { |
459 |
if (pouch->type == CONTAINER |
460 |
&& QUERY_FLAG(pouch, FLAG_APPLIED) |
461 |
&& (pouch->race == NULL || strstr(pouch->race, "gold"))) { |
462 |
to_pay = pay_from_container(pl, pouch, to_pay); |
463 |
} |
464 |
} |
465 |
fix_player(pl); |
466 |
return 1; |
467 |
} |
468 |
|
469 |
/* DAMN: This is now a wrapper for pay_from_container, which is |
470 |
* called for the player, then for each active container that can hold |
471 |
* money until op is paid for. Change will be left wherever the last |
472 |
* of the price was paid from. |
473 |
*/ |
474 |
int pay_for_item(object *op,object *pl) { |
475 |
uint64 to_pay = query_cost(op,pl,F_BUY | F_SHOP); |
476 |
object *pouch; |
477 |
uint64 saved_money; |
478 |
|
479 |
if (to_pay==0) return 1; |
480 |
if (to_pay>query_money(pl)) return 0; |
481 |
|
482 |
/* We compare the paid price with the one for a player |
483 |
* without bargaining skill. |
484 |
* This determins the amount of exp (if any) gained for bargaining. |
485 |
*/ |
486 |
saved_money = query_cost(op,pl,F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay; |
487 |
|
488 |
if (saved_money > 0) |
489 |
change_exp(pl,saved_money,"bargaining",SK_EXP_NONE); |
490 |
|
491 |
to_pay = pay_from_container(pl, pl, to_pay); |
492 |
|
493 |
for (pouch=pl->inv; (pouch!=NULL) && (to_pay>0); pouch=pouch->below) { |
494 |
if (pouch->type == CONTAINER |
495 |
&& QUERY_FLAG(pouch, FLAG_APPLIED) |
496 |
&& (pouch->race == NULL || strstr(pouch->race, "gold"))) { |
497 |
to_pay = pay_from_container(pl, pouch, to_pay); |
498 |
} |
499 |
} |
500 |
if (settings.real_wiz == FALSE && QUERY_FLAG(pl, FLAG_WAS_WIZ)) |
501 |
SET_FLAG(op, FLAG_WAS_WIZ); |
502 |
fix_player(pl); |
503 |
return 1; |
504 |
} |
505 |
|
506 |
/* This pays for the item, and takes the proper amount of money off |
507 |
* the player. |
508 |
* CF 0.91.4 - this function is mostly redone in order to fix a bug |
509 |
* with weight not be subtracted properly. We now remove and |
510 |
* insert the coin objects - this should update the weight |
511 |
* appropriately |
512 |
* |
513 |
* DAMN: This function is used for the player, then for any active |
514 |
* containers that can hold money. |
515 |
* |
516 |
* pouch is the container (pouch or player) to remove the coins from. |
517 |
* to_pay is the required amount. |
518 |
* returns the amount still missing after using "pouch". |
519 |
*/ |
520 |
static uint64 pay_from_container(object *pl, object *pouch, uint64 to_pay) { |
521 |
int count, i; |
522 |
sint64 remain; |
523 |
object *tmp, *coin_objs[NUM_COINS], *next; |
524 |
archetype *at; |
525 |
|
526 |
if (pouch->type != PLAYER && pouch->type != CONTAINER) return to_pay; |
527 |
|
528 |
remain = to_pay; |
529 |
for (i=0; i<NUM_COINS; i++) coin_objs[i] = NULL; |
530 |
|
531 |
/* This hunk should remove all the money objects from the player/container */ |
532 |
for (tmp=pouch->inv; tmp; tmp=next) { |
533 |
next = tmp->below; |
534 |
|
535 |
if (tmp->type == MONEY) { |
536 |
for (i=0; i<NUM_COINS; i++) { |
537 |
if (!strcmp(coins[NUM_COINS-1-i], tmp->arch->name) && |
538 |
(tmp->value == tmp->arch->clone.value) ) { |
539 |
|
540 |
/* This should not happen, but if it does, just * |
541 |
* merge the two. */ |
542 |
if (coin_objs[i]!=NULL) { |
543 |
LOG(llevError,"%s has two money entries of (%s)\n", |
544 |
pouch->name, coins[NUM_COINS-1-i]); |
545 |
remove_ob(tmp); |
546 |
coin_objs[i]->nrof += tmp->nrof; |
547 |
esrv_del_item(pl->contr, tmp->count); |
548 |
free_object(tmp); |
549 |
} |
550 |
else { |
551 |
remove_ob(tmp); |
552 |
if(pouch->type==PLAYER) esrv_del_item(pl->contr, tmp->count); |
553 |
coin_objs[i] = tmp; |
554 |
} |
555 |
break; |
556 |
} |
557 |
} |
558 |
if (i==NUM_COINS) |
559 |
LOG(llevError,"in pay_for_item: Did not find string match for %s\n", tmp->arch->name); |
560 |
} |
561 |
} |
562 |
|
563 |
/* Fill in any gaps in the coin_objs array - needed to make change. */ |
564 |
/* Note that the coin_objs array goes from least value to greatest value */ |
565 |
for (i=0; i<NUM_COINS; i++) |
566 |
if (coin_objs[i]==NULL) { |
567 |
at = find_archetype(coins[NUM_COINS-1-i]); |
568 |
if (at==NULL) LOG(llevError, "Could not find %s archetype\n", coins[NUM_COINS-1-i]); |
569 |
coin_objs[i] = get_object(); |
570 |
copy_object(&at->clone, coin_objs[i]); |
571 |
coin_objs[i]->nrof = 0; |
572 |
} |
573 |
|
574 |
for (i=0; i<NUM_COINS; i++) { |
575 |
int num_coins; |
576 |
|
577 |
if (coin_objs[i]->nrof*coin_objs[i]->value> remain) { |
578 |
num_coins = remain / coin_objs[i]->value; |
579 |
if ((uint64)num_coins*(uint64)coin_objs[i]->value < remain) num_coins++; |
580 |
} else { |
581 |
num_coins = coin_objs[i]->nrof; |
582 |
} |
583 |
remain -= (sint64) num_coins * (sint64)coin_objs[i]->value; |
584 |
coin_objs[i]->nrof -= num_coins; |
585 |
/* Now start making change. Start at the coin value |
586 |
* below the one we just did, and work down to |
587 |
* the lowest value. |
588 |
*/ |
589 |
count=i-1; |
590 |
while (remain<0 && count>=0) { |
591 |
num_coins = -remain/ coin_objs[count]->value; |
592 |
coin_objs[count]->nrof += num_coins; |
593 |
remain += num_coins * coin_objs[count]->value; |
594 |
count--; |
595 |
} |
596 |
} |
597 |
for (i=0; i<NUM_COINS; i++) { |
598 |
if (coin_objs[i]->nrof) { |
599 |
object *tmp = insert_ob_in_ob(coin_objs[i], pouch); |
600 |
|
601 |
esrv_send_item(pl, tmp); |
602 |
esrv_send_item (pl, pouch); |
603 |
if (pl != pouch) esrv_update_item (UPD_WEIGHT, pl, pouch); |
604 |
if (pl->type != PLAYER) { |
605 |
esrv_send_item (pl, pl); |
606 |
} |
607 |
} else { |
608 |
free_object(coin_objs[i]); |
609 |
} |
610 |
} |
611 |
return(remain); |
612 |
} |
613 |
|
614 |
/* Checks all unpaid items in op's inventory, adds up all the money they |
615 |
* have, and checks that they can actually afford what they want to buy. |
616 |
* Returns 1 if they can, and 0 if they can't. also prints an appropriate message |
617 |
* to the player |
618 |
*/ |
619 |
|
620 |
int can_pay(object *pl) { |
621 |
int unpaid_count = 0, i; |
622 |
uint64 unpaid_price = 0; |
623 |
uint64 player_wealth = query_money(pl); |
624 |
object *item; |
625 |
uint32 coincount[NUM_COINS]; |
626 |
if (!pl || pl->type != PLAYER) { |
627 |
LOG(llevError, "can_pay(): called against something that isn't a player\n"); |
628 |
return 0; |
629 |
} |
630 |
for (i=0; i< NUM_COINS; i++) coincount[i] = 0; |
631 |
for (item = pl->inv;item;) { |
632 |
if QUERY_FLAG(item, FLAG_UNPAID) { |
633 |
unpaid_count++; |
634 |
unpaid_price += query_cost(item, pl, F_BUY | F_SHOP); |
635 |
} |
636 |
/* merely converting the player's monetary wealth won't do, if we did that, |
637 |
* we could print the wrong numbers for the coins, so we count the money instead |
638 |
*/ |
639 |
for (i=0; i< NUM_COINS; i++) |
640 |
if (!strcmp(coins[i], item->arch->name)) |
641 |
coincount[i] += item->nrof; |
642 |
if (item->inv) item = item->inv; |
643 |
else if (item->below) item = item->below; |
644 |
else if (item->env && item->env != pl && item->env->below) item = item->env->below; |
645 |
else item = NULL; |
646 |
} |
647 |
if (unpaid_price > player_wealth) { |
648 |
char buf[MAX_BUF], coinbuf[MAX_BUF]; |
649 |
int denominations = 0; |
650 |
int has_coins = NUM_COINS; |
651 |
char cost[MAX_BUF]; |
652 |
char missing[MAX_BUF]; |
653 |
|
654 |
sprintf(cost, "%s", cost_string_from_value(unpaid_price)); |
655 |
sprintf(missing, "%s", cost_string_from_value(unpaid_price - player_wealth)); |
656 |
|
657 |
sprintf(buf, "You have %d unpaid items that would cost you %s. You need another %s to be able to afford that.", |
658 |
unpaid_count, cost, missing); |
659 |
new_draw_info(NDI_UNIQUE, 0, pl, buf); |
660 |
return 0; |
661 |
} |
662 |
else return 1; |
663 |
} |
664 |
|
665 |
|
666 |
/* Better get_payment, descends containers looking for |
667 |
* unpaid items, and pays for them. |
668 |
* returns 0 if the player still has unpaid items. |
669 |
* returns 1 if the player has paid for everything. |
670 |
* pl is the player buying the stuff. |
671 |
* op is the object we are examining. If op has |
672 |
* and inventory, we examine that. IF there are objects |
673 |
* below op, we descend down. |
674 |
*/ |
675 |
int get_payment(object *pl, object *op) { |
676 |
char buf[MAX_BUF]; |
677 |
int ret=1; |
678 |
|
679 |
if (op!=NULL&&op->inv) |
680 |
ret = get_payment(pl, op->inv); |
681 |
|
682 |
if (!ret) |
683 |
return 0; |
684 |
|
685 |
if (op!=NULL&&op->below) |
686 |
ret = get_payment (pl, op->below); |
687 |
|
688 |
if (!ret) |
689 |
return 0; |
690 |
|
691 |
if(op!=NULL&&QUERY_FLAG(op,FLAG_UNPAID)) { |
692 |
strncpy(buf,query_cost_string(op,pl,F_BUY | F_SHOP),MAX_BUF); |
693 |
buf[MAX_BUF-1] = '\0'; |
694 |
if(!pay_for_item(op,pl)) { |
695 |
uint64 i=query_cost(op,pl,F_BUY | F_SHOP) - query_money(pl); |
696 |
CLEAR_FLAG(op, FLAG_UNPAID); |
697 |
new_draw_info_format(NDI_UNIQUE, 0, pl, |
698 |
"You lack %s to buy %s.", cost_string_from_value(i), |
699 |
query_name(op)); |
700 |
SET_FLAG(op, FLAG_UNPAID); |
701 |
return 0; |
702 |
} else { |
703 |
object *tmp; |
704 |
tag_t c = op->count; |
705 |
|
706 |
CLEAR_FLAG(op, FLAG_UNPAID); |
707 |
CLEAR_FLAG(op, FLAG_PLAYER_SOLD); |
708 |
new_draw_info_format(NDI_UNIQUE, 0, op, |
709 |
"You paid %s for %s.",buf,query_name(op)); |
710 |
tmp=merge_ob(op,NULL); |
711 |
if (pl->type == PLAYER) { |
712 |
if (tmp) { /* it was merged */ |
713 |
esrv_del_item (pl->contr, c); |
714 |
op = tmp; |
715 |
} |
716 |
esrv_send_item(pl, op); |
717 |
} |
718 |
} |
719 |
} |
720 |
return 1; |
721 |
} |
722 |
|
723 |
|
724 |
/* Modified function to give out platinum coins. This function uses |
725 |
* the coins[] array to know what coins are available, just like |
726 |
* buy item. |
727 |
* |
728 |
* Modified to fill available race: gold containers before dumping |
729 |
* remaining coins in character's inventory. |
730 |
*/ |
731 |
void sell_item(object *op, object *pl) { |
732 |
uint64 i=query_cost(op,pl,F_SELL | F_SHOP), extra_gain; |
733 |
int count; |
734 |
object *tmp, *pouch; |
735 |
archetype *at; |
736 |
|
737 |
if(pl==NULL||pl->type!=PLAYER) { |
738 |
LOG(llevDebug,"Object other than player tried to sell something.\n"); |
739 |
return; |
740 |
} |
741 |
|
742 |
if(op->custom_name) FREE_AND_CLEAR_STR(op->custom_name); |
743 |
|
744 |
if(!i) { |
745 |
new_draw_info_format(NDI_UNIQUE, 0, pl, |
746 |
"We're not interested in %s.",query_name(op)); |
747 |
|
748 |
/* Even if the character doesn't get anything for it, it may still be |
749 |
* worth something. If so, make it unpaid |
750 |
*/ |
751 |
if (op->value) { |
752 |
SET_FLAG(op, FLAG_UNPAID); |
753 |
SET_FLAG(op, FLAG_PLAYER_SOLD); |
754 |
} |
755 |
identify(op); |
756 |
return; |
757 |
} |
758 |
|
759 |
/* We compare the price with the one for a player |
760 |
* without bargaining skill. |
761 |
* This determins the amount of exp (if any) gained for bargaining. |
762 |
* exp/10 -> 1 for each gold coin |
763 |
*/ |
764 |
extra_gain = i - query_cost(op,pl,F_SELL | F_NO_BARGAIN | F_SHOP); |
765 |
|
766 |
if (extra_gain > 0) |
767 |
change_exp(pl,extra_gain/10,"bargaining",SK_EXP_NONE); |
768 |
|
769 |
for (count=0; coins[count]!=NULL; count++) { |
770 |
at = find_archetype(coins[count]); |
771 |
if (at==NULL) LOG(llevError, "Could not find %s archetype\n", coins[count]); |
772 |
else if ((i/at->clone.value) > 0) { |
773 |
for ( pouch=pl->inv ; pouch ; pouch=pouch->below ) { |
774 |
if ( pouch->type==CONTAINER && QUERY_FLAG(pouch, FLAG_APPLIED) && pouch->race && strstr(pouch->race, "gold") ) { |
775 |
int w = at->clone.weight * (100-pouch->stats.Str)/100; |
776 |
int n = i/at->clone.value; |
777 |
|
778 |
if (w==0) w=1; /* Prevent divide by zero */ |
779 |
if ( n>0 && (!pouch->weight_limit || pouch->carrying+w<=pouch->weight_limit)) { |
780 |
if (pouch->weight_limit && (pouch->weight_limit-pouch->carrying)/w<n) |
781 |
n = (pouch->weight_limit-pouch->carrying)/w; |
782 |
|
783 |
tmp = get_object(); |
784 |
copy_object(&at->clone, tmp); |
785 |
tmp->nrof = n; |
786 |
i -= (uint64)tmp->nrof * (uint64)tmp->value; |
787 |
tmp = insert_ob_in_ob(tmp, pouch); |
788 |
esrv_send_item (pl, tmp); |
789 |
esrv_send_item (pl, pouch); |
790 |
esrv_update_item (UPD_WEIGHT, pl, pouch); |
791 |
esrv_send_item (pl, pl); |
792 |
} |
793 |
} |
794 |
} |
795 |
if (i/at->clone.value > 0) { |
796 |
tmp = get_object(); |
797 |
copy_object(&at->clone, tmp); |
798 |
tmp->nrof = i/tmp->value; |
799 |
i -= (uint64)tmp->nrof * (uint64)tmp->value; |
800 |
tmp = insert_ob_in_ob(tmp, pl); |
801 |
esrv_send_item (pl, tmp); |
802 |
esrv_send_item (pl, pl); |
803 |
} |
804 |
} |
805 |
} |
806 |
|
807 |
if (i!=0) |
808 |
#ifndef WIN32 |
809 |
LOG(llevError,"Warning - payment not zero: %llu\n", i); |
810 |
#else |
811 |
LOG(llevError,"Warning - payment not zero: %I64u\n", i); |
812 |
#endif |
813 |
|
814 |
new_draw_info_format(NDI_UNIQUE, 0, pl, |
815 |
"You receive %s for %s.",query_cost_string(op,pl,F_SELL | F_SHOP), |
816 |
query_name(op)); |
817 |
SET_FLAG(op, FLAG_UNPAID); |
818 |
identify(op); |
819 |
} |
820 |
|
821 |
/* returns a double that is the ratio of the price that a shop will offer for |
822 |
* item based on the shops specialisation. Does not take account of greed, |
823 |
* returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any |
824 |
* event is never less than 0.1 (calling functions divide by it) |
825 |
*/ |
826 |
static double shop_specialisation_ratio(const object *item, const mapstruct *map) { |
827 |
shopitems *items=map->shopitems; |
828 |
double ratio = SPECIALISATION_EFFECT, likedness=0.001; |
829 |
int i; |
830 |
|
831 |
if (item==NULL) { |
832 |
LOG(llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", map->path); |
833 |
return 0; |
834 |
} |
835 |
if (!item->type) { |
836 |
LOG(llevError, "shop_specialisation_ratio: passed an item with an invalid type\n"); |
837 |
/* |
838 |
* I'm not really sure what the /right/ thing to do here is, these types of |
839 |
* item shouldn't exist anyway, but returning the ratio is probably the best bet.." |
840 |
*/ |
841 |
return ratio; |
842 |
} |
843 |
if (map->shopitems) { |
844 |
for (i=0; i<items[0].index; i++) |
845 |
if (items[i].typenum==item->type || (!items[i].typenum && likedness == 0.001)) |
846 |
likedness = items[i].strength/100.0; |
847 |
} |
848 |
if (likedness > 1.0) { /* someone has been rather silly with the map headers. */ |
849 |
LOG(llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", |
850 |
item->type, map->path); |
851 |
likedness = 1.0; |
852 |
} |
853 |
if (likedness < -1.0) { |
854 |
LOG(llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", |
855 |
item->type, map->path); |
856 |
likedness = -1.0; |
857 |
} |
858 |
ratio = ratio + (1.0-ratio) * likedness; |
859 |
if (ratio <= 0.1) ratio=0.1; /* if the ratio were much lower than this, we would get silly prices */ |
860 |
return ratio; |
861 |
} |
862 |
|
863 |
/*returns the greed of the shop on map, or 1 if it isn't specified. */ |
864 |
static double shop_greed(const mapstruct *map) { |
865 |
double greed=1.0; |
866 |
if (map->shopgreed) |
867 |
return map->shopgreed; |
868 |
return greed; |
869 |
} |
870 |
|
871 |
/* Returns a double based on how much the shopkeeper approves of the player. |
872 |
* this is based on the race of the shopkeeper and that of the player. |
873 |
*/ |
874 |
double shopkeeper_approval(const mapstruct *map, const object *player) { |
875 |
double approval=1.0; |
876 |
|
877 |
if (map->shoprace) { |
878 |
approval=NEUTRAL_RATIO; |
879 |
if (player->race && !strcmp(player->race, map->shoprace)) approval = 1.0; |
880 |
} |
881 |
return approval; |
882 |
} |
883 |
|
884 |
/* limit the value of items based on the wealth of the shop. If the item is close |
885 |
* to the maximum value a shop will offer, we start to reduce it, if the item is |
886 |
* below the minimum value the shop is prepared to trade in, then we don't |
887 |
* want it and offer nothing. If it isn't a shop, check whether we should do generic |
888 |
* value reduction. |
889 |
* |
890 |
*/ |
891 |
static uint64 value_limit(uint64 val, int quantity, const object *who, int isshop) { |
892 |
uint64 newval, unit_price; |
893 |
mapstruct *map; |
894 |
unit_price=val/quantity; |
895 |
if (!isshop || !who) { |
896 |
if (unit_price > 10000) |
897 |
newval=8000+isqrt(unit_price)*20; |
898 |
else |
899 |
newval=unit_price; |
900 |
} else { |
901 |
if (!who->map) { |
902 |
LOG(llevError, "value_limit: asked shop price for ob %s on NULL map\n", who->name); |
903 |
return val; |
904 |
} |
905 |
map=who->map; |
906 |
if (map->shopmin && unit_price < map->shopmin) return 0; |
907 |
else if (map->shopmax && unit_price > map->shopmax/2) |
908 |
newval=MIN((map->shopmax/2)+isqrt(unit_price-map->shopmax/2), map->shopmax); |
909 |
else if (unit_price>10000) |
910 |
newval=8000+isqrt(unit_price)*20; |
911 |
else |
912 |
newval=unit_price; |
913 |
} |
914 |
newval *= quantity; |
915 |
return newval; |
916 |
} |
917 |
|
918 |
/* gives a desciption of the shop on their current map to the player op. */ |
919 |
int describe_shop(const object *op) { |
920 |
mapstruct *map = op->map; |
921 |
/*shopitems *items=map->shopitems;*/ |
922 |
int pos=0, i; |
923 |
double opinion=0; |
924 |
char tmp[MAX_BUF]="\0"; |
925 |
if (op->type != PLAYER) return 0; |
926 |
|
927 |
/*check if there is a shop specified for this map */ |
928 |
if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) { |
929 |
new_draw_info(NDI_UNIQUE,0,op,"From looking at the nearby shop you determine that it trades in:"); |
930 |
if (map->shopitems) { |
931 |
for (i=0; i < map->shopitems[0].index; i++) { |
932 |
if (map->shopitems[i].name && map->shopitems[i].strength > 10) { |
933 |
snprintf(tmp+pos, sizeof(tmp)-pos, "%s, ", map->shopitems[i].name_pl); |
934 |
pos += strlen(tmp+pos); |
935 |
} |
936 |
} |
937 |
} |
938 |
if (!pos) strcat(tmp, "a little of everything."); |
939 |
|
940 |
/* format the string into a list */ |
941 |
make_list_like(tmp); |
942 |
new_draw_info_format(NDI_UNIQUE, 0, op, "%s", tmp); |
943 |
|
944 |
if (map->shopmax) |
945 |
new_draw_info_format(NDI_UNIQUE,0,op,"It won't trade for items above %s.", |
946 |
cost_string_from_value(map->shopmax)); |
947 |
if (map->shopmin) |
948 |
new_draw_info_format(NDI_UNIQUE,0,op,"It won't trade in items worth less than %s.", |
949 |
cost_string_from_value(map->shopmin)); |
950 |
if (map->shopgreed) { |
951 |
if (map->shopgreed >2.0) |
952 |
new_draw_info(NDI_UNIQUE,0,op,"It tends to overcharge massively."); |
953 |
else if (map->shopgreed >1.5) |
954 |
new_draw_info(NDI_UNIQUE,0,op,"It tends to overcharge substantially."); |
955 |
else if (map->shopgreed >1.1) |
956 |
new_draw_info(NDI_UNIQUE,0,op,"It tends to overcharge slightly."); |
957 |
else if (map->shopgreed <0.9) |
958 |
new_draw_info(NDI_UNIQUE,0,op,"It tends to undercharge."); |
959 |
} |
960 |
if (map->shoprace) { |
961 |
opinion=shopkeeper_approval(map, op); |
962 |
if (opinion > 0.8) |
963 |
new_draw_info(NDI_UNIQUE,0,op,"You think the shopkeeper likes you."); |
964 |
else if (opinion > 0.5) |
965 |
new_draw_info(NDI_UNIQUE,0,op,"The shopkeeper seems unconcerned by you."); |
966 |
else |
967 |
new_draw_info(NDI_UNIQUE,0,op,"The shopkeeper seems to have taken a dislike to you."); |
968 |
} |
969 |
} |
970 |
else new_draw_info(NDI_UNIQUE,0,op,"There is no shop nearby."); |
971 |
|
972 |
return 1; |
973 |
} |
974 |
typedef struct shopinv { |
975 |
char *item_sort; |
976 |
char *item_real; |
977 |
uint16 type; |
978 |
uint32 nrof; |
979 |
} shopinv; |
980 |
|
981 |
/* There are a lot fo extra casts in here just to suppress warnings - it |
982 |
* makes it look uglier than it really it. |
983 |
* The format of the strings we get is type:name. So we first want to |
984 |
* sort by type (numerical) - if the same type, then sort by name. |
985 |
*/ |
986 |
static int shop_sort(const void *a1, const void *a2) |
987 |
{ |
988 |
shopinv *s1 = (shopinv*)a1, *s2= (shopinv*)a2; |
989 |
|
990 |
if (s1->type<s2->type) return -1; |
991 |
if (s1->type>s2->type) return 1; |
992 |
/* the type is the same (what atoi gets), so do a strcasecmp to sort |
993 |
* via alphabetical order |
994 |
*/ |
995 |
return strcasecmp(s1->item_sort, s2->item_sort); |
996 |
} |
997 |
|
998 |
static void add_shop_item(object *tmp, shopinv *items, int *numitems, int *numallocated) |
999 |
{ |
1000 |
#if 0 |
1001 |
char buf[MAX_BUF]; |
1002 |
#endif |
1003 |
/* clear unpaid flag so that doesn't come up in query |
1004 |
* string. We clear nrof so that we can better sort |
1005 |
* the object names. |
1006 |
*/ |
1007 |
|
1008 |
CLEAR_FLAG(tmp, FLAG_UNPAID); |
1009 |
items[*numitems].nrof=tmp->nrof; |
1010 |
/* Non mergable items have nrof of 0, but count them as one |
1011 |
* so the display is properly. |
1012 |
*/ |
1013 |
if (tmp->nrof == 0) items[*numitems].nrof++; |
1014 |
items[*numitems].type=tmp->type; |
1015 |
|
1016 |
switch (tmp->type) { |
1017 |
#if 0 |
1018 |
case BOOTS: |
1019 |
case GLOVES: |
1020 |
case RING: |
1021 |
case AMULET: |
1022 |
case BRACERS: |
1023 |
case GIRDLE: |
1024 |
sprintf(buf,"%s %s",query_base_name(tmp,0),describe_item(tmp, NULL)); |
1025 |
items[*numitems].item_sort = strdup_local(buf); |
1026 |
sprintf(buf,"%s %s",query_name(tmp),describe_item(tmp, NULL)); |
1027 |
items[*numitems].item_real = strdup_local(buf); |
1028 |
(*numitems)++; |
1029 |
break; |
1030 |
#endif |
1031 |
|
1032 |
default: |
1033 |
items[*numitems].item_sort = strdup_local(query_base_name(tmp, 0)); |
1034 |
items[*numitems].item_real = strdup_local(query_base_name(tmp, 1)); |
1035 |
(*numitems)++; |
1036 |
break; |
1037 |
} |
1038 |
SET_FLAG(tmp, FLAG_UNPAID); |
1039 |
} |
1040 |
|
1041 |
void shop_listing(object *op) |
1042 |
{ |
1043 |
int i,j,numitems=0,numallocated=0, nx, ny; |
1044 |
char *map_mark = (char *) calloc(MAGIC_MAP_SIZE * MAGIC_MAP_SIZE,1); |
1045 |
object *stack; |
1046 |
shopinv *items; |
1047 |
|
1048 |
/* Should never happen, but just in case a monster does apply a sign */ |
1049 |
if (op->type!=PLAYER) return; |
1050 |
|
1051 |
new_draw_info(NDI_UNIQUE, 0, op, "\nThe shop contains:"); |
1052 |
|
1053 |
magic_mapping_mark(op, map_mark, 3); |
1054 |
items=malloc(40*sizeof(shopinv)); |
1055 |
numallocated=40; |
1056 |
|
1057 |
/* Find all the appropriate items */ |
1058 |
for (i=0; i<MAP_WIDTH(op->map); i++) { |
1059 |
for (j=0; j<MAP_HEIGHT(op->map); j++) { |
1060 |
/* magic map code now centers the map on the object at MAGIC_MAP_HALF. |
1061 |
* |
1062 |
*/ |
1063 |
nx = i - op->x + MAGIC_MAP_HALF; |
1064 |
ny = j - op->y + MAGIC_MAP_HALF; |
1065 |
/* unlikely, but really big shops could run into this issue */ |
1066 |
if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE) continue; |
1067 |
|
1068 |
if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR) { |
1069 |
stack =get_map_ob(op->map,i,j); |
1070 |
|
1071 |
while (stack) { |
1072 |
if (QUERY_FLAG(stack, FLAG_UNPAID)) { |
1073 |
if (numitems==numallocated) { |
1074 |
items=realloc(items, sizeof(shopinv)*(numallocated+10)); |
1075 |
numallocated+=10; |
1076 |
} |
1077 |
add_shop_item(stack, items, &numitems, &numallocated); |
1078 |
} |
1079 |
stack = stack->above; |
1080 |
} |
1081 |
} |
1082 |
} |
1083 |
} |
1084 |
free(map_mark); |
1085 |
if (numitems == 0) { |
1086 |
new_draw_info(NDI_UNIQUE, 0, op, "The shop is currently empty.\n"); |
1087 |
free(items); |
1088 |
return; |
1089 |
} |
1090 |
qsort(items, numitems, sizeof(shopinv), (int (*)(const void*, const void*))shop_sort); |
1091 |
|
1092 |
for (i=0; i<numitems; i++) { |
1093 |
/* Collapse items of the same name together */ |
1094 |
if ((i+1)<numitems && !strcmp(items[i].item_real, items[i+1].item_real)) { |
1095 |
items[i+1].nrof += items[i].nrof; |
1096 |
free(items[i].item_sort); |
1097 |
free(items[i].item_real); |
1098 |
} else { |
1099 |
new_draw_info_format(NDI_UNIQUE, 0, op, "%d %s", |
1100 |
items[i].nrof? items[i].nrof:1, |
1101 |
items[i].nrof==1?items[i].item_sort: items[i].item_real); |
1102 |
free(items[i].item_sort); |
1103 |
free(items[i].item_real); |
1104 |
} |
1105 |
} |
1106 |
free(items); |
1107 |
} |