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/*
* static char *rcsid_shop_c =
* "$Id: shop.c 7634 2007-12-01 11:42:44Z ryo_saeba $";
*/
/*
CrossFire, A Multiplayer game for X-windows
Copyright (C) 2002 Mark Wedel & Crossfire Development Team
Copyright (C) 1992 Frank Tore Johansen
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
The authors can be reached via e-mail at crossfire-devel@real-time.com
*/
#include <assert.h>
#include <global.h>
#include <spells.h>
#include <skills.h>
#include <living.h>
#include <newclient.h>
#ifndef __CEXTRACT__
#include <sproto.h>
#endif
#include <math.h>
/* this is a measure of how effective store specialisation is. A general store
* will offer this proportion of the 'maximum' price, a specialised store will
* offer a range of prices around it such that the maximum price is always one
* therefore making this number higher, makes specialisation less effective.
* setting this value above 1 or to a negative value would have interesting,
* (though not useful) effects.
*/
#define SPECIALISATION_EFFECT 0.5
/* price a shopkeeper will give to someone they disapprove of.*/
#define DISAPPROVAL_RATIO 0.2
/* price a shopkeeper will give someone they neither like nor dislike */
#define NEUTRAL_RATIO 0.8
static uint64 pay_from_container(object *pl, object *pouch, uint64 to_pay);
static uint64 value_limit(uint64 val, int quantity, const object *who, int isshop);
static double shop_specialisation_ratio(const object *item, const mapstruct *map);
static double shop_greed(const mapstruct *map);
#define NUM_COINS 5 /* number of coin types */
#define LARGEST_COIN_GIVEN 2 /* never give amber or jade, but accept them */
static const char* const coins[] = {"ambercoin", "jadecoin","platinacoin", "goldcoin", "silvercoin", NULL};
/* Added F_TRUE flag to define.h to mean that the price should not
* be adjusted by players charisma. With F_TRUE, it returns the amount
* that the item is worth, if it was sold, but unadjusted by charisma.
* This is needed for alchemy, to to determine what value of gold nuggets
* should be given (the gold nuggets, when sold, will have the adjustment
* by charisma done at that time). NULL could have been passed as the
* who parameter, but then the adjustment for expensive items (>10000)
* would not be done.
*
* Added F_APPROX flag, which means that the price returned should be wrong by
* an amount related to the player's bargaining skill.
*
* Added F_SHOP flag to mean that the specialisation of the shop on the player's
* current map should be taken into account when determining the price. Shops that
* specialise in what is being traded will give better prices than those that do not.
*
* CF 0.91.4 - This function got changed around a bit. Now the
* number of object is multiplied by the value early on. This fixes problems
* with items worth very little. What happened before is that various
* divisions took place, the value got rounded to 0 (Being an int), and
* thus remained 0.
*
* Mark Wedel (mwedel@pyramid.com)
*/
uint64 query_cost(const object *tmp, object *who, int flag) {
uint64 val;
int number; /* used to better calculate value */
int no_bargain;
int identified;
int not_cursed;
int approximate;
int shop;
float diff;
float ratio;
no_bargain = flag & F_NO_BARGAIN;
identified = flag & F_IDENTIFIED;
not_cursed = flag & F_NOT_CURSED;
approximate = flag & F_APPROX;
shop = flag & F_SHOP;
flag &= ~(F_NO_BARGAIN|F_IDENTIFIED|F_NOT_CURSED|F_APPROX|F_SHOP);
if (tmp->type==MONEY) return (tmp->nrof * tmp->value);
if (tmp->type==GEM) {
if (flag==F_TRUE) return (tmp->nrof * tmp->value);
if (flag==F_BUY) return (1.03 * tmp->nrof * tmp->value);
if (flag==F_SELL) return (0.97 * tmp->nrof * tmp->value);
LOG(llevError,"Query_cost: Gem type with unknown flag : %d\n", flag);
return 0;
}
number = tmp->nrof;
if (number==0) number=1;
if (QUERY_FLAG(tmp, FLAG_IDENTIFIED) || !need_identify(tmp) || identified) {
if (!not_cursed && (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))
return 0;
else
val=tmp->value * number;
}
/* This area deals with objects that are not identified, but can be */
else {
if (tmp->arch != NULL) {
if (flag == F_BUY) {
LOG(llevError, "Asking for buy-value of unidentified object.\n");
val = tmp->arch->clone.value * 50 * number;
}
else { /* Trying to sell something, or get true value */
if (tmp->type == POTION)
val = number * 1000; /* Don't want to give anything away */
else {
/* Get 2/3'rd value for applied objects, 1/3'rd for totally
* unknown objects
*/
if (QUERY_FLAG(tmp, FLAG_BEEN_APPLIED))
val = number * tmp->arch->clone.value *2 / 3;
else
val = number * tmp->arch->clone.value / 3;
}
}
} else { /* No archetype with this object */
LOG(llevDebug,"In sell item: Have object with no archetype: %s\n", tmp->name);
if (flag == F_BUY) {
LOG(llevError, "Asking for buy-value of unidentified object without arch.\n");
val = number * tmp->value * 10;
}
else
val = number * tmp->value / 5;
}
}
/* If the item has been applied or identifed or does not need to be
* identified, AND the object is magical and the archetype is non
* magical, then change values accordingly. The tmp->arch==NULL is
* really just a check to prevent core dumps for when it checks
* tmp->arch->clone.magic for any magic. The check for archetype
* magic is to not give extra money for archetypes that are by
* default magical. This is because the archetype value should have
* already figured in that value.
*/
if((QUERY_FLAG(tmp, FLAG_IDENTIFIED)||!need_identify(tmp)||identified||
QUERY_FLAG(tmp, FLAG_BEEN_APPLIED)) &&
tmp->magic&&(tmp->arch==NULL||!tmp->arch->clone.magic)) {
if(tmp->magic>0)
val*=(3*tmp->magic*tmp->magic*tmp->magic);
else
/* Note that tmp->magic is negative, so that this
* will actually be something like val /=2, /=3, etc.
*/
val/=(1-tmp->magic);
}
if (tmp->type==WAND) {
/* Value of the wand is multiplied by the number of
* charges. the treasure code already sets up the value
* 50 charges is used as the baseline.
*/
if (QUERY_FLAG(tmp, FLAG_IDENTIFIED) || !need_identify(tmp) || identified)
val=(val*tmp->stats.food) / 50;
else /* if not identified, presume one charge */
val/=50;
}
/* Limit amount of money you can get for really great items. */
if (flag==F_TRUE || flag==F_SELL)
val=value_limit(val, number, who, shop);
/* we need to multiply these by 4.0 to keep buy costs roughly the same
* (otherwise, you could buy a potion of charisma for around 400 pp.
* Arguable, the costs in the archetypes should be updated to better
* reflect values (potion charisma list for 1250 gold)
*/
val *= 4;
/* This modification is for bargaining skill.
* Now only players with max level in bargaining
* AND Cha = 30 will get optimal price.
* Thus charisma will never get useless.
* -b.e. edler@heydernet.de
*/
if (who!=NULL && who->type==PLAYER) {
int lev_bargain = 0;
int lev_identify = 0;
int idskill1=0;
int idskill2=0;
const typedata *tmptype;
/* ratio determines how much of the price modification
* will come from the basic stat charisma
* the rest will come from the level in bargaining skill
*/
ratio = 0.5;
tmptype=get_typedata(tmp->type);
if (find_skill_by_number(who,SK_BARGAINING)) {
lev_bargain = find_skill_by_number(who,SK_BARGAINING)->level;
}
if (tmptype) {
idskill1=tmptype->identifyskill;
if (idskill1) {
idskill2=tmptype->identifyskill2;
if (find_skill_by_number(who,idskill1)) {
lev_identify = find_skill_by_number(who,idskill1)->level;
}
if (idskill2 && find_skill_by_number(who,idskill2)) {
lev_identify += find_skill_by_number(who,idskill2)->level;
}
}
}
else LOG(llevError, "Query_cost: item %s hasn't got a valid type\n", tmp->name);
if ( !no_bargain && (lev_bargain>0) )
diff = (0.8 - 0.6*((lev_bargain+settings.max_level*0.05)
/(settings.max_level*1.05)));
else
diff = 0.8;
diff *= 1-ratio;
/* Diff is now a float between 0.2 and 0.8 */
diff+=(cha_bonus[who->stats.Cha]-1)/(1+cha_bonus[who->stats.Cha])*ratio;
if(flag==F_BUY)
val=(val*(long)(1000*(1+diff)))/1000;
else if (flag==F_SELL)
val=(val*(long)(1000*(1-diff)))/1000;
/* If we are approximating, then the value returned should be allowed to be wrong
* however merely using a random number each time will not be sufficiant, as then
* multiple examinations would give different answers, so we'll use the count
* instead. By taking the sine of the count, a value between -1 and 1 is
* generated, we then divide by the square root of the bargaining skill and the
* appropriate identification skills, so that higher level players get better estimates.
* (we need a +1 there in case we would otherwise be dividing by zero.
*/
if (approximate)
val = (sint64)val + (sint64)((sint64)val*(sin(tmp->count)/sqrt(lev_bargain+lev_identify*2+1.0)));
}
/* I don't think this should really happen - if it does, it indicates and
* overflow of diff above. That shoudl only happen if
* we are selling objects - in that case, the person just
* gets no money.
*/
if((sint64)val<0)
val=0;
/* Unidentified stuff won't sell for more than 60gp */
if(flag==F_SELL && !QUERY_FLAG(tmp, FLAG_IDENTIFIED) && need_identify(tmp) && !identified) {
val = (val > 600)? 600:val;
}
/* if we are in a shop, check how the type of shop should affect the price */
if (shop && who) {
if (flag==F_SELL)
val=(sint64)val*shop_specialisation_ratio(tmp, who->map)*shopkeeper_approval(who->map, who)
/shop_greed(who->map);
else if (flag==F_BUY) {
/*
* when buying, if the item was sold by another player, it is ok to
* let the item be sold cheaper, according to the specialisation of
* the shop. If a player sold an item here, then his sale price was
* multiplied by the specialisation ratio, to do the same to the buy
* price will not generate extra money. However, the
* same is not true of generated items, these have to /divide/ by the
* specialisation, so that the price is never less than what they could
* be sold for (otherwise players could camp map resets to make money).
* In game terms, a non-specialist shop, might not recognise the true
* value of the items they sell (much like how people sometimes find
* antiques in a junk shop in real life).
*/
if (QUERY_FLAG(tmp, FLAG_PLAYER_SOLD))
val=(sint64)val*shop_greed(who->map)*shop_specialisation_ratio(tmp, who->map)
/shopkeeper_approval(who->map, who);
else
val=(sint64)val*shop_greed(who->map)
/(shop_specialisation_ratio(tmp, who->map)*shopkeeper_approval(who->map, who));
}
/* we will also have an extra 0-5% variation between shops of the same type
* for valuable items (below a value of 50 this effect wouldn't be very
* pointful, and could give fun with rounding.
*/
if(who->map->path!=NULL && val > 50)
val=(sint64)val+0.05*(sint64)val*cos(tmp->count+strlen(who->map->path));
}
return val;
}
/* Find the coin type that is worth more the 'c'. Starts at the
* cointype placement.
*/
static archetype *find_next_coin(uint64 c, int *cointype) {
archetype *coin;
do {
if (coins[*cointype]==NULL) return NULL;
coin = find_archetype(coins[*cointype]);
if (coin == NULL)
return NULL;
*cointype += 1;
} while (coin->clone.value > c);
return coin;
}
/* This returns a string of how much something is worth based on
* an integer being passed.
* cost is the cost we need to represent.
* While cost is 64 bit, the number of any coin is still really
* limited to 32 bit (size of nrof field). If it turns out players
* have so much money that they have more than 2 billion platinum
* coins, there are certainly issues - the easiest fix at that
* time is to add a higher denomination (mithril piece with
* 10,000 silver or something)
*/
static const char *cost_string_from_value(uint64 cost)
{
static char buf[MAX_BUF];
archetype *coin, *next_coin;
char *endbuf;
uint32 num;
int cointype = LARGEST_COIN_GIVEN;
coin = find_next_coin(cost, &cointype);
if (coin == NULL)
return "nothing";
num = cost / coin->clone.value;
/* so long as nrof is 32 bit, this is true.
* If it takes more coins than a person can possibly carry, this
* is basically true.
*/
if ( (cost / coin->clone.value) > UINT32_MAX) {
strcpy(buf,"an unimaginable sum of money.");
return buf;
}
cost -= (uint64)num * (uint64)coin->clone.value;
if (num == 1)
sprintf(buf, "1 %s", coin->clone.name);
else
sprintf(buf, "%u %ss", num, coin->clone.name);
next_coin = find_next_coin(cost, &cointype);
if (next_coin == NULL)
return buf;
do {
endbuf = buf + strlen(buf);
coin = next_coin;
num = cost / coin->clone.value;
cost -= (uint64)num * (uint64)coin->clone.value;
if (cost == 0)
next_coin = NULL;
else
next_coin = find_next_coin(cost, &cointype);
if (next_coin) {
/* There will be at least one more string to add to the list,
* use a comma.
*/
strcat(endbuf, ", "); endbuf += 2;
} else {
strcat(endbuf, " and "); endbuf += 5;
}
if (num == 1)
sprintf(endbuf, "1 %s", coin->clone.name);
else
sprintf(endbuf, "%u %ss", num, coin->clone.name);
} while (next_coin);
return buf;
}
/**
* Returns a string representing the money's value, in plain coins.
*
* @param coin
* coin. Must be of type MONEY.
* @return
* value in string, static buffer.
* @todo remove static buffer.
*/
const char* real_money_value(const object* coin) {
static char buf[MAX_BUF];
assert(coin->type == MONEY);
snprintf(buf, sizeof(buf), "%ld %s", coin->nrof, coin->nrof == 1 ? coin->name : coin->name_pl);
return buf;
}
/**
* Finds the price of an item.
*
* Price will be either an approximate value or the real value.
* @param tmp
* object to get the price of.
* @param who
* who is getting the price.
* @param flag
* combination of @ref F_xxx "F_xxx" values.
* @return
* buffer containing the price.
* @todo remove evil static buffer thingy.
*/
const char *query_cost_string(const object *tmp,object *who,int flag) {
uint64 real_value = query_cost(tmp,who,flag);
int idskill1=0;
int idskill2=0;
const typedata *tmptype;
/* money it's pretty hard to not give the exact price, so skip all logic and just return the real value. */
if (tmp->type == MONEY) {
return real_money_value(tmp);
}
tmptype=get_typedata(tmp->type);
if (tmptype) {
idskill1=tmptype->identifyskill;
idskill2=tmptype->identifyskill2;
}
/* we show an approximate price if
* 1) we are approximating
* 2) there either is no id skill(s) for the item, or we don't have them
* 3) we don't have bargaining skill either
*/
if (flag & F_APPROX) {
if (!idskill1 || !find_skill_by_number(who, idskill1)) {
if (!idskill2 || !find_skill_by_number(who, idskill2)) {
if (!find_skill_by_number(who,SK_BARGAINING)) {
static char buf[MAX_BUF];
int num;
int cointype = LARGEST_COIN_GIVEN;
archetype *coin = find_next_coin(real_value, &cointype);
if (coin == NULL) return "nothing";
num = real_value / coin->clone.value;
if (num == 1)
sprintf(buf, "about one %s", coin->clone.name);
else if (num < 5)
sprintf(buf, "a few %s", coin->clone.name_pl);
else if (num < 10)
sprintf(buf, "several %s", coin->clone.name_pl);
else if (num < 25)
sprintf(buf, "a moderate amount of %s", coin->clone.name_pl);
else if (num < 100)
sprintf(buf, "lots of %s", coin->clone.name_pl);
else if (num < 1000)
sprintf(buf, "a great many %s", coin->clone.name_pl);
else
sprintf(buf, "a vast quantity of %s", coin->clone.name_pl);
return buf;
}
}
}
}
return cost_string_from_value(real_value);
}
/* This function finds out how much money the player is carrying,
* including what is in containers.
*/
uint64 query_money(const object *op) {
object *tmp;
uint64 total=0;
if (op->type!=PLAYER && op->type!=CONTAINER) {
LOG(llevError, "Query money called with non player/container\n");
return 0;
}
for (tmp = op->inv; tmp; tmp= tmp->below) {
if (tmp->type==MONEY) {
total += (uint64)tmp->nrof * (uint64)tmp->value;
} else if (tmp->type==CONTAINER &&
QUERY_FLAG(tmp,FLAG_APPLIED) &&
(tmp->race==NULL || strstr(tmp->race,"gold"))) {
total += query_money(tmp);
}
}
return total;
}
/* TCHIZE: This function takes the amount of money from the
* the player inventory and from it's various pouches using the
* pay_from_container function.
* returns 0 if not possible. 1 if success
*/
int pay_for_amount(uint64 to_pay,object *pl) {
object *pouch;
if (to_pay==0) return 1;
if (to_pay > query_money(pl)) return 0;
to_pay = pay_from_container(pl, pl, to_pay);
for (pouch=pl->inv; (pouch!=NULL) && (to_pay>0); pouch=pouch->below) {
if (pouch->type == CONTAINER
&& QUERY_FLAG(pouch, FLAG_APPLIED)
&& (pouch->race == NULL || strstr(pouch->race, "gold"))) {
to_pay = pay_from_container(pl, pouch, to_pay);
}
}
if (to_pay > 0) {
LOG(llevError, "pay_for_amount: Cannot remove enough money -- %"FMT64U" remains\n", to_pay);
}
fix_player(pl);
return 1;
}
/* DAMN: This is now a wrapper for pay_from_container, which is
* called for the player, then for each active container that can hold
* money until op is paid for. Change will be left wherever the last
* of the price was paid from.
*/
int pay_for_item(object *op,object *pl) {
uint64 to_pay = query_cost(op,pl,F_BUY | F_SHOP);
object *pouch;
uint64 saved_money;
if (to_pay==0) return 1;
if (to_pay>query_money(pl)) return 0;
/* We compare the paid price with the one for a player
* without bargaining skill.
* This determins the amount of exp (if any) gained for bargaining.
*/
saved_money = query_cost(op,pl,F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay;
if (saved_money > 0)
change_exp(pl,saved_money,"bargaining",SK_EXP_NONE);
to_pay = pay_from_container(pl, pl, to_pay);
for (pouch=pl->inv; (pouch!=NULL) && (to_pay>0); pouch=pouch->below) {
if (pouch->type == CONTAINER
&& QUERY_FLAG(pouch, FLAG_APPLIED)
&& (pouch->race == NULL || strstr(pouch->race, "gold"))) {
to_pay = pay_from_container(pl, pouch, to_pay);
}
}
if (to_pay > 0) {
LOG(llevError, "pay_for_amount: Cannot remove enough money -- %"FMT64U" remains\n", to_pay);
}
if (settings.real_wiz == FALSE && QUERY_FLAG(pl, FLAG_WAS_WIZ))
SET_FLAG(op, FLAG_WAS_WIZ);
fix_player(pl);
return 1;
}
/**
* This function removes a given amount from a list of coins.
*
* @param coin_objs the list coins to remove from; the list must be ordered
* from least to most valuable coin
*
* @param remain the value (in silver coins) to remove
*
* @return the value remaining
*/
static sint64 remove_value(object *coin_objs[], sint64 remain) {
int i;
for (i = 0; i < NUM_COINS; i++) {
int count;
int num_coins;
if (coin_objs[i]->nrof*coin_objs[i]->value > remain) {
num_coins = remain/coin_objs[i]->value;
if ((uint64)num_coins*(uint64)coin_objs[i]->value < remain) {
num_coins++;
}
} else {
num_coins = coin_objs[i]->nrof;
}
remain -= (sint64)num_coins*(sint64)coin_objs[i]->value;
coin_objs[i]->nrof -= num_coins;
/* Now start making change. Start at the coin value
* below the one we just did, and work down to
* the lowest value.
*/
count = i-1;
while (remain < 0 && count >= 0) {
num_coins = -remain/coin_objs[count]->value;
coin_objs[count]->nrof += num_coins;
remain += num_coins*coin_objs[count]->value;
count--;
}
}
return remain;
}
/**
* This function adds a given amount to a list of coins.
*
* @param coin_objs the list coins to add to; the list must be ordered
* from least to most valuable coin
*
* @param amount the value (in silver coins) to add
*/
static void add_value(object *coin_objs[], sint64 value) {
int i;
for (i = NUM_COINS-LARGEST_COIN_GIVEN-1; i >= 0; i--) {
uint32 nrof;
nrof = (uint32)(value/coin_objs[i]->value);
value -= nrof*coin_objs[i]->value;
coin_objs[i]->nrof += nrof;
}
}
/**
* Insert a list of objects into a player object.
*
* @param pl the player to add to
*
* @param container the container (inside the player object) to add to
*
* @param objects the list of objects to add; the objects will be either
* inserted into the player object or freed
*
* @param objects_len the length of objects
*/
static void insert_objects(object *pl, object *container, object *objects[], int objects_len) {
int i, one = 0;
for (i = 0; i < objects_len; i++) {
if (objects[i]->nrof > 0) {
object *tmp = insert_ob_in_ob(objects[i], container);
one = 1;
} else {
free_object(objects[i]);
}
}
if (one)
esrv_update_item(UPD_WEIGHT, pl, container);
}
/* This pays for the item, and takes the proper amount of money off
* the player.
* CF 0.91.4 - this function is mostly redone in order to fix a bug
* with weight not be subtracted properly. We now remove and
* insert the coin objects - this should update the weight
* appropriately
*
* DAMN: This function is used for the player, then for any active
* containers that can hold money.
*
* pouch is the container (pouch or player) to remove the coins from.
* to_pay is the required amount.
* returns the amount still missing after using "pouch".
*/
static uint64 pay_from_container(object *pl, object *pouch, uint64 to_pay) {
int i;
sint64 remain;
object *tmp, *coin_objs[NUM_COINS], *next;
object *other_money[16]; /* collects MONEY objects not matching coins[] */
size_t other_money_len; /* number of allocated entries in other_money[] */
archetype *at;
if (pouch->type != PLAYER && pouch->type != CONTAINER) return to_pay;
remain = to_pay;
for (i=0; i<NUM_COINS; i++) coin_objs[i] = NULL;
/* This hunk should remove all the money objects from the player/container */
other_money_len = 0;
for (tmp=pouch->inv; tmp; tmp=next) {
next = tmp->below;
if (tmp->type == MONEY) {
for (i=0; i<NUM_COINS; i++) {
if (!strcmp(coins[NUM_COINS-1-i], tmp->arch->name) &&
(tmp->value == tmp->arch->clone.value) ) {
/* This should not happen, but if it does, just *
* merge the two.
*/
if (coin_objs[i]!=NULL) {
LOG(llevError,"%s has two money entries of (%s)\n",
pouch->name, coins[NUM_COINS-1-i]);
remove_ob(tmp);
coin_objs[i]->nrof += tmp->nrof;
esrv_del_item(pl->contr, tmp->count);
free_object(tmp);
} else {
remove_ob(tmp);
if(pouch->type==PLAYER) esrv_del_item(pl->contr, tmp->count);
coin_objs[i] = tmp;
}
break;
}
}
if (i==NUM_COINS) {
if (other_money_len >= sizeof(other_money)/sizeof(*other_money)) {
LOG(llevError, "pay_for_item: Cannot store non-standard money object %s\n", tmp->arch->name);
} else {
remove_ob(tmp);
if(pouch->type == PLAYER) {
esrv_del_item(pl->contr, tmp->count);
}
other_money[other_money_len++] = tmp;
}
}
}
}
/* Fill in any gaps in the coin_objs array - needed to make change. */
/* Note that the coin_objs array goes from least value to greatest value */
for (i=0; i<NUM_COINS; i++)
if (coin_objs[i]==NULL) {
at = find_archetype(coins[NUM_COINS-1-i]);
if (at==NULL) LOG(llevError, "Could not find %s archetype\n", coins[NUM_COINS-1-i]);
coin_objs[i] = get_object();
copy_object(&at->clone, coin_objs[i]);
coin_objs[i]->nrof = 0;
}
/* Try to pay from standard coins first. */
remain = remove_value(coin_objs, remain);
/* Now pay from non-standard coins until all is paid. */
for (i = 0; i < other_money_len && remain > 0; i++) {
uint32 nrof;
object *coin;
coin = other_money[i];
/* Find the minimal number of coins to use. This prevents converting
* excess non-standard coins to standard money.
*/
nrof = (remain+coin->value-1)/coin->value;
if (nrof > coin->nrof) {
nrof = coin->nrof;
}
coin->nrof -= nrof;
add_value(coin_objs, nrof*coin->value);
remain = remove_value(coin_objs, remain);
}
/* re-insert remaining coins into player */
insert_objects(pl, pouch, coin_objs, NUM_COINS);
insert_objects(pl, pouch, other_money, other_money_len);
return(remain);
}
/**
* Helper function for can_pay. Checks all items from item and item->below, and recurse if inventory found.
* coincount is supposed to be of size NUM_COINS. Parameters can't be NULL.
*/
static void count_unpaid(object* pl, object* item, int* unpaid_count, uint64* unpaid_price, uint32* coincount)
{
int i;
for (;item;item = item->below) {
if QUERY_FLAG(item, FLAG_UNPAID) {
(*unpaid_count)++;
(*unpaid_price) += query_cost(item, pl, F_BUY | F_SHOP);
}
/* merely converting the player's monetary wealth won't do, if we did that,
* we could print the wrong numbers for the coins, so we count the money instead
*/
for (i=0; i< NUM_COINS; i++)
if (!strcmp(coins[i], item->arch->name)) {
coincount[i] += item->nrof;
break;
}
if (item->inv)
count_unpaid(pl, item->inv, unpaid_count, unpaid_price, coincount);
}
}
/**
* Checks all unpaid items in op's inventory, adds up all the money they
* have, and checks that they can actually afford what they want to buy.
* Returns 1 if they can, and 0 if they can't. also prints an appropriate message
* to the player
*/
int can_pay(object *pl) {
int unpaid_count = 0, i;
uint64 unpaid_price = 0;
uint64 player_wealth = query_money(pl);
uint32 coincount[NUM_COINS];
if (!pl || pl->type != PLAYER) {
LOG(llevError, "can_pay(): called against something that isn't a player\n");
return 0;
}
for (i=0; i< NUM_COINS; i++)
coincount[i] = 0;
count_unpaid(pl, pl->inv, &unpaid_count, &unpaid_price, coincount);
if (unpaid_price > player_wealth) {
char buf[MAX_BUF], coinbuf[MAX_BUF];
int denominations = 0;
snprintf(buf, sizeof(buf), "You have %d unpaid items that would cost you %s, ",
unpaid_count, cost_string_from_value(unpaid_price));
for (i=0; i< NUM_COINS; i++) {
if (coincount[i] > 0 && coins[i]) {
if (denominations == 0)
snprintf(buf + strlen(buf), sizeof(buf) - strlen(buf), "but you only have");
denominations++;
snprintf(coinbuf, sizeof(coinbuf), " %d %s,", coincount[i],
find_archetype(coins[i])->clone.name_pl);
snprintf(buf + strlen(buf), sizeof(buf) - strlen(buf), coinbuf);
}
}
if (denominations == 0)
snprintf(buf + strlen(buf), sizeof(buf) - strlen(buf), "but you don't have any money.");
else if (denominations > 1)
make_list_like(buf);
draw_ext_info(NDI_UNIQUE, 0, pl, MSG_TYPE_SHOP, MSG_TYPE_SHOP_PAYMENT, buf, NULL);
return 0;
}
else return 1;
}
/* Better get_payment, descends containers looking for
* unpaid items, and pays for them.
* returns 0 if the player still has unpaid items.
* returns 1 if the player has paid for everything.
* pl is the player buying the stuff.
* op is the object we are examining. If op has
* and inventory, we examine that. IF there are objects
* below op, we descend down.
*/
int get_payment(object *pl, object *op) {
char buf[MAX_BUF];
int ret=1;
if (op!=NULL&&op->inv)
ret = get_payment(pl, op->inv);
if (!ret)
return 0;
if (op!=NULL&&op->below)
ret = get_payment (pl, op->below);
if (!ret)
return 0;
if(op!=NULL&&QUERY_FLAG(op,FLAG_UNPAID)) {
strncpy(buf,query_cost_string(op,pl,F_BUY | F_SHOP),MAX_BUF);
buf[MAX_BUF-1] = '\0';
if(!pay_for_item(op,pl)) {
uint64 i=query_cost(op,pl,F_BUY | F_SHOP) - query_money(pl);
CLEAR_FLAG(op, FLAG_UNPAID);
draw_ext_info_format(NDI_UNIQUE, 0, pl, MSG_TYPE_SHOP, MSG_TYPE_SHOP_PAYMENT,
"You lack %s to buy %s.",
"You lack %s to buy %s.",
cost_string_from_value(i), query_name(op));
SET_FLAG(op, FLAG_UNPAID);
return 0;
} else {
object *tmp;
tag_t c = op->count;
CLEAR_FLAG(op, FLAG_UNPAID);
CLEAR_FLAG(op, FLAG_PLAYER_SOLD);
draw_ext_info_format(NDI_UNIQUE, 0, pl, MSG_TYPE_SHOP, MSG_TYPE_SHOP_PAYMENT,
"You paid %s for %s.",
"You paid %s for %s.",
buf,query_name(op));
tmp=merge_ob(op,NULL);
if (pl->type == PLAYER && !tmp) {
/* If item wasn't merged we update it. If merged, merge_ob handled everything for us. */
esrv_update_item(UPD_FLAGS | UPD_NAME, pl, op);
}
}
}
return 1;
}
/* Modified function to give out platinum coins. This function uses
* the coins[] array to know what coins are available, just like
* buy item.
*
* Modified to fill available race: gold containers before dumping
* remaining coins in character's inventory.
*/
void sell_item(object *op, object *pl) {
uint64 i=query_cost(op,pl,F_SELL | F_SHOP), extra_gain;
int count;
object *tmp, *pouch;
archetype *at;
if(pl==NULL||pl->type!=PLAYER) {
LOG(llevDebug,"Object other than player tried to sell something.\n");
return;
}
if(op->custom_name) FREE_AND_CLEAR_STR(op->custom_name);
if(!i) {
draw_ext_info_format(NDI_UNIQUE, 0, pl, MSG_TYPE_SHOP, MSG_TYPE_SHOP_SELL,
"We're not interested in %s.",
"We're not interested in %s.",
query_name(op));
/* Even if the character doesn't get anything for it, it may still be
* worth something. If so, make it unpaid
*/
if (op->value) {
SET_FLAG(op, FLAG_UNPAID);
SET_FLAG(op, FLAG_PLAYER_SOLD);
}
identify(op);
return;
}
/* We compare the price with the one for a player
* without bargaining skill.
* This determins the amount of exp (if any) gained for bargaining.
* exp/10 -> 1 for each gold coin
*/
extra_gain = i - query_cost(op,pl,F_SELL | F_NO_BARGAIN | F_SHOP);
if (extra_gain > 0)
change_exp(pl,extra_gain/10,"bargaining",SK_EXP_NONE);
for (count=LARGEST_COIN_GIVEN; coins[count]!=NULL; count++) {
at = find_archetype(coins[count]);
if (at==NULL) LOG(llevError, "Could not find %s archetype\n", coins[count]);
else if ((i/at->clone.value) > 0) {
for ( pouch=pl->inv ; pouch ; pouch=pouch->below ) {
if ( pouch->type==CONTAINER && QUERY_FLAG(pouch, FLAG_APPLIED) && pouch->race && strstr(pouch->race, "gold") ) {
int w = at->clone.weight * (100-pouch->stats.Str)/100;
int n = i/at->clone.value;
if (w==0) w=1; /* Prevent divide by zero */
if ( n>0 && (!pouch->weight_limit || pouch->carrying+w<=pouch->weight_limit)) {
if (pouch->weight_limit && (pouch->weight_limit-pouch->carrying)/w<n)
n = (pouch->weight_limit-pouch->carrying)/w;
tmp = get_object();
copy_object(&at->clone, tmp);
tmp->nrof = n;
i -= (uint64)tmp->nrof * (uint64)tmp->value;
tmp = insert_ob_in_ob(tmp, pouch);
esrv_update_item(UPD_WEIGHT, pl, pl);
}
}
}
if (i/at->clone.value > 0) {
tmp = get_object();
copy_object(&at->clone, tmp);
tmp->nrof = i/tmp->value;
i -= (uint64)tmp->nrof * (uint64)tmp->value;
tmp = insert_ob_in_ob(tmp, pl);
esrv_update_item (UPD_WEIGHT, pl, pl);
}
}
}
if (i!=0)
#ifndef WIN32
LOG(llevError,"Warning - payment not zero: %llu\n", i);
#else
LOG(llevError,"Warning - payment not zero: %I64u\n", i);
#endif
draw_ext_info_format(NDI_UNIQUE, 0, pl, MSG_TYPE_SHOP, MSG_TYPE_SHOP_SELL,
"You receive %s for %s.",
"You receive %s for %s.",
query_cost_string(op,pl,F_SELL | F_SHOP), query_name(op));
SET_FLAG(op, FLAG_UNPAID);
identify(op);
}
/* returns a double that is the ratio of the price that a shop will offer for
* item based on the shops specialisation. Does not take account of greed,
* returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any
* event is never less than 0.1 (calling functions divide by it)
*/
static double shop_specialisation_ratio(const object *item, const mapstruct *map) {
shopitems *items=map->shopitems;
double ratio = SPECIALISATION_EFFECT, likedness=0.001;
int i;
if (item==NULL) {
LOG(llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", map->path);
return 0;
}
if (!item->type) {
LOG(llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
/*
* I'm not really sure what the /right/ thing to do here is, these types of
* item shouldn't exist anyway, but returning the ratio is probably the best bet.."
*/
return ratio;
}
if (map->shopitems) {
for (i=0; i<items[0].index; i++)
if (items[i].typenum==item->type || (!items[i].typenum && likedness == 0.001))
likedness = items[i].strength/100.0;
}
if (likedness > 1.0) { /* someone has been rather silly with the map headers. */
LOG(llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n",
item->type, map->path);
likedness = 1.0;
}
if (likedness < -1.0) {
LOG(llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n",
item->type, map->path);
likedness = -1.0;
}
ratio = ratio + (1.0-ratio) * likedness;
if (ratio <= 0.1) ratio=0.1; /* if the ratio were much lower than this, we would get silly prices */
return ratio;
}
/*returns the greed of the shop on map, or 1 if it isn't specified. */
static double shop_greed(const mapstruct *map) {
double greed=1.0;
if (map->shopgreed)
return map->shopgreed;
return greed;
}
/* Returns a double based on how much the shopkeeper approves of the player.
* this is based on the race of the shopkeeper and that of the player.
*/
double shopkeeper_approval(const mapstruct *map, const object *player) {
double approval=1.0;
if (map->shoprace) {
approval=NEUTRAL_RATIO;
if (player->race && !strcmp(player->race, map->shoprace)) approval = 1.0;
}
return approval;
}
/* limit the value of items based on the wealth of the shop. If the item is close
* to the maximum value a shop will offer, we start to reduce it, if the item is
* below the minimum value the shop is prepared to trade in, then we don't
* want it and offer nothing. If it isn't a shop, check whether we should do generic
* value reduction.
*
*/
static uint64 value_limit(uint64 val, int quantity, const object *who, int isshop) {
uint64 newval, unit_price;
mapstruct *map;
unit_price=val/quantity;
if (!isshop || !who) {
if (unit_price > 10000)
newval=8000+isqrt(unit_price)*20;
else
newval=unit_price;
} else {
if (!who->map) {
LOG(llevError, "value_limit: asked shop price for ob %s on NULL map\n", who->name);
return val;
}
map=who->map;
if (map->shopmin && unit_price < map->shopmin) return 0;
else if (map->shopmax && unit_price > map->shopmax/2)
newval=MIN((map->shopmax/2)+isqrt(unit_price-map->shopmax/2), map->shopmax);
else if (unit_price>10000)
newval=8000+isqrt(unit_price)*20;
else
newval=unit_price;
}
newval *= quantity;
return newval;
}
/* gives a desciption of the shop on their current map to the player op. */
int describe_shop(const object *op) {
mapstruct *map = op->map;
/*shopitems *items=map->shopitems;*/
int pos=0, i;
double opinion=0;
char tmp[MAX_BUF]="\0";
if (op->type != PLAYER) return 0;
/*check if there is a shop specified for this map */
if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) {
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SHOP, MSG_TYPE_SHOP_LISTING,
"From looking at the nearby shop you determine that it trades in:",
NULL);
if (map->shopitems) {
for (i=0; i < map->shopitems[0].index; i++) {
if (map->shopitems[i].name && map->shopitems[i].strength > 10) {
snprintf(tmp+pos, sizeof(tmp)-pos, "%s, ", map->shopitems[i].name_pl);
pos += strlen(tmp+pos);
}
}
}
if (!pos) strcpy(tmp, "a little of everything.");
/* format the string into a list */
make_list_like(tmp);
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SHOP, MSG_TYPE_SHOP_LISTING, tmp, NULL);
if (map->shopmax)
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_SHOP, MSG_TYPE_SHOP_MISC,
"It won't trade for items above %s.",
"It won't trade for items above %s.",
cost_string_from_value(map->shopmax));
if (map->shopmin)
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_SHOP, MSG_TYPE_SHOP_MISC,
"It won't trade in items worth less than %s.",
"It won't trade in items worth less than %s.",
cost_string_from_value(map->shopmin));
if (map->shopgreed) {
if (map->shopgreed >2.0)
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SHOP, MSG_TYPE_SHOP_MISC,
"It tends to overcharge massively.", NULL);
else if (map->shopgreed >1.5)
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SHOP, MSG_TYPE_SHOP_MISC,
"It tends to overcharge substantially.", NULL);
else if (map->shopgreed >1.1)
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SHOP, MSG_TYPE_SHOP_MISC,
"It tends to overcharge slightly.", NULL);
else if (map->shopgreed <0.9)
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SHOP, MSG_TYPE_SHOP_MISC,
"It tends to undercharge.", NULL);
}
if (map->shoprace) {
opinion=shopkeeper_approval(map, op);
if (opinion > 0.8)
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SHOP, MSG_TYPE_SHOP_MISC,
"You think the shopkeeper likes you.", NULL);
else if (opinion > 0.5)
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SHOP, MSG_TYPE_SHOP_MISC,
"The shopkeeper seems unconcerned by you.", NULL);
else
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SHOP, MSG_TYPE_SHOP_MISC,
"The shopkeeper seems to have taken a dislike to you.", NULL);
}
}
else draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SHOP, MSG_TYPE_SHOP_MISC,
"There is no shop nearby.", NULL);
return 1;
}
typedef struct shopinv {
char *item_sort;
char *item_real;
uint16 type;
uint32 nrof;
} shopinv;
/* There are a lot fo extra casts in here just to suppress warnings - it
* makes it look uglier than it really it.
* The format of the strings we get is type:name. So we first want to
* sort by type (numerical) - if the same type, then sort by name.
*/
static int shop_sort(const void *a1, const void *a2)
{
const shopinv *s1 = (const shopinv*)a1, *s2= (const shopinv*)a2;
if (s1->type<s2->type) return -1;
if (s1->type>s2->type) return 1;
/* the type is the same (what atoi gets), so do a strcasecmp to sort
* via alphabetical order
*/
return strcasecmp(s1->item_sort, s2->item_sort);
}
static void add_shop_item(object *tmp, shopinv *items, int *numitems, int *numallocated)
{
#if 0
char buf[MAX_BUF];
#endif
/* clear unpaid flag so that doesn't come up in query
* string. We clear nrof so that we can better sort
* the object names.
*/
CLEAR_FLAG(tmp, FLAG_UNPAID);
items[*numitems].nrof=tmp->nrof;
/* Non mergable items have nrof of 0, but count them as one
* so the display is properly.
*/
if (tmp->nrof == 0) items[*numitems].nrof++;
items[*numitems].type=tmp->type;
switch (tmp->type) {
#if 0
case BOOTS:
case GLOVES:
case RING:
case AMULET:
case BRACERS:
case GIRDLE:
sprintf(buf,"%s %s",query_base_name(tmp,0),describe_item(tmp, NULL));
items[*numitems].item_sort = strdup_local(buf);
sprintf(buf,"%s %s",query_name(tmp),describe_item(tmp, NULL));
items[*numitems].item_real = strdup_local(buf);
(*numitems)++;
break;
#endif
default:
items[*numitems].item_sort = strdup_local(query_base_name(tmp, 0));
items[*numitems].item_real = strdup_local(query_base_name(tmp, 1));
(*numitems)++;
break;
}
SET_FLAG(tmp, FLAG_UNPAID);
}
void shop_listing(object *op)
{
int i,j,numitems=0,numallocated=0, nx, ny;
char *map_mark = (char *) calloc(MAGIC_MAP_SIZE * MAGIC_MAP_SIZE,1);
object *stack;
shopinv *items;
/* Should never happen, but just in case a monster does apply a sign */
if (op->type!=PLAYER) return;
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SHOP, MSG_TYPE_SHOP_LISTING,
"\nThe shop contains:", NULL);
magic_mapping_mark(op, map_mark, 3);
items=malloc(40*sizeof(shopinv));
numallocated=40;
/* Find all the appropriate items */
for (i=0; i<MAP_WIDTH(op->map); i++) {
for (j=0; j<MAP_HEIGHT(op->map); j++) {
/* magic map code now centers the map on the object at MAGIC_MAP_HALF.
*
*/
nx = i - op->x + MAGIC_MAP_HALF;
ny = j - op->y + MAGIC_MAP_HALF;
/* unlikely, but really big shops could run into this issue */
if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE) continue;
if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR) {
stack =get_map_ob(op->map,i,j);
while (stack) {
if (QUERY_FLAG(stack, FLAG_UNPAID)) {
if (numitems==numallocated) {
items=realloc(items, sizeof(shopinv)*(numallocated+10));
numallocated+=10;
}
add_shop_item(stack, items, &numitems, &numallocated);
}
stack = stack->above;
}
}
}
}
free(map_mark);
if (numitems == 0) {
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SHOP, MSG_TYPE_SHOP_LISTING,
"The shop is currently empty.\n", NULL);
free(items);
return;
}
qsort(items, numitems, sizeof(shopinv), (int (*)(const void*, const void*))shop_sort);
for (i=0; i<numitems; i++) {
/* Collapse items of the same name together */
if ((i+1)<numitems && !strcmp(items[i].item_real, items[i+1].item_real)) {
items[i+1].nrof += items[i].nrof;
free(items[i].item_sort);
free(items[i].item_real);
} else {
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_SHOP, MSG_TYPE_SHOP_LISTING,
"%d %s", "%d %s",
items[i].nrof? items[i].nrof:1,
items[i].nrof==1?items[i].item_sort: items[i].item_real);
free(items[i].item_sort);
free(items[i].item_real);
}
}
free(items);
}
/* Check if an object is in a shop. Returns 1 if so, 0 otherwise. */
int is_in_shop(object *ob) {
if (!ob->map)
return 0;
return coords_in_shop(ob->map, ob->x, ob->y);
}
/* Check if given map coords are in a shop. Returns 1 if so, 0 otherwise. */
int coords_in_shop(mapstruct *map, int x, int y) {
object *floor;
for (floor = get_map_ob (map, x, y); floor; floor = floor->above)
if (floor->type == SHOP_FLOOR)
return 1;
return 0;
}
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