/* * static char *rcsid_shop_c = * "$Id: shop.c 11578 2009-02-23 22:02:27Z lalo $"; */ /* 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 */ /** * @file * Those functions deal with shop handling, bargaining, things like that. * @todo * isn't there redundance with pay_for_item(), get_payment(), pay_for_amount()? */ #include #include #include #include #include #include #ifndef __CEXTRACT__ #include #endif #include /** * This is a measure of how effective store specialisation is. A general store * will offer this proportion of the 'maximum' price, a specialised store will * offer a range of prices around it such that the maximum price is always one * therefore making this number higher, makes specialisation less effective. * setting this value above 1 or to a negative value would have interesting, * (though not useful) effects. */ #define SPECIALISATION_EFFECT 0.5 /** Price a shopkeeper will give to someone they disapprove of.*/ #define DISAPPROVAL_RATIO 0.2 /** Price a shopkeeper will give someone they neither like nor dislike */ #define NEUTRAL_RATIO 0.8 static uint64 pay_from_container(object *pl, object *pouch, uint64 to_pay); static uint64 value_limit(uint64 val, int quantity, const object *who, int isshop); static double shop_specialisation_ratio(const object *item, const mapstruct *map); static double shop_greed(const mapstruct *map); #define NUM_COINS 5 /**< Number of coin types */ #define LARGEST_COIN_GIVEN 2 /**< Never give amber or jade, but accept them */ /** Coins to use for shopping. */ static const char *const coins[] = { "ambercoin", "jadecoin", "platinacoin", "goldcoin", "silvercoin", NULL }; /** * Return the price of an item for a character. * * Price will vary based on the shop's specialization ration, the player's * approval rate, ... * * 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) * * @param tmp * object we're querying the price of. * @param who * who is inquiring. Can be NULL, only meaningful if player. * @param flag * combination of @ref F_xxx "F_xxx" flags. * @return */ 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; const char *key; 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); number = tmp->nrof; if (number == 0) number = 1; if ((key = get_ob_key_value(tmp, "price_adjustment")) != NULL) { ratio = atof(key); return tmp->value*number*ratio; } if ((flag == F_BUY) && ((key = get_ob_key_value(tmp, "price_adjustment_buy")) != NULL)) { ratio = atof(key); return tmp->value*number*ratio; } if ((flag == F_SELL) && ((key = get_ob_key_value(tmp, "price_adjustment_sell")) != NULL)) { ratio = atof(key); return tmp->value*number*ratio; } if (tmp->type == MONEY) return (tmp->nrof*tmp->value); if (tmp->type == GEM) { if (flag == F_TRUE) return number*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; } 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 value for applied objects, 1/3 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 sufficient, 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 to * prevent 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 an overflow of diff above. That should 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 = MIN(val, 600); } /* if 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 it sells (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 meaningful, 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 than 'c'. Starts at the * cointype placement. * * @param c * value we're searching. * @param cointype * first coin type to search. * @return * coin archetype, NULL if none found. */ 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; } /** * Converts a price to number of coins. * * 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) * * @param cost * value to transform to currency. * @param buf * buffer to append to, if NULL a new one is returned. * @return * buffer containing the price, either buf or if NULL a new StringBuffer. */ static StringBuffer *cost_string_from_value(uint64 cost, StringBuffer *buf) { archetype *coin, *next_coin; uint32 num; int cointype = LARGEST_COIN_GIVEN; if (!buf) buf = stringbuffer_new(); coin = find_next_coin(cost, &cointype); if (coin == NULL) { stringbuffer_append_string(buf, "nothing"); return buf; } 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) { stringbuffer_append_string(buf, "an unimaginable sum of money."); return buf; } cost -= (uint64)num*(uint64)coin->clone.value; if (num == 1) stringbuffer_append_printf(buf, "1 %s", coin->clone.name); else stringbuffer_append_printf(buf, "%u %ss", num, coin->clone.name); next_coin = find_next_coin(cost, &cointype); if (next_coin == NULL) return buf; do { 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. */ stringbuffer_append_string(buf, ", "); } else { stringbuffer_append_string(buf, " and "); } if (num == 1) stringbuffer_append_printf(buf, "1 %s", coin->clone.name); else stringbuffer_append_printf(buf, "%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. * @param buf * buffer to append to. Must not be NULL. * @return * buf with the value. */ static StringBuffer *real_money_value(const object *coin, StringBuffer *buf) { assert(coin->type == MONEY); assert(buf); stringbuffer_append_printf(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. * @param buf * buffer to append to. If NULL, a newly allocated one will be used and returned. * @return * buffer containing the price, new if buf was NULL. */ StringBuffer *query_cost_string(const object *tmp, object *who, int flag, StringBuffer *buf) { uint64 real_value = query_cost(tmp, who, flag); int idskill1 = 0; int idskill2 = 0; const typedata *tmptype; if (!buf) buf = stringbuffer_new(); /* 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, buf); } 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)) { int num; int cointype = LARGEST_COIN_GIVEN; archetype *coin = find_next_coin(real_value, &cointype); if (coin == NULL) { stringbuffer_append_string(buf, "nothing"); return buf; } num = real_value/coin->clone.value; if (num == 1) stringbuffer_append_printf(buf, "about one %s", coin->clone.name); else if (num < 5) stringbuffer_append_printf(buf, "a few %s", coin->clone.name_pl); else if (num < 10) stringbuffer_append_printf(buf, "several %s", coin->clone.name_pl); else if (num < 25) stringbuffer_append_printf(buf, "a moderate amount of %s", coin->clone.name_pl); else if (num < 100) stringbuffer_append_printf(buf, "lots of %s", coin->clone.name_pl); else if (num < 1000) stringbuffer_append_printf(buf, "a great many %s", coin->clone.name_pl); else stringbuffer_append_printf(buf, "a vast quantity of %s", coin->clone.name_pl); return buf; } } } } return cost_string_from_value(real_value, buf); } /** * Finds out how much money the player is carrying, * including what is in containers. * * @param op * item to get money for. Must be a player or a container. * @return * total money the player is carrying. */ 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; } /** * Takes the amount of money from the the player inventory and from it's various * pouches using the pay_from_container() function. * * @param to_pay * amount to pay. * @param pl * player paying. * @return * 0 if not enough money, in which case nothing is removed, 1 if money was removed. * @todo check if pl is a player, as query_money() expects that. Check if fix_object() call is required. */ 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_object(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. * * @param op * object to buy. * @param pl * player buying. * @return * 1 if object was bought, 0 else. * @todo check if pl is a player, as query_money() expects a player. */ 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_item: 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_object(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; sint64 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 value 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) { 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. * * DAMN: This function is used for the player, then for any active * containers that can hold money. * * @param pl * player paying. * @param pouch * container (pouch or player) to remove the coins from. * @param to_pay * required amount. * @return * amount still not paid 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; free_object(tmp); } else { remove_ob(tmp); 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); 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. * * @param pl * player. * @param item * item to check for. * @param[out] unpaid_count * how many unpaid items are left. * @param[out] unpaid_price * total price unpaid. * @param coincount * array of NUM_COINS size, will contain how many coins of the type the player has. */ 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. * Prints appropriate messages to the player. * * @param pl * player trying to bug. * @retval 1 * player could buy the items. * @retval 0 * some items can't be bought. */ 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; char *value = stringbuffer_finish(cost_string_from_value(unpaid_price, NULL)); snprintf(buf, sizeof(buf), "You have %d unpaid items that would cost you %s, ", unpaid_count, value); free(value); 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), " %u %s,", coincount[i], find_archetype(coins[i])->clone.name_pl); snprintf(buf+strlen(buf), sizeof(buf)-strlen(buf), "%s", 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; } /** * Descends containers looking for unpaid items, and pays for them. * * @param pl * player buying the stuff. * @param op * object we are examining. If op has and inventory, we examine that. IF there are objects * below op, we descend down. * @retval 0 player still has unpaid items. * @retval 1 player has paid for everything. */ int get_payment(object *pl, object *op) { char name_op[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)) { if (!pay_for_item(op, pl)) { uint64 i = query_cost(op, pl, F_BUY|F_SHOP)-query_money(pl); char *missing = stringbuffer_finish(cost_string_from_value(i, NULL)); CLEAR_FLAG(op, FLAG_UNPAID); query_name(op, name_op, MAX_BUF); 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.", missing, name_op); free(missing); SET_FLAG(op, FLAG_UNPAID); return 0; } else { object *tmp; char *value = stringbuffer_finish(query_cost_string(op, pl, F_BUY|F_SHOP, NULL)); CLEAR_FLAG(op, FLAG_UNPAID); CLEAR_FLAG(op, FLAG_PLAYER_SOLD); query_name(op, name_op, MAX_BUF); 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.", value, name_op); free(value); 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; } /** * Player is selling an item. Give money, print appropriate messages. * * This function uses the coins[] array to know what coins are available. * * Modified to fill available race: gold containers before dumping * remaining coins in character's inventory. * * @param op * object to sell. * @param pl * player. Shouldn't be NULL or non player. */ 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; char name_op[MAX_BUF], *value; 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) { query_name(op, name_op, MAX_BUF); 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.", 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 query_name(op, name_op, MAX_BUF); value = stringbuffer_finish(query_cost_string(op, pl, F_SELL|F_SHOP, NULL)); 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.", value, name_op); free(value); 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) * * @param item * item to get ratio of. * @param map * shop map. * @return * ratio specialisation for the item. */ 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; } /** * Gets shop's greed. * * @param map * map to get greed. * @return * 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. * * @param map * shop to get ratio for. * @param player * player to get ratio of. * @return * approval ratio. */ 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. * * @param val * current price. * @param quantity * number of items. * @param who * player selling. * @param isshop * 0 if not a shop, 1 if a shop. * @return * maximum global value. */ 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. * * @param op * player to describe the shop for. Mustn't be NULL. * @return * 0 if op is not a player, 1 else. * @todo is return value meaningful? */ 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", *value; 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) { value = stringbuffer_finish(cost_string_from_value(map->shopmax, NULL)); 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.", value); free(value); } if (map->shopmin) { value = stringbuffer_finish(cost_string_from_value(map->shopmin, NULL)); 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.", value); free(value); } 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; } /** * Check if an object is in a shop. * * @param ob * object to check for. * @return * 1 if in a shop 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. * @param map * @param x * @param y * coordinates to check. * @return * 1 if coordinates are a shop, 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; }