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root |
1.10 |
|
2 |
elmex |
1.1 |
/* |
3 |
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* static char *rcsid_shop_c = |
4 |
root |
1.10 |
* "$Id: shop.C,v 1.9 2006-09-07 10:01:58 pippijn Exp $"; |
5 |
elmex |
1.1 |
*/ |
6 |
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7 |
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/* |
8 |
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CrossFire, A Multiplayer game for X-windows |
9 |
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10 |
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Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
11 |
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Copyright (C) 1992 Frank Tore Johansen |
12 |
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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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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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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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The authors can be reached via e-mail at crossfire-devel@real-time.com |
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*/ |
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#include <global.h> |
31 |
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#include <spells.h> |
32 |
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#include <skills.h> |
33 |
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#include <living.h> |
34 |
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#include <newclient.h> |
35 |
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#ifndef __CEXTRACT__ |
36 |
root |
1.10 |
# include <sproto.h> |
37 |
elmex |
1.1 |
#endif |
38 |
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#include <math.h> |
39 |
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40 |
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/* this is a measure of how effective store specialisation is. A general store |
41 |
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* will offer this proportion of the 'maximum' price, a specialised store will |
42 |
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* offer a range of prices around it such that the maximum price is always one |
43 |
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* therefore making this number higher, makes specialisation less effective. |
44 |
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* setting this value above 1 or to a negative value would have interesting, |
45 |
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* (though not useful) effects. |
46 |
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*/ |
47 |
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#define SPECIALISATION_EFFECT 0.5 |
48 |
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49 |
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/* price a shopkeeper will give someone they neither like nor dislike */ |
50 |
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#define NEUTRAL_RATIO 0.8 |
51 |
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|
52 |
root |
1.10 |
static uint64 pay_from_container (object *pl, object *pouch, uint64 to_pay); |
53 |
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static uint64 value_limit (uint64 val, int quantity, const object *who, int isshop); |
54 |
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static double shop_specialisation_ratio (const object *item, const mapstruct *map); |
55 |
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static double shop_greed (const mapstruct *map); |
56 |
elmex |
1.1 |
|
57 |
root |
1.10 |
#define NUM_COINS 4 /* number of coin types */ |
58 |
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static const char *const coins[] = { "royalty", "platinacoin", "goldcoin", "silvercoin", NULL }; |
59 |
elmex |
1.1 |
|
60 |
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/* Added F_TRUE flag to define.h to mean that the price should not |
61 |
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* be adjusted by players charisma. With F_TRUE, it returns the amount |
62 |
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* that the item is worth, if it was sold, but unadjusted by charisma. |
63 |
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* This is needed for alchemy, to to determine what value of gold nuggets |
64 |
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* should be given (the gold nuggets, when sold, will have the adjustment |
65 |
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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. |
68 |
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* |
69 |
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* Added F_APPROX flag, which means that the price returned should be wrong by |
70 |
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* an amount related to the player's bargaining skill. |
71 |
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* |
72 |
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* Added F_SHOP flag to mean that the specialisation of the shop on the player's |
73 |
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* current map should be taken into account when determining the price. Shops that |
74 |
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* specialise in what is being traded will give better prices than those that do not. |
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* |
76 |
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* CF 0.91.4 - This function got changed around a bit. Now the |
77 |
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* number of object is multiplied by the value early on. This fixes problems |
78 |
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* with items worth very little. What happened before is that various |
79 |
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* divisions took place, the value got rounded to 0 (Being an int), and |
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* thus remained 0. |
81 |
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* |
82 |
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* Mark Wedel (mwedel@pyramid.com) |
83 |
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*/ |
84 |
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85 |
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static uint64 approx_range; |
86 |
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|
87 |
root |
1.10 |
uint64 |
88 |
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query_cost (const object *tmp, object *who, int flag) |
89 |
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{ |
90 |
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double val; |
91 |
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int number; /* used to better calculate value */ |
92 |
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int no_bargain; |
93 |
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int identified; |
94 |
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int not_cursed; |
95 |
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int approximate; |
96 |
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int shop; |
97 |
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double diff; |
98 |
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99 |
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approx_range = 0; |
100 |
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101 |
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no_bargain = flag & F_NO_BARGAIN; |
102 |
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identified = flag & F_IDENTIFIED; |
103 |
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not_cursed = flag & F_NOT_CURSED; |
104 |
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approximate = flag & F_APPROX; |
105 |
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shop = flag & F_SHOP; |
106 |
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flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP); |
107 |
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108 |
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if (tmp->type == MONEY) |
109 |
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return (tmp->nrof * tmp->value); |
110 |
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if (tmp->type == GEM) |
111 |
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{ |
112 |
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if (flag == F_TRUE) |
113 |
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return (tmp->nrof * tmp->value); |
114 |
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if (flag == F_BUY) |
115 |
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return (uint64) (1.03 * tmp->nrof * tmp->value); |
116 |
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if (flag == F_SELL) |
117 |
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return (uint64) (0.97 * tmp->nrof * tmp->value); |
118 |
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LOG (llevError, "Query_cost: Gem type with unknown flag : %d\n", flag); |
119 |
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return 0; |
120 |
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} |
121 |
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number = tmp->nrof; |
122 |
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if (number == 0) |
123 |
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number = 1; |
124 |
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if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) |
125 |
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{ |
126 |
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if (!not_cursed && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) |
127 |
root |
1.6 |
return 0; |
128 |
root |
1.10 |
else |
129 |
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val = tmp->value * number; |
130 |
elmex |
1.1 |
} |
131 |
root |
1.10 |
/* This area deals with objects that are not identified, but can be */ |
132 |
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else |
133 |
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{ |
134 |
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if (tmp->arch != NULL) |
135 |
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{ |
136 |
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if (flag == F_BUY) |
137 |
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{ |
138 |
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LOG (llevError, "Asking for buy-value of unidentified object.\n"); |
139 |
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val = tmp->arch->clone.value * 50 * number; |
140 |
root |
1.6 |
} |
141 |
root |
1.10 |
else |
142 |
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{ /* Trying to sell something, or get true value */ |
143 |
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if (tmp->type == POTION) |
144 |
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val = number * 40; /* Don't want to give anything away */ |
145 |
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else |
146 |
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{ |
147 |
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/* Get 2/3'rd value for applied objects, 1/3'rd for totally |
148 |
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* unknown objects |
149 |
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*/ |
150 |
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if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) |
151 |
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val = number * tmp->arch->clone.value * 2 / 3; |
152 |
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else |
153 |
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val = number * tmp->arch->clone.value / 3; |
154 |
root |
1.6 |
} |
155 |
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} |
156 |
root |
1.10 |
} |
157 |
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else |
158 |
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{ /* No archetype with this object */ |
159 |
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LOG (llevDebug, "In sell item: Have object with no archetype: %s\n", &tmp->name); |
160 |
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if (flag == F_BUY) |
161 |
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{ |
162 |
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LOG (llevError, "Asking for buy-value of unidentified object without arch.\n"); |
163 |
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val = number * tmp->value * 10; |
164 |
root |
1.6 |
} |
165 |
root |
1.10 |
else |
166 |
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val = number * tmp->value / 5; |
167 |
root |
1.6 |
} |
168 |
elmex |
1.1 |
} |
169 |
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170 |
root |
1.10 |
/* If the item has been applied or identifed or does not need to be |
171 |
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* identified, AND the object is magical and the archetype is non |
172 |
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* magical, then change values accordingly. The tmp->arch==NULL is |
173 |
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* really just a check to prevent core dumps for when it checks |
174 |
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* tmp->arch->clone.magic for any magic. The check for archetype |
175 |
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* magic is to not give extra money for archetypes that are by |
176 |
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* default magical. This is because the archetype value should have |
177 |
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* already figured in that value. |
178 |
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*/ |
179 |
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if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified || |
180 |
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QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->clone.magic)) |
181 |
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{ |
182 |
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if (tmp->magic > 0) |
183 |
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val *= (3 * tmp->magic * tmp->magic * tmp->magic); |
184 |
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else |
185 |
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/* Note that tmp->magic is negative, so that this |
186 |
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* will actually be something like val /=2, /=3, etc. |
187 |
root |
1.6 |
*/ |
188 |
root |
1.10 |
val /= (1 - tmp->magic); |
189 |
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} |
190 |
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191 |
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if (tmp->type == WAND) |
192 |
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{ |
193 |
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/* Value of the wand is multiplied by the number of |
194 |
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* charges. the treasure code already sets up the value |
195 |
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* 50 charges is used as the baseline. |
196 |
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*/ |
197 |
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if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) |
198 |
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val = (val * tmp->stats.food) / 50; |
199 |
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else /* if not identified, presume one charge */ |
200 |
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val /= 50; |
201 |
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} |
202 |
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203 |
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/* Limit amount of money you can get for really great items. */ |
204 |
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if (flag == F_SELL) |
205 |
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val = value_limit ((uint64) val, number, who, shop); |
206 |
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207 |
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// use a nonlinear price adjustment. as my predecessor said, don't change |
208 |
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// the archetypes, its work required for balancing, and we don't care. |
209 |
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//val = pow (val, 1.05); |
210 |
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|
211 |
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/* This modification is for bargaining skill. |
212 |
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* Now only players with max level in bargaining |
213 |
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* AND Cha = 30 will get optimal price. |
214 |
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* Thus charisma will never get useless. |
215 |
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* -b.e. edler@heydernet.de |
216 |
|
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*/ |
217 |
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218 |
|
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if (who != NULL && who->type == PLAYER) |
219 |
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{ |
220 |
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int lev_bargain = 0; |
221 |
|
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int lev_identify = 0; |
222 |
|
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int idskill1 = 0; |
223 |
|
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int idskill2 = 0; |
224 |
|
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const typedata *tmptype; |
225 |
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|
226 |
|
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tmptype = get_typedata (tmp->type); |
227 |
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|
228 |
|
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if (find_skill_by_number (who, SK_BARGAINING)) |
229 |
|
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{ |
230 |
|
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lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level; |
231 |
|
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} |
232 |
|
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if (tmptype) |
233 |
|
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{ |
234 |
|
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idskill1 = tmptype->identifyskill; |
235 |
|
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if (idskill1) |
236 |
|
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{ |
237 |
|
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idskill2 = tmptype->identifyskill2; |
238 |
|
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if (find_skill_by_number (who, idskill1)) |
239 |
|
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{ |
240 |
|
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lev_identify = find_skill_by_number (who, idskill1)->level; |
241 |
|
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} |
242 |
|
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if (idskill2 && find_skill_by_number (who, idskill2)) |
243 |
|
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{ |
244 |
|
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lev_identify += find_skill_by_number (who, idskill2)->level; |
245 |
|
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} |
246 |
root |
1.6 |
} |
247 |
|
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} |
248 |
root |
1.10 |
else |
249 |
|
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LOG (llevError, "Query_cost: item %s hasn't got a valid type\n", &tmp->name); |
250 |
|
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|
251 |
|
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/* ratio determines how much of the price modification |
252 |
|
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* will come from the basic stat charisma |
253 |
|
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* the rest will come from the level in bargaining skill |
254 |
|
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*/ |
255 |
|
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const double cha_ratio = 0.40; |
256 |
elmex |
1.1 |
|
257 |
root |
1.10 |
diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25); |
258 |
|
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|
259 |
|
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diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.); |
260 |
|
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|
261 |
|
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diff = .02 + (.80 - .02) * diff; |
262 |
|
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|
263 |
|
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if (flag == F_BUY) |
264 |
|
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val += (val * diff); |
265 |
|
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else if (flag == F_SELL) |
266 |
|
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val -= (val * diff); |
267 |
|
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|
268 |
|
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// now find a price range. the less good we can judge, the larger the range is |
269 |
|
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// then the range is adjusted randomly around the correct value |
270 |
|
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if (approximate) |
271 |
|
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approx_range = uint64 (val / sqrt (lev_identify * 3 + 1)); |
272 |
|
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} |
273 |
|
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|
274 |
|
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/* I don't think this should really happen - if it does, it indicates and |
275 |
|
|
* overflow of diff above. That shoudl only happen if |
276 |
|
|
* we are selling objects - in that case, the person just |
277 |
|
|
* gets no money. |
278 |
|
|
*/ |
279 |
|
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if ((sint64) val < 0) |
280 |
|
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val = 0; |
281 |
|
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|
282 |
|
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/* Unidentified stuff won't sell for more than 60gp */ |
283 |
|
|
if (flag == F_SELL && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && need_identify (tmp) && !identified) |
284 |
|
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{ |
285 |
|
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val = (val > 600) ? 600 : val; |
286 |
|
|
} |
287 |
elmex |
1.1 |
|
288 |
root |
1.10 |
/* if we are in a shop, check how the type of shop should affect the price */ |
289 |
|
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if (shop && who) |
290 |
|
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{ |
291 |
|
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if (flag == F_SELL) |
292 |
|
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val = (val * shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map)); |
293 |
|
|
else if (flag == F_BUY) |
294 |
|
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{ |
295 |
|
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/* |
296 |
|
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* when buying, if the item was sold by another player, it is ok to |
297 |
|
|
* let the item be sold cheaper, according to the specialisation of |
298 |
|
|
* the shop. If a player sold an item here, then his sale price was |
299 |
|
|
* multiplied by the specialisation ratio, to do the same to the buy |
300 |
|
|
* price will not generate extra money. However, the |
301 |
|
|
* same is not true of generated items, these have to /divide/ by the |
302 |
|
|
* specialisation, so that the price is never less than what they could |
303 |
|
|
* be sold for (otherwise players could camp map resets to make money). |
304 |
|
|
* In game terms, a non-specialist shop, might not recognise the true |
305 |
|
|
* value of the items they sell (much like how people sometimes find |
306 |
|
|
* antiques in a junk shop in real life). |
307 |
|
|
*/ |
308 |
|
|
if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD)) |
309 |
|
|
val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who)); |
310 |
|
|
else |
311 |
|
|
val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who))); |
312 |
|
|
} |
313 |
|
|
/* we will also have an extra 0-5% variation between shops of the same type |
314 |
|
|
* for valuable items (below a value of 50 this effect wouldn't be very |
315 |
|
|
* pointful, and could give fun with rounding. |
316 |
|
|
*/ |
317 |
|
|
if (who->map->path != NULL && val > 50) |
318 |
|
|
val = (val + 0.05 * (sint64) val * cos (tmp->count + strlen (who->map->path))); |
319 |
elmex |
1.1 |
} |
320 |
root |
1.10 |
return (uint64) val; |
321 |
elmex |
1.1 |
} |
322 |
|
|
|
323 |
|
|
/* Find the coin type that is worth more the 'c'. Starts at the |
324 |
|
|
* cointype placement. |
325 |
|
|
*/ |
326 |
|
|
|
327 |
root |
1.10 |
static archetype * |
328 |
|
|
find_next_coin (uint64 c, int *cointype) |
329 |
|
|
{ |
330 |
elmex |
1.1 |
archetype *coin; |
331 |
|
|
|
332 |
pippijn |
1.9 |
do |
333 |
root |
1.10 |
{ |
334 |
|
|
if (coins[*cointype] == NULL) |
335 |
|
|
return NULL; |
336 |
|
|
coin = find_archetype (coins[*cointype]); |
337 |
|
|
if (coin == NULL) |
338 |
|
|
return NULL; |
339 |
|
|
*cointype += 1; |
340 |
|
|
} |
341 |
|
|
while ((uint64) coin->clone.value > c); |
342 |
elmex |
1.1 |
|
343 |
|
|
return coin; |
344 |
|
|
} |
345 |
|
|
|
346 |
|
|
/* This returns a string of how much something is worth based on |
347 |
|
|
* an integer being passed. |
348 |
|
|
* cost is the cost we need to represent. |
349 |
|
|
* While cost is 64 bit, the number of any coin is still really |
350 |
|
|
* limited to 32 bit (size of nrof field). If it turns out players |
351 |
|
|
* have so much money that they have more than 2 billion platinum |
352 |
|
|
* coins, there are certainly issues - the easiest fix at that |
353 |
|
|
* time is to add a higher denomination (mithril piece with |
354 |
|
|
* 10,000 silver or something) |
355 |
|
|
*/ |
356 |
root |
1.10 |
const char * |
357 |
|
|
cost_string_from_value (uint64 cost, int approx) |
358 |
elmex |
1.1 |
{ |
359 |
root |
1.10 |
static char buf[MAX_BUF]; |
360 |
|
|
archetype *coin, *next_coin; |
361 |
|
|
int num, cointype = 0; |
362 |
|
|
|
363 |
|
|
coin = find_next_coin (cost, &cointype); |
364 |
|
|
if (coin == NULL) |
365 |
|
|
return "nothing"; |
366 |
|
|
|
367 |
|
|
num = cost / coin->clone.value; |
368 |
|
|
/* so long as nrof is 32 bit, this is true. |
369 |
|
|
* If it takes more coins than a person can possibly carry, this |
370 |
|
|
* is basically true. |
371 |
|
|
*/ |
372 |
|
|
if ((cost / coin->clone.value) > UINT32_MAX) |
373 |
|
|
{ |
374 |
|
|
strcpy (buf, "an unimaginable sum of money"); |
375 |
|
|
return buf; |
376 |
|
|
} |
377 |
|
|
|
378 |
|
|
cost -= (uint64) num *(uint64) coin->clone.value; |
379 |
elmex |
1.1 |
|
380 |
root |
1.10 |
sprintf (buf, "%d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name); |
381 |
|
|
|
382 |
|
|
next_coin = find_next_coin (cost, &cointype); |
383 |
|
|
if (next_coin == NULL || approx) |
384 |
elmex |
1.1 |
return buf; |
385 |
root |
1.10 |
|
386 |
|
|
coin = next_coin; |
387 |
|
|
num = cost / coin->clone.value; |
388 |
|
|
cost -= (uint64) num *(uint64) coin->clone.value; |
389 |
|
|
|
390 |
|
|
sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name); |
391 |
|
|
|
392 |
|
|
return buf; |
393 |
elmex |
1.1 |
} |
394 |
|
|
|
395 |
root |
1.10 |
const char * |
396 |
|
|
query_cost_string (const object *tmp, object *who, int flag) |
397 |
|
|
{ |
398 |
|
|
uint64 real_value = query_cost (tmp, who, flag); |
399 |
|
|
int idskill1 = 0; |
400 |
|
|
int idskill2 = 0; |
401 |
|
|
const typedata *tmptype; |
402 |
|
|
|
403 |
|
|
tmptype = get_typedata (tmp->type); |
404 |
|
|
if (tmptype) |
405 |
|
|
{ |
406 |
|
|
idskill1 = tmptype->identifyskill; |
407 |
|
|
idskill2 = tmptype->identifyskill2; |
408 |
|
|
} |
409 |
|
|
|
410 |
|
|
/* we show an approximate price if |
411 |
|
|
* 1) we are approximating |
412 |
|
|
* 2) there either is no id skill(s) for the item, or we don't have them |
413 |
|
|
* 3) we don't have bargaining skill either |
414 |
|
|
*/ |
415 |
|
|
if (flag & F_APPROX) |
416 |
|
|
{ |
417 |
|
|
if (!idskill1 || !find_skill_by_number (who, idskill1)) |
418 |
|
|
{ |
419 |
|
|
if (!idskill2 || !find_skill_by_number (who, idskill2)) |
420 |
|
|
{ |
421 |
|
|
if (!find_skill_by_number (who, SK_BARGAINING)) |
422 |
|
|
{ |
423 |
|
|
static char buf[MAX_BUF]; |
424 |
|
|
int num, cointype = 0; |
425 |
|
|
archetype *coin = find_next_coin (real_value, &cointype); |
426 |
|
|
|
427 |
|
|
if (coin == NULL) |
428 |
|
|
return "nothing"; |
429 |
|
|
|
430 |
|
|
num = real_value / coin->clone.value; |
431 |
|
|
if (num == 1) |
432 |
|
|
sprintf (buf, "about one %s", &coin->clone.name); |
433 |
|
|
else if (num < 5) |
434 |
|
|
sprintf (buf, "a few %s", &coin->clone.name_pl); |
435 |
|
|
else if (num < 10) |
436 |
|
|
sprintf (buf, "several %s", &coin->clone.name_pl); |
437 |
|
|
else if (num < 25) |
438 |
|
|
sprintf (buf, "a moderate amount of %s", &coin->clone.name_pl); |
439 |
|
|
else if (num < 100) |
440 |
|
|
sprintf (buf, "lots of %s", &coin->clone.name_pl); |
441 |
|
|
else if (num < 1000) |
442 |
|
|
sprintf (buf, "a great many %s", &coin->clone.name_pl); |
443 |
|
|
else |
444 |
|
|
sprintf (buf, "a vast quantity of %s", &coin->clone.name_pl); |
445 |
|
|
return buf; |
446 |
root |
1.6 |
} |
447 |
|
|
} |
448 |
|
|
} |
449 |
elmex |
1.1 |
|
450 |
root |
1.10 |
int hash = ((unsigned int) tmp->count * 174364621) & 1023; |
451 |
elmex |
1.1 |
|
452 |
root |
1.10 |
if (approx_range) |
453 |
|
|
{ |
454 |
|
|
uint64 lo = (sint64) real_value - (approx_range * hash >> 10); |
455 |
|
|
static char buf[MAX_BUF]; |
456 |
elmex |
1.1 |
|
457 |
root |
1.10 |
sprintf (buf, "between %s", cost_string_from_value (lo, 1)); |
458 |
|
|
sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1)); |
459 |
elmex |
1.1 |
|
460 |
root |
1.10 |
return buf; |
461 |
|
|
} |
462 |
elmex |
1.1 |
} |
463 |
|
|
|
464 |
root |
1.10 |
return cost_string_from_value (real_value, 0); |
465 |
elmex |
1.1 |
} |
466 |
|
|
|
467 |
|
|
/* This function finds out how much money the player is carrying, |
468 |
|
|
* including what is in containers. |
469 |
|
|
*/ |
470 |
root |
1.10 |
uint64 |
471 |
|
|
query_money (const object *op) |
472 |
|
|
{ |
473 |
|
|
object *tmp; |
474 |
|
|
uint64 total = 0; |
475 |
elmex |
1.1 |
|
476 |
root |
1.10 |
if (op->type != PLAYER && op->type != CONTAINER) |
477 |
|
|
{ |
478 |
|
|
LOG (llevError, "Query money called with non player/container\n"); |
479 |
|
|
return 0; |
480 |
elmex |
1.1 |
} |
481 |
root |
1.10 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
482 |
|
|
{ |
483 |
|
|
if (tmp->type == MONEY) |
484 |
|
|
{ |
485 |
|
|
total += (uint64) tmp->nrof * (uint64) tmp->value; |
486 |
|
|
} |
487 |
|
|
else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (tmp->race == NULL || strstr (tmp->race, "gold"))) |
488 |
|
|
{ |
489 |
|
|
total += query_money (tmp); |
490 |
root |
1.6 |
} |
491 |
elmex |
1.1 |
} |
492 |
root |
1.10 |
return total; |
493 |
elmex |
1.1 |
} |
494 |
root |
1.10 |
|
495 |
elmex |
1.1 |
/* TCHIZE: This function takes the amount of money from the |
496 |
|
|
* the player inventory and from it's various pouches using the |
497 |
|
|
* pay_from_container function. |
498 |
|
|
* returns 0 if not possible. 1 if success |
499 |
|
|
*/ |
500 |
root |
1.10 |
int |
501 |
|
|
pay_for_amount (uint64 to_pay, object *pl) |
502 |
|
|
{ |
503 |
|
|
object *pouch; |
504 |
elmex |
1.1 |
|
505 |
root |
1.10 |
if (to_pay == 0) |
506 |
|
|
return 1; |
507 |
|
|
if (to_pay > query_money (pl)) |
508 |
|
|
return 0; |
509 |
elmex |
1.1 |
|
510 |
root |
1.10 |
to_pay = pay_from_container (pl, pl, to_pay); |
511 |
elmex |
1.1 |
|
512 |
root |
1.10 |
for (pouch = pl->inv; (pouch != NULL) && (to_pay > 0); pouch = pouch->below) |
513 |
|
|
{ |
514 |
|
|
if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold"))) |
515 |
|
|
{ |
516 |
|
|
to_pay = pay_from_container (pl, pouch, to_pay); |
517 |
root |
1.6 |
} |
518 |
elmex |
1.1 |
} |
519 |
root |
1.10 |
fix_player (pl); |
520 |
|
|
return 1; |
521 |
elmex |
1.1 |
} |
522 |
|
|
|
523 |
|
|
/* DAMN: This is now a wrapper for pay_from_container, which is |
524 |
|
|
* called for the player, then for each active container that can hold |
525 |
|
|
* money until op is paid for. Change will be left wherever the last |
526 |
|
|
* of the price was paid from. |
527 |
|
|
*/ |
528 |
root |
1.10 |
int |
529 |
|
|
pay_for_item (object *op, object *pl) |
530 |
|
|
{ |
531 |
|
|
uint64 to_pay = query_cost (op, pl, F_BUY | F_SHOP); |
532 |
|
|
object *pouch; |
533 |
|
|
uint64 saved_money; |
534 |
|
|
|
535 |
|
|
if (to_pay == 0) |
536 |
elmex |
1.1 |
return 1; |
537 |
root |
1.10 |
if (to_pay > query_money (pl)) |
538 |
|
|
return 0; |
539 |
|
|
|
540 |
|
|
/* We compare the paid price with the one for a player |
541 |
|
|
* without bargaining skill. |
542 |
|
|
* This determins the amount of exp (if any) gained for bargaining. |
543 |
|
|
*/ |
544 |
|
|
saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay; |
545 |
|
|
|
546 |
|
|
if (saved_money > 0) |
547 |
|
|
change_exp (pl, saved_money, "bargaining", SK_EXP_NONE); |
548 |
|
|
|
549 |
|
|
to_pay = pay_from_container (pl, pl, to_pay); |
550 |
|
|
|
551 |
|
|
for (pouch = pl->inv; (pouch != NULL) && (to_pay > 0); pouch = pouch->below) |
552 |
|
|
{ |
553 |
|
|
if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold"))) |
554 |
|
|
{ |
555 |
|
|
to_pay = pay_from_container (pl, pouch, to_pay); |
556 |
|
|
} |
557 |
|
|
} |
558 |
|
|
if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ)) |
559 |
|
|
SET_FLAG (op, FLAG_WAS_WIZ); |
560 |
|
|
fix_player (pl); |
561 |
|
|
return 1; |
562 |
elmex |
1.1 |
} |
563 |
|
|
|
564 |
|
|
/* This pays for the item, and takes the proper amount of money off |
565 |
|
|
* the player. |
566 |
|
|
* CF 0.91.4 - this function is mostly redone in order to fix a bug |
567 |
|
|
* with weight not be subtracted properly. We now remove and |
568 |
|
|
* insert the coin objects - this should update the weight |
569 |
|
|
* appropriately |
570 |
|
|
* |
571 |
|
|
* DAMN: This function is used for the player, then for any active |
572 |
|
|
* containers that can hold money. |
573 |
|
|
* |
574 |
|
|
* pouch is the container (pouch or player) to remove the coins from. |
575 |
|
|
* to_pay is the required amount. |
576 |
|
|
* returns the amount still missing after using "pouch". |
577 |
|
|
*/ |
578 |
root |
1.10 |
static uint64 |
579 |
|
|
pay_from_container (object *pl, object *pouch, uint64 to_pay) |
580 |
|
|
{ |
581 |
|
|
int count, i; |
582 |
|
|
uint64 remain; |
583 |
|
|
object *tmp, *coin_objs[NUM_COINS], *next; |
584 |
|
|
archetype *at; |
585 |
|
|
|
586 |
|
|
if (pouch->type != PLAYER && pouch->type != CONTAINER) |
587 |
|
|
return to_pay; |
588 |
|
|
|
589 |
|
|
remain = to_pay; |
590 |
|
|
for (i = 0; i < NUM_COINS; i++) |
591 |
|
|
coin_objs[i] = NULL; |
592 |
|
|
|
593 |
|
|
/* This hunk should remove all the money objects from the player/container */ |
594 |
|
|
for (tmp = pouch->inv; tmp; tmp = next) |
595 |
|
|
{ |
596 |
|
|
next = tmp->below; |
597 |
|
|
|
598 |
|
|
if (tmp->type == MONEY) |
599 |
|
|
{ |
600 |
|
|
for (i = 0; i < NUM_COINS; i++) |
601 |
|
|
{ |
602 |
|
|
if (!strcmp (coins[NUM_COINS - 1 - i], tmp->arch->name) && (tmp->value == tmp->arch->clone.value)) |
603 |
|
|
{ |
604 |
|
|
|
605 |
|
|
/* This should not happen, but if it does, just * |
606 |
|
|
* merge the two. */ |
607 |
|
|
if (coin_objs[i] != NULL) |
608 |
|
|
{ |
609 |
|
|
LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]); |
610 |
|
|
remove_ob (tmp); |
611 |
|
|
coin_objs[i]->nrof += tmp->nrof; |
612 |
|
|
esrv_del_item (pl->contr, tmp->count); |
613 |
|
|
free_object (tmp); |
614 |
root |
1.6 |
} |
615 |
root |
1.10 |
else |
616 |
|
|
{ |
617 |
|
|
remove_ob (tmp); |
618 |
|
|
if (pouch->type == PLAYER) |
619 |
|
|
esrv_del_item (pl->contr, tmp->count); |
620 |
|
|
coin_objs[i] = tmp; |
621 |
root |
1.6 |
} |
622 |
root |
1.10 |
break; |
623 |
root |
1.6 |
} |
624 |
|
|
} |
625 |
root |
1.10 |
if (i == NUM_COINS) |
626 |
|
|
LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->name); |
627 |
root |
1.6 |
} |
628 |
elmex |
1.1 |
} |
629 |
|
|
|
630 |
root |
1.10 |
/* Fill in any gaps in the coin_objs array - needed to make change. */ |
631 |
|
|
/* Note that the coin_objs array goes from least value to greatest value */ |
632 |
|
|
for (i = 0; i < NUM_COINS; i++) |
633 |
|
|
if (coin_objs[i] == NULL) |
634 |
|
|
{ |
635 |
|
|
at = find_archetype (coins[NUM_COINS - 1 - i]); |
636 |
|
|
if (at == NULL) |
637 |
|
|
LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]); |
638 |
|
|
coin_objs[i] = arch_to_object (at); |
639 |
|
|
coin_objs[i]->nrof = 0; |
640 |
|
|
} |
641 |
|
|
|
642 |
|
|
for (i = 0; i < NUM_COINS; i++) |
643 |
|
|
{ |
644 |
|
|
int num_coins; |
645 |
|
|
|
646 |
|
|
if (coin_objs[i]->nrof * coin_objs[i]->value > remain) |
647 |
|
|
{ |
648 |
|
|
num_coins = remain / coin_objs[i]->value; |
649 |
|
|
if ((uint64) num_coins * (uint64) coin_objs[i]->value < remain) |
650 |
|
|
num_coins++; |
651 |
|
|
} |
652 |
|
|
else |
653 |
|
|
{ |
654 |
|
|
num_coins = coin_objs[i]->nrof; |
655 |
|
|
} |
656 |
|
|
remain -= (sint64) num_coins *(sint64) coin_objs[i]->value; |
657 |
|
|
|
658 |
|
|
coin_objs[i]->nrof -= num_coins; |
659 |
|
|
/* Now start making change. Start at the coin value |
660 |
|
|
* below the one we just did, and work down to |
661 |
|
|
* the lowest value. |
662 |
|
|
*/ |
663 |
|
|
count = i - 1; |
664 |
|
|
while (remain < 0 && count >= 0) |
665 |
|
|
{ |
666 |
|
|
num_coins = -remain / coin_objs[count]->value; |
667 |
|
|
coin_objs[count]->nrof += num_coins; |
668 |
|
|
remain += num_coins * coin_objs[count]->value; |
669 |
|
|
count--; |
670 |
|
|
} |
671 |
|
|
} |
672 |
|
|
for (i = 0; i < NUM_COINS; i++) |
673 |
|
|
{ |
674 |
|
|
if (coin_objs[i]->nrof) |
675 |
|
|
{ |
676 |
|
|
object *tmp = insert_ob_in_ob (coin_objs[i], pouch); |
677 |
|
|
|
678 |
|
|
esrv_send_item (pl, tmp); |
679 |
|
|
esrv_send_item (pl, pouch); |
680 |
|
|
if (pl != pouch) |
681 |
|
|
esrv_update_item (UPD_WEIGHT, pl, pouch); |
682 |
|
|
if (pl->type != PLAYER) |
683 |
|
|
{ |
684 |
|
|
esrv_send_item (pl, pl); |
685 |
root |
1.6 |
} |
686 |
root |
1.10 |
} |
687 |
|
|
else |
688 |
|
|
{ |
689 |
|
|
free_object (coin_objs[i]); |
690 |
root |
1.6 |
} |
691 |
elmex |
1.1 |
} |
692 |
root |
1.10 |
return (remain); |
693 |
elmex |
1.1 |
} |
694 |
|
|
|
695 |
|
|
/* Checks all unpaid items in op's inventory, adds up all the money they |
696 |
|
|
* have, and checks that they can actually afford what they want to buy. |
697 |
|
|
* Returns 1 if they can, and 0 if they can't. also prints an appropriate message |
698 |
|
|
* to the player |
699 |
|
|
*/ |
700 |
|
|
|
701 |
root |
1.10 |
int |
702 |
|
|
can_pay (object *pl) |
703 |
|
|
{ |
704 |
|
|
int unpaid_count = 0, i; |
705 |
|
|
uint64 unpaid_price = 0; |
706 |
|
|
uint64 player_wealth = query_money (pl); |
707 |
|
|
object *item; |
708 |
|
|
uint32 coincount[NUM_COINS]; |
709 |
|
|
|
710 |
|
|
if (!pl || pl->type != PLAYER) |
711 |
|
|
{ |
712 |
|
|
LOG (llevError, "can_pay(): called against something that isn't a player\n"); |
713 |
|
|
return 0; |
714 |
elmex |
1.1 |
} |
715 |
root |
1.10 |
for (i = 0; i < NUM_COINS; i++) |
716 |
|
|
coincount[i] = 0; |
717 |
|
|
for (item = pl->inv; item;) |
718 |
|
|
{ |
719 |
|
|
if QUERY_FLAG |
720 |
|
|
(item, FLAG_UNPAID) |
721 |
|
|
{ |
722 |
|
|
unpaid_count++; |
723 |
|
|
unpaid_price += query_cost (item, pl, F_BUY | F_SHOP); |
724 |
root |
1.6 |
} |
725 |
root |
1.10 |
/* merely converting the player's monetary wealth won't do, if we did that, |
726 |
|
|
* we could print the wrong numbers for the coins, so we count the money instead |
727 |
|
|
*/ |
728 |
|
|
for (i = 0; i < NUM_COINS; i++) |
729 |
|
|
if (!strcmp (coins[i], item->arch->name)) |
730 |
|
|
coincount[i] += item->nrof; |
731 |
|
|
if (item->inv) |
732 |
|
|
item = item->inv; |
733 |
|
|
else if (item->below) |
734 |
|
|
item = item->below; |
735 |
|
|
else if (item->env && item->env != pl && item->env->below) |
736 |
|
|
item = item->env->below; |
737 |
|
|
else |
738 |
|
|
item = NULL; |
739 |
|
|
} |
740 |
|
|
if (unpaid_price > player_wealth) |
741 |
|
|
{ |
742 |
|
|
char buf[MAX_BUF]; |
743 |
|
|
char cost[MAX_BUF]; |
744 |
|
|
char missing[MAX_BUF]; |
745 |
|
|
|
746 |
|
|
sprintf (cost, "%s", cost_string_from_value (unpaid_price, 0)); |
747 |
|
|
sprintf (missing, "%s", cost_string_from_value (unpaid_price - player_wealth, 0)); |
748 |
|
|
|
749 |
|
|
sprintf (buf, "You have %d unpaid items that would cost you %s. You need another %s to be able to afford that.", |
750 |
|
|
unpaid_count, cost, missing); |
751 |
|
|
new_draw_info (NDI_UNIQUE, 0, pl, buf); |
752 |
|
|
return 0; |
753 |
elmex |
1.1 |
} |
754 |
root |
1.10 |
else |
755 |
|
|
return 1; |
756 |
elmex |
1.1 |
} |
757 |
|
|
|
758 |
|
|
|
759 |
|
|
/* Better get_payment, descends containers looking for |
760 |
|
|
* unpaid items, and pays for them. |
761 |
|
|
* returns 0 if the player still has unpaid items. |
762 |
|
|
* returns 1 if the player has paid for everything. |
763 |
|
|
* pl is the player buying the stuff. |
764 |
|
|
* op is the object we are examining. If op has |
765 |
|
|
* and inventory, we examine that. IF there are objects |
766 |
|
|
* below op, we descend down. |
767 |
|
|
*/ |
768 |
root |
1.10 |
int |
769 |
|
|
get_payment (object *pl, object *op) |
770 |
|
|
{ |
771 |
|
|
char buf[MAX_BUF]; |
772 |
|
|
int ret = 1; |
773 |
|
|
|
774 |
|
|
if (op != NULL && op->inv) |
775 |
|
|
ret = get_payment (pl, op->inv); |
776 |
|
|
|
777 |
|
|
if (!ret) |
778 |
|
|
return 0; |
779 |
elmex |
1.1 |
|
780 |
root |
1.10 |
if (op != NULL && op->below) |
781 |
|
|
ret = get_payment (pl, op->below); |
782 |
elmex |
1.1 |
|
783 |
root |
1.10 |
if (!ret) |
784 |
|
|
return 0; |
785 |
|
|
|
786 |
|
|
if (op != NULL && QUERY_FLAG (op, FLAG_UNPAID)) |
787 |
|
|
{ |
788 |
|
|
strncpy (buf, query_cost_string (op, pl, F_BUY | F_SHOP), MAX_BUF); |
789 |
|
|
buf[MAX_BUF - 1] = '\0'; |
790 |
|
|
if (!pay_for_item (op, pl)) |
791 |
|
|
{ |
792 |
|
|
uint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl); |
793 |
elmex |
1.1 |
|
794 |
root |
1.10 |
CLEAR_FLAG (op, FLAG_UNPAID); |
795 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op)); |
796 |
|
|
SET_FLAG (op, FLAG_UNPAID); |
797 |
|
|
return 0; |
798 |
|
|
} |
799 |
|
|
else |
800 |
|
|
{ |
801 |
|
|
object *tmp; |
802 |
|
|
tag_t c = op->count; |
803 |
elmex |
1.1 |
|
804 |
root |
1.10 |
CLEAR_FLAG (op, FLAG_UNPAID); |
805 |
|
|
CLEAR_FLAG (op, FLAG_PLAYER_SOLD); |
806 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op)); |
807 |
|
|
tmp = merge_ob (op, NULL); |
808 |
|
|
if (pl->type == PLAYER) |
809 |
|
|
{ |
810 |
|
|
if (tmp) |
811 |
|
|
{ /* it was merged */ |
812 |
|
|
esrv_del_item (pl->contr, c); |
813 |
|
|
op = tmp; |
814 |
root |
1.6 |
} |
815 |
root |
1.10 |
esrv_send_item (pl, op); |
816 |
root |
1.6 |
} |
817 |
|
|
} |
818 |
elmex |
1.1 |
} |
819 |
root |
1.10 |
return 1; |
820 |
elmex |
1.1 |
} |
821 |
|
|
|
822 |
|
|
/* written by elmex: |
823 |
|
|
* moved this code from sell_item () here to have a function |
824 |
|
|
* that pays the player an amount. Mainly put the code here to |
825 |
|
|
* be able to call it from a plugin. |
826 |
|
|
* |
827 |
|
|
* If the player can't carry all the money that is paid, it gets inserted |
828 |
|
|
* in his inventory anyway. This is the best alternative to not pay any money |
829 |
|
|
* or put it on the ground under the player. This way the player can still |
830 |
|
|
* go somewhere and unload the money at a safe place. |
831 |
|
|
* |
832 |
|
|
*/ |
833 |
root |
1.10 |
void |
834 |
|
|
pay_player (object *pl, uint64 amount) |
835 |
|
|
{ |
836 |
elmex |
1.1 |
int count = 0; |
837 |
|
|
archetype *at = 0; |
838 |
|
|
object *pouch = 0, *tmp = 0; |
839 |
|
|
|
840 |
|
|
for (count = 0; coins[count] != NULL; count++) |
841 |
|
|
{ |
842 |
|
|
at = find_archetype (coins[count]); |
843 |
|
|
|
844 |
|
|
if (at == NULL) |
845 |
root |
1.10 |
LOG (llevError, "Could not find %s archetype\n", coins[count]); |
846 |
elmex |
1.1 |
else if ((amount / at->clone.value) > 0) |
847 |
|
|
{ |
848 |
root |
1.10 |
for (pouch = pl->inv; pouch; pouch = pouch->below) |
849 |
elmex |
1.1 |
{ |
850 |
root |
1.10 |
if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold")) |
851 |
elmex |
1.1 |
{ |
852 |
|
|
int w = at->clone.weight * (100 - pouch->stats.Str) / 100; |
853 |
|
|
int n = amount / at->clone.value; |
854 |
|
|
|
855 |
|
|
if (w == 0) |
856 |
root |
1.10 |
w = 1; /* Prevent divide by zero */ |
857 |
elmex |
1.1 |
|
858 |
|
|
if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit)) |
859 |
|
|
{ |
860 |
|
|
if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) |
861 |
|
|
n = (pouch->weight_limit - pouch->carrying) / w; |
862 |
|
|
|
863 |
root |
1.4 |
tmp = arch_to_object (at); |
864 |
elmex |
1.1 |
tmp->nrof = n; |
865 |
root |
1.10 |
amount -= (uint64) tmp->nrof * (uint64) tmp->value; |
866 |
elmex |
1.1 |
tmp = insert_ob_in_ob (tmp, pouch); |
867 |
|
|
esrv_send_item (pl, tmp); |
868 |
|
|
esrv_send_item (pl, pouch); |
869 |
|
|
esrv_update_item (UPD_WEIGHT, pl, pouch); |
870 |
|
|
esrv_send_item (pl, pl); |
871 |
|
|
} |
872 |
|
|
} |
873 |
|
|
} |
874 |
|
|
|
875 |
|
|
if (amount / at->clone.value > 0) |
876 |
|
|
{ |
877 |
root |
1.4 |
tmp = arch_to_object (at); |
878 |
elmex |
1.1 |
tmp->nrof = amount / tmp->value; |
879 |
root |
1.10 |
amount -= (uint64) tmp->nrof * (uint64) tmp->value; |
880 |
elmex |
1.1 |
tmp = insert_ob_in_ob (tmp, pl); |
881 |
|
|
esrv_send_item (pl, tmp); |
882 |
|
|
esrv_send_item (pl, pl); |
883 |
|
|
} |
884 |
|
|
} |
885 |
|
|
} |
886 |
|
|
|
887 |
root |
1.10 |
if (amount != 0) |
888 |
elmex |
1.1 |
#ifndef WIN32 |
889 |
root |
1.10 |
LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount); |
890 |
elmex |
1.1 |
#else |
891 |
root |
1.10 |
LOG (llevError, "Warning - payment in pay_player () not zero: %I64u\n", amount); |
892 |
elmex |
1.1 |
#endif |
893 |
|
|
} |
894 |
|
|
|
895 |
|
|
/* elmex: this is for the bank plugin :( */ |
896 |
root |
1.10 |
uint64 |
897 |
|
|
pay_player_arch (object *pl, const char *arch, uint64 amount) |
898 |
|
|
{ |
899 |
elmex |
1.1 |
archetype *at = find_archetype (arch); |
900 |
|
|
object *tmp = NULL; |
901 |
|
|
|
902 |
|
|
if (at == NULL) |
903 |
|
|
return 0; |
904 |
|
|
|
905 |
|
|
if (amount > 0) |
906 |
|
|
{ |
907 |
root |
1.4 |
tmp = arch_to_object (at); |
908 |
elmex |
1.1 |
tmp->nrof = amount; |
909 |
|
|
tmp = insert_ob_in_ob (tmp, pl); |
910 |
|
|
esrv_send_item (pl, tmp); |
911 |
|
|
esrv_send_item (pl, pl); |
912 |
|
|
} |
913 |
|
|
|
914 |
|
|
return 1; |
915 |
|
|
} |
916 |
|
|
|
917 |
|
|
/* Modified function to give out platinum coins. This function uses |
918 |
|
|
* the coins[] array to know what coins are available, just like |
919 |
|
|
* buy item. |
920 |
|
|
* |
921 |
|
|
* Modified to fill available race: gold containers before dumping |
922 |
|
|
* remaining coins in character's inventory. |
923 |
|
|
*/ |
924 |
root |
1.10 |
void |
925 |
|
|
sell_item (object *op, object *pl) |
926 |
|
|
{ |
927 |
|
|
uint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain; |
928 |
elmex |
1.1 |
|
929 |
root |
1.10 |
if (pl == NULL || pl->type != PLAYER) |
930 |
elmex |
1.1 |
{ |
931 |
root |
1.10 |
LOG (llevDebug, "Object other than player tried to sell something.\n"); |
932 |
elmex |
1.1 |
return; |
933 |
|
|
} |
934 |
|
|
|
935 |
root |
1.8 |
op->custom_name = 0; |
936 |
elmex |
1.1 |
|
937 |
root |
1.10 |
if (!amount) |
938 |
elmex |
1.1 |
{ |
939 |
root |
1.10 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", query_name (op)); |
940 |
elmex |
1.1 |
|
941 |
|
|
/* Even if the character doesn't get anything for it, it may still be |
942 |
|
|
* worth something. If so, make it unpaid |
943 |
|
|
*/ |
944 |
|
|
if (op->value) |
945 |
|
|
{ |
946 |
root |
1.10 |
SET_FLAG (op, FLAG_UNPAID); |
947 |
|
|
SET_FLAG (op, FLAG_PLAYER_SOLD); |
948 |
elmex |
1.1 |
} |
949 |
|
|
|
950 |
|
|
identify (op); |
951 |
|
|
return; |
952 |
|
|
} |
953 |
|
|
|
954 |
|
|
/* We compare the price with the one for a player |
955 |
|
|
* without bargaining skill. |
956 |
|
|
* This determins the amount of exp (if any) gained for bargaining. |
957 |
|
|
* exp/10 -> 1 for each gold coin |
958 |
|
|
*/ |
959 |
|
|
extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP); |
960 |
|
|
|
961 |
|
|
if (extra_gain > 0) |
962 |
root |
1.10 |
change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); |
963 |
elmex |
1.1 |
|
964 |
|
|
pay_player (pl, amount); |
965 |
|
|
|
966 |
root |
1.10 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.", query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op)); |
967 |
elmex |
1.1 |
|
968 |
|
|
SET_FLAG (op, FLAG_UNPAID); |
969 |
|
|
identify (op); |
970 |
|
|
} |
971 |
|
|
|
972 |
|
|
|
973 |
|
|
/* returns a double that is the ratio of the price that a shop will offer for |
974 |
|
|
* item based on the shops specialisation. Does not take account of greed, |
975 |
|
|
* returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any |
976 |
|
|
* event is never less than 0.1 (calling functions divide by it) |
977 |
|
|
*/ |
978 |
root |
1.10 |
static double |
979 |
|
|
shop_specialisation_ratio (const object *item, const mapstruct *map) |
980 |
|
|
{ |
981 |
|
|
shopitems *items = map->shopitems; |
982 |
|
|
double ratio = SPECIALISATION_EFFECT, likedness = 0.001; |
983 |
|
|
int i; |
984 |
elmex |
1.1 |
|
985 |
root |
1.10 |
if (item == NULL) |
986 |
|
|
{ |
987 |
|
|
LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", map->path); |
988 |
|
|
return 0; |
989 |
|
|
} |
990 |
|
|
if (!item->type) |
991 |
|
|
{ |
992 |
|
|
LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n"); |
993 |
|
|
/* |
994 |
|
|
* I'm not really sure what the /right/ thing to do here is, these types of |
995 |
|
|
* item shouldn't exist anyway, but returning the ratio is probably the best bet.." |
996 |
|
|
*/ |
997 |
|
|
return ratio; |
998 |
|
|
} |
999 |
|
|
if (map->shopitems) |
1000 |
|
|
{ |
1001 |
|
|
for (i = 0; i < items[0].index; i++) |
1002 |
|
|
if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001)) |
1003 |
|
|
likedness = items[i].strength / 100.0; |
1004 |
|
|
} |
1005 |
|
|
if (likedness > 1.0) |
1006 |
|
|
{ /* someone has been rather silly with the map headers. */ |
1007 |
|
|
LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, map->path); |
1008 |
|
|
likedness = 1.0; |
1009 |
elmex |
1.1 |
} |
1010 |
root |
1.10 |
if (likedness < -1.0) |
1011 |
|
|
{ |
1012 |
|
|
LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, map->path); |
1013 |
|
|
likedness = -1.0; |
1014 |
elmex |
1.1 |
} |
1015 |
root |
1.10 |
ratio = ratio + (1.0 - ratio) * likedness; |
1016 |
|
|
if (ratio <= 0.1) |
1017 |
|
|
ratio = 0.1; /* if the ratio were much lower than this, we would get silly prices */ |
1018 |
|
|
return ratio; |
1019 |
elmex |
1.1 |
} |
1020 |
|
|
|
1021 |
|
|
/*returns the greed of the shop on map, or 1 if it isn't specified. */ |
1022 |
root |
1.10 |
static double |
1023 |
|
|
shop_greed (const mapstruct *map) |
1024 |
|
|
{ |
1025 |
|
|
double greed = 1.0; |
1026 |
|
|
|
1027 |
|
|
if (map->shopgreed) |
1028 |
|
|
return map->shopgreed; |
1029 |
|
|
return greed; |
1030 |
elmex |
1.1 |
} |
1031 |
|
|
|
1032 |
|
|
/* Returns a double based on how much the shopkeeper approves of the player. |
1033 |
|
|
* this is based on the race of the shopkeeper and that of the player. |
1034 |
|
|
*/ |
1035 |
root |
1.10 |
double |
1036 |
|
|
shopkeeper_approval (const mapstruct *map, const object *player) |
1037 |
|
|
{ |
1038 |
|
|
double approval = 1.0; |
1039 |
elmex |
1.1 |
|
1040 |
root |
1.10 |
if (map->shoprace) |
1041 |
|
|
{ |
1042 |
|
|
approval = NEUTRAL_RATIO; |
1043 |
|
|
if (player->race && !strcmp (player->race, map->shoprace)) |
1044 |
|
|
approval = 1.0; |
1045 |
elmex |
1.1 |
} |
1046 |
root |
1.10 |
return approval; |
1047 |
elmex |
1.1 |
} |
1048 |
|
|
|
1049 |
|
|
/* limit the value of items based on the wealth of the shop. If the item is close |
1050 |
|
|
* to the maximum value a shop will offer, we start to reduce it, if the item is |
1051 |
|
|
* below the minimum value the shop is prepared to trade in, then we don't |
1052 |
|
|
* want it and offer nothing. If it isn't a shop, check whether we should do generic |
1053 |
|
|
* value reduction. |
1054 |
|
|
* |
1055 |
|
|
*/ |
1056 |
root |
1.10 |
static uint64 |
1057 |
|
|
value_limit (uint64 val, int quantity, const object *who, int isshop) |
1058 |
|
|
{ |
1059 |
elmex |
1.1 |
uint64 newval, unit_price, tmpshopmax; |
1060 |
|
|
mapstruct *map; |
1061 |
|
|
|
1062 |
|
|
unit_price = val / quantity; |
1063 |
|
|
|
1064 |
|
|
if (!isshop || !who) |
1065 |
|
|
{ |
1066 |
|
|
if (unit_price > 250000) |
1067 |
|
|
newval = (uint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.); |
1068 |
|
|
else |
1069 |
|
|
newval = unit_price; |
1070 |
|
|
} |
1071 |
|
|
else |
1072 |
|
|
{ |
1073 |
|
|
if (!who->map) |
1074 |
|
|
{ |
1075 |
root |
1.10 |
LOG (llevError, "value_limit: asked shop price for ob %s on NULL map\n", &who->name); |
1076 |
elmex |
1.1 |
return val; |
1077 |
|
|
} |
1078 |
|
|
|
1079 |
|
|
map = who->map; |
1080 |
|
|
|
1081 |
root |
1.10 |
tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default |
1082 |
elmex |
1.1 |
|
1083 |
|
|
if (map->shopmin && unit_price < map->shopmin) |
1084 |
|
|
return 0; |
1085 |
|
|
else if (unit_price > tmpshopmax / 2) |
1086 |
|
|
newval = MIN ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax); |
1087 |
|
|
else |
1088 |
root |
1.10 |
newval = unit_price; |
1089 |
elmex |
1.1 |
} |
1090 |
|
|
|
1091 |
|
|
newval *= quantity; |
1092 |
|
|
|
1093 |
|
|
return newval; |
1094 |
|
|
} |
1095 |
|
|
|
1096 |
|
|
/* gives a desciption of the shop on their current map to the player op. */ |
1097 |
root |
1.10 |
int |
1098 |
|
|
describe_shop (const object *op) |
1099 |
|
|
{ |
1100 |
|
|
mapstruct *map = op->map; |
1101 |
|
|
|
1102 |
|
|
/*shopitems *items=map->shopitems; */ |
1103 |
|
|
int pos = 0, i; |
1104 |
|
|
double opinion = 0; |
1105 |
|
|
char tmp[MAX_BUF] = "\0"; |
1106 |
|
|
|
1107 |
|
|
if (op->type != PLAYER) |
1108 |
|
|
return 0; |
1109 |
|
|
|
1110 |
|
|
/*check if there is a shop specified for this map */ |
1111 |
|
|
if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) |
1112 |
|
|
{ |
1113 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:"); |
1114 |
|
|
if (map->shopitems) |
1115 |
|
|
{ |
1116 |
|
|
for (i = 0; i < map->shopitems[0].index; i++) |
1117 |
|
|
{ |
1118 |
|
|
if (map->shopitems[i].name && map->shopitems[i].strength > 10) |
1119 |
|
|
{ |
1120 |
|
|
snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl); |
1121 |
|
|
pos += strlen (tmp + pos); |
1122 |
root |
1.6 |
} |
1123 |
|
|
} |
1124 |
|
|
} |
1125 |
root |
1.10 |
if (!pos) |
1126 |
|
|
strcat (tmp, "a little of everything."); |
1127 |
root |
1.6 |
|
1128 |
root |
1.10 |
/* format the string into a list */ |
1129 |
|
|
make_list_like (tmp); |
1130 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp); |
1131 |
|
|
|
1132 |
|
|
if (map->shopmax) |
1133 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0)); |
1134 |
|
|
if (map->shopmin) |
1135 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade in items worth less than %s.", cost_string_from_value (map->shopmin, 0)); |
1136 |
|
|
if (map->shopgreed) |
1137 |
|
|
{ |
1138 |
|
|
if (map->shopgreed > 2.0) |
1139 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively."); |
1140 |
|
|
else if (map->shopgreed > 1.5) |
1141 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge substantially."); |
1142 |
|
|
else if (map->shopgreed > 1.1) |
1143 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly."); |
1144 |
|
|
else if (map->shopgreed < 0.9) |
1145 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge."); |
1146 |
|
|
} |
1147 |
|
|
if (map->shoprace) |
1148 |
|
|
{ |
1149 |
|
|
opinion = shopkeeper_approval (map, op); |
1150 |
|
|
if (opinion > 0.8) |
1151 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you."); |
1152 |
|
|
else if (opinion > 0.5) |
1153 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems unconcerned by you."); |
1154 |
|
|
else |
1155 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper seems to have taken a dislike to you."); |
1156 |
root |
1.6 |
} |
1157 |
elmex |
1.1 |
} |
1158 |
root |
1.10 |
else |
1159 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby."); |
1160 |
elmex |
1.1 |
|
1161 |
root |
1.10 |
return 1; |
1162 |
elmex |
1.1 |
} |
1163 |
root |
1.10 |
typedef struct shopinv |
1164 |
|
|
{ |
1165 |
|
|
char *item_sort; |
1166 |
|
|
char *item_real; |
1167 |
|
|
uint16 type; |
1168 |
|
|
uint32 nrof; |
1169 |
elmex |
1.1 |
} shopinv; |
1170 |
|
|
|
1171 |
|
|
/* There are a lot fo extra casts in here just to suppress warnings - it |
1172 |
|
|
* makes it look uglier than it really it. |
1173 |
|
|
* The format of the strings we get is type:name. So we first want to |
1174 |
|
|
* sort by type (numerical) - if the same type, then sort by name. |
1175 |
|
|
*/ |
1176 |
root |
1.10 |
static int |
1177 |
|
|
shop_sort (const void *a1, const void *a2) |
1178 |
elmex |
1.1 |
{ |
1179 |
root |
1.10 |
shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2; |
1180 |
elmex |
1.1 |
|
1181 |
root |
1.10 |
if (s1->type < s2->type) |
1182 |
|
|
return -1; |
1183 |
|
|
if (s1->type > s2->type) |
1184 |
|
|
return 1; |
1185 |
|
|
/* the type is the same (what atoi gets), so do a strcasecmp to sort |
1186 |
|
|
* via alphabetical order |
1187 |
|
|
*/ |
1188 |
|
|
return strcasecmp (s1->item_sort, s2->item_sort); |
1189 |
elmex |
1.1 |
} |
1190 |
|
|
|
1191 |
root |
1.10 |
static void |
1192 |
|
|
add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated) |
1193 |
elmex |
1.1 |
{ |
1194 |
|
|
#if 0 |
1195 |
root |
1.10 |
char buf[MAX_BUF]; |
1196 |
elmex |
1.1 |
#endif |
1197 |
root |
1.10 |
/* clear unpaid flag so that doesn't come up in query |
1198 |
|
|
* string. We clear nrof so that we can better sort |
1199 |
|
|
* the object names. |
1200 |
|
|
*/ |
1201 |
elmex |
1.1 |
|
1202 |
root |
1.10 |
CLEAR_FLAG (tmp, FLAG_UNPAID); |
1203 |
|
|
items[*numitems].nrof = tmp->nrof; |
1204 |
|
|
/* Non mergable items have nrof of 0, but count them as one |
1205 |
|
|
* so the display is properly. |
1206 |
|
|
*/ |
1207 |
|
|
if (tmp->nrof == 0) |
1208 |
|
|
items[*numitems].nrof++; |
1209 |
|
|
items[*numitems].type = tmp->type; |
1210 |
|
|
|
1211 |
|
|
switch (tmp->type) |
1212 |
|
|
{ |
1213 |
elmex |
1.1 |
#if 0 |
1214 |
root |
1.6 |
case BOOTS: |
1215 |
|
|
case GLOVES: |
1216 |
|
|
case RING: |
1217 |
|
|
case AMULET: |
1218 |
|
|
case BRACERS: |
1219 |
|
|
case GIRDLE: |
1220 |
root |
1.10 |
sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL)); |
1221 |
|
|
items[*numitems].item_sort = strdup_local (buf); |
1222 |
|
|
sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL)); |
1223 |
|
|
items[*numitems].item_real = strdup_local (buf); |
1224 |
|
|
(*numitems)++; |
1225 |
|
|
break; |
1226 |
elmex |
1.1 |
#endif |
1227 |
|
|
|
1228 |
root |
1.6 |
default: |
1229 |
root |
1.10 |
items[*numitems].item_sort = strdup_local (query_base_name (tmp, 0)); |
1230 |
|
|
items[*numitems].item_real = strdup_local (query_base_name (tmp, 1)); |
1231 |
|
|
(*numitems)++; |
1232 |
|
|
break; |
1233 |
|
|
} |
1234 |
|
|
SET_FLAG (tmp, FLAG_UNPAID); |
1235 |
|
|
} |
1236 |
|
|
|
1237 |
|
|
void |
1238 |
|
|
shop_listing (object *op) |
1239 |
|
|
{ |
1240 |
|
|
int i, j, numitems = 0, numallocated = 0, nx, ny; |
1241 |
|
|
char *map_mark = (char *) calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1); |
1242 |
|
|
object *stack; |
1243 |
|
|
shopinv *items; |
1244 |
|
|
|
1245 |
|
|
/* Should never happen, but just in case a monster does apply a sign */ |
1246 |
|
|
if (op->type != PLAYER) |
1247 |
|
|
return; |
1248 |
|
|
|
1249 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:"); |
1250 |
|
|
|
1251 |
|
|
magic_mapping_mark (op, map_mark, 3); |
1252 |
|
|
items = (shopinv *) malloc (40 * sizeof (shopinv)); |
1253 |
|
|
numallocated = 40; |
1254 |
|
|
|
1255 |
|
|
/* Find all the appropriate items */ |
1256 |
|
|
for (i = 0; i < MAP_WIDTH (op->map); i++) |
1257 |
|
|
{ |
1258 |
|
|
for (j = 0; j < MAP_HEIGHT (op->map); j++) |
1259 |
|
|
{ |
1260 |
|
|
/* magic map code now centers the map on the object at MAGIC_MAP_HALF. |
1261 |
|
|
* |
1262 |
|
|
*/ |
1263 |
|
|
nx = i - op->x + MAGIC_MAP_HALF; |
1264 |
|
|
ny = j - op->y + MAGIC_MAP_HALF; |
1265 |
|
|
/* unlikely, but really big shops could run into this issue */ |
1266 |
|
|
if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE) |
1267 |
|
|
continue; |
1268 |
|
|
|
1269 |
|
|
if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR) |
1270 |
|
|
{ |
1271 |
|
|
stack = get_map_ob (op->map, i, j); |
1272 |
|
|
|
1273 |
|
|
while (stack) |
1274 |
|
|
{ |
1275 |
|
|
if (QUERY_FLAG (stack, FLAG_UNPAID)) |
1276 |
|
|
{ |
1277 |
|
|
if (numitems == numallocated) |
1278 |
|
|
{ |
1279 |
|
|
items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10)); |
1280 |
|
|
numallocated += 10; |
1281 |
root |
1.6 |
} |
1282 |
root |
1.10 |
add_shop_item (stack, items, &numitems, &numallocated); |
1283 |
root |
1.6 |
} |
1284 |
root |
1.10 |
stack = stack->above; |
1285 |
root |
1.6 |
} |
1286 |
|
|
} |
1287 |
|
|
} |
1288 |
elmex |
1.1 |
} |
1289 |
root |
1.10 |
free (map_mark); |
1290 |
|
|
if (numitems == 0) |
1291 |
|
|
{ |
1292 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n"); |
1293 |
|
|
free (items); |
1294 |
|
|
return; |
1295 |
|
|
} |
1296 |
|
|
qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort); |
1297 |
|
|
|
1298 |
|
|
for (i = 0; i < numitems; i++) |
1299 |
|
|
{ |
1300 |
|
|
/* Collapse items of the same name together */ |
1301 |
|
|
if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real)) |
1302 |
|
|
{ |
1303 |
|
|
items[i + 1].nrof += items[i].nrof; |
1304 |
|
|
free (items[i].item_sort); |
1305 |
|
|
free (items[i].item_real); |
1306 |
|
|
} |
1307 |
|
|
else |
1308 |
|
|
{ |
1309 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "%d %s", |
1310 |
|
|
items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real); |
1311 |
|
|
free (items[i].item_sort); |
1312 |
|
|
free (items[i].item_real); |
1313 |
root |
1.6 |
} |
1314 |
elmex |
1.1 |
} |
1315 |
root |
1.10 |
free (items); |
1316 |
elmex |
1.1 |
} |
1317 |
elmex |
1.7 |
|
1318 |
|
|
/* elmex: this function checks whether the object is in a shop */ |
1319 |
root |
1.10 |
bool |
1320 |
|
|
is_in_shop (object *o) |
1321 |
elmex |
1.7 |
{ |
1322 |
|
|
if (!o->map) |
1323 |
|
|
return false; |
1324 |
|
|
|
1325 |
|
|
return is_in_shop (o->map, o->x, o->y); |
1326 |
|
|
} |
1327 |
|
|
|
1328 |
|
|
/* elmex: this function checks whether we are in a shop or not */ |
1329 |
root |
1.10 |
bool |
1330 |
|
|
is_in_shop (mapstruct *map, int x, int y) |
1331 |
elmex |
1.7 |
{ |
1332 |
|
|
for (object *floor = get_map_ob (map, x, y); floor; floor = floor->above) |
1333 |
|
|
if (floor->type == SHOP_FLOOR) |
1334 |
|
|
return true; |
1335 |
|
|
|
1336 |
|
|
return false; |
1337 |
|
|
} |