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Revision: 1.75
Committed: Fri Mar 26 00:59:22 2010 UTC (14 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.74: +2 -2 lines
Log Message:
remove bogus 2007 copyright that was added wrongly by the script, update to affero license

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.44 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.31 *
4 root 1.64 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.75 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992 Frank Tore Johansen
7 pippijn 1.31 *
8 root 1.70 * Deliantra is free software: you can redistribute it and/or modify it under
9     * the terms of the Affero GNU General Public License as published by the
10     * Free Software Foundation, either version 3 of the License, or (at your
11     * option) any later version.
12 pippijn 1.31 *
13 root 1.40 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 pippijn 1.31 *
18 root 1.70 * You should have received a copy of the Affero GNU General Public License
19     * and the GNU General Public License along with this program. If not, see
20     * <http://www.gnu.org/licenses/>.
21 root 1.37 *
22 root 1.44 * The authors can be reached via e-mail to <support@deliantra.net>
23 pippijn 1.31 */
24 elmex 1.1
25     #include <global.h>
26     #include <spells.h>
27     #include <skills.h>
28     #include <living.h>
29 root 1.24 #include <sproto.h>
30 elmex 1.1
31     /* this is a measure of how effective store specialisation is. A general store
32     * will offer this proportion of the 'maximum' price, a specialised store will
33     * offer a range of prices around it such that the maximum price is always one
34     * therefore making this number higher, makes specialisation less effective.
35     * setting this value above 1 or to a negative value would have interesting,
36     * (though not useful) effects.
37     */
38 root 1.41 #define SPECIALISATION_EFFECT .5
39 elmex 1.1
40 root 1.42 // price a shopkeeper will give someone that is not of their race
41     #define DISLIKE_RATIO 0.8
42 elmex 1.1
43 root 1.12 static void pay_from_container (object *pl, object *pouch, sint64 &to_pay);
44     static sint64 value_limit (sint64 val, int quantity, const object *who, int isshop);
45 root 1.18 static double shop_specialisation_ratio (const object *item, const maptile *map);
46     static double shop_greed (const maptile *map);
47 elmex 1.1
48     /* Added F_TRUE flag to define.h to mean that the price should not
49     * be adjusted by players charisma. With F_TRUE, it returns the amount
50     * that the item is worth, if it was sold, but unadjusted by charisma.
51     * This is needed for alchemy, to to determine what value of gold nuggets
52     * should be given (the gold nuggets, when sold, will have the adjustment
53     * by charisma done at that time). NULL could have been passed as the
54     * who parameter, but then the adjustment for expensive items (>10000)
55     * would not be done.
56     *
57     * Added F_APPROX flag, which means that the price returned should be wrong by
58     * an amount related to the player's bargaining skill.
59     *
60     * Added F_SHOP flag to mean that the specialisation of the shop on the player's
61     * current map should be taken into account when determining the price. Shops that
62     * specialise in what is being traded will give better prices than those that do not.
63     *
64     * CF 0.91.4 - This function got changed around a bit. Now the
65     * number of object is multiplied by the value early on. This fixes problems
66     * with items worth very little. What happened before is that various
67     * divisions took place, the value got rounded to 0 (Being an int), and
68     * thus remained 0.
69     *
70     * Mark Wedel (mwedel@pyramid.com)
71     */
72    
73 root 1.12 static sint64 approx_range;
74 elmex 1.1
75 root 1.12 sint64
76 root 1.10 query_cost (const object *tmp, object *who, int flag)
77     {
78     double val;
79     int no_bargain;
80     int identified;
81     int not_cursed;
82     int approximate;
83     int shop;
84     double diff;
85    
86     approx_range = 0;
87    
88     no_bargain = flag & F_NO_BARGAIN;
89     identified = flag & F_IDENTIFIED;
90     not_cursed = flag & F_NOT_CURSED;
91     approximate = flag & F_APPROX;
92     shop = flag & F_SHOP;
93     flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP);
94    
95     if (tmp->type == MONEY)
96 root 1.14 return tmp->nrof * tmp->value;
97    
98 root 1.10 if (tmp->type == GEM)
99     {
100     if (flag == F_TRUE)
101     return (tmp->nrof * tmp->value);
102 root 1.14
103 root 1.10 if (flag == F_BUY)
104 root 1.12 return (sint64) (1.03 * tmp->nrof * tmp->value);
105 root 1.14
106 root 1.10 if (flag == F_SELL)
107 root 1.12 return (sint64) (0.97 * tmp->nrof * tmp->value);
108 root 1.14
109     LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ());
110 root 1.10 return 0;
111     }
112 root 1.14
113 root 1.63 int number = tmp->number_of ();
114    
115 root 1.10 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified)
116     {
117     if (!not_cursed && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
118 root 1.6 return 0;
119 root 1.10 else
120     val = tmp->value * number;
121 elmex 1.1 }
122 root 1.10 /* This area deals with objects that are not identified, but can be */
123     else
124     {
125 root 1.63 if (flag == F_BUY)
126 root 1.10 {
127 root 1.63 LOG (llevError | logBacktrace, "Asking for buy-value of unidentified object: %s\n", tmp->debug_desc ());
128     val = tmp->arch->value * 50 * number;
129 root 1.10 }
130     else
131 root 1.63 { /* Trying to sell something, or get true value */
132     if (tmp->type == POTION)
133     val = number * 40; /* Don't want to give anything away */
134     else
135 root 1.10 {
136 root 1.63 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
137     * unknown objects
138     */
139     if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
140     val = number * tmp->arch->value * 2 / 3;
141     else
142     val = number * tmp->arch->value / 3;
143 root 1.6 }
144     }
145 elmex 1.1 }
146    
147 root 1.10 /* If the item has been applied or identifed or does not need to be
148     * identified, AND the object is magical and the archetype is non
149     * magical, then change values accordingly. The tmp->arch==NULL is
150     * really just a check to prevent core dumps for when it checks
151 root 1.39 * tmp->arch->magic for any magic. The check for archetype
152 root 1.10 * magic is to not give extra money for archetypes that are by
153     * default magical. This is because the archetype value should have
154     * already figured in that value.
155     */
156     if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified ||
157 root 1.39 QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->magic))
158 root 1.10 {
159     if (tmp->magic > 0)
160     val *= (3 * tmp->magic * tmp->magic * tmp->magic);
161     else
162     /* Note that tmp->magic is negative, so that this
163     * will actually be something like val /=2, /=3, etc.
164 root 1.6 */
165 root 1.10 val /= (1 - tmp->magic);
166     }
167    
168     if (tmp->type == WAND)
169     {
170     /* Value of the wand is multiplied by the number of
171     * charges. the treasure code already sets up the value
172     * 50 charges is used as the baseline.
173     */
174     if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified)
175     val = (val * tmp->stats.food) / 50;
176     else /* if not identified, presume one charge */
177     val /= 50;
178     }
179    
180     /* Limit amount of money you can get for really great items. */
181     if (flag == F_SELL)
182 root 1.12 val = value_limit ((sint64) val, number, who, shop);
183 root 1.10
184     // use a nonlinear price adjustment. as my predecessor said, don't change
185     // the archetypes, its work required for balancing, and we don't care.
186     //val = pow (val, 1.05);
187    
188     /* This modification is for bargaining skill.
189     * Now only players with max level in bargaining
190     * AND Cha = 30 will get optimal price.
191     * Thus charisma will never get useless.
192     * -b.e. edler@heydernet.de
193     */
194    
195 root 1.51 if (who && who->type == PLAYER)
196 root 1.10 {
197     int lev_bargain = 0;
198     int lev_identify = 0;
199    
200     if (find_skill_by_number (who, SK_BARGAINING))
201 root 1.14 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level;
202    
203 root 1.51 if (const typedata *tmptype = get_typedata (tmp->type))
204 root 1.10 {
205 root 1.51 if (int idskill1 = tmptype->identifyskill)
206 root 1.10 {
207 root 1.51 int idskill2 = tmptype->identifyskill2;
208 root 1.14
209 root 1.10 if (find_skill_by_number (who, idskill1))
210 root 1.14 lev_identify = find_skill_by_number (who, idskill1)->level;
211    
212 root 1.10 if (idskill2 && find_skill_by_number (who, idskill2))
213 root 1.14 lev_identify += find_skill_by_number (who, idskill2)->level;
214 root 1.6 }
215     }
216 root 1.10
217     /* ratio determines how much of the price modification
218     * will come from the basic stat charisma
219     * the rest will come from the level in bargaining skill
220     */
221     const double cha_ratio = 0.40;
222 elmex 1.1
223 root 1.10 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25);
224     diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.);
225     diff = .02 + (.80 - .02) * diff;
226    
227     if (flag == F_BUY)
228 root 1.34 val += val * diff;
229 root 1.10 else if (flag == F_SELL)
230 root 1.34 val -= val * diff;
231 root 1.10
232     // now find a price range. the less good we can judge, the larger the range is
233     // then the range is adjusted randomly around the correct value
234     if (approximate)
235 root 1.12 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1));
236 root 1.10 }
237    
238     /* I don't think this should really happen - if it does, it indicates and
239 root 1.34 * overflow of diff above. That should only happen if
240 root 1.10 * we are selling objects - in that case, the person just
241     * gets no money.
242     */
243     if ((sint64) val < 0)
244     val = 0;
245    
246     /* Unidentified stuff won't sell for more than 60gp */
247     if (flag == F_SELL && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && need_identify (tmp) && !identified)
248     {
249     val = (val > 600) ? 600 : val;
250     }
251 elmex 1.1
252 root 1.10 /* if we are in a shop, check how the type of shop should affect the price */
253     if (shop && who)
254     {
255     if (flag == F_SELL)
256     val = (val * shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map));
257     else if (flag == F_BUY)
258     {
259     /*
260     * when buying, if the item was sold by another player, it is ok to
261     * let the item be sold cheaper, according to the specialisation of
262     * the shop. If a player sold an item here, then his sale price was
263     * multiplied by the specialisation ratio, to do the same to the buy
264     * price will not generate extra money. However, the
265     * same is not true of generated items, these have to /divide/ by the
266     * specialisation, so that the price is never less than what they could
267     * be sold for (otherwise players could camp map resets to make money).
268     * In game terms, a non-specialist shop, might not recognise the true
269     * value of the items they sell (much like how people sometimes find
270     * antiques in a junk shop in real life).
271     */
272     if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD))
273     val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who));
274     else
275     val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who)));
276     }
277 root 1.34
278 root 1.10 /* we will also have an extra 0-5% variation between shops of the same type
279     * for valuable items (below a value of 50 this effect wouldn't be very
280     * pointful, and could give fun with rounding.
281     */
282 root 1.33 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution
283 root 1.32 if (val > 50)
284     val += float (val) * .05f * cosf ((tmp->uuid.seq & 0xffff) * float (M_PI * 2. / 0x10000));
285 elmex 1.1 }
286 root 1.32
287 root 1.12 return (sint64) val;
288 elmex 1.1 }
289    
290     /* Find the coin type that is worth more the 'c'. Starts at the
291     * cointype placement.
292     */
293    
294 root 1.10 static archetype *
295 root 1.12 find_next_coin (sint64 c, int *cointype)
296 root 1.10 {
297 elmex 1.1 archetype *coin;
298    
299 pippijn 1.9 do
300 root 1.10 {
301     if (coins[*cointype] == NULL)
302     return NULL;
303 root 1.15 coin = archetype::find (coins[*cointype]);
304 root 1.10 if (coin == NULL)
305     return NULL;
306     *cointype += 1;
307     }
308 root 1.39 while (coin->value > c);
309 elmex 1.1
310     return coin;
311     }
312    
313     /* This returns a string of how much something is worth based on
314     * an integer being passed.
315     * cost is the cost we need to represent.
316     * While cost is 64 bit, the number of any coin is still really
317     * limited to 32 bit (size of nrof field). If it turns out players
318     * have so much money that they have more than 2 billion platinum
319     * coins, there are certainly issues - the easiest fix at that
320     * time is to add a higher denomination (mithril piece with
321     * 10,000 silver or something)
322     */
323 root 1.10 const char *
324 root 1.12 cost_string_from_value (sint64 cost, int approx)
325 elmex 1.1 {
326 root 1.10 static char buf[MAX_BUF];
327     archetype *coin, *next_coin;
328     int num, cointype = 0;
329    
330     coin = find_next_coin (cost, &cointype);
331     if (coin == NULL)
332     return "nothing";
333    
334 root 1.39 num = cost / coin->value;
335 root 1.10 /* so long as nrof is 32 bit, this is true.
336     * If it takes more coins than a person can possibly carry, this
337     * is basically true.
338     */
339 root 1.39 if ((cost / coin->value) > UINT32_MAX)
340 root 1.10 {
341     strcpy (buf, "an unimaginable sum of money");
342     return buf;
343     }
344    
345 root 1.39 cost -= num * (sint64)coin->value;
346 elmex 1.1
347 root 1.39 sprintf (buf, "%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
348 root 1.10
349     next_coin = find_next_coin (cost, &cointype);
350     if (next_coin == NULL || approx)
351 elmex 1.1 return buf;
352 root 1.10
353     coin = next_coin;
354 root 1.39 num = cost / coin->value;
355     cost -= num * (sint64)coin->value;
356 root 1.10
357 root 1.39 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
358 root 1.10
359     return buf;
360 elmex 1.1 }
361    
362 root 1.10 const char *
363     query_cost_string (const object *tmp, object *who, int flag)
364     {
365 root 1.12 sint64 real_value = query_cost (tmp, who, flag);
366 root 1.10 int idskill1 = 0;
367     int idskill2 = 0;
368     const typedata *tmptype;
369    
370     tmptype = get_typedata (tmp->type);
371     if (tmptype)
372     {
373     idskill1 = tmptype->identifyskill;
374     idskill2 = tmptype->identifyskill2;
375     }
376    
377     /* we show an approximate price if
378     * 1) we are approximating
379     * 2) there either is no id skill(s) for the item, or we don't have them
380     * 3) we don't have bargaining skill either
381     */
382     if (flag & F_APPROX)
383     {
384     if (!idskill1 || !find_skill_by_number (who, idskill1))
385     {
386     if (!idskill2 || !find_skill_by_number (who, idskill2))
387     {
388     if (!find_skill_by_number (who, SK_BARGAINING))
389     {
390     static char buf[MAX_BUF];
391     int num, cointype = 0;
392     archetype *coin = find_next_coin (real_value, &cointype);
393    
394     if (coin == NULL)
395     return "nothing";
396    
397 root 1.39 num = real_value / coin->value;
398 root 1.51
399 root 1.10 if (num == 1)
400 root 1.39 sprintf (buf, "about one %s", &coin->object::name);
401 root 1.10 else if (num < 5)
402 root 1.39 sprintf (buf, "a few %s", &coin->object::name_pl);
403 root 1.10 else if (num < 10)
404 root 1.39 sprintf (buf, "several %s", &coin->object::name_pl);
405 root 1.10 else if (num < 25)
406 root 1.39 sprintf (buf, "a moderate amount of %s", &coin->object::name_pl);
407 root 1.10 else if (num < 100)
408 root 1.39 sprintf (buf, "lots of %s", &coin->object::name_pl);
409 root 1.10 else if (num < 1000)
410 root 1.39 sprintf (buf, "a great many %s", &coin->object::name_pl);
411 root 1.10 else
412 root 1.39 sprintf (buf, "a vast quantity of %s", &coin->object::name_pl);
413 root 1.51
414 root 1.10 return buf;
415 root 1.6 }
416     }
417     }
418 elmex 1.1
419 root 1.10 int hash = ((unsigned int) tmp->count * 174364621) & 1023;
420 elmex 1.1
421 root 1.10 if (approx_range)
422     {
423 root 1.12 sint64 lo = (sint64) real_value - (approx_range * hash >> 10);
424 root 1.10 static char buf[MAX_BUF];
425 elmex 1.1
426 root 1.10 sprintf (buf, "between %s", cost_string_from_value (lo, 1));
427     sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1));
428 elmex 1.1
429 root 1.10 return buf;
430     }
431 elmex 1.1 }
432    
433 root 1.10 return cost_string_from_value (real_value, 0);
434 elmex 1.1 }
435    
436     /* This function finds out how much money the player is carrying,
437     * including what is in containers.
438     */
439 root 1.12 sint64
440 root 1.10 query_money (const object *op)
441     {
442     object *tmp;
443 root 1.12 sint64 total = 0;
444 elmex 1.1
445 root 1.10 if (op->type != PLAYER && op->type != CONTAINER)
446     {
447     LOG (llevError, "Query money called with non player/container\n");
448     return 0;
449 elmex 1.1 }
450 root 1.12
451 root 1.10 for (tmp = op->inv; tmp; tmp = tmp->below)
452 root 1.12 if (tmp->type == MONEY)
453     total += tmp->nrof * (sint64)tmp->value;
454 root 1.60 else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (!tmp->race || tmp->race.contains ("gold")))
455 root 1.12 total += query_money (tmp);
456    
457 root 1.10 return total;
458 elmex 1.1 }
459 root 1.10
460 elmex 1.1 /* TCHIZE: This function takes the amount of money from the
461     * the player inventory and from it's various pouches using the
462     * pay_from_container function.
463     * returns 0 if not possible. 1 if success
464     */
465 root 1.10 int
466 root 1.12 pay_for_amount (sint64 to_pay, object *pl)
467 root 1.10 {
468     object *pouch;
469 elmex 1.1
470 root 1.10 if (to_pay == 0)
471     return 1;
472 root 1.12
473 root 1.10 if (to_pay > query_money (pl))
474     return 0;
475 elmex 1.1
476 root 1.12 pay_from_container (pl, pl, to_pay);
477    
478     for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
479 root 1.60 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (!pouch->race || pouch->race.contains ("gold")))
480 root 1.12 pay_from_container (pl, pouch, to_pay);
481 elmex 1.1
482 root 1.26 pl->update_stats ();
483 root 1.10 return 1;
484 elmex 1.1 }
485    
486     /* DAMN: This is now a wrapper for pay_from_container, which is
487     * called for the player, then for each active container that can hold
488     * money until op is paid for. Change will be left wherever the last
489     * of the price was paid from.
490     */
491 root 1.10 int
492     pay_for_item (object *op, object *pl)
493     {
494 root 1.12 sint64 to_pay = query_cost (op, pl, F_BUY | F_SHOP);
495 root 1.10 object *pouch;
496 root 1.12 sint64 saved_money;
497 root 1.10
498     if (to_pay == 0)
499 elmex 1.1 return 1;
500 root 1.12
501 root 1.10 if (to_pay > query_money (pl))
502     return 0;
503    
504     /* We compare the paid price with the one for a player
505     * without bargaining skill.
506     * This determins the amount of exp (if any) gained for bargaining.
507     */
508     saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay;
509    
510     if (saved_money > 0)
511     change_exp (pl, saved_money, "bargaining", SK_EXP_NONE);
512    
513 root 1.12 pay_from_container (pl, pl, to_pay);
514    
515     for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
516 root 1.60 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (!pouch->race || pouch->race.contains ("gold")))
517 root 1.12 pay_from_container (pl, pouch, to_pay);
518 root 1.10
519 root 1.36 pl->update_stats ();
520 root 1.12
521 root 1.10 return 1;
522 elmex 1.1 }
523    
524     /* This pays for the item, and takes the proper amount of money off
525     * the player.
526     * CF 0.91.4 - this function is mostly redone in order to fix a bug
527     * with weight not be subtracted properly. We now remove and
528     * insert the coin objects - this should update the weight
529     * appropriately
530     *
531     * DAMN: This function is used for the player, then for any active
532     * containers that can hold money.
533     *
534     * pouch is the container (pouch or player) to remove the coins from.
535     * to_pay is the required amount.
536     * returns the amount still missing after using "pouch".
537     */
538 root 1.12 static void
539     pay_from_container (object *pl, object *pouch, sint64 &to_pay)
540 root 1.10 {
541     int count, i;
542 root 1.12 object *tmp, *next;
543 root 1.10 archetype *at;
544    
545     if (pouch->type != PLAYER && pouch->type != CONTAINER)
546 root 1.12 return;
547 root 1.10
548 root 1.12 object *coin_objs[NUM_COINS] = { 0 };
549 root 1.10
550     /* This hunk should remove all the money objects from the player/container */
551     for (tmp = pouch->inv; tmp; tmp = next)
552     {
553     next = tmp->below;
554    
555     if (tmp->type == MONEY)
556     {
557     for (i = 0; i < NUM_COINS; i++)
558     {
559 root 1.39 if (tmp->value == tmp->arch->value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->archname))
560 root 1.10 {
561 root 1.12 // This should not happen, but if it does, just merge the two.
562     if (coin_objs [i])
563 root 1.10 {
564     LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]);
565     coin_objs[i]->nrof += tmp->nrof;
566 root 1.57 tmp->destroy ();
567 root 1.6 }
568 root 1.10 else
569     {
570 root 1.21 tmp->remove ();
571 root 1.10 coin_objs[i] = tmp;
572 root 1.6 }
573 root 1.12
574 root 1.10 break;
575 root 1.6 }
576     }
577 root 1.12
578 root 1.10 if (i == NUM_COINS)
579 root 1.38 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->archname);
580 root 1.6 }
581 elmex 1.1 }
582    
583 root 1.10 /* Fill in any gaps in the coin_objs array - needed to make change. */
584     /* Note that the coin_objs array goes from least value to greatest value */
585     for (i = 0; i < NUM_COINS; i++)
586 root 1.12 if (!coin_objs[i])
587 root 1.10 {
588 root 1.15 at = archetype::find (coins[NUM_COINS - 1 - i]);
589 root 1.12
590 root 1.10 if (at == NULL)
591     LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]);
592 root 1.12
593 root 1.74 coin_objs[i] = at->instance ();
594 root 1.10 coin_objs[i]->nrof = 0;
595     }
596    
597     for (i = 0; i < NUM_COINS; i++)
598     {
599 root 1.12 object &coin = *coin_objs[i];
600 elmex 1.68 sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, (sint64) coin.nrof);
601 root 1.12 to_pay -= num_coins * coin.value;
602 root 1.10
603 root 1.12 coin.nrof -= num_coins;
604 root 1.10 /* Now start making change. Start at the coin value
605     * below the one we just did, and work down to
606     * the lowest value.
607     */
608     count = i - 1;
609 root 1.12
610     while (to_pay < 0 && count >= 0)
611 root 1.10 {
612 root 1.12 num_coins = (-to_pay) / coin_objs[count]->value;
613 root 1.10 coin_objs[count]->nrof += num_coins;
614 root 1.12 to_pay += num_coins * coin_objs[count]->value;
615 root 1.10 count--;
616     }
617     }
618 root 1.12
619 root 1.10 for (i = 0; i < NUM_COINS; i++)
620 root 1.56 if (coin_objs[i]->nrof)
621     insert_ob_in_ob (coin_objs [i], pouch);
622     else
623 root 1.57 coin_objs[i]->destroy ();
624 elmex 1.1 }
625    
626     /* Checks all unpaid items in op's inventory, adds up all the money they
627     * have, and checks that they can actually afford what they want to buy.
628     * Returns 1 if they can, and 0 if they can't. also prints an appropriate message
629     * to the player
630     */
631 root 1.10 int
632     can_pay (object *pl)
633     {
634 root 1.12 int unpaid_count = 0;
635     sint64 unpaid_price = 0;
636     sint64 player_wealth = query_money (pl);
637 root 1.10
638     if (!pl || pl->type != PLAYER)
639     {
640     LOG (llevError, "can_pay(): called against something that isn't a player\n");
641     return 0;
642 elmex 1.1 }
643 root 1.11
644 root 1.13 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
645 root 1.12 if (QUERY_FLAG (item, FLAG_UNPAID))
646     {
647     unpaid_count++;
648     unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
649     }
650 root 1.11
651 root 1.10 if (unpaid_price > player_wealth)
652     {
653 root 1.67 dynbuf_text &buf = msg_dynbuf; buf.clear ();
654 root 1.54
655     buf << "You have " << unpaid_count
656     << " unpaid item(s) that would cost you " << cost_string_from_value (unpaid_price, 0)
657     << ". You need another " << cost_string_from_value (unpaid_price - player_wealth, 0)
658 root 1.58 << " to be able to afford that. "
659 root 1.59 "H<You cannot leave a shop without paying - drop unpaid items first to be able to leave.>";
660 root 1.54
661     pl->failmsg (buf);
662 root 1.12
663 root 1.10 return 0;
664 elmex 1.1 }
665 root 1.10 else
666     return 1;
667 elmex 1.1 }
668    
669     /* Better get_payment, descends containers looking for
670     * unpaid items, and pays for them.
671     * returns 0 if the player still has unpaid items.
672     * returns 1 if the player has paid for everything.
673     * pl is the player buying the stuff.
674     */
675 root 1.10 int
676 root 1.12 get_payment (object *pl)
677 root 1.10 {
678 root 1.12 for (;;)
679     {
680     next_item:
681 root 1.10
682 root 1.13 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
683 root 1.12 {
684     if (QUERY_FLAG (op, FLAG_UNPAID))
685     {
686     char buf[MAX_BUF];
687     snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP));
688 root 1.10
689 root 1.12 if (!pay_for_item (op, pl))
690     {
691     sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
692 elmex 1.1
693 root 1.12 CLEAR_FLAG (op, FLAG_UNPAID);
694     new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op));
695     SET_FLAG (op, FLAG_UNPAID);
696     return 0;
697     }
698     else
699     {
700     CLEAR_FLAG (op, FLAG_UNPAID);
701     CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
702     new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op));
703 root 1.10
704 root 1.49 if (!merge_ob (op, op->env->inv))
705     esrv_update_item (UPD_FLAGS, pl, op);
706 elmex 1.1
707 root 1.12 goto next_item;
708 root 1.6 }
709     }
710     }
711 root 1.12
712     return 1;
713 elmex 1.1 }
714     }
715    
716     /* written by elmex:
717     * moved this code from sell_item () here to have a function
718     * that pays the player an amount. Mainly put the code here to
719     * be able to call it from a plugin.
720     *
721     * If the player can't carry all the money that is paid, it gets inserted
722     * in his inventory anyway. This is the best alternative to not pay any money
723     * or put it on the ground under the player. This way the player can still
724     * go somewhere and unload the money at a safe place.
725     *
726     */
727 root 1.10 void
728 root 1.12 pay_player (object *pl, sint64 amount)
729 root 1.10 {
730 elmex 1.1 int count = 0;
731     archetype *at = 0;
732     object *pouch = 0, *tmp = 0;
733    
734 root 1.43 for (count = 0; coins[count]; count++)
735 elmex 1.1 {
736 root 1.15 at = archetype::find (coins[count]);
737 elmex 1.1
738     if (at == NULL)
739 root 1.10 LOG (llevError, "Could not find %s archetype\n", coins[count]);
740 root 1.39 else if ((amount / at->value) > 0)
741 elmex 1.1 {
742 root 1.10 for (pouch = pl->inv; pouch; pouch = pouch->below)
743 elmex 1.1 {
744 root 1.62 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race.contains ("gold"))
745 elmex 1.1 {
746 root 1.39 int w = at->weight * (100 - pouch->stats.Str) / 100;
747     int n = amount / at->value;
748 elmex 1.1
749     if (w == 0)
750 root 1.10 w = 1; /* Prevent divide by zero */
751 elmex 1.1
752     if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
753     {
754     if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
755     n = (pouch->weight_limit - pouch->carrying) / w;
756    
757 root 1.74 object *tmp = at->instance ();
758 elmex 1.1 tmp->nrof = n;
759 root 1.12 amount -= tmp->nrof * tmp->value;
760 root 1.49 pouch->insert (tmp);
761 elmex 1.1 }
762     }
763     }
764    
765 root 1.39 if (amount / at->value > 0)
766 elmex 1.1 {
767 root 1.74 object *tmp = at->instance ();
768 elmex 1.1 tmp->nrof = amount / tmp->value;
769 root 1.12 amount -= tmp->nrof * tmp->value;
770 root 1.49 pl->insert (tmp);
771 elmex 1.1 }
772     }
773     }
774    
775 root 1.10 if (amount != 0)
776     LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount);
777 elmex 1.1 }
778    
779     /* elmex: this is for the bank plugin :( */
780 root 1.12 sint64
781     pay_player_arch (object *pl, const char *arch, sint64 amount)
782 root 1.10 {
783 root 1.54 if (amount)
784     {
785     object *ob = archetype::get (arch);
786 elmex 1.1
787 root 1.54 if (!ob)
788     return 0;
789 elmex 1.1
790 root 1.54 ob->nrof = amount;
791     pl->insert (ob);
792 elmex 1.1 }
793    
794     return 1;
795     }
796    
797     /* Modified function to give out platinum coins. This function uses
798     * the coins[] array to know what coins are available, just like
799     * buy item.
800     *
801     * Modified to fill available race: gold containers before dumping
802     * remaining coins in character's inventory.
803     */
804 elmex 1.50 bool
805 root 1.10 sell_item (object *op, object *pl)
806     {
807 root 1.12 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
808 elmex 1.1
809 root 1.10 if (pl == NULL || pl->type != PLAYER)
810 elmex 1.1 {
811 root 1.10 LOG (llevDebug, "Object other than player tried to sell something.\n");
812 elmex 1.50 return false;
813 elmex 1.1 }
814    
815 root 1.8 op->custom_name = 0;
816 elmex 1.1
817 root 1.10 if (!amount)
818 elmex 1.1 {
819 elmex 1.50 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.",
820     query_name (op));
821     // elmex: change: the player now gets the item back if the shop is not
822     // interested in it.
823     return false;
824 elmex 1.1 }
825    
826     /* We compare the price with the one for a player
827     * without bargaining skill.
828     * This determins the amount of exp (if any) gained for bargaining.
829     * exp/10 -> 1 for each gold coin
830     */
831     extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP);
832    
833     if (extra_gain > 0)
834 root 1.10 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
835 elmex 1.1
836     pay_player (pl, amount);
837    
838 elmex 1.50 new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.",
839     query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op));
840 root 1.43 pl->play_sound (sound_find ("shop_sell"));
841 elmex 1.1
842     SET_FLAG (op, FLAG_UNPAID);
843     identify (op);
844 elmex 1.50
845     return true;
846 elmex 1.1 }
847    
848     /* returns a double that is the ratio of the price that a shop will offer for
849     * item based on the shops specialisation. Does not take account of greed,
850 root 1.41 * returned value is between SPECIALISATION_EFFECT and 1.
851 elmex 1.1 */
852 root 1.10 static double
853 root 1.18 shop_specialisation_ratio (const object *item, const maptile *map)
854 root 1.10 {
855     shopitems *items = map->shopitems;
856 root 1.73 int likedness = 0;
857 root 1.10 int i;
858 elmex 1.1
859 root 1.10 if (item == NULL)
860     {
861 root 1.28 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path);
862 root 1.10 return 0;
863     }
864 root 1.12
865 root 1.10 if (!item->type)
866     {
867     LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
868     /*
869     * I'm not really sure what the /right/ thing to do here is, these types of
870     * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
871     */
872 root 1.41 return SPECIALISATION_EFFECT;
873 root 1.10 }
874 root 1.12
875 root 1.10 if (map->shopitems)
876 root 1.73 for (i = 0; i < items[0].index; i++)
877     if (items[i].typenum == item->type || (!items[i].typenum && !likedness))
878     likedness = items[i].strength;
879 root 1.12
880 root 1.73 if (likedness > 100)
881 root 1.10 { /* someone has been rather silly with the map headers. */
882 root 1.28 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path);
883 root 1.73 likedness = 100;
884 elmex 1.1 }
885 root 1.12
886 root 1.73 if (likedness < -100)
887 root 1.10 {
888 root 1.28 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path);
889 root 1.73 likedness = -100;
890 elmex 1.1 }
891 root 1.12
892 root 1.73 return lerp (double (likedness), -100., 100., SPECIALISATION_EFFECT, 1.);
893 elmex 1.1 }
894    
895     /*returns the greed of the shop on map, or 1 if it isn't specified. */
896 root 1.10 static double
897 root 1.18 shop_greed (const maptile *map)
898 root 1.10 {
899 root 1.42 return map->shopgreed
900     ? map->shopgreed
901     : 1.;
902 elmex 1.1 }
903    
904     /* Returns a double based on how much the shopkeeper approves of the player.
905     * this is based on the race of the shopkeeper and that of the player.
906     */
907 root 1.10 double
908 root 1.18 shopkeeper_approval (const maptile *map, const object *player)
909 root 1.10 {
910 root 1.42 return map->shoprace && player->race != map->shoprace
911     ? DISLIKE_RATIO
912     : 1.;
913 elmex 1.1 }
914    
915     /* limit the value of items based on the wealth of the shop. If the item is close
916     * to the maximum value a shop will offer, we start to reduce it, if the item is
917     * below the minimum value the shop is prepared to trade in, then we don't
918     * want it and offer nothing. If it isn't a shop, check whether we should do generic
919     * value reduction.
920     *
921     */
922 root 1.12 static sint64
923     value_limit (sint64 val, int quantity, const object *who, int isshop)
924 root 1.10 {
925 root 1.12 sint64 newval, unit_price, tmpshopmax;
926 root 1.18 maptile *map;
927 elmex 1.1
928     unit_price = val / quantity;
929    
930     if (!isshop || !who)
931     {
932     if (unit_price > 250000)
933 root 1.12 newval = (sint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.);
934 elmex 1.1 else
935     newval = unit_price;
936     }
937     else
938     {
939     if (!who->map)
940     {
941 root 1.10 LOG (llevError, "value_limit: asked shop price for ob %s on NULL map\n", &who->name);
942 elmex 1.1 return val;
943     }
944    
945     map = who->map;
946    
947 root 1.10 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
948 elmex 1.1
949     if (map->shopmin && unit_price < map->shopmin)
950     return 0;
951     else if (unit_price > tmpshopmax / 2)
952 root 1.73 newval = min ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
953 elmex 1.1 else
954 root 1.10 newval = unit_price;
955 elmex 1.1 }
956    
957     newval *= quantity;
958    
959     return newval;
960     }
961    
962     /* gives a desciption of the shop on their current map to the player op. */
963 root 1.10 int
964     describe_shop (const object *op)
965     {
966 root 1.71 dynbuf_text buf;
967 root 1.18 maptile *map = op->map;
968 root 1.10
969     /*shopitems *items=map->shopitems; */
970     int pos = 0, i;
971     double opinion = 0;
972    
973     if (op->type != PLAYER)
974     return 0;
975    
976     /*check if there is a shop specified for this map */
977     if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
978     {
979 root 1.71 buf << "From looking at the nearby shop you determine that it trades in ";
980 root 1.72 int lastcomma = 0, prevcomma = 0;
981 root 1.12
982 root 1.10 if (map->shopitems)
983 root 1.12 for (i = 0; i < map->shopitems[0].index; i++)
984     if (map->shopitems[i].name && map->shopitems[i].strength > 10)
985 root 1.10 {
986 root 1.72 buf << map->shopitems[i].name_pl;
987     prevcomma = lastcomma;
988     lastcomma = buf.size (); // remember offset
989     buf << ", ";
990 root 1.6 }
991 root 1.12
992 root 1.72 if (lastcomma)
993     {
994     buf.splice (lastcomma, 2);
995    
996     if (prevcomma)
997     buf.splice (prevcomma, 2, " and ");
998     }
999 root 1.71 else
1000 root 1.72 buf << "a little of everything.";
1001 root 1.6
1002 root 1.72 buf << ".\n\n";
1003 root 1.10
1004     if (map->shopmax)
1005 root 1.71 buf << "It won't trade for items above " << cost_string_from_value (map->shopmax, 0) << ".\n\n";
1006 root 1.12
1007 root 1.10 if (map->shopmin)
1008 root 1.71 buf << "It won't trade in items worth less than " << cost_string_from_value (map->shopmin, 0) << ".\n\n";
1009 root 1.12
1010 root 1.10 if (map->shopgreed)
1011     {
1012     if (map->shopgreed > 2.0)
1013 root 1.71 buf << "It tends to overcharge massively.\n\n";
1014 root 1.10 else if (map->shopgreed > 1.5)
1015 root 1.71 buf << "It tends to overcharge substantially.\n\n";
1016 root 1.10 else if (map->shopgreed > 1.1)
1017 root 1.71 buf << "It tends to overcharge slightly.\n\n";
1018 root 1.10 else if (map->shopgreed < 0.9)
1019 root 1.71 buf << "It tends to undercharge.\n\n";
1020 root 1.10 }
1021 root 1.12
1022 root 1.10 if (map->shoprace)
1023     {
1024     opinion = shopkeeper_approval (map, op);
1025 root 1.71
1026 root 1.10 if (opinion > 0.8)
1027 root 1.71 buf << "You think the shopkeeper likes you.\n\n";
1028 root 1.10 else if (opinion > 0.5)
1029 root 1.71 buf << "The shopkeeper seems unconcerned by you.\n\n";
1030 root 1.10 else
1031 root 1.71 buf << "The shopkeeper seems to have taken a dislike to you.\n\n";
1032 root 1.6 }
1033 elmex 1.1 }
1034 root 1.10 else
1035 root 1.71 buf << "There is no shop nearby.\n\n";
1036    
1037     op->contr->infobox (MSG_CHANNEL ("shopinfo"), buf);
1038 elmex 1.1
1039 root 1.10 return 1;
1040 elmex 1.1 }
1041 root 1.12
1042     struct shopinv
1043 root 1.10 {
1044     char *item_sort;
1045     char *item_real;
1046     uint16 type;
1047     uint32 nrof;
1048 root 1.12 };
1049 elmex 1.1
1050     /* There are a lot fo extra casts in here just to suppress warnings - it
1051     * makes it look uglier than it really it.
1052     * The format of the strings we get is type:name. So we first want to
1053     * sort by type (numerical) - if the same type, then sort by name.
1054     */
1055 root 1.10 static int
1056     shop_sort (const void *a1, const void *a2)
1057 elmex 1.1 {
1058 root 1.10 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1059 elmex 1.1
1060 root 1.10 if (s1->type < s2->type)
1061     return -1;
1062 root 1.52
1063 root 1.10 if (s1->type > s2->type)
1064     return 1;
1065 root 1.12
1066 root 1.10 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1067     * via alphabetical order
1068     */
1069     return strcasecmp (s1->item_sort, s2->item_sort);
1070 elmex 1.1 }
1071    
1072 root 1.10 static void
1073     add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1074 elmex 1.1 {
1075     #if 0
1076 root 1.10 char buf[MAX_BUF];
1077 elmex 1.1 #endif
1078 root 1.10 /* clear unpaid flag so that doesn't come up in query
1079     * string. We clear nrof so that we can better sort
1080     * the object names.
1081     */
1082 elmex 1.1
1083 root 1.10 CLEAR_FLAG (tmp, FLAG_UNPAID);
1084     items[*numitems].nrof = tmp->nrof;
1085     /* Non mergable items have nrof of 0, but count them as one
1086     * so the display is properly.
1087     */
1088     if (tmp->nrof == 0)
1089     items[*numitems].nrof++;
1090     items[*numitems].type = tmp->type;
1091    
1092     switch (tmp->type)
1093     {
1094 elmex 1.1 #if 0
1095 root 1.6 case BOOTS:
1096     case GLOVES:
1097     case RING:
1098     case AMULET:
1099     case BRACERS:
1100     case GIRDLE:
1101 root 1.10 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL));
1102 root 1.23 items[*numitems].item_sort = strdup (buf);
1103 root 1.10 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL));
1104 root 1.23 items[*numitems].item_real = strdup (buf);
1105 root 1.10 (*numitems)++;
1106     break;
1107 elmex 1.1 #endif
1108    
1109 root 1.6 default:
1110 root 1.23 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1111     items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1112 root 1.10 (*numitems)++;
1113     break;
1114     }
1115 root 1.69
1116 root 1.10 SET_FLAG (tmp, FLAG_UNPAID);
1117     }
1118    
1119     void
1120 elmex 1.35 shop_listing (object *sign, object *op)
1121 root 1.10 {
1122 root 1.65 int i, j, x1, x2, y1, y2;
1123 root 1.53 const char *shop_coords = sign->kv (shstr_shop_coords);
1124 root 1.10 object *stack;
1125     shopinv *items;
1126    
1127     /* Should never happen, but just in case a monster does apply a sign */
1128 root 1.65 if (!op->is_player ())
1129 root 1.10 return;
1130    
1131 root 1.67 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1132 root 1.65
1133 elmex 1.35 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1134     {
1135     x1 = 0;
1136     y1 = 0;
1137     x2 = op->map->width - 1;
1138     y2 = op->map->height - 1;
1139     }
1140 root 1.10
1141 root 1.65 int numallocated = 40;
1142     int numitems = 0;
1143     items = (shopinv *)malloc (sizeof (shopinv) * numallocated);
1144 root 1.10
1145     /* Find all the appropriate items */
1146 elmex 1.35 for (i = x1; i <= x2; i++)
1147 root 1.65 for (j = y1; j < y2; j++)
1148     if (is_in_shop (op->map, i, j))
1149 root 1.10 {
1150 root 1.65 stack = GET_MAP_OB (op->map, i, j);
1151    
1152     while (stack)
1153 root 1.10 {
1154 root 1.65 if (QUERY_FLAG (stack, FLAG_UNPAID))
1155 root 1.10 {
1156 root 1.65 if (numitems == numallocated)
1157     items = (shopinv *)realloc (items, sizeof (shopinv) * (numallocated *= 2));
1158 root 1.30
1159 root 1.65 add_shop_item (stack, items, &numitems, &numallocated);
1160     }
1161 root 1.30
1162 root 1.65 stack = stack->above;
1163 root 1.6 }
1164     }
1165 root 1.12
1166 root 1.65 buf << (numitems ? "T<This shop contains:>\n\n"
1167     : "T<This shop is currently empty.>");
1168 root 1.12
1169 root 1.10 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1170    
1171     for (i = 0; i < numitems; i++)
1172     {
1173     /* Collapse items of the same name together */
1174     if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1175 root 1.65 items[i + 1].nrof += items[i].nrof;
1176 root 1.10 else
1177 root 1.66 buf.printf (" %4d %s\n", items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real);
1178 root 1.65
1179     free (items[i].item_sort);
1180     free (items[i].item_real);
1181 elmex 1.1 }
1182 root 1.30
1183 root 1.65 op->contr->infobox (MSG_CHANNEL ("shopitems"), buf);
1184    
1185 root 1.10 free (items);
1186 elmex 1.1 }
1187 elmex 1.7
1188     /* elmex: this function checks whether the object is in a shop */
1189 root 1.10 bool
1190     is_in_shop (object *o)
1191 elmex 1.7 {
1192 root 1.52 if (!o->is_on_map ())
1193 elmex 1.7 return false;
1194    
1195     return is_in_shop (o->map, o->x, o->y);
1196     }
1197    
1198 elmex 1.45 /* elmex: this function checks whether we are in a shop or not
1199     - change 2007-11-26: enhanced the O(n) case by stopping at the first
1200     floor tile. this possibly will make map bugs where shopfloors are above
1201     floors more obvious.
1202     */
1203    
1204 root 1.10 bool
1205 root 1.18 is_in_shop (maptile *map, int x, int y)
1206 elmex 1.7 {
1207 root 1.25 for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above)
1208 elmex 1.45 if (QUERY_FLAG (floor, FLAG_IS_FLOOR))
1209     return floor->type == SHOP_FLOOR;
1210 root 1.52
1211 elmex 1.7 return false;
1212     }
1213 root 1.43