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Revision: 1.80
Committed: Wed Apr 28 19:01:01 2010 UTC (14 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.79: +31 -26 lines
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# 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 1.76 * Copyright (©) 2005,2006,2007,2008,2009,2010 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 root 1.80 int number = tmp->number_of ();
96    
97 root 1.10 if (tmp->type == MONEY)
98 root 1.80 return number * tmp->value;
99 root 1.14
100 root 1.10 if (tmp->type == GEM)
101     {
102     if (flag == F_TRUE)
103 root 1.80 return number * tmp->value;
104 root 1.14
105 root 1.10 if (flag == F_BUY)
106 root 1.80 return 1.03 * number * tmp->value;
107 root 1.14
108 root 1.10 if (flag == F_SELL)
109 root 1.80 return 0.97 * number * tmp->value;
110 root 1.14
111     LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ());
112 root 1.10 return 0;
113     }
114 root 1.14
115 root 1.79 if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified)
116 root 1.10 {
117 root 1.78 if (!not_cursed && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
118 root 1.6 return 0;
119 root 1.10 else
120 root 1.80 val = number * tmp->value;
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 root 1.78 if (tmp->flag [FLAG_BEEN_APPLIED])
140 root 1.63 val = number * tmp->arch->value * 2 / 3;
141     else
142 root 1.80 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 root 1.79 if ((tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified || tmp->flag [FLAG_BEEN_APPLIED])
157     && tmp->magic && (!tmp->arch || !tmp->arch->magic))
158 root 1.10 {
159     if (tmp->magic > 0)
160 root 1.80 val *= 3 * tmp->magic * tmp->magic * tmp->magic;
161 root 1.10 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 1.80 val /= 1 - tmp->magic;
166 root 1.10 }
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 root 1.79 if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified)
175 root 1.80 val *= tmp->stats.food / 50;
176 root 1.10 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 1.80 val = value_limit (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 1.80 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / MAXLEVEL_TREASURE, 0.25);
224 root 1.10 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 1.80 approx_range = 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 root 1.80 /* Unidentified stuff won't sell for more than 10gp */
247 root 1.79 if (flag == F_SELL && !tmp->flag [FLAG_IDENTIFIED] && tmp->need_identify () && !identified)
248 root 1.80 min_it (val, 1000);
249 elmex 1.1
250 root 1.10 /* if we are in a shop, check how the type of shop should affect the price */
251     if (shop && who)
252     {
253     if (flag == F_SELL)
254 root 1.80 val *= shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map);
255 root 1.10 else if (flag == F_BUY)
256     {
257     /*
258     * when buying, if the item was sold by another player, it is ok to
259     * let the item be sold cheaper, according to the specialisation of
260     * the shop. If a player sold an item here, then his sale price was
261     * multiplied by the specialisation ratio, to do the same to the buy
262     * price will not generate extra money. However, the
263     * same is not true of generated items, these have to /divide/ by the
264     * specialisation, so that the price is never less than what they could
265     * be sold for (otherwise players could camp map resets to make money).
266     * In game terms, a non-specialist shop, might not recognise the true
267     * value of the items they sell (much like how people sometimes find
268     * antiques in a junk shop in real life).
269     */
270 root 1.78 if (tmp->flag [FLAG_PLAYER_SOLD])
271 root 1.80 val *= shop_specialisation_ratio (tmp, who->map);
272 root 1.10 else
273 root 1.80 val /= shop_specialisation_ratio (tmp, who->map);
274    
275     val *= shop_greed (who->map) / shopkeeper_approval (who->map, who);
276 root 1.10 }
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 root 1.80 val *= 1 + .05f * cosf ((tmp->uuid.seq & 0xffff) * M_PI * 2. / 0x10000);
285 elmex 1.1 }
286 root 1.32
287 root 1.80 return 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 root 1.80 if (!coins [*cointype])
302     return 0;
303    
304     coin = archetype::find (coins [*cointype]);
305    
306     if (!coin)
307     return 0;
308    
309 root 1.10 *cointype += 1;
310     }
311 root 1.39 while (coin->value > c);
312 elmex 1.1
313     return coin;
314     }
315    
316     /* This returns a string of how much something is worth based on
317     * an integer being passed.
318     * cost is the cost we need to represent.
319     * While cost is 64 bit, the number of any coin is still really
320     * limited to 32 bit (size of nrof field). If it turns out players
321     * have so much money that they have more than 2 billion platinum
322     * coins, there are certainly issues - the easiest fix at that
323     * time is to add a higher denomination (mithril piece with
324     * 10,000 silver or something)
325     */
326 root 1.10 const char *
327 root 1.12 cost_string_from_value (sint64 cost, int approx)
328 elmex 1.1 {
329 root 1.10 static char buf[MAX_BUF];
330     archetype *coin, *next_coin;
331     int num, cointype = 0;
332    
333     coin = find_next_coin (cost, &cointype);
334     if (coin == NULL)
335     return "nothing";
336    
337 root 1.39 num = cost / coin->value;
338 root 1.10 /* so long as nrof is 32 bit, this is true.
339     * If it takes more coins than a person can possibly carry, this
340     * is basically true.
341     */
342 root 1.39 if ((cost / coin->value) > UINT32_MAX)
343 root 1.10 {
344     strcpy (buf, "an unimaginable sum of money");
345     return buf;
346     }
347    
348 root 1.39 cost -= num * (sint64)coin->value;
349 elmex 1.1
350 root 1.39 sprintf (buf, "%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
351 root 1.10
352     next_coin = find_next_coin (cost, &cointype);
353     if (next_coin == NULL || approx)
354 elmex 1.1 return buf;
355 root 1.10
356     coin = next_coin;
357 root 1.39 num = cost / coin->value;
358     cost -= num * (sint64)coin->value;
359 root 1.10
360 root 1.39 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
361 root 1.10
362     return buf;
363 elmex 1.1 }
364    
365 root 1.10 const char *
366     query_cost_string (const object *tmp, object *who, int flag)
367     {
368 root 1.12 sint64 real_value = query_cost (tmp, who, flag);
369 root 1.10 int idskill1 = 0;
370     int idskill2 = 0;
371     const typedata *tmptype;
372    
373     tmptype = get_typedata (tmp->type);
374     if (tmptype)
375     {
376     idskill1 = tmptype->identifyskill;
377     idskill2 = tmptype->identifyskill2;
378     }
379    
380     /* we show an approximate price if
381     * 1) we are approximating
382     * 2) there either is no id skill(s) for the item, or we don't have them
383     * 3) we don't have bargaining skill either
384     */
385     if (flag & F_APPROX)
386     {
387     if (!idskill1 || !find_skill_by_number (who, idskill1))
388     {
389     if (!idskill2 || !find_skill_by_number (who, idskill2))
390     {
391     if (!find_skill_by_number (who, SK_BARGAINING))
392     {
393     static char buf[MAX_BUF];
394     int num, cointype = 0;
395     archetype *coin = find_next_coin (real_value, &cointype);
396    
397     if (coin == NULL)
398     return "nothing";
399    
400 root 1.39 num = real_value / coin->value;
401 root 1.51
402 root 1.10 if (num == 1)
403 root 1.39 sprintf (buf, "about one %s", &coin->object::name);
404 root 1.10 else if (num < 5)
405 root 1.39 sprintf (buf, "a few %s", &coin->object::name_pl);
406 root 1.10 else if (num < 10)
407 root 1.39 sprintf (buf, "several %s", &coin->object::name_pl);
408 root 1.10 else if (num < 25)
409 root 1.39 sprintf (buf, "a moderate amount of %s", &coin->object::name_pl);
410 root 1.10 else if (num < 100)
411 root 1.39 sprintf (buf, "lots of %s", &coin->object::name_pl);
412 root 1.10 else if (num < 1000)
413 root 1.39 sprintf (buf, "a great many %s", &coin->object::name_pl);
414 root 1.10 else
415 root 1.39 sprintf (buf, "a vast quantity of %s", &coin->object::name_pl);
416 root 1.51
417 root 1.10 return buf;
418 root 1.6 }
419     }
420     }
421 elmex 1.1
422 root 1.10 int hash = ((unsigned int) tmp->count * 174364621) & 1023;
423 elmex 1.1
424 root 1.10 if (approx_range)
425     {
426 root 1.12 sint64 lo = (sint64) real_value - (approx_range * hash >> 10);
427 root 1.10 static char buf[MAX_BUF];
428 elmex 1.1
429 root 1.10 sprintf (buf, "between %s", cost_string_from_value (lo, 1));
430     sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1));
431 elmex 1.1
432 root 1.10 return buf;
433     }
434 elmex 1.1 }
435    
436 root 1.10 return cost_string_from_value (real_value, 0);
437 elmex 1.1 }
438    
439     /* This function finds out how much money the player is carrying,
440     * including what is in containers.
441     */
442 root 1.12 sint64
443 root 1.10 query_money (const object *op)
444     {
445     object *tmp;
446 root 1.12 sint64 total = 0;
447 elmex 1.1
448 root 1.10 if (op->type != PLAYER && op->type != CONTAINER)
449     {
450     LOG (llevError, "Query money called with non player/container\n");
451     return 0;
452 elmex 1.1 }
453 root 1.12
454 root 1.10 for (tmp = op->inv; tmp; tmp = tmp->below)
455 root 1.12 if (tmp->type == MONEY)
456     total += tmp->nrof * (sint64)tmp->value;
457 root 1.78 else if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && (!tmp->race || tmp->race.contains ("gold")))
458 root 1.12 total += query_money (tmp);
459    
460 root 1.10 return total;
461 elmex 1.1 }
462 root 1.10
463 elmex 1.1 /* TCHIZE: This function takes the amount of money from the
464     * the player inventory and from it's various pouches using the
465     * pay_from_container function.
466     * returns 0 if not possible. 1 if success
467     */
468 root 1.10 int
469 root 1.12 pay_for_amount (sint64 to_pay, object *pl)
470 root 1.10 {
471     object *pouch;
472 elmex 1.1
473 root 1.10 if (to_pay == 0)
474     return 1;
475 root 1.12
476 root 1.10 if (to_pay > query_money (pl))
477     return 0;
478 elmex 1.1
479 root 1.12 pay_from_container (pl, pl, to_pay);
480    
481     for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
482 root 1.78 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && (!pouch->race || pouch->race.contains ("gold")))
483 root 1.12 pay_from_container (pl, pouch, to_pay);
484 elmex 1.1
485 root 1.26 pl->update_stats ();
486 root 1.10 return 1;
487 elmex 1.1 }
488    
489     /* DAMN: This is now a wrapper for pay_from_container, which is
490     * called for the player, then for each active container that can hold
491     * money until op is paid for. Change will be left wherever the last
492     * of the price was paid from.
493     */
494 root 1.10 int
495     pay_for_item (object *op, object *pl)
496     {
497 root 1.12 sint64 to_pay = query_cost (op, pl, F_BUY | F_SHOP);
498 root 1.10 object *pouch;
499 root 1.12 sint64 saved_money;
500 root 1.10
501     if (to_pay == 0)
502 elmex 1.1 return 1;
503 root 1.12
504 root 1.10 if (to_pay > query_money (pl))
505     return 0;
506    
507     /* We compare the paid price with the one for a player
508     * without bargaining skill.
509     * This determins the amount of exp (if any) gained for bargaining.
510     */
511     saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay;
512    
513     if (saved_money > 0)
514     change_exp (pl, saved_money, "bargaining", SK_EXP_NONE);
515    
516 root 1.12 pay_from_container (pl, pl, to_pay);
517    
518     for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
519 root 1.78 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && (!pouch->race || pouch->race.contains ("gold")))
520 root 1.12 pay_from_container (pl, pouch, to_pay);
521 root 1.10
522 root 1.36 pl->update_stats ();
523 root 1.12
524 root 1.10 return 1;
525 elmex 1.1 }
526    
527     /* This pays for the item, and takes the proper amount of money off
528     * the player.
529     * CF 0.91.4 - this function is mostly redone in order to fix a bug
530     * with weight not be subtracted properly. We now remove and
531     * insert the coin objects - this should update the weight
532     * appropriately
533     *
534     * DAMN: This function is used for the player, then for any active
535     * containers that can hold money.
536     *
537     * pouch is the container (pouch or player) to remove the coins from.
538     * to_pay is the required amount.
539     * returns the amount still missing after using "pouch".
540     */
541 root 1.12 static void
542     pay_from_container (object *pl, object *pouch, sint64 &to_pay)
543 root 1.10 {
544     int count, i;
545 root 1.12 object *tmp, *next;
546 root 1.10 archetype *at;
547    
548     if (pouch->type != PLAYER && pouch->type != CONTAINER)
549 root 1.12 return;
550 root 1.10
551 root 1.12 object *coin_objs[NUM_COINS] = { 0 };
552 root 1.10
553     /* This hunk should remove all the money objects from the player/container */
554     for (tmp = pouch->inv; tmp; tmp = next)
555     {
556     next = tmp->below;
557    
558     if (tmp->type == MONEY)
559     {
560     for (i = 0; i < NUM_COINS; i++)
561     {
562 root 1.39 if (tmp->value == tmp->arch->value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->archname))
563 root 1.10 {
564 root 1.12 // This should not happen, but if it does, just merge the two.
565     if (coin_objs [i])
566 root 1.10 {
567     LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]);
568     coin_objs[i]->nrof += tmp->nrof;
569 root 1.57 tmp->destroy ();
570 root 1.6 }
571 root 1.10 else
572     {
573 root 1.21 tmp->remove ();
574 root 1.10 coin_objs[i] = tmp;
575 root 1.6 }
576 root 1.12
577 root 1.10 break;
578 root 1.6 }
579     }
580 root 1.12
581 root 1.10 if (i == NUM_COINS)
582 root 1.38 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->archname);
583 root 1.6 }
584 elmex 1.1 }
585    
586 root 1.10 /* Fill in any gaps in the coin_objs array - needed to make change. */
587     /* Note that the coin_objs array goes from least value to greatest value */
588     for (i = 0; i < NUM_COINS; i++)
589 root 1.12 if (!coin_objs[i])
590 root 1.10 {
591 root 1.15 at = archetype::find (coins[NUM_COINS - 1 - i]);
592 root 1.12
593 root 1.10 if (at == NULL)
594     LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]);
595 root 1.12
596 root 1.74 coin_objs[i] = at->instance ();
597 root 1.10 coin_objs[i]->nrof = 0;
598     }
599    
600     for (i = 0; i < NUM_COINS; i++)
601     {
602 root 1.12 object &coin = *coin_objs[i];
603 elmex 1.68 sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, (sint64) coin.nrof);
604 root 1.12 to_pay -= num_coins * coin.value;
605 root 1.10
606 root 1.12 coin.nrof -= num_coins;
607 root 1.10 /* Now start making change. Start at the coin value
608     * below the one we just did, and work down to
609     * the lowest value.
610     */
611     count = i - 1;
612 root 1.12
613     while (to_pay < 0 && count >= 0)
614 root 1.10 {
615 root 1.12 num_coins = (-to_pay) / coin_objs[count]->value;
616 root 1.10 coin_objs[count]->nrof += num_coins;
617 root 1.12 to_pay += num_coins * coin_objs[count]->value;
618 root 1.10 count--;
619     }
620     }
621 root 1.12
622 root 1.10 for (i = 0; i < NUM_COINS; i++)
623 root 1.56 if (coin_objs[i]->nrof)
624     insert_ob_in_ob (coin_objs [i], pouch);
625     else
626 root 1.57 coin_objs[i]->destroy ();
627 elmex 1.1 }
628    
629     /* Checks all unpaid items in op's inventory, adds up all the money they
630     * have, and checks that they can actually afford what they want to buy.
631     * Returns 1 if they can, and 0 if they can't. also prints an appropriate message
632     * to the player
633     */
634 root 1.10 int
635     can_pay (object *pl)
636     {
637 root 1.12 int unpaid_count = 0;
638     sint64 unpaid_price = 0;
639     sint64 player_wealth = query_money (pl);
640 root 1.10
641     if (!pl || pl->type != PLAYER)
642     {
643     LOG (llevError, "can_pay(): called against something that isn't a player\n");
644     return 0;
645 elmex 1.1 }
646 root 1.11
647 root 1.13 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
648 root 1.78 if (item->flag [FLAG_UNPAID])
649 root 1.12 {
650     unpaid_count++;
651     unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
652     }
653 root 1.11
654 root 1.10 if (unpaid_price > player_wealth)
655     {
656 root 1.67 dynbuf_text &buf = msg_dynbuf; buf.clear ();
657 root 1.54
658     buf << "You have " << unpaid_count
659     << " unpaid item(s) that would cost you " << cost_string_from_value (unpaid_price, 0)
660     << ". You need another " << cost_string_from_value (unpaid_price - player_wealth, 0)
661 root 1.58 << " to be able to afford that. "
662 root 1.59 "H<You cannot leave a shop without paying - drop unpaid items first to be able to leave.>";
663 root 1.54
664     pl->failmsg (buf);
665 root 1.12
666 root 1.10 return 0;
667 elmex 1.1 }
668 root 1.10 else
669     return 1;
670 elmex 1.1 }
671    
672     /* Better get_payment, descends containers looking for
673     * unpaid items, and pays for them.
674     * returns 0 if the player still has unpaid items.
675     * returns 1 if the player has paid for everything.
676     * pl is the player buying the stuff.
677     */
678 root 1.10 int
679 root 1.12 get_payment (object *pl)
680 root 1.10 {
681 root 1.12 for (;;)
682     {
683     next_item:
684 root 1.10
685 root 1.13 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
686 root 1.12 {
687 root 1.78 if (op->flag [FLAG_UNPAID])
688 root 1.12 {
689     char buf[MAX_BUF];
690     snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP));
691 root 1.10
692 root 1.12 if (!pay_for_item (op, pl))
693     {
694     sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
695 elmex 1.1
696 root 1.78 op->clr_flag (FLAG_UNPAID);
697 root 1.12 new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op));
698 root 1.78 op->set_flag (FLAG_UNPAID);
699 root 1.12 return 0;
700     }
701     else
702     {
703 root 1.78 op->clr_flag (FLAG_UNPAID);
704     op->clr_flag (FLAG_PLAYER_SOLD);
705 root 1.12 new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op));
706 root 1.10
707 root 1.49 if (!merge_ob (op, op->env->inv))
708     esrv_update_item (UPD_FLAGS, pl, op);
709 elmex 1.1
710 root 1.12 goto next_item;
711 root 1.6 }
712     }
713     }
714 root 1.12
715     return 1;
716 elmex 1.1 }
717     }
718    
719     /* written by elmex:
720     * moved this code from sell_item () here to have a function
721     * that pays the player an amount. Mainly put the code here to
722     * be able to call it from a plugin.
723     *
724     * If the player can't carry all the money that is paid, it gets inserted
725     * in his inventory anyway. This is the best alternative to not pay any money
726     * or put it on the ground under the player. This way the player can still
727     * go somewhere and unload the money at a safe place.
728     *
729     */
730 root 1.10 void
731 root 1.12 pay_player (object *pl, sint64 amount)
732 root 1.10 {
733 elmex 1.1 int count = 0;
734     archetype *at = 0;
735     object *pouch = 0, *tmp = 0;
736    
737 root 1.43 for (count = 0; coins[count]; count++)
738 elmex 1.1 {
739 root 1.15 at = archetype::find (coins[count]);
740 elmex 1.1
741     if (at == NULL)
742 root 1.10 LOG (llevError, "Could not find %s archetype\n", coins[count]);
743 root 1.39 else if ((amount / at->value) > 0)
744 elmex 1.1 {
745 root 1.10 for (pouch = pl->inv; pouch; pouch = pouch->below)
746 elmex 1.1 {
747 root 1.78 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && pouch->race.contains ("gold"))
748 elmex 1.1 {
749 root 1.39 int w = at->weight * (100 - pouch->stats.Str) / 100;
750     int n = amount / at->value;
751 elmex 1.1
752     if (w == 0)
753 root 1.10 w = 1; /* Prevent divide by zero */
754 elmex 1.1
755     if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
756     {
757     if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
758     n = (pouch->weight_limit - pouch->carrying) / w;
759    
760 root 1.74 object *tmp = at->instance ();
761 elmex 1.1 tmp->nrof = n;
762 root 1.12 amount -= tmp->nrof * tmp->value;
763 root 1.49 pouch->insert (tmp);
764 elmex 1.1 }
765     }
766     }
767    
768 root 1.39 if (amount / at->value > 0)
769 elmex 1.1 {
770 root 1.74 object *tmp = at->instance ();
771 elmex 1.1 tmp->nrof = amount / tmp->value;
772 root 1.12 amount -= tmp->nrof * tmp->value;
773 root 1.49 pl->insert (tmp);
774 elmex 1.1 }
775     }
776     }
777    
778 root 1.10 if (amount != 0)
779     LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount);
780 elmex 1.1 }
781    
782     /* elmex: this is for the bank plugin :( */
783 root 1.12 sint64
784     pay_player_arch (object *pl, const char *arch, sint64 amount)
785 root 1.10 {
786 root 1.54 if (amount)
787     {
788     object *ob = archetype::get (arch);
789 elmex 1.1
790 root 1.54 if (!ob)
791     return 0;
792 elmex 1.1
793 root 1.54 ob->nrof = amount;
794     pl->insert (ob);
795 elmex 1.1 }
796    
797     return 1;
798     }
799    
800     /* Modified function to give out platinum coins. This function uses
801     * the coins[] array to know what coins are available, just like
802     * buy item.
803     *
804     * Modified to fill available race: gold containers before dumping
805     * remaining coins in character's inventory.
806     */
807 elmex 1.50 bool
808 root 1.10 sell_item (object *op, object *pl)
809     {
810 root 1.12 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
811 elmex 1.1
812 root 1.10 if (pl == NULL || pl->type != PLAYER)
813 elmex 1.1 {
814 root 1.10 LOG (llevDebug, "Object other than player tried to sell something.\n");
815 elmex 1.50 return false;
816 elmex 1.1 }
817    
818 root 1.8 op->custom_name = 0;
819 elmex 1.1
820 root 1.10 if (!amount)
821 elmex 1.1 {
822 elmex 1.50 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.",
823     query_name (op));
824     // elmex: change: the player now gets the item back if the shop is not
825     // interested in it.
826     return false;
827 elmex 1.1 }
828    
829     /* We compare the price with the one for a player
830     * without bargaining skill.
831     * This determins the amount of exp (if any) gained for bargaining.
832     * exp/10 -> 1 for each gold coin
833     */
834     extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP);
835    
836     if (extra_gain > 0)
837 root 1.10 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
838 elmex 1.1
839     pay_player (pl, amount);
840    
841 elmex 1.50 new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.",
842     query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op));
843 root 1.43 pl->play_sound (sound_find ("shop_sell"));
844 elmex 1.1
845 root 1.78 op->set_flag (FLAG_UNPAID);
846 elmex 1.1 identify (op);
847 elmex 1.50
848     return true;
849 elmex 1.1 }
850    
851     /* returns a double that is the ratio of the price that a shop will offer for
852     * item based on the shops specialisation. Does not take account of greed,
853 root 1.41 * returned value is between SPECIALISATION_EFFECT and 1.
854 elmex 1.1 */
855 root 1.10 static double
856 root 1.18 shop_specialisation_ratio (const object *item, const maptile *map)
857 root 1.10 {
858     shopitems *items = map->shopitems;
859 root 1.73 int likedness = 0;
860 root 1.10 int i;
861 elmex 1.1
862 root 1.10 if (item == NULL)
863     {
864 root 1.28 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path);
865 root 1.10 return 0;
866     }
867 root 1.12
868 root 1.10 if (!item->type)
869     {
870     LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
871     /*
872     * I'm not really sure what the /right/ thing to do here is, these types of
873     * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
874     */
875 root 1.41 return SPECIALISATION_EFFECT;
876 root 1.10 }
877 root 1.12
878 root 1.10 if (map->shopitems)
879 root 1.73 for (i = 0; i < items[0].index; i++)
880     if (items[i].typenum == item->type || (!items[i].typenum && !likedness))
881     likedness = items[i].strength;
882 root 1.12
883 root 1.73 if (likedness > 100)
884 root 1.10 { /* someone has been rather silly with the map headers. */
885 root 1.28 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path);
886 root 1.73 likedness = 100;
887 elmex 1.1 }
888 root 1.12
889 root 1.73 if (likedness < -100)
890 root 1.10 {
891 root 1.28 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path);
892 root 1.73 likedness = -100;
893 elmex 1.1 }
894 root 1.12
895 root 1.73 return lerp (double (likedness), -100., 100., SPECIALISATION_EFFECT, 1.);
896 elmex 1.1 }
897    
898     /*returns the greed of the shop on map, or 1 if it isn't specified. */
899 root 1.10 static double
900 root 1.18 shop_greed (const maptile *map)
901 root 1.10 {
902 root 1.42 return map->shopgreed
903     ? map->shopgreed
904     : 1.;
905 elmex 1.1 }
906    
907     /* Returns a double based on how much the shopkeeper approves of the player.
908     * this is based on the race of the shopkeeper and that of the player.
909     */
910 root 1.10 double
911 root 1.18 shopkeeper_approval (const maptile *map, const object *player)
912 root 1.10 {
913 root 1.42 return map->shoprace && player->race != map->shoprace
914     ? DISLIKE_RATIO
915     : 1.;
916 elmex 1.1 }
917    
918     /* limit the value of items based on the wealth of the shop. If the item is close
919     * to the maximum value a shop will offer, we start to reduce it, if the item is
920     * below the minimum value the shop is prepared to trade in, then we don't
921     * want it and offer nothing. If it isn't a shop, check whether we should do generic
922     * value reduction.
923     *
924     */
925 root 1.12 static sint64
926     value_limit (sint64 val, int quantity, const object *who, int isshop)
927 root 1.10 {
928 root 1.12 sint64 newval, unit_price, tmpshopmax;
929 root 1.18 maptile *map;
930 elmex 1.1
931     unit_price = val / quantity;
932    
933     if (!isshop || !who)
934     {
935     if (unit_price > 250000)
936 root 1.12 newval = (sint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.);
937 elmex 1.1 else
938     newval = unit_price;
939     }
940     else
941     {
942     if (!who->map)
943     {
944 root 1.10 LOG (llevError, "value_limit: asked shop price for ob %s on NULL map\n", &who->name);
945 elmex 1.1 return val;
946     }
947    
948     map = who->map;
949    
950 root 1.10 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
951 elmex 1.1
952     if (map->shopmin && unit_price < map->shopmin)
953     return 0;
954     else if (unit_price > tmpshopmax / 2)
955 root 1.73 newval = min ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
956 elmex 1.1 else
957 root 1.10 newval = unit_price;
958 elmex 1.1 }
959    
960     newval *= quantity;
961    
962     return newval;
963     }
964    
965     /* gives a desciption of the shop on their current map to the player op. */
966 root 1.10 int
967     describe_shop (const object *op)
968     {
969 root 1.71 dynbuf_text buf;
970 root 1.18 maptile *map = op->map;
971 root 1.10
972     /*shopitems *items=map->shopitems; */
973     int pos = 0, i;
974     double opinion = 0;
975    
976     if (op->type != PLAYER)
977     return 0;
978    
979     /*check if there is a shop specified for this map */
980     if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
981     {
982 root 1.71 buf << "From looking at the nearby shop you determine that it trades in ";
983 root 1.72 int lastcomma = 0, prevcomma = 0;
984 root 1.12
985 root 1.10 if (map->shopitems)
986 root 1.12 for (i = 0; i < map->shopitems[0].index; i++)
987     if (map->shopitems[i].name && map->shopitems[i].strength > 10)
988 root 1.10 {
989 root 1.72 buf << map->shopitems[i].name_pl;
990     prevcomma = lastcomma;
991     lastcomma = buf.size (); // remember offset
992     buf << ", ";
993 root 1.6 }
994 root 1.12
995 root 1.72 if (lastcomma)
996     {
997     buf.splice (lastcomma, 2);
998    
999     if (prevcomma)
1000     buf.splice (prevcomma, 2, " and ");
1001     }
1002 root 1.71 else
1003 root 1.72 buf << "a little of everything.";
1004 root 1.6
1005 root 1.72 buf << ".\n\n";
1006 root 1.10
1007     if (map->shopmax)
1008 root 1.71 buf << "It won't trade for items above " << cost_string_from_value (map->shopmax, 0) << ".\n\n";
1009 root 1.12
1010 root 1.10 if (map->shopmin)
1011 root 1.71 buf << "It won't trade in items worth less than " << cost_string_from_value (map->shopmin, 0) << ".\n\n";
1012 root 1.12
1013 root 1.10 if (map->shopgreed)
1014     {
1015     if (map->shopgreed > 2.0)
1016 root 1.71 buf << "It tends to overcharge massively.\n\n";
1017 root 1.10 else if (map->shopgreed > 1.5)
1018 root 1.71 buf << "It tends to overcharge substantially.\n\n";
1019 root 1.10 else if (map->shopgreed > 1.1)
1020 root 1.71 buf << "It tends to overcharge slightly.\n\n";
1021 root 1.10 else if (map->shopgreed < 0.9)
1022 root 1.71 buf << "It tends to undercharge.\n\n";
1023 root 1.10 }
1024 root 1.12
1025 root 1.10 if (map->shoprace)
1026     {
1027     opinion = shopkeeper_approval (map, op);
1028 root 1.71
1029 root 1.10 if (opinion > 0.8)
1030 root 1.71 buf << "You think the shopkeeper likes you.\n\n";
1031 root 1.10 else if (opinion > 0.5)
1032 root 1.71 buf << "The shopkeeper seems unconcerned by you.\n\n";
1033 root 1.10 else
1034 root 1.71 buf << "The shopkeeper seems to have taken a dislike to you.\n\n";
1035 root 1.6 }
1036 elmex 1.1 }
1037 root 1.10 else
1038 root 1.71 buf << "There is no shop nearby.\n\n";
1039    
1040     op->contr->infobox (MSG_CHANNEL ("shopinfo"), buf);
1041 elmex 1.1
1042 root 1.10 return 1;
1043 elmex 1.1 }
1044 root 1.12
1045     struct shopinv
1046 root 1.10 {
1047     char *item_sort;
1048     char *item_real;
1049     uint16 type;
1050     uint32 nrof;
1051 root 1.12 };
1052 elmex 1.1
1053     /* There are a lot fo extra casts in here just to suppress warnings - it
1054     * makes it look uglier than it really it.
1055     * The format of the strings we get is type:name. So we first want to
1056     * sort by type (numerical) - if the same type, then sort by name.
1057     */
1058 root 1.10 static int
1059     shop_sort (const void *a1, const void *a2)
1060 elmex 1.1 {
1061 root 1.10 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1062 elmex 1.1
1063 root 1.10 if (s1->type < s2->type)
1064     return -1;
1065 root 1.52
1066 root 1.10 if (s1->type > s2->type)
1067     return 1;
1068 root 1.12
1069 root 1.10 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1070     * via alphabetical order
1071     */
1072     return strcasecmp (s1->item_sort, s2->item_sort);
1073 elmex 1.1 }
1074    
1075 root 1.10 static void
1076     add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1077 elmex 1.1 {
1078     #if 0
1079 root 1.10 char buf[MAX_BUF];
1080 elmex 1.1 #endif
1081 root 1.10 /* clear unpaid flag so that doesn't come up in query
1082     * string. We clear nrof so that we can better sort
1083     * the object names.
1084     */
1085 elmex 1.1
1086 root 1.78 tmp->clr_flag (FLAG_UNPAID);
1087 root 1.10 items[*numitems].nrof = tmp->nrof;
1088     /* Non mergable items have nrof of 0, but count them as one
1089     * so the display is properly.
1090     */
1091     if (tmp->nrof == 0)
1092     items[*numitems].nrof++;
1093     items[*numitems].type = tmp->type;
1094    
1095     switch (tmp->type)
1096     {
1097 elmex 1.1 #if 0
1098 root 1.6 case BOOTS:
1099     case GLOVES:
1100     case RING:
1101     case AMULET:
1102     case BRACERS:
1103     case GIRDLE:
1104 root 1.10 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL));
1105 root 1.23 items[*numitems].item_sort = strdup (buf);
1106 root 1.10 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL));
1107 root 1.23 items[*numitems].item_real = strdup (buf);
1108 root 1.10 (*numitems)++;
1109     break;
1110 elmex 1.1 #endif
1111    
1112 root 1.6 default:
1113 root 1.23 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1114     items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1115 root 1.10 (*numitems)++;
1116     break;
1117     }
1118 root 1.69
1119 root 1.78 tmp->set_flag (FLAG_UNPAID);
1120 root 1.10 }
1121    
1122     void
1123 elmex 1.35 shop_listing (object *sign, object *op)
1124 root 1.10 {
1125 root 1.65 int i, j, x1, x2, y1, y2;
1126 root 1.53 const char *shop_coords = sign->kv (shstr_shop_coords);
1127 root 1.10 object *stack;
1128     shopinv *items;
1129    
1130     /* Should never happen, but just in case a monster does apply a sign */
1131 root 1.65 if (!op->is_player ())
1132 root 1.10 return;
1133    
1134 root 1.67 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1135 root 1.65
1136 elmex 1.35 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1137     {
1138     x1 = 0;
1139     y1 = 0;
1140     x2 = op->map->width - 1;
1141     y2 = op->map->height - 1;
1142     }
1143 root 1.10
1144 root 1.65 int numallocated = 40;
1145     int numitems = 0;
1146     items = (shopinv *)malloc (sizeof (shopinv) * numallocated);
1147 root 1.10
1148     /* Find all the appropriate items */
1149 elmex 1.35 for (i = x1; i <= x2; i++)
1150 root 1.65 for (j = y1; j < y2; j++)
1151 root 1.77 if (op->map->is_in_shop (i, j))
1152 root 1.10 {
1153 root 1.65 stack = GET_MAP_OB (op->map, i, j);
1154    
1155     while (stack)
1156 root 1.10 {
1157 root 1.78 if (stack->flag [FLAG_UNPAID])
1158 root 1.10 {
1159 root 1.65 if (numitems == numallocated)
1160     items = (shopinv *)realloc (items, sizeof (shopinv) * (numallocated *= 2));
1161 root 1.30
1162 root 1.65 add_shop_item (stack, items, &numitems, &numallocated);
1163     }
1164 root 1.30
1165 root 1.65 stack = stack->above;
1166 root 1.6 }
1167     }
1168 root 1.12
1169 root 1.65 buf << (numitems ? "T<This shop contains:>\n\n"
1170     : "T<This shop is currently empty.>");
1171 root 1.12
1172 root 1.10 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1173    
1174     for (i = 0; i < numitems; i++)
1175     {
1176     /* Collapse items of the same name together */
1177     if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1178 root 1.65 items[i + 1].nrof += items[i].nrof;
1179 root 1.10 else
1180 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);
1181 root 1.65
1182     free (items[i].item_sort);
1183     free (items[i].item_real);
1184 elmex 1.1 }
1185 root 1.30
1186 root 1.65 op->contr->infobox (MSG_CHANNEL ("shopitems"), buf);
1187    
1188 root 1.10 free (items);
1189 elmex 1.1 }
1190 elmex 1.7
1191 elmex 1.45 /* elmex: this function checks whether we are in a shop or not
1192     - change 2007-11-26: enhanced the O(n) case by stopping at the first
1193     floor tile. this possibly will make map bugs where shopfloors are above
1194     floors more obvious.
1195     */
1196 root 1.10 bool
1197 root 1.77 maptile::is_in_shop (int x, int y) const
1198 elmex 1.7 {
1199 root 1.77 for (object *floor = at (x, y).bot; floor; floor = floor->above)
1200     if (floor->flag [FLAG_IS_FLOOR])
1201 elmex 1.45 return floor->type == SHOP_FLOOR;
1202 root 1.52
1203 elmex 1.7 return false;
1204     }
1205 root 1.43