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Revision: 1.87
Committed: Sat Apr 23 04:56:57 2011 UTC (13 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.86: +1 -1 lines
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update copyright to 2011

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 1.87 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 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    
85     approx_range = 0;
86    
87     no_bargain = flag & F_NO_BARGAIN;
88     identified = flag & F_IDENTIFIED;
89     not_cursed = flag & F_NOT_CURSED;
90     approximate = flag & F_APPROX;
91     shop = flag & F_SHOP;
92     flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP);
93    
94 root 1.80 int number = tmp->number_of ();
95    
96 root 1.10 if (tmp->type == MONEY)
97 root 1.80 return number * tmp->value;
98 root 1.14
99 root 1.10 if (tmp->type == GEM)
100     {
101     if (flag == F_TRUE)
102 root 1.80 return number * tmp->value;
103 root 1.14
104 root 1.10 if (flag == F_BUY)
105 root 1.80 return 1.03 * number * tmp->value;
106 root 1.14
107 root 1.10 if (flag == F_SELL)
108 root 1.80 return 0.97 * number * tmp->value;
109 root 1.14
110     LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ());
111 root 1.10 return 0;
112     }
113 root 1.14
114 root 1.79 if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified)
115 root 1.10 {
116 root 1.78 if (!not_cursed && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
117 root 1.6 return 0;
118 root 1.10 else
119 root 1.80 val = number * tmp->value;
120 elmex 1.1 }
121 root 1.10 /* This area deals with objects that are not identified, but can be */
122     else
123     {
124 root 1.63 if (flag == F_BUY)
125 root 1.10 {
126 root 1.63 LOG (llevError | logBacktrace, "Asking for buy-value of unidentified object: %s\n", tmp->debug_desc ());
127     val = tmp->arch->value * 50 * number;
128 root 1.10 }
129     else
130 root 1.63 { /* Trying to sell something, or get true value */
131     if (tmp->type == POTION)
132     val = number * 40; /* Don't want to give anything away */
133     else
134 root 1.10 {
135 root 1.63 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
136     * unknown objects
137     */
138 root 1.78 if (tmp->flag [FLAG_BEEN_APPLIED])
139 root 1.63 val = number * tmp->arch->value * 2 / 3;
140     else
141 root 1.80 val = number * tmp->arch->value / 3;
142 root 1.6 }
143     }
144 elmex 1.1 }
145    
146 root 1.10 /* If the item has been applied or identifed or does not need to be
147     * identified, AND the object is magical and the archetype is non
148     * magical, then change values accordingly. The tmp->arch==NULL is
149     * really just a check to prevent core dumps for when it checks
150 root 1.39 * tmp->arch->magic for any magic. The check for archetype
151 root 1.10 * magic is to not give extra money for archetypes that are by
152     * default magical. This is because the archetype value should have
153     * already figured in that value.
154     */
155 root 1.79 if ((tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified || tmp->flag [FLAG_BEEN_APPLIED])
156     && tmp->magic && (!tmp->arch || !tmp->arch->magic))
157 root 1.10 {
158     if (tmp->magic > 0)
159 root 1.80 val *= 3 * tmp->magic * tmp->magic * tmp->magic;
160 root 1.10 else
161     /* Note that tmp->magic is negative, so that this
162     * will actually be something like val /=2, /=3, etc.
163 root 1.6 */
164 root 1.80 val /= 1 - tmp->magic;
165 root 1.10 }
166    
167     if (tmp->type == WAND)
168     {
169     /* Value of the wand is multiplied by the number of
170     * charges. the treasure code already sets up the value
171     * 50 charges is used as the baseline.
172     */
173 root 1.79 if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified)
174 elmex 1.85 val *= tmp->stats.food;
175     /* if not identified, presume one charge */
176     val /= 50;
177 root 1.10 }
178    
179     /* Limit amount of money you can get for really great items. */
180     if (flag == F_SELL)
181 root 1.80 val = value_limit (val, number, who, shop);
182 root 1.10
183     // use a nonlinear price adjustment. as my predecessor said, don't change
184     // the archetypes, its work required for balancing, and we don't care.
185     //val = pow (val, 1.05);
186    
187     /* This modification is for bargaining skill.
188     * Now only players with max level in bargaining
189     * AND Cha = 30 will get optimal price.
190     * Thus charisma will never get useless.
191     * -b.e. edler@heydernet.de
192     */
193    
194 root 1.84 if (who && who->is_player ())
195 root 1.10 {
196 root 1.82 int lev_bargain = 0;
197 root 1.10 int lev_identify = 0;
198    
199 root 1.82 if (!no_bargain)
200     if (object *skill = find_skill_by_name (who, shstr_bargaining))
201     lev_bargain = skill->level;
202 root 1.14
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 root 1.84 double bargaining = max (0., 1. - powf (double (lev_bargain) / MAXLEVEL_TREASURE, 0.25));
223 root 1.82 double charisma = (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.);
224 elmex 1.1
225 root 1.82 double factor = (1. - cha_ratio) * bargaining + cha_ratio * charisma;
226    
227     // scale 0..1 to 2 .. 80%
228     factor = lerp (factor, 0., 1., 0.02, 0.80);
229 root 1.10
230     if (flag == F_BUY)
231 root 1.82 val += val * factor;
232 root 1.10 else if (flag == F_SELL)
233 root 1.82 val -= val * factor;
234 root 1.10
235     // now find a price range. the less good we can judge, the larger the range is
236     // then the range is adjusted randomly around the correct value
237     if (approximate)
238 root 1.80 approx_range = val / sqrt (lev_identify * 3 + 1);
239 root 1.10 }
240    
241     /* I don't think this should really happen - if it does, it indicates and
242 root 1.34 * overflow of diff above. That should only happen if
243 root 1.10 * we are selling objects - in that case, the person just
244     * gets no money.
245     */
246     if ((sint64) val < 0)
247     val = 0;
248    
249 root 1.80 /* Unidentified stuff won't sell for more than 10gp */
250 root 1.79 if (flag == F_SELL && !tmp->flag [FLAG_IDENTIFIED] && tmp->need_identify () && !identified)
251 root 1.80 min_it (val, 1000);
252 elmex 1.1
253 root 1.10 /* if we are in a shop, check how the type of shop should affect the price */
254     if (shop && who)
255     {
256     if (flag == F_SELL)
257 root 1.80 val *= shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map);
258 root 1.10 else if (flag == F_BUY)
259     {
260     /*
261     * when buying, if the item was sold by another player, it is ok to
262     * let the item be sold cheaper, according to the specialisation of
263     * the shop. If a player sold an item here, then his sale price was
264     * multiplied by the specialisation ratio, to do the same to the buy
265     * price will not generate extra money. However, the
266     * same is not true of generated items, these have to /divide/ by the
267     * specialisation, so that the price is never less than what they could
268     * be sold for (otherwise players could camp map resets to make money).
269     * In game terms, a non-specialist shop, might not recognise the true
270     * value of the items they sell (much like how people sometimes find
271     * antiques in a junk shop in real life).
272     */
273 root 1.78 if (tmp->flag [FLAG_PLAYER_SOLD])
274 root 1.80 val *= shop_specialisation_ratio (tmp, who->map);
275 root 1.10 else
276 root 1.80 val /= shop_specialisation_ratio (tmp, who->map);
277    
278     val *= shop_greed (who->map) / shopkeeper_approval (who->map, who);
279 root 1.10 }
280 root 1.34
281 root 1.10 /* we will also have an extra 0-5% variation between shops of the same type
282     * for valuable items (below a value of 50 this effect wouldn't be very
283     * pointful, and could give fun with rounding.
284     */
285 root 1.33 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution
286 root 1.32 if (val > 50)
287 root 1.80 val *= 1 + .05f * cosf ((tmp->uuid.seq & 0xffff) * M_PI * 2. / 0x10000);
288 elmex 1.1 }
289 root 1.32
290 root 1.80 return val;
291 elmex 1.1 }
292    
293     /* Find the coin type that is worth more the 'c'. Starts at the
294     * cointype placement.
295     */
296    
297 root 1.10 static archetype *
298 root 1.12 find_next_coin (sint64 c, int *cointype)
299 root 1.10 {
300 elmex 1.1 archetype *coin;
301    
302 pippijn 1.9 do
303 root 1.10 {
304 root 1.80 if (!coins [*cointype])
305     return 0;
306    
307     coin = archetype::find (coins [*cointype]);
308    
309     if (!coin)
310     return 0;
311    
312 root 1.10 *cointype += 1;
313     }
314 root 1.39 while (coin->value > c);
315 elmex 1.1
316     return coin;
317     }
318    
319     /* This returns a string of how much something is worth based on
320     * an integer being passed.
321     * cost is the cost we need to represent.
322     * While cost is 64 bit, the number of any coin is still really
323     * limited to 32 bit (size of nrof field). If it turns out players
324     * have so much money that they have more than 2 billion platinum
325     * coins, there are certainly issues - the easiest fix at that
326     * time is to add a higher denomination (mithril piece with
327     * 10,000 silver or something)
328     */
329 root 1.10 const char *
330 root 1.12 cost_string_from_value (sint64 cost, int approx)
331 elmex 1.1 {
332 root 1.10 archetype *coin, *next_coin;
333     int num, cointype = 0;
334    
335     coin = find_next_coin (cost, &cointype);
336 root 1.81 if (!coin)
337 root 1.10 return "nothing";
338    
339 root 1.39 num = cost / coin->value;
340 root 1.10 /* so long as nrof is 32 bit, this is true.
341     * If it takes more coins than a person can possibly carry, this
342     * is basically true.
343     */
344 root 1.81 if (cost / coin->value > UINT32_MAX)
345     return "an unimaginable sum of money";
346 root 1.10
347 root 1.39 cost -= num * (sint64)coin->value;
348 elmex 1.1
349 root 1.81 char *buf = format ("%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
350 root 1.10
351     next_coin = find_next_coin (cost, &cointype);
352 root 1.81 if (!next_coin || approx)
353 elmex 1.1 return buf;
354 root 1.10
355     coin = next_coin;
356 root 1.39 num = cost / coin->value;
357     cost -= num * (sint64)coin->value;
358 root 1.10
359 root 1.81 return format ("%s and %d %s", buf, num, num > 1 ? &coin->object::name_pl : &coin->object::name);
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 root 1.83 if (!find_skill_by_name (who, shstr_bargaining))
389 root 1.10 {
390     int num, cointype = 0;
391     archetype *coin = find_next_coin (real_value, &cointype);
392    
393 root 1.81 if (!coin)
394 root 1.10 return "nothing";
395    
396 root 1.39 num = real_value / coin->value;
397 root 1.51
398 root 1.10 if (num == 1)
399 root 1.81 return format ("about one %s", &coin->object::name);
400 root 1.10 else if (num < 5)
401 root 1.81 return format ("a few %s", &coin->object::name_pl);
402 root 1.10 else if (num < 10)
403 root 1.81 return format ("several %s", &coin->object::name_pl);
404 root 1.10 else if (num < 25)
405 root 1.81 return format ("a moderate amount of %s", &coin->object::name_pl);
406 root 1.10 else if (num < 100)
407 root 1.81 return format ("lots of %s", &coin->object::name_pl);
408 root 1.10 else if (num < 1000)
409 root 1.81 return format ("a great many %s", &coin->object::name_pl);
410 root 1.10 else
411 root 1.81 return format ("a vast quantity of %s", &coin->object::name_pl);
412 root 1.6 }
413     }
414     }
415 elmex 1.1
416 root 1.10 if (approx_range)
417     {
418 root 1.81 int hash = tmp->random_seed () & 1023;
419     sint64 lo = real_value - (approx_range * hash >> 10);
420 elmex 1.1
421 root 1.81 return format ("between %s and %s",
422     cost_string_from_value (lo, 1),
423     cost_string_from_value (lo + approx_range, 1));
424 root 1.10 }
425 elmex 1.1 }
426    
427 root 1.10 return cost_string_from_value (real_value, 0);
428 elmex 1.1 }
429    
430     /* This function finds out how much money the player is carrying,
431     * including what is in containers.
432     */
433 root 1.12 sint64
434 root 1.10 query_money (const object *op)
435     {
436     object *tmp;
437 root 1.12 sint64 total = 0;
438 elmex 1.1
439 root 1.10 if (op->type != PLAYER && op->type != CONTAINER)
440     {
441     LOG (llevError, "Query money called with non player/container\n");
442     return 0;
443 elmex 1.1 }
444 root 1.12
445 root 1.10 for (tmp = op->inv; tmp; tmp = tmp->below)
446 root 1.12 if (tmp->type == MONEY)
447     total += tmp->nrof * (sint64)tmp->value;
448 root 1.86 else if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && (!tmp->race || tmp->race.contains (shstr_gold)))
449 root 1.12 total += query_money (tmp);
450    
451 root 1.10 return total;
452 elmex 1.1 }
453 root 1.10
454 elmex 1.1 /* TCHIZE: This function takes the amount of money from the
455     * the player inventory and from it's various pouches using the
456     * pay_from_container function.
457     * returns 0 if not possible. 1 if success
458     */
459 root 1.10 int
460 root 1.12 pay_for_amount (sint64 to_pay, object *pl)
461 root 1.10 {
462     object *pouch;
463 elmex 1.1
464 root 1.10 if (to_pay == 0)
465     return 1;
466 root 1.12
467 root 1.10 if (to_pay > query_money (pl))
468     return 0;
469 elmex 1.1
470 root 1.12 pay_from_container (pl, pl, to_pay);
471    
472     for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
473 root 1.86 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && (!pouch->race || pouch->race.contains (shstr_gold)))
474 root 1.12 pay_from_container (pl, pouch, to_pay);
475 elmex 1.1
476 root 1.26 pl->update_stats ();
477 root 1.10 return 1;
478 elmex 1.1 }
479    
480     /* DAMN: This is now a wrapper for pay_from_container, which is
481     * called for the player, then for each active container that can hold
482     * money until op is paid for. Change will be left wherever the last
483     * of the price was paid from.
484     */
485 root 1.10 int
486     pay_for_item (object *op, object *pl)
487     {
488 root 1.12 sint64 to_pay = query_cost (op, pl, F_BUY | F_SHOP);
489 root 1.10 object *pouch;
490 root 1.12 sint64 saved_money;
491 root 1.10
492     if (to_pay == 0)
493 elmex 1.1 return 1;
494 root 1.12
495 root 1.10 if (to_pay > query_money (pl))
496     return 0;
497    
498     /* We compare the paid price with the one for a player
499     * without bargaining skill.
500     * This determins the amount of exp (if any) gained for bargaining.
501     */
502     saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay;
503    
504     if (saved_money > 0)
505 root 1.83 change_exp (pl, saved_money, shstr_bargaining, SK_EXP_NONE);
506 root 1.10
507 root 1.12 pay_from_container (pl, pl, to_pay);
508    
509     for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
510 root 1.86 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && (!pouch->race || pouch->race.contains (shstr_gold)))
511 root 1.12 pay_from_container (pl, pouch, to_pay);
512 root 1.10
513 root 1.36 pl->update_stats ();
514 root 1.12
515 root 1.10 return 1;
516 elmex 1.1 }
517    
518     /* This pays for the item, and takes the proper amount of money off
519     * the player.
520     * CF 0.91.4 - this function is mostly redone in order to fix a bug
521     * with weight not be subtracted properly. We now remove and
522     * insert the coin objects - this should update the weight
523     * appropriately
524     *
525     * DAMN: This function is used for the player, then for any active
526     * containers that can hold money.
527     *
528     * pouch is the container (pouch or player) to remove the coins from.
529     * to_pay is the required amount.
530     * returns the amount still missing after using "pouch".
531     */
532 root 1.12 static void
533     pay_from_container (object *pl, object *pouch, sint64 &to_pay)
534 root 1.10 {
535     int count, i;
536 root 1.12 object *tmp, *next;
537 root 1.10 archetype *at;
538    
539     if (pouch->type != PLAYER && pouch->type != CONTAINER)
540 root 1.12 return;
541 root 1.10
542 root 1.12 object *coin_objs[NUM_COINS] = { 0 };
543 root 1.10
544     /* This hunk should remove all the money objects from the player/container */
545     for (tmp = pouch->inv; tmp; tmp = next)
546     {
547     next = tmp->below;
548    
549     if (tmp->type == MONEY)
550     {
551     for (i = 0; i < NUM_COINS; i++)
552     {
553 root 1.39 if (tmp->value == tmp->arch->value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->archname))
554 root 1.10 {
555 root 1.12 // This should not happen, but if it does, just merge the two.
556     if (coin_objs [i])
557 root 1.10 {
558     LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]);
559     coin_objs[i]->nrof += tmp->nrof;
560 root 1.57 tmp->destroy ();
561 root 1.6 }
562 root 1.10 else
563     {
564 root 1.21 tmp->remove ();
565 root 1.10 coin_objs[i] = tmp;
566 root 1.6 }
567 root 1.12
568 root 1.10 break;
569 root 1.6 }
570     }
571 root 1.12
572 root 1.10 if (i == NUM_COINS)
573 root 1.38 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->archname);
574 root 1.6 }
575 elmex 1.1 }
576    
577 root 1.10 /* Fill in any gaps in the coin_objs array - needed to make change. */
578     /* Note that the coin_objs array goes from least value to greatest value */
579     for (i = 0; i < NUM_COINS; i++)
580 root 1.12 if (!coin_objs[i])
581 root 1.10 {
582 root 1.15 at = archetype::find (coins[NUM_COINS - 1 - i]);
583 root 1.12
584 root 1.10 if (at == NULL)
585     LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]);
586 root 1.12
587 root 1.74 coin_objs[i] = at->instance ();
588 root 1.10 coin_objs[i]->nrof = 0;
589     }
590    
591     for (i = 0; i < NUM_COINS; i++)
592     {
593 root 1.12 object &coin = *coin_objs[i];
594 elmex 1.68 sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, (sint64) coin.nrof);
595 root 1.12 to_pay -= num_coins * coin.value;
596 root 1.10
597 root 1.12 coin.nrof -= num_coins;
598 root 1.10 /* Now start making change. Start at the coin value
599     * below the one we just did, and work down to
600     * the lowest value.
601     */
602     count = i - 1;
603 root 1.12
604     while (to_pay < 0 && count >= 0)
605 root 1.10 {
606 root 1.12 num_coins = (-to_pay) / coin_objs[count]->value;
607 root 1.10 coin_objs[count]->nrof += num_coins;
608 root 1.12 to_pay += num_coins * coin_objs[count]->value;
609 root 1.10 count--;
610     }
611     }
612 root 1.12
613 root 1.10 for (i = 0; i < NUM_COINS; i++)
614 root 1.56 if (coin_objs[i]->nrof)
615     insert_ob_in_ob (coin_objs [i], pouch);
616     else
617 root 1.57 coin_objs[i]->destroy ();
618 elmex 1.1 }
619    
620     /* Checks all unpaid items in op's inventory, adds up all the money they
621     * have, and checks that they can actually afford what they want to buy.
622     * Returns 1 if they can, and 0 if they can't. also prints an appropriate message
623     * to the player
624     */
625 root 1.10 int
626     can_pay (object *pl)
627     {
628 root 1.12 int unpaid_count = 0;
629     sint64 unpaid_price = 0;
630     sint64 player_wealth = query_money (pl);
631 root 1.10
632     if (!pl || pl->type != PLAYER)
633     {
634     LOG (llevError, "can_pay(): called against something that isn't a player\n");
635     return 0;
636 elmex 1.1 }
637 root 1.11
638 root 1.13 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
639 root 1.78 if (item->flag [FLAG_UNPAID])
640 root 1.12 {
641     unpaid_count++;
642     unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
643     }
644 root 1.11
645 root 1.10 if (unpaid_price > player_wealth)
646     {
647 root 1.67 dynbuf_text &buf = msg_dynbuf; buf.clear ();
648 root 1.54
649     buf << "You have " << unpaid_count
650     << " unpaid item(s) that would cost you " << cost_string_from_value (unpaid_price, 0)
651     << ". You need another " << cost_string_from_value (unpaid_price - player_wealth, 0)
652 root 1.58 << " to be able to afford that. "
653 root 1.59 "H<You cannot leave a shop without paying - drop unpaid items first to be able to leave.>";
654 root 1.54
655     pl->failmsg (buf);
656 root 1.12
657 root 1.10 return 0;
658 elmex 1.1 }
659 root 1.10 else
660     return 1;
661 elmex 1.1 }
662    
663     /* Better get_payment, descends containers looking for
664     * unpaid items, and pays for them.
665     * returns 0 if the player still has unpaid items.
666     * returns 1 if the player has paid for everything.
667     * pl is the player buying the stuff.
668     */
669 root 1.10 int
670 root 1.12 get_payment (object *pl)
671 root 1.10 {
672 root 1.12 for (;;)
673     {
674     next_item:
675 root 1.10
676 root 1.13 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
677 root 1.12 {
678 root 1.78 if (op->flag [FLAG_UNPAID])
679 root 1.12 {
680 root 1.81 const char *buf = query_cost_string (op, pl, F_BUY | F_SHOP);
681 root 1.10
682 root 1.12 if (!pay_for_item (op, pl))
683     {
684     sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
685 elmex 1.1
686 root 1.78 op->clr_flag (FLAG_UNPAID);
687 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));
688 root 1.78 op->set_flag (FLAG_UNPAID);
689 root 1.12 return 0;
690     }
691     else
692     {
693 root 1.78 op->clr_flag (FLAG_UNPAID);
694     op->clr_flag (FLAG_PLAYER_SOLD);
695 root 1.81 new_draw_info_format (NDI_UNIQUE, 0, pl, "You paid %s for %s.", buf, query_name (op));
696 root 1.10
697 root 1.49 if (!merge_ob (op, op->env->inv))
698     esrv_update_item (UPD_FLAGS, pl, op);
699 elmex 1.1
700 root 1.12 goto next_item;
701 root 1.6 }
702     }
703     }
704 root 1.12
705     return 1;
706 elmex 1.1 }
707     }
708    
709     /* written by elmex:
710     * moved this code from sell_item () here to have a function
711     * that pays the player an amount. Mainly put the code here to
712     * be able to call it from a plugin.
713     *
714     * If the player can't carry all the money that is paid, it gets inserted
715     * in his inventory anyway. This is the best alternative to not pay any money
716     * or put it on the ground under the player. This way the player can still
717     * go somewhere and unload the money at a safe place.
718     *
719     */
720 root 1.10 void
721 root 1.12 pay_player (object *pl, sint64 amount)
722 root 1.10 {
723 elmex 1.1 int count = 0;
724     archetype *at = 0;
725     object *pouch = 0, *tmp = 0;
726    
727 root 1.43 for (count = 0; coins[count]; count++)
728 elmex 1.1 {
729 root 1.15 at = archetype::find (coins[count]);
730 elmex 1.1
731     if (at == NULL)
732 root 1.10 LOG (llevError, "Could not find %s archetype\n", coins[count]);
733 root 1.39 else if ((amount / at->value) > 0)
734 elmex 1.1 {
735 root 1.10 for (pouch = pl->inv; pouch; pouch = pouch->below)
736 elmex 1.1 {
737 root 1.86 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && pouch->race.contains (shstr_gold))
738 elmex 1.1 {
739 root 1.39 int w = at->weight * (100 - pouch->stats.Str) / 100;
740     int n = amount / at->value;
741 elmex 1.1
742     if (w == 0)
743 root 1.10 w = 1; /* Prevent divide by zero */
744 elmex 1.1
745     if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
746     {
747     if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
748     n = (pouch->weight_limit - pouch->carrying) / w;
749    
750 root 1.74 object *tmp = at->instance ();
751 elmex 1.1 tmp->nrof = n;
752 root 1.12 amount -= tmp->nrof * tmp->value;
753 root 1.49 pouch->insert (tmp);
754 elmex 1.1 }
755     }
756     }
757    
758 root 1.39 if (amount / at->value > 0)
759 elmex 1.1 {
760 root 1.74 object *tmp = at->instance ();
761 elmex 1.1 tmp->nrof = amount / tmp->value;
762 root 1.12 amount -= tmp->nrof * tmp->value;
763 root 1.49 pl->insert (tmp);
764 elmex 1.1 }
765     }
766     }
767    
768 root 1.10 if (amount != 0)
769     LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount);
770 elmex 1.1 }
771    
772     /* elmex: this is for the bank plugin :( */
773 root 1.12 sint64
774     pay_player_arch (object *pl, const char *arch, sint64 amount)
775 root 1.10 {
776 root 1.54 if (amount)
777     {
778     object *ob = archetype::get (arch);
779 elmex 1.1
780 root 1.54 if (!ob)
781     return 0;
782 elmex 1.1
783 root 1.54 ob->nrof = amount;
784     pl->insert (ob);
785 elmex 1.1 }
786    
787     return 1;
788     }
789    
790     /* Modified function to give out platinum coins. This function uses
791     * the coins[] array to know what coins are available, just like
792     * buy item.
793     *
794     * Modified to fill available race: gold containers before dumping
795     * remaining coins in character's inventory.
796     */
797 elmex 1.50 bool
798 root 1.10 sell_item (object *op, object *pl)
799     {
800 root 1.12 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
801 elmex 1.1
802 root 1.10 if (pl == NULL || pl->type != PLAYER)
803 elmex 1.1 {
804 root 1.10 LOG (llevDebug, "Object other than player tried to sell something.\n");
805 elmex 1.50 return false;
806 elmex 1.1 }
807    
808 root 1.8 op->custom_name = 0;
809 elmex 1.1
810 root 1.10 if (!amount)
811 elmex 1.1 {
812 elmex 1.50 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.",
813     query_name (op));
814     // elmex: change: the player now gets the item back if the shop is not
815     // interested in it.
816     return false;
817 elmex 1.1 }
818    
819     /* We compare the price with the one for a player
820     * without bargaining skill.
821     * This determins the amount of exp (if any) gained for bargaining.
822     * exp/10 -> 1 for each gold coin
823     */
824     extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP);
825    
826     if (extra_gain > 0)
827 root 1.83 change_exp (pl, extra_gain / 10, shstr_bargaining, SK_EXP_NONE);
828 elmex 1.1
829     pay_player (pl, amount);
830    
831 elmex 1.50 new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.",
832     query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op));
833 root 1.43 pl->play_sound (sound_find ("shop_sell"));
834 elmex 1.1
835 root 1.78 op->set_flag (FLAG_UNPAID);
836 elmex 1.1 identify (op);
837 elmex 1.50
838     return true;
839 elmex 1.1 }
840    
841     /* returns a double that is the ratio of the price that a shop will offer for
842     * item based on the shops specialisation. Does not take account of greed,
843 root 1.41 * returned value is between SPECIALISATION_EFFECT and 1.
844 elmex 1.1 */
845 root 1.10 static double
846 root 1.18 shop_specialisation_ratio (const object *item, const maptile *map)
847 root 1.10 {
848     shopitems *items = map->shopitems;
849 root 1.73 int likedness = 0;
850 root 1.10 int i;
851 elmex 1.1
852 root 1.10 if (item == NULL)
853     {
854 root 1.28 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path);
855 root 1.10 return 0;
856     }
857 root 1.12
858 root 1.10 if (!item->type)
859     {
860     LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
861     /*
862     * I'm not really sure what the /right/ thing to do here is, these types of
863     * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
864     */
865 root 1.41 return SPECIALISATION_EFFECT;
866 root 1.10 }
867 root 1.12
868 root 1.10 if (map->shopitems)
869 root 1.73 for (i = 0; i < items[0].index; i++)
870     if (items[i].typenum == item->type || (!items[i].typenum && !likedness))
871     likedness = items[i].strength;
872 root 1.12
873 root 1.73 if (likedness > 100)
874 root 1.10 { /* someone has been rather silly with the map headers. */
875 root 1.28 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path);
876 root 1.73 likedness = 100;
877 elmex 1.1 }
878 root 1.12
879 root 1.73 if (likedness < -100)
880 root 1.10 {
881 root 1.28 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path);
882 root 1.73 likedness = -100;
883 elmex 1.1 }
884 root 1.12
885 root 1.73 return lerp (double (likedness), -100., 100., SPECIALISATION_EFFECT, 1.);
886 elmex 1.1 }
887    
888     /*returns the greed of the shop on map, or 1 if it isn't specified. */
889 root 1.10 static double
890 root 1.18 shop_greed (const maptile *map)
891 root 1.10 {
892 root 1.42 return map->shopgreed
893     ? map->shopgreed
894     : 1.;
895 elmex 1.1 }
896    
897     /* Returns a double based on how much the shopkeeper approves of the player.
898     * this is based on the race of the shopkeeper and that of the player.
899     */
900 root 1.10 double
901 root 1.18 shopkeeper_approval (const maptile *map, const object *player)
902 root 1.10 {
903 root 1.42 return map->shoprace && player->race != map->shoprace
904     ? DISLIKE_RATIO
905     : 1.;
906 elmex 1.1 }
907    
908     /* limit the value of items based on the wealth of the shop. If the item is close
909     * to the maximum value a shop will offer, we start to reduce it, if the item is
910     * below the minimum value the shop is prepared to trade in, then we don't
911     * want it and offer nothing. If it isn't a shop, check whether we should do generic
912     * value reduction.
913     *
914     */
915 root 1.12 static sint64
916     value_limit (sint64 val, int quantity, const object *who, int isshop)
917 root 1.10 {
918 root 1.12 sint64 newval, unit_price, tmpshopmax;
919 root 1.18 maptile *map;
920 elmex 1.1
921     unit_price = val / quantity;
922    
923     if (!isshop || !who)
924     {
925     if (unit_price > 250000)
926 root 1.12 newval = (sint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.);
927 elmex 1.1 else
928     newval = unit_price;
929     }
930     else
931     {
932     if (!who->map)
933     {
934 root 1.10 LOG (llevError, "value_limit: asked shop price for ob %s on NULL map\n", &who->name);
935 elmex 1.1 return val;
936     }
937    
938     map = who->map;
939    
940 root 1.10 tmpshopmax = map->shopmax ? map->shopmax : 100000; // 20 royalties default
941 elmex 1.1
942     if (map->shopmin && unit_price < map->shopmin)
943     return 0;
944     else if (unit_price > tmpshopmax / 2)
945 root 1.73 newval = min ((tmpshopmax / 2) + isqrt (unit_price - tmpshopmax / 2), tmpshopmax);
946 elmex 1.1 else
947 root 1.10 newval = unit_price;
948 elmex 1.1 }
949    
950     newval *= quantity;
951    
952     return newval;
953     }
954    
955     /* gives a desciption of the shop on their current map to the player op. */
956 root 1.10 int
957     describe_shop (const object *op)
958     {
959 root 1.71 dynbuf_text buf;
960 root 1.18 maptile *map = op->map;
961 root 1.10
962     /*shopitems *items=map->shopitems; */
963     int pos = 0, i;
964     double opinion = 0;
965    
966     if (op->type != PLAYER)
967     return 0;
968    
969     /*check if there is a shop specified for this map */
970     if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
971     {
972 root 1.71 buf << "From looking at the nearby shop you determine that it trades in ";
973 root 1.72 int lastcomma = 0, prevcomma = 0;
974 root 1.12
975 root 1.10 if (map->shopitems)
976 root 1.12 for (i = 0; i < map->shopitems[0].index; i++)
977     if (map->shopitems[i].name && map->shopitems[i].strength > 10)
978 root 1.10 {
979 root 1.72 buf << map->shopitems[i].name_pl;
980     prevcomma = lastcomma;
981     lastcomma = buf.size (); // remember offset
982     buf << ", ";
983 root 1.6 }
984 root 1.12
985 root 1.72 if (lastcomma)
986     {
987     buf.splice (lastcomma, 2);
988    
989     if (prevcomma)
990     buf.splice (prevcomma, 2, " and ");
991     }
992 root 1.71 else
993 root 1.72 buf << "a little of everything.";
994 root 1.6
995 root 1.72 buf << ".\n\n";
996 root 1.10
997     if (map->shopmax)
998 root 1.71 buf << "It won't trade for items above " << cost_string_from_value (map->shopmax, 0) << ".\n\n";
999 root 1.12
1000 root 1.10 if (map->shopmin)
1001 root 1.71 buf << "It won't trade in items worth less than " << cost_string_from_value (map->shopmin, 0) << ".\n\n";
1002 root 1.12
1003 root 1.10 if (map->shopgreed)
1004     {
1005     if (map->shopgreed > 2.0)
1006 root 1.71 buf << "It tends to overcharge massively.\n\n";
1007 root 1.10 else if (map->shopgreed > 1.5)
1008 root 1.71 buf << "It tends to overcharge substantially.\n\n";
1009 root 1.10 else if (map->shopgreed > 1.1)
1010 root 1.71 buf << "It tends to overcharge slightly.\n\n";
1011 root 1.10 else if (map->shopgreed < 0.9)
1012 root 1.71 buf << "It tends to undercharge.\n\n";
1013 root 1.10 }
1014 root 1.12
1015 root 1.10 if (map->shoprace)
1016     {
1017     opinion = shopkeeper_approval (map, op);
1018 root 1.71
1019 root 1.10 if (opinion > 0.8)
1020 root 1.71 buf << "You think the shopkeeper likes you.\n\n";
1021 root 1.10 else if (opinion > 0.5)
1022 root 1.71 buf << "The shopkeeper seems unconcerned by you.\n\n";
1023 root 1.10 else
1024 root 1.71 buf << "The shopkeeper seems to have taken a dislike to you.\n\n";
1025 root 1.6 }
1026 elmex 1.1 }
1027 root 1.10 else
1028 root 1.71 buf << "There is no shop nearby.\n\n";
1029    
1030     op->contr->infobox (MSG_CHANNEL ("shopinfo"), buf);
1031 elmex 1.1
1032 root 1.10 return 1;
1033 elmex 1.1 }
1034 root 1.12
1035     struct shopinv
1036 root 1.10 {
1037     char *item_sort;
1038     char *item_real;
1039 elmex 1.85 sint64 value;
1040 root 1.10 uint16 type;
1041     uint32 nrof;
1042 root 1.12 };
1043 elmex 1.1
1044     /* There are a lot fo extra casts in here just to suppress warnings - it
1045     * makes it look uglier than it really it.
1046     * The format of the strings we get is type:name. So we first want to
1047     * sort by type (numerical) - if the same type, then sort by name.
1048     */
1049 root 1.10 static int
1050     shop_sort (const void *a1, const void *a2)
1051 elmex 1.1 {
1052 root 1.10 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1053 elmex 1.1
1054 root 1.10 if (s1->type < s2->type)
1055     return -1;
1056 root 1.52
1057 root 1.10 if (s1->type > s2->type)
1058     return 1;
1059 root 1.12
1060 root 1.10 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1061     * via alphabetical order
1062     */
1063     return strcasecmp (s1->item_sort, s2->item_sort);
1064 elmex 1.1 }
1065    
1066 root 1.10 static void
1067     add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1068 elmex 1.1 {
1069 root 1.10 /* clear unpaid flag so that doesn't come up in query
1070     * string. We clear nrof so that we can better sort
1071     * the object names.
1072     */
1073 elmex 1.1
1074 root 1.78 tmp->clr_flag (FLAG_UNPAID);
1075 root 1.10 items[*numitems].nrof = tmp->nrof;
1076     /* Non mergable items have nrof of 0, but count them as one
1077     * so the display is properly.
1078     */
1079     if (tmp->nrof == 0)
1080     items[*numitems].nrof++;
1081     items[*numitems].type = tmp->type;
1082    
1083 elmex 1.85 items[*numitems].value = tmp->value;
1084    
1085 root 1.10 switch (tmp->type)
1086     {
1087 elmex 1.1 #if 0
1088 root 1.6 case BOOTS:
1089     case GLOVES:
1090     case RING:
1091     case AMULET:
1092     case BRACERS:
1093     case GIRDLE:
1094 root 1.10 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL));
1095 root 1.23 items[*numitems].item_sort = strdup (buf);
1096 root 1.10 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL));
1097 root 1.23 items[*numitems].item_real = strdup (buf);
1098 root 1.10 (*numitems)++;
1099     break;
1100 elmex 1.1 #endif
1101    
1102 root 1.6 default:
1103 root 1.23 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1104     items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1105 elmex 1.85 items[*numitems].value += tmp->value;
1106 root 1.10 (*numitems)++;
1107     break;
1108     }
1109 root 1.69
1110 root 1.78 tmp->set_flag (FLAG_UNPAID);
1111 root 1.10 }
1112    
1113     void
1114 elmex 1.35 shop_listing (object *sign, object *op)
1115 root 1.10 {
1116 root 1.65 int i, j, x1, x2, y1, y2;
1117 root 1.53 const char *shop_coords = sign->kv (shstr_shop_coords);
1118 root 1.10 object *stack;
1119     shopinv *items;
1120    
1121     /* Should never happen, but just in case a monster does apply a sign */
1122 root 1.65 if (!op->is_player ())
1123 root 1.10 return;
1124    
1125 root 1.67 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1126 root 1.65
1127 elmex 1.35 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1128     {
1129     x1 = 0;
1130     y1 = 0;
1131     x2 = op->map->width - 1;
1132     y2 = op->map->height - 1;
1133     }
1134 root 1.10
1135 root 1.65 int numallocated = 40;
1136     int numitems = 0;
1137     items = (shopinv *)malloc (sizeof (shopinv) * numallocated);
1138 root 1.10
1139     /* Find all the appropriate items */
1140 elmex 1.35 for (i = x1; i <= x2; i++)
1141 root 1.65 for (j = y1; j < y2; j++)
1142 root 1.77 if (op->map->is_in_shop (i, j))
1143 root 1.10 {
1144 root 1.65 stack = GET_MAP_OB (op->map, i, j);
1145    
1146     while (stack)
1147 root 1.10 {
1148 root 1.78 if (stack->flag [FLAG_UNPAID])
1149 root 1.10 {
1150 root 1.65 if (numitems == numallocated)
1151     items = (shopinv *)realloc (items, sizeof (shopinv) * (numallocated *= 2));
1152 root 1.30
1153 root 1.65 add_shop_item (stack, items, &numitems, &numallocated);
1154     }
1155 root 1.30
1156 root 1.65 stack = stack->above;
1157 root 1.6 }
1158     }
1159 root 1.12
1160 root 1.65 buf << (numitems ? "T<This shop contains:>\n\n"
1161     : "T<This shop is currently empty.>");
1162 root 1.12
1163 root 1.10 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1164    
1165     for (i = 0; i < numitems; i++)
1166     {
1167     /* Collapse items of the same name together */
1168     if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1169 root 1.65 items[i + 1].nrof += items[i].nrof;
1170 root 1.10 else
1171 elmex 1.85 {
1172     buf.printf (
1173     " %4d %s\n for %s\n",
1174     items[i].nrof ? items[i].nrof : 1,
1175     items[i].nrof == 1 ? items[i].item_sort : items[i].item_real,
1176     cost_string_from_value (items[i].value, op->flag [FLAG_WIZ] ? 0 : 1));
1177     }
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 1.45 /* elmex: this function checks whether we are in a shop or not
1189     - change 2007-11-26: enhanced the O(n) case by stopping at the first
1190     floor tile. this possibly will make map bugs where shopfloors are above
1191     floors more obvious.
1192     */
1193 root 1.10 bool
1194 root 1.77 maptile::is_in_shop (int x, int y) const
1195 elmex 1.7 {
1196 root 1.77 for (object *floor = at (x, y).bot; floor; floor = floor->above)
1197     if (floor->flag [FLAG_IS_FLOOR])
1198 elmex 1.45 return floor->type == SHOP_FLOOR;
1199 root 1.52
1200 elmex 1.7 return false;
1201     }
1202 root 1.43