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Comparing deliantra/server/server/shop.C (file contents):
Revision 1.10 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.54 by root, Sat Aug 30 02:26:46 2008 UTC

1
2/* 1/*
3 * static char *rcsid_shop_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: shop.C,v 1.10 2006/09/10 15:59:57 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30#include <global.h> 24#include <global.h>
31#include <spells.h> 25#include <spells.h>
32#include <skills.h> 26#include <skills.h>
33#include <living.h> 27#include <living.h>
34#include <newclient.h>
35#ifndef __CEXTRACT__
36# include <sproto.h> 28#include <sproto.h>
37#endif
38#include <math.h> 29#include <math.h>
39 30
40/* this is a measure of how effective store specialisation is. A general store 31/* this is a measure of how effective store specialisation is. A general store
41 * will offer this proportion of the 'maximum' price, a specialised store will 32 * will offer this proportion of the 'maximum' price, a specialised store will
42 * offer a range of prices around it such that the maximum price is always one 33 * offer a range of prices around it such that the maximum price is always one
43 * therefore making this number higher, makes specialisation less effective. 34 * therefore making this number higher, makes specialisation less effective.
44 * setting this value above 1 or to a negative value would have interesting, 35 * setting this value above 1 or to a negative value would have interesting,
45 * (though not useful) effects. 36 * (though not useful) effects.
46 */ 37 */
47#define SPECIALISATION_EFFECT 0.5 38#define SPECIALISATION_EFFECT .5
48 39
49/* price a shopkeeper will give someone they neither like nor dislike */ 40// price a shopkeeper will give someone that is not of their race
50#define NEUTRAL_RATIO 0.8 41#define DISLIKE_RATIO 0.8
51 42
52static uint64 pay_from_container (object *pl, object *pouch, uint64 to_pay); 43static void pay_from_container (object *pl, object *pouch, sint64 &to_pay);
53static uint64 value_limit (uint64 val, int quantity, const object *who, int isshop); 44static sint64 value_limit (sint64 val, int quantity, const object *who, int isshop);
54static double shop_specialisation_ratio (const object *item, const mapstruct *map); 45static double shop_specialisation_ratio (const object *item, const maptile *map);
55static double shop_greed (const mapstruct *map); 46static double shop_greed (const maptile *map);
56
57#define NUM_COINS 4 /* number of coin types */
58static const char *const coins[] = { "royalty", "platinacoin", "goldcoin", "silvercoin", NULL };
59 47
60/* Added F_TRUE flag to define.h to mean that the price should not 48/* Added F_TRUE flag to define.h to mean that the price should not
61 * be adjusted by players charisma. With F_TRUE, it returns the amount 49 * be adjusted by players charisma. With F_TRUE, it returns the amount
62 * that the item is worth, if it was sold, but unadjusted by charisma. 50 * that the item is worth, if it was sold, but unadjusted by charisma.
63 * This is needed for alchemy, to to determine what value of gold nuggets 51 * This is needed for alchemy, to to determine what value of gold nuggets
80 * thus remained 0. 68 * thus remained 0.
81 * 69 *
82 * Mark Wedel (mwedel@pyramid.com) 70 * Mark Wedel (mwedel@pyramid.com)
83 */ 71 */
84 72
85static uint64 approx_range; 73static sint64 approx_range;
86 74
87uint64 75sint64
88query_cost (const object *tmp, object *who, int flag) 76query_cost (const object *tmp, object *who, int flag)
89{ 77{
90 double val; 78 double val;
91 int number; /* used to better calculate value */ 79 int number; /* used to better calculate value */
92 int no_bargain; 80 int no_bargain;
104 approximate = flag & F_APPROX; 92 approximate = flag & F_APPROX;
105 shop = flag & F_SHOP; 93 shop = flag & F_SHOP;
106 flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP); 94 flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP);
107 95
108 if (tmp->type == MONEY) 96 if (tmp->type == MONEY)
109 return (tmp->nrof * tmp->value); 97 return tmp->nrof * tmp->value;
98
110 if (tmp->type == GEM) 99 if (tmp->type == GEM)
111 { 100 {
112 if (flag == F_TRUE) 101 if (flag == F_TRUE)
113 return (tmp->nrof * tmp->value); 102 return (tmp->nrof * tmp->value);
103
114 if (flag == F_BUY) 104 if (flag == F_BUY)
115 return (uint64) (1.03 * tmp->nrof * tmp->value); 105 return (sint64) (1.03 * tmp->nrof * tmp->value);
106
116 if (flag == F_SELL) 107 if (flag == F_SELL)
117 return (uint64) (0.97 * tmp->nrof * tmp->value); 108 return (sint64) (0.97 * tmp->nrof * tmp->value);
109
118 LOG (llevError, "Query_cost: Gem type with unknown flag : %d\n", flag); 110 LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ());
119 return 0; 111 return 0;
120 } 112 }
113
121 number = tmp->nrof; 114 number = tmp->nrof;
122 if (number == 0) 115 if (number == 0)
123 number = 1; 116 number = 1;
124 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified) 117 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified)
125 { 118 {
134 if (tmp->arch != NULL) 127 if (tmp->arch != NULL)
135 { 128 {
136 if (flag == F_BUY) 129 if (flag == F_BUY)
137 { 130 {
138 LOG (llevError, "Asking for buy-value of unidentified object.\n"); 131 LOG (llevError, "Asking for buy-value of unidentified object.\n");
139 val = tmp->arch->clone.value * 50 * number; 132 val = tmp->arch->value * 50 * number;
140 } 133 }
141 else 134 else
142 { /* Trying to sell something, or get true value */ 135 { /* Trying to sell something, or get true value */
143 if (tmp->type == POTION) 136 if (tmp->type == POTION)
144 val = number * 40; /* Don't want to give anything away */ 137 val = number * 40; /* Don't want to give anything away */
146 { 139 {
147 /* Get 2/3'rd value for applied objects, 1/3'rd for totally 140 /* Get 2/3'rd value for applied objects, 1/3'rd for totally
148 * unknown objects 141 * unknown objects
149 */ 142 */
150 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) 143 if (QUERY_FLAG (tmp, FLAG_BEEN_APPLIED))
151 val = number * tmp->arch->clone.value * 2 / 3; 144 val = number * tmp->arch->value * 2 / 3;
152 else 145 else
153 val = number * tmp->arch->clone.value / 3; 146 val = number * tmp->arch->value / 3;
154 } 147 }
155 } 148 }
156 } 149 }
157 else 150 else
158 { /* No archetype with this object */ 151 { /* No archetype with this object */
169 162
170 /* If the item has been applied or identifed or does not need to be 163 /* If the item has been applied or identifed or does not need to be
171 * identified, AND the object is magical and the archetype is non 164 * identified, AND the object is magical and the archetype is non
172 * magical, then change values accordingly. The tmp->arch==NULL is 165 * magical, then change values accordingly. The tmp->arch==NULL is
173 * really just a check to prevent core dumps for when it checks 166 * really just a check to prevent core dumps for when it checks
174 * tmp->arch->clone.magic for any magic. The check for archetype 167 * tmp->arch->magic for any magic. The check for archetype
175 * magic is to not give extra money for archetypes that are by 168 * magic is to not give extra money for archetypes that are by
176 * default magical. This is because the archetype value should have 169 * default magical. This is because the archetype value should have
177 * already figured in that value. 170 * already figured in that value.
178 */ 171 */
179 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified || 172 if ((QUERY_FLAG (tmp, FLAG_IDENTIFIED) || !need_identify (tmp) || identified ||
180 QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->clone.magic)) 173 QUERY_FLAG (tmp, FLAG_BEEN_APPLIED)) && tmp->magic && (tmp->arch == NULL || !tmp->arch->magic))
181 { 174 {
182 if (tmp->magic > 0) 175 if (tmp->magic > 0)
183 val *= (3 * tmp->magic * tmp->magic * tmp->magic); 176 val *= (3 * tmp->magic * tmp->magic * tmp->magic);
184 else 177 else
185 /* Note that tmp->magic is negative, so that this 178 /* Note that tmp->magic is negative, so that this
200 val /= 50; 193 val /= 50;
201 } 194 }
202 195
203 /* Limit amount of money you can get for really great items. */ 196 /* Limit amount of money you can get for really great items. */
204 if (flag == F_SELL) 197 if (flag == F_SELL)
205 val = value_limit ((uint64) val, number, who, shop); 198 val = value_limit ((sint64) val, number, who, shop);
206 199
207 // use a nonlinear price adjustment. as my predecessor said, don't change 200 // use a nonlinear price adjustment. as my predecessor said, don't change
208 // the archetypes, its work required for balancing, and we don't care. 201 // the archetypes, its work required for balancing, and we don't care.
209 //val = pow (val, 1.05); 202 //val = pow (val, 1.05);
210 203
213 * AND Cha = 30 will get optimal price. 206 * AND Cha = 30 will get optimal price.
214 * Thus charisma will never get useless. 207 * Thus charisma will never get useless.
215 * -b.e. edler@heydernet.de 208 * -b.e. edler@heydernet.de
216 */ 209 */
217 210
218 if (who != NULL && who->type == PLAYER) 211 if (who && who->type == PLAYER)
219 { 212 {
220 int lev_bargain = 0; 213 int lev_bargain = 0;
221 int lev_identify = 0; 214 int lev_identify = 0;
222 int idskill1 = 0;
223 int idskill2 = 0;
224 const typedata *tmptype;
225
226 tmptype = get_typedata (tmp->type);
227 215
228 if (find_skill_by_number (who, SK_BARGAINING)) 216 if (find_skill_by_number (who, SK_BARGAINING))
229 {
230 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level; 217 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level;
218
219 if (const typedata *tmptype = get_typedata (tmp->type))
231 } 220 {
232 if (tmptype)
233 {
234 idskill1 = tmptype->identifyskill; 221 if (int idskill1 = tmptype->identifyskill)
235 if (idskill1)
236 { 222 {
237 idskill2 = tmptype->identifyskill2; 223 int idskill2 = tmptype->identifyskill2;
224
238 if (find_skill_by_number (who, idskill1)) 225 if (find_skill_by_number (who, idskill1))
239 {
240 lev_identify = find_skill_by_number (who, idskill1)->level; 226 lev_identify = find_skill_by_number (who, idskill1)->level;
241 } 227
242 if (idskill2 && find_skill_by_number (who, idskill2)) 228 if (idskill2 && find_skill_by_number (who, idskill2))
243 {
244 lev_identify += find_skill_by_number (who, idskill2)->level; 229 lev_identify += find_skill_by_number (who, idskill2)->level;
245 }
246 } 230 }
247 } 231 }
248 else
249 LOG (llevError, "Query_cost: item %s hasn't got a valid type\n", &tmp->name);
250 232
251 /* ratio determines how much of the price modification 233 /* ratio determines how much of the price modification
252 * will come from the basic stat charisma 234 * will come from the basic stat charisma
253 * the rest will come from the level in bargaining skill 235 * the rest will come from the level in bargaining skill
254 */ 236 */
255 const double cha_ratio = 0.40; 237 const double cha_ratio = 0.40;
256 238
257 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25); 239 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25);
258
259 diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.); 240 diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.);
260
261 diff = .02 + (.80 - .02) * diff; 241 diff = .02 + (.80 - .02) * diff;
262 242
263 if (flag == F_BUY) 243 if (flag == F_BUY)
264 val += (val * diff); 244 val += val * diff;
265 else if (flag == F_SELL) 245 else if (flag == F_SELL)
266 val -= (val * diff); 246 val -= val * diff;
267 247
268 // now find a price range. the less good we can judge, the larger the range is 248 // now find a price range. the less good we can judge, the larger the range is
269 // then the range is adjusted randomly around the correct value 249 // then the range is adjusted randomly around the correct value
270 if (approximate) 250 if (approximate)
271 approx_range = uint64 (val / sqrt (lev_identify * 3 + 1)); 251 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1));
272 } 252 }
273 253
274 /* I don't think this should really happen - if it does, it indicates and 254 /* I don't think this should really happen - if it does, it indicates and
275 * overflow of diff above. That shoudl only happen if 255 * overflow of diff above. That should only happen if
276 * we are selling objects - in that case, the person just 256 * we are selling objects - in that case, the person just
277 * gets no money. 257 * gets no money.
278 */ 258 */
279 if ((sint64) val < 0) 259 if ((sint64) val < 0)
280 val = 0; 260 val = 0;
308 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD)) 288 if (QUERY_FLAG (tmp, FLAG_PLAYER_SOLD))
309 val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who)); 289 val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who));
310 else 290 else
311 val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who))); 291 val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who)));
312 } 292 }
293
313 /* we will also have an extra 0-5% variation between shops of the same type 294 /* we will also have an extra 0-5% variation between shops of the same type
314 * for valuable items (below a value of 50 this effect wouldn't be very 295 * for valuable items (below a value of 50 this effect wouldn't be very
315 * pointful, and could give fun with rounding. 296 * pointful, and could give fun with rounding.
316 */ 297 */
317 if (who->map->path != NULL && val > 50) 298 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution
318 val = (val + 0.05 * (sint64) val * cos (tmp->count + strlen (who->map->path))); 299 if (val > 50)
300 val += float (val) * .05f * cosf ((tmp->uuid.seq & 0xffff) * float (M_PI * 2. / 0x10000));
319 } 301 }
302
320 return (uint64) val; 303 return (sint64) val;
321} 304}
322 305
323/* Find the coin type that is worth more the 'c'. Starts at the 306/* Find the coin type that is worth more the 'c'. Starts at the
324 * cointype placement. 307 * cointype placement.
325 */ 308 */
326 309
327static archetype * 310static archetype *
328find_next_coin (uint64 c, int *cointype) 311find_next_coin (sint64 c, int *cointype)
329{ 312{
330 archetype *coin; 313 archetype *coin;
331 314
332 do 315 do
333 { 316 {
334 if (coins[*cointype] == NULL) 317 if (coins[*cointype] == NULL)
335 return NULL; 318 return NULL;
336 coin = find_archetype (coins[*cointype]); 319 coin = archetype::find (coins[*cointype]);
337 if (coin == NULL) 320 if (coin == NULL)
338 return NULL; 321 return NULL;
339 *cointype += 1; 322 *cointype += 1;
340 } 323 }
341 while ((uint64) coin->clone.value > c); 324 while (coin->value > c);
342 325
343 return coin; 326 return coin;
344} 327}
345 328
346/* This returns a string of how much something is worth based on 329/* This returns a string of how much something is worth based on
352 * coins, there are certainly issues - the easiest fix at that 335 * coins, there are certainly issues - the easiest fix at that
353 * time is to add a higher denomination (mithril piece with 336 * time is to add a higher denomination (mithril piece with
354 * 10,000 silver or something) 337 * 10,000 silver or something)
355 */ 338 */
356const char * 339const char *
357cost_string_from_value (uint64 cost, int approx) 340cost_string_from_value (sint64 cost, int approx)
358{ 341{
359 static char buf[MAX_BUF]; 342 static char buf[MAX_BUF];
360 archetype *coin, *next_coin; 343 archetype *coin, *next_coin;
361 int num, cointype = 0; 344 int num, cointype = 0;
362 345
363 coin = find_next_coin (cost, &cointype); 346 coin = find_next_coin (cost, &cointype);
364 if (coin == NULL) 347 if (coin == NULL)
365 return "nothing"; 348 return "nothing";
366 349
367 num = cost / coin->clone.value; 350 num = cost / coin->value;
368 /* so long as nrof is 32 bit, this is true. 351 /* so long as nrof is 32 bit, this is true.
369 * If it takes more coins than a person can possibly carry, this 352 * If it takes more coins than a person can possibly carry, this
370 * is basically true. 353 * is basically true.
371 */ 354 */
372 if ((cost / coin->clone.value) > UINT32_MAX) 355 if ((cost / coin->value) > UINT32_MAX)
373 { 356 {
374 strcpy (buf, "an unimaginable sum of money"); 357 strcpy (buf, "an unimaginable sum of money");
375 return buf; 358 return buf;
376 } 359 }
377 360
378 cost -= (uint64) num *(uint64) coin->clone.value; 361 cost -= num * (sint64)coin->value;
379 362
380 sprintf (buf, "%d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name); 363 sprintf (buf, "%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
381 364
382 next_coin = find_next_coin (cost, &cointype); 365 next_coin = find_next_coin (cost, &cointype);
383 if (next_coin == NULL || approx) 366 if (next_coin == NULL || approx)
384 return buf; 367 return buf;
385 368
386 coin = next_coin; 369 coin = next_coin;
387 num = cost / coin->clone.value; 370 num = cost / coin->value;
388 cost -= (uint64) num *(uint64) coin->clone.value; 371 cost -= num * (sint64)coin->value;
389 372
390 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->clone.name_pl : &coin->clone.name); 373 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
391 374
392 return buf; 375 return buf;
393} 376}
394 377
395const char * 378const char *
396query_cost_string (const object *tmp, object *who, int flag) 379query_cost_string (const object *tmp, object *who, int flag)
397{ 380{
398 uint64 real_value = query_cost (tmp, who, flag); 381 sint64 real_value = query_cost (tmp, who, flag);
399 int idskill1 = 0; 382 int idskill1 = 0;
400 int idskill2 = 0; 383 int idskill2 = 0;
401 const typedata *tmptype; 384 const typedata *tmptype;
402 385
403 tmptype = get_typedata (tmp->type); 386 tmptype = get_typedata (tmp->type);
425 archetype *coin = find_next_coin (real_value, &cointype); 408 archetype *coin = find_next_coin (real_value, &cointype);
426 409
427 if (coin == NULL) 410 if (coin == NULL)
428 return "nothing"; 411 return "nothing";
429 412
430 num = real_value / coin->clone.value; 413 num = real_value / coin->value;
414
431 if (num == 1) 415 if (num == 1)
432 sprintf (buf, "about one %s", &coin->clone.name); 416 sprintf (buf, "about one %s", &coin->object::name);
433 else if (num < 5) 417 else if (num < 5)
434 sprintf (buf, "a few %s", &coin->clone.name_pl); 418 sprintf (buf, "a few %s", &coin->object::name_pl);
435 else if (num < 10) 419 else if (num < 10)
436 sprintf (buf, "several %s", &coin->clone.name_pl); 420 sprintf (buf, "several %s", &coin->object::name_pl);
437 else if (num < 25) 421 else if (num < 25)
438 sprintf (buf, "a moderate amount of %s", &coin->clone.name_pl); 422 sprintf (buf, "a moderate amount of %s", &coin->object::name_pl);
439 else if (num < 100) 423 else if (num < 100)
440 sprintf (buf, "lots of %s", &coin->clone.name_pl); 424 sprintf (buf, "lots of %s", &coin->object::name_pl);
441 else if (num < 1000) 425 else if (num < 1000)
442 sprintf (buf, "a great many %s", &coin->clone.name_pl); 426 sprintf (buf, "a great many %s", &coin->object::name_pl);
443 else 427 else
444 sprintf (buf, "a vast quantity of %s", &coin->clone.name_pl); 428 sprintf (buf, "a vast quantity of %s", &coin->object::name_pl);
429
445 return buf; 430 return buf;
446 } 431 }
447 } 432 }
448 } 433 }
449 434
450 int hash = ((unsigned int) tmp->count * 174364621) & 1023; 435 int hash = ((unsigned int) tmp->count * 174364621) & 1023;
451 436
452 if (approx_range) 437 if (approx_range)
453 { 438 {
454 uint64 lo = (sint64) real_value - (approx_range * hash >> 10); 439 sint64 lo = (sint64) real_value - (approx_range * hash >> 10);
455 static char buf[MAX_BUF]; 440 static char buf[MAX_BUF];
456 441
457 sprintf (buf, "between %s", cost_string_from_value (lo, 1)); 442 sprintf (buf, "between %s", cost_string_from_value (lo, 1));
458 sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1)); 443 sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1));
459 444
465} 450}
466 451
467/* This function finds out how much money the player is carrying, 452/* This function finds out how much money the player is carrying,
468 * including what is in containers. 453 * including what is in containers.
469 */ 454 */
470uint64 455sint64
471query_money (const object *op) 456query_money (const object *op)
472{ 457{
473 object *tmp; 458 object *tmp;
474 uint64 total = 0; 459 sint64 total = 0;
475 460
476 if (op->type != PLAYER && op->type != CONTAINER) 461 if (op->type != PLAYER && op->type != CONTAINER)
477 { 462 {
478 LOG (llevError, "Query money called with non player/container\n"); 463 LOG (llevError, "Query money called with non player/container\n");
479 return 0; 464 return 0;
480 } 465 }
466
481 for (tmp = op->inv; tmp; tmp = tmp->below) 467 for (tmp = op->inv; tmp; tmp = tmp->below)
482 {
483 if (tmp->type == MONEY) 468 if (tmp->type == MONEY)
484 {
485 total += (uint64) tmp->nrof * (uint64) tmp->value; 469 total += tmp->nrof * (sint64)tmp->value;
486 }
487 else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (tmp->race == NULL || strstr (tmp->race, "gold"))) 470 else if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && (tmp->race == NULL || strstr (tmp->race, "gold")))
488 {
489 total += query_money (tmp); 471 total += query_money (tmp);
490 } 472
491 }
492 return total; 473 return total;
493} 474}
494 475
495/* TCHIZE: This function takes the amount of money from the 476/* TCHIZE: This function takes the amount of money from the
496 * the player inventory and from it's various pouches using the 477 * the player inventory and from it's various pouches using the
497 * pay_from_container function. 478 * pay_from_container function.
498 * returns 0 if not possible. 1 if success 479 * returns 0 if not possible. 1 if success
499 */ 480 */
500int 481int
501pay_for_amount (uint64 to_pay, object *pl) 482pay_for_amount (sint64 to_pay, object *pl)
502{ 483{
503 object *pouch; 484 object *pouch;
504 485
505 if (to_pay == 0) 486 if (to_pay == 0)
506 return 1; 487 return 1;
488
507 if (to_pay > query_money (pl)) 489 if (to_pay > query_money (pl))
508 return 0; 490 return 0;
509 491
510 to_pay = pay_from_container (pl, pl, to_pay); 492 pay_from_container (pl, pl, to_pay);
511 493
512 for (pouch = pl->inv; (pouch != NULL) && (to_pay > 0); pouch = pouch->below) 494 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
513 {
514 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold"))) 495 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
515 {
516 to_pay = pay_from_container (pl, pouch, to_pay); 496 pay_from_container (pl, pouch, to_pay);
517 } 497
518 } 498 pl->update_stats ();
519 fix_player (pl);
520 return 1; 499 return 1;
521} 500}
522 501
523/* DAMN: This is now a wrapper for pay_from_container, which is 502/* DAMN: This is now a wrapper for pay_from_container, which is
524 * called for the player, then for each active container that can hold 503 * called for the player, then for each active container that can hold
526 * of the price was paid from. 505 * of the price was paid from.
527 */ 506 */
528int 507int
529pay_for_item (object *op, object *pl) 508pay_for_item (object *op, object *pl)
530{ 509{
531 uint64 to_pay = query_cost (op, pl, F_BUY | F_SHOP); 510 sint64 to_pay = query_cost (op, pl, F_BUY | F_SHOP);
532 object *pouch; 511 object *pouch;
533 uint64 saved_money; 512 sint64 saved_money;
534 513
535 if (to_pay == 0) 514 if (to_pay == 0)
536 return 1; 515 return 1;
516
537 if (to_pay > query_money (pl)) 517 if (to_pay > query_money (pl))
538 return 0; 518 return 0;
539 519
540 /* We compare the paid price with the one for a player 520 /* We compare the paid price with the one for a player
541 * without bargaining skill. 521 * without bargaining skill.
544 saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay; 524 saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay;
545 525
546 if (saved_money > 0) 526 if (saved_money > 0)
547 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE); 527 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE);
548 528
549 to_pay = pay_from_container (pl, pl, to_pay); 529 pay_from_container (pl, pl, to_pay);
550 530
551 for (pouch = pl->inv; (pouch != NULL) && (to_pay > 0); pouch = pouch->below) 531 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
552 {
553 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold"))) 532 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && (pouch->race == NULL || strstr (pouch->race, "gold")))
554 {
555 to_pay = pay_from_container (pl, pouch, to_pay); 533 pay_from_container (pl, pouch, to_pay);
556 } 534
557 } 535 pl->update_stats ();
558 if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ)) 536
559 SET_FLAG (op, FLAG_WAS_WIZ);
560 fix_player (pl);
561 return 1; 537 return 1;
562} 538}
563 539
564/* This pays for the item, and takes the proper amount of money off 540/* This pays for the item, and takes the proper amount of money off
565 * the player. 541 * the player.
573 * 549 *
574 * pouch is the container (pouch or player) to remove the coins from. 550 * pouch is the container (pouch or player) to remove the coins from.
575 * to_pay is the required amount. 551 * to_pay is the required amount.
576 * returns the amount still missing after using "pouch". 552 * returns the amount still missing after using "pouch".
577 */ 553 */
578static uint64 554static void
579pay_from_container (object *pl, object *pouch, uint64 to_pay) 555pay_from_container (object *pl, object *pouch, sint64 &to_pay)
580{ 556{
581 int count, i; 557 int count, i;
582 uint64 remain; 558 object *tmp, *next;
583 object *tmp, *coin_objs[NUM_COINS], *next;
584 archetype *at; 559 archetype *at;
585 560
586 if (pouch->type != PLAYER && pouch->type != CONTAINER) 561 if (pouch->type != PLAYER && pouch->type != CONTAINER)
587 return to_pay; 562 return;
588 563
589 remain = to_pay; 564 object *coin_objs[NUM_COINS] = { 0 };
590 for (i = 0; i < NUM_COINS; i++)
591 coin_objs[i] = NULL;
592 565
593 /* This hunk should remove all the money objects from the player/container */ 566 /* This hunk should remove all the money objects from the player/container */
594 for (tmp = pouch->inv; tmp; tmp = next) 567 for (tmp = pouch->inv; tmp; tmp = next)
595 { 568 {
596 next = tmp->below; 569 next = tmp->below;
597 570
598 if (tmp->type == MONEY) 571 if (tmp->type == MONEY)
599 { 572 {
600 for (i = 0; i < NUM_COINS; i++) 573 for (i = 0; i < NUM_COINS; i++)
601 { 574 {
602 if (!strcmp (coins[NUM_COINS - 1 - i], tmp->arch->name) && (tmp->value == tmp->arch->clone.value)) 575 if (tmp->value == tmp->arch->value && !strcmp (coins[NUM_COINS - 1 - i], tmp->arch->archname))
603 { 576 {
604
605 /* This should not happen, but if it does, just * 577 // This should not happen, but if it does, just merge the two.
606 * merge the two. */
607 if (coin_objs[i] != NULL) 578 if (coin_objs [i])
608 { 579 {
609 LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]); 580 LOG (llevError, "%s has two money entries of (%s)\n", &pouch->name, coins[NUM_COINS - 1 - i]);
610 remove_ob (tmp);
611 coin_objs[i]->nrof += tmp->nrof; 581 coin_objs[i]->nrof += tmp->nrof;
612 esrv_del_item (pl->contr, tmp->count); 582 tmp->destroy ();
613 free_object (tmp);
614 } 583 }
615 else 584 else
616 { 585 {
617 remove_ob (tmp); 586 tmp->remove ();
618 if (pouch->type == PLAYER)
619 esrv_del_item (pl->contr, tmp->count);
620 coin_objs[i] = tmp; 587 coin_objs[i] = tmp;
621 } 588 }
589
622 break; 590 break;
623 } 591 }
624 } 592 }
593
625 if (i == NUM_COINS) 594 if (i == NUM_COINS)
626 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->name); 595 LOG (llevError, "in pay_for_item: Did not find string match for %s\n", &tmp->arch->archname);
627 } 596 }
628 } 597 }
629 598
630 /* Fill in any gaps in the coin_objs array - needed to make change. */ 599 /* Fill in any gaps in the coin_objs array - needed to make change. */
631 /* Note that the coin_objs array goes from least value to greatest value */ 600 /* Note that the coin_objs array goes from least value to greatest value */
632 for (i = 0; i < NUM_COINS; i++) 601 for (i = 0; i < NUM_COINS; i++)
633 if (coin_objs[i] == NULL) 602 if (!coin_objs[i])
634 { 603 {
635 at = find_archetype (coins[NUM_COINS - 1 - i]); 604 at = archetype::find (coins[NUM_COINS - 1 - i]);
605
636 if (at == NULL) 606 if (at == NULL)
637 LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]); 607 LOG (llevError, "Could not find %s archetype\n", coins[NUM_COINS - 1 - i]);
608
638 coin_objs[i] = arch_to_object (at); 609 coin_objs[i] = arch_to_object (at);
639 coin_objs[i]->nrof = 0; 610 coin_objs[i]->nrof = 0;
640 } 611 }
641 612
642 for (i = 0; i < NUM_COINS; i++) 613 for (i = 0; i < NUM_COINS; i++)
643 { 614 {
644 int num_coins; 615 object &coin = *coin_objs[i];
616 sint64 num_coins = min ((to_pay + coin.value - 1) / coin.value, coin.nrof);
617 to_pay -= num_coins * coin.value;
645 618
646 if (coin_objs[i]->nrof * coin_objs[i]->value > remain)
647 {
648 num_coins = remain / coin_objs[i]->value;
649 if ((uint64) num_coins * (uint64) coin_objs[i]->value < remain)
650 num_coins++;
651 }
652 else
653 {
654 num_coins = coin_objs[i]->nrof;
655 }
656 remain -= (sint64) num_coins *(sint64) coin_objs[i]->value;
657
658 coin_objs[i]->nrof -= num_coins; 619 coin.nrof -= num_coins;
659 /* Now start making change. Start at the coin value 620 /* Now start making change. Start at the coin value
660 * below the one we just did, and work down to 621 * below the one we just did, and work down to
661 * the lowest value. 622 * the lowest value.
662 */ 623 */
663 count = i - 1; 624 count = i - 1;
625
664 while (remain < 0 && count >= 0) 626 while (to_pay < 0 && count >= 0)
665 { 627 {
666 num_coins = -remain / coin_objs[count]->value; 628 num_coins = (-to_pay) / coin_objs[count]->value;
667 coin_objs[count]->nrof += num_coins; 629 coin_objs[count]->nrof += num_coins;
668 remain += num_coins * coin_objs[count]->value; 630 to_pay += num_coins * coin_objs[count]->value;
669 count--; 631 count--;
670 } 632 }
671 } 633 }
634
672 for (i = 0; i < NUM_COINS; i++) 635 for (i = 0; i < NUM_COINS; i++)
673 { 636 {
674 if (coin_objs[i]->nrof) 637 if (coin_objs[i]->nrof)
675 {
676 object *tmp = insert_ob_in_ob (coin_objs[i], pouch); 638 insert_ob_in_ob (coin_objs [i], pouch);
677
678 esrv_send_item (pl, tmp);
679 esrv_send_item (pl, pouch);
680 if (pl != pouch)
681 esrv_update_item (UPD_WEIGHT, pl, pouch);
682 if (pl->type != PLAYER)
683 {
684 esrv_send_item (pl, pl);
685 }
686 }
687 else 639 else
688 { 640 coin_objs[i]->destroy ();
689 free_object (coin_objs[i]);
690 }
691 } 641 }
692 return (remain);
693} 642}
694 643
695/* Checks all unpaid items in op's inventory, adds up all the money they 644/* Checks all unpaid items in op's inventory, adds up all the money they
696 * have, and checks that they can actually afford what they want to buy. 645 * have, and checks that they can actually afford what they want to buy.
697 * Returns 1 if they can, and 0 if they can't. also prints an appropriate message 646 * Returns 1 if they can, and 0 if they can't. also prints an appropriate message
698 * to the player 647 * to the player
699 */ 648 */
700
701int 649int
702can_pay (object *pl) 650can_pay (object *pl)
703{ 651{
704 int unpaid_count = 0, i; 652 int unpaid_count = 0;
705 uint64 unpaid_price = 0; 653 sint64 unpaid_price = 0;
706 uint64 player_wealth = query_money (pl); 654 sint64 player_wealth = query_money (pl);
707 object *item;
708 uint32 coincount[NUM_COINS];
709 655
710 if (!pl || pl->type != PLAYER) 656 if (!pl || pl->type != PLAYER)
711 { 657 {
712 LOG (llevError, "can_pay(): called against something that isn't a player\n"); 658 LOG (llevError, "can_pay(): called against something that isn't a player\n");
713 return 0; 659 return 0;
714 } 660 }
715 for (i = 0; i < NUM_COINS; i++) 661
716 coincount[i] = 0; 662 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
717 for (item = pl->inv; item;) 663 if (QUERY_FLAG (item, FLAG_UNPAID))
718 {
719 if QUERY_FLAG
720 (item, FLAG_UNPAID)
721 { 664 {
722 unpaid_count++; 665 unpaid_count++;
723 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP); 666 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
724 } 667 }
725 /* merely converting the player's monetary wealth won't do, if we did that, 668
726 * we could print the wrong numbers for the coins, so we count the money instead
727 */
728 for (i = 0; i < NUM_COINS; i++)
729 if (!strcmp (coins[i], item->arch->name))
730 coincount[i] += item->nrof;
731 if (item->inv)
732 item = item->inv;
733 else if (item->below)
734 item = item->below;
735 else if (item->env && item->env != pl && item->env->below)
736 item = item->env->below;
737 else
738 item = NULL;
739 }
740 if (unpaid_price > player_wealth) 669 if (unpaid_price > player_wealth)
741 { 670 {
742 char buf[MAX_BUF]; 671 dynbuf_text buf;
743 char cost[MAX_BUF];
744 char missing[MAX_BUF];
745 672
746 sprintf (cost, "%s", cost_string_from_value (unpaid_price, 0)); 673 buf << "You have " << unpaid_count
747 sprintf (missing, "%s", cost_string_from_value (unpaid_price - player_wealth, 0)); 674 << " unpaid item(s) that would cost you " << cost_string_from_value (unpaid_price, 0)
675 << ". You need another " << cost_string_from_value (unpaid_price - player_wealth, 0)
676 << " to be able to afford that.";
748 677
749 sprintf (buf, "You have %d unpaid items that would cost you %s. You need another %s to be able to afford that.", 678 pl->failmsg (buf);
750 unpaid_count, cost, missing); 679
751 new_draw_info (NDI_UNIQUE, 0, pl, buf);
752 return 0; 680 return 0;
753 } 681 }
754 else 682 else
755 return 1; 683 return 1;
756} 684}
757
758 685
759/* Better get_payment, descends containers looking for 686/* Better get_payment, descends containers looking for
760 * unpaid items, and pays for them. 687 * unpaid items, and pays for them.
761 * returns 0 if the player still has unpaid items. 688 * returns 0 if the player still has unpaid items.
762 * returns 1 if the player has paid for everything. 689 * returns 1 if the player has paid for everything.
763 * pl is the player buying the stuff. 690 * pl is the player buying the stuff.
764 * op is the object we are examining. If op has
765 * and inventory, we examine that. IF there are objects
766 * below op, we descend down.
767 */ 691 */
768int 692int
769get_payment (object *pl, object *op) 693get_payment (object *pl)
770{ 694{
771 char buf[MAX_BUF]; 695 for (;;)
772 int ret = 1;
773
774 if (op != NULL && op->inv)
775 ret = get_payment (pl, op->inv);
776
777 if (!ret)
778 return 0;
779
780 if (op != NULL && op->below)
781 ret = get_payment (pl, op->below);
782
783 if (!ret)
784 return 0;
785
786 if (op != NULL && QUERY_FLAG (op, FLAG_UNPAID))
787 { 696 {
788 strncpy (buf, query_cost_string (op, pl, F_BUY | F_SHOP), MAX_BUF); 697 next_item:
789 buf[MAX_BUF - 1] = '\0';
790 if (!pay_for_item (op, pl))
791 {
792 uint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
793 698
794 CLEAR_FLAG (op, FLAG_UNPAID); 699 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
795 new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op));
796 SET_FLAG (op, FLAG_UNPAID);
797 return 0;
798 } 700 {
799 else
800 {
801 object *tmp;
802 tag_t c = op->count;
803
804 CLEAR_FLAG (op, FLAG_UNPAID); 701 if (QUERY_FLAG (op, FLAG_UNPAID))
805 CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
806 new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op));
807 tmp = merge_ob (op, NULL);
808 if (pl->type == PLAYER)
809 { 702 {
810 if (tmp) 703 char buf[MAX_BUF];
811 { /* it was merged */ 704 snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP));
812 esrv_del_item (pl->contr, c); 705
813 op = tmp; 706 if (!pay_for_item (op, pl))
707 {
708 sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
709
710 CLEAR_FLAG (op, FLAG_UNPAID);
711 new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op));
712 SET_FLAG (op, FLAG_UNPAID);
713 return 0;
814 } 714 }
815 esrv_send_item (pl, op); 715 else
716 {
717 CLEAR_FLAG (op, FLAG_UNPAID);
718 CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
719 new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op));
720
721 if (!merge_ob (op, op->env->inv))
722 esrv_update_item (UPD_FLAGS, pl, op);
723
724 goto next_item;
725 }
816 } 726 }
817 } 727 }
818 } 728
819 return 1; 729 return 1;
730 }
820} 731}
821 732
822/* written by elmex: 733/* written by elmex:
823 * moved this code from sell_item () here to have a function 734 * moved this code from sell_item () here to have a function
824 * that pays the player an amount. Mainly put the code here to 735 * that pays the player an amount. Mainly put the code here to
829 * or put it on the ground under the player. This way the player can still 740 * or put it on the ground under the player. This way the player can still
830 * go somewhere and unload the money at a safe place. 741 * go somewhere and unload the money at a safe place.
831 * 742 *
832 */ 743 */
833void 744void
834pay_player (object *pl, uint64 amount) 745pay_player (object *pl, sint64 amount)
835{ 746{
836 int count = 0; 747 int count = 0;
837 archetype *at = 0; 748 archetype *at = 0;
838 object *pouch = 0, *tmp = 0; 749 object *pouch = 0, *tmp = 0;
839 750
840 for (count = 0; coins[count] != NULL; count++) 751 for (count = 0; coins[count]; count++)
841 { 752 {
842 at = find_archetype (coins[count]); 753 at = archetype::find (coins[count]);
843 754
844 if (at == NULL) 755 if (at == NULL)
845 LOG (llevError, "Could not find %s archetype\n", coins[count]); 756 LOG (llevError, "Could not find %s archetype\n", coins[count]);
846 else if ((amount / at->clone.value) > 0) 757 else if ((amount / at->value) > 0)
847 { 758 {
848 for (pouch = pl->inv; pouch; pouch = pouch->below) 759 for (pouch = pl->inv; pouch; pouch = pouch->below)
849 { 760 {
850 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold")) 761 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold"))
851 { 762 {
852 int w = at->clone.weight * (100 - pouch->stats.Str) / 100; 763 int w = at->weight * (100 - pouch->stats.Str) / 100;
853 int n = amount / at->clone.value; 764 int n = amount / at->value;
854 765
855 if (w == 0) 766 if (w == 0)
856 w = 1; /* Prevent divide by zero */ 767 w = 1; /* Prevent divide by zero */
857 768
858 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit)) 769 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
859 { 770 {
860 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) 771 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
861 n = (pouch->weight_limit - pouch->carrying) / w; 772 n = (pouch->weight_limit - pouch->carrying) / w;
862 773
863 tmp = arch_to_object (at); 774 object *tmp = arch_to_object (at);
864 tmp->nrof = n; 775 tmp->nrof = n;
865 amount -= (uint64) tmp->nrof * (uint64) tmp->value; 776 amount -= tmp->nrof * tmp->value;
866 tmp = insert_ob_in_ob (tmp, pouch); 777 pouch->insert (tmp);
867 esrv_send_item (pl, tmp);
868 esrv_send_item (pl, pouch);
869 esrv_update_item (UPD_WEIGHT, pl, pouch);
870 esrv_send_item (pl, pl);
871 } 778 }
872 } 779 }
873 } 780 }
874 781
875 if (amount / at->clone.value > 0) 782 if (amount / at->value > 0)
876 { 783 {
877 tmp = arch_to_object (at); 784 object *tmp = arch_to_object (at);
878 tmp->nrof = amount / tmp->value; 785 tmp->nrof = amount / tmp->value;
879 amount -= (uint64) tmp->nrof * (uint64) tmp->value; 786 amount -= tmp->nrof * tmp->value;
880 tmp = insert_ob_in_ob (tmp, pl); 787 pl->insert (tmp);
881 esrv_send_item (pl, tmp);
882 esrv_send_item (pl, pl);
883 } 788 }
884 } 789 }
885 } 790 }
886 791
887 if (amount != 0) 792 if (amount != 0)
888#ifndef WIN32
889 LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount); 793 LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount);
890#else
891 LOG (llevError, "Warning - payment in pay_player () not zero: %I64u\n", amount);
892#endif
893} 794}
894 795
895/* elmex: this is for the bank plugin :( */ 796/* elmex: this is for the bank plugin :( */
896uint64 797sint64
897pay_player_arch (object *pl, const char *arch, uint64 amount) 798pay_player_arch (object *pl, const char *arch, sint64 amount)
898{ 799{
899 archetype *at = find_archetype (arch);
900 object *tmp = NULL;
901
902 if (at == NULL)
903 return 0;
904
905 if (amount > 0) 800 if (amount)
906 { 801 {
907 tmp = arch_to_object (at); 802 object *ob = archetype::get (arch);
803
804 if (!ob)
805 return 0;
806
908 tmp->nrof = amount; 807 ob->nrof = amount;
909 tmp = insert_ob_in_ob (tmp, pl); 808 pl->insert (ob);
910 esrv_send_item (pl, tmp);
911 esrv_send_item (pl, pl);
912 } 809 }
913 810
914 return 1; 811 return 1;
915} 812}
916 813
919 * buy item. 816 * buy item.
920 * 817 *
921 * Modified to fill available race: gold containers before dumping 818 * Modified to fill available race: gold containers before dumping
922 * remaining coins in character's inventory. 819 * remaining coins in character's inventory.
923 */ 820 */
924void 821bool
925sell_item (object *op, object *pl) 822sell_item (object *op, object *pl)
926{ 823{
927 uint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain; 824 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
928 825
929 if (pl == NULL || pl->type != PLAYER) 826 if (pl == NULL || pl->type != PLAYER)
930 { 827 {
931 LOG (llevDebug, "Object other than player tried to sell something.\n"); 828 LOG (llevDebug, "Object other than player tried to sell something.\n");
932 return; 829 return false;
933 } 830 }
934 831
935 op->custom_name = 0; 832 op->custom_name = 0;
936 833
937 if (!amount) 834 if (!amount)
938 { 835 {
939 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", query_name (op)); 836 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.",
940 837 query_name (op));
941 /* Even if the character doesn't get anything for it, it may still be 838 // elmex: change: the player now gets the item back if the shop is not
942 * worth something. If so, make it unpaid 839 // interested in it.
943 */
944 if (op->value)
945 {
946 SET_FLAG (op, FLAG_UNPAID);
947 SET_FLAG (op, FLAG_PLAYER_SOLD);
948 }
949
950 identify (op);
951 return; 840 return false;
952 } 841 }
953 842
954 /* We compare the price with the one for a player 843 /* We compare the price with the one for a player
955 * without bargaining skill. 844 * without bargaining skill.
956 * This determins the amount of exp (if any) gained for bargaining. 845 * This determins the amount of exp (if any) gained for bargaining.
961 if (extra_gain > 0) 850 if (extra_gain > 0)
962 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); 851 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
963 852
964 pay_player (pl, amount); 853 pay_player (pl, amount);
965 854
966 new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.", query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op)); 855 new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.",
856 query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op));
857 pl->play_sound (sound_find ("shop_sell"));
967 858
968 SET_FLAG (op, FLAG_UNPAID); 859 SET_FLAG (op, FLAG_UNPAID);
969 identify (op); 860 identify (op);
970}
971 861
862 return true;
863}
972 864
973/* returns a double that is the ratio of the price that a shop will offer for 865/* returns a double that is the ratio of the price that a shop will offer for
974 * item based on the shops specialisation. Does not take account of greed, 866 * item based on the shops specialisation. Does not take account of greed,
975 * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any 867 * returned value is between SPECIALISATION_EFFECT and 1.
976 * event is never less than 0.1 (calling functions divide by it)
977 */ 868 */
978static double 869static double
979shop_specialisation_ratio (const object *item, const mapstruct *map) 870shop_specialisation_ratio (const object *item, const maptile *map)
980{ 871{
981 shopitems *items = map->shopitems; 872 shopitems *items = map->shopitems;
982 double ratio = SPECIALISATION_EFFECT, likedness = 0.001; 873 double likedness = 0.;
983 int i; 874 int i;
984 875
985 if (item == NULL) 876 if (item == NULL)
986 { 877 {
987 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", map->path); 878 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path);
988 return 0; 879 return 0;
989 } 880 }
881
990 if (!item->type) 882 if (!item->type)
991 { 883 {
992 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n"); 884 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
993 /* 885 /*
994 * I'm not really sure what the /right/ thing to do here is, these types of 886 * I'm not really sure what the /right/ thing to do here is, these types of
995 * item shouldn't exist anyway, but returning the ratio is probably the best bet.." 887 * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
996 */ 888 */
997 return ratio; 889 return SPECIALISATION_EFFECT;
998 } 890 }
891
999 if (map->shopitems) 892 if (map->shopitems)
1000 { 893 {
1001 for (i = 0; i < items[0].index; i++) 894 for (i = 0; i < items[0].index; i++)
1002 if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001)) 895 if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001))
1003 likedness = items[i].strength / 100.0; 896 likedness = items[i].strength / 100.0;
1004 } 897 }
898
1005 if (likedness > 1.0) 899 if (likedness > 1.0)
1006 { /* someone has been rather silly with the map headers. */ 900 { /* someone has been rather silly with the map headers. */
1007 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, map->path); 901 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path);
1008 likedness = 1.0; 902 likedness = 1.0;
1009 } 903 }
904
1010 if (likedness < -1.0) 905 if (likedness < -1.0)
1011 { 906 {
1012 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, map->path); 907 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path);
1013 likedness = -1.0; 908 likedness = -1.0;
1014 } 909 }
1015 ratio = ratio + (1.0 - ratio) * likedness; 910
1016 if (ratio <= 0.1) 911 return lerp (likedness, -1., 1., SPECIALISATION_EFFECT, 1.);
1017 ratio = 0.1; /* if the ratio were much lower than this, we would get silly prices */
1018 return ratio;
1019} 912}
1020 913
1021/*returns the greed of the shop on map, or 1 if it isn't specified. */ 914/*returns the greed of the shop on map, or 1 if it isn't specified. */
1022static double 915static double
1023shop_greed (const mapstruct *map) 916shop_greed (const maptile *map)
1024{ 917{
1025 double greed = 1.0;
1026
1027 if (map->shopgreed)
1028 return map->shopgreed; 918 return map->shopgreed
1029 return greed; 919 ? map->shopgreed
920 : 1.;
1030} 921}
1031 922
1032/* Returns a double based on how much the shopkeeper approves of the player. 923/* Returns a double based on how much the shopkeeper approves of the player.
1033 * this is based on the race of the shopkeeper and that of the player. 924 * this is based on the race of the shopkeeper and that of the player.
1034 */ 925 */
1035double 926double
1036shopkeeper_approval (const mapstruct *map, const object *player) 927shopkeeper_approval (const maptile *map, const object *player)
1037{ 928{
1038 double approval = 1.0; 929 return map->shoprace && player->race != map->shoprace
1039 930 ? DISLIKE_RATIO
1040 if (map->shoprace) 931 : 1.;
1041 {
1042 approval = NEUTRAL_RATIO;
1043 if (player->race && !strcmp (player->race, map->shoprace))
1044 approval = 1.0;
1045 }
1046 return approval;
1047} 932}
1048 933
1049/* limit the value of items based on the wealth of the shop. If the item is close 934/* limit the value of items based on the wealth of the shop. If the item is close
1050 * to the maximum value a shop will offer, we start to reduce it, if the item is 935 * to the maximum value a shop will offer, we start to reduce it, if the item is
1051 * below the minimum value the shop is prepared to trade in, then we don't 936 * below the minimum value the shop is prepared to trade in, then we don't
1052 * want it and offer nothing. If it isn't a shop, check whether we should do generic 937 * want it and offer nothing. If it isn't a shop, check whether we should do generic
1053 * value reduction. 938 * value reduction.
1054 * 939 *
1055 */ 940 */
1056static uint64 941static sint64
1057value_limit (uint64 val, int quantity, const object *who, int isshop) 942value_limit (sint64 val, int quantity, const object *who, int isshop)
1058{ 943{
1059 uint64 newval, unit_price, tmpshopmax; 944 sint64 newval, unit_price, tmpshopmax;
1060 mapstruct *map; 945 maptile *map;
1061 946
1062 unit_price = val / quantity; 947 unit_price = val / quantity;
1063 948
1064 if (!isshop || !who) 949 if (!isshop || !who)
1065 { 950 {
1066 if (unit_price > 250000) 951 if (unit_price > 250000)
1067 newval = (uint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.); 952 newval = (sint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.);
1068 else 953 else
1069 newval = unit_price; 954 newval = unit_price;
1070 } 955 }
1071 else 956 else
1072 { 957 {
1095 980
1096/* gives a desciption of the shop on their current map to the player op. */ 981/* gives a desciption of the shop on their current map to the player op. */
1097int 982int
1098describe_shop (const object *op) 983describe_shop (const object *op)
1099{ 984{
1100 mapstruct *map = op->map; 985 maptile *map = op->map;
1101 986
1102 /*shopitems *items=map->shopitems; */ 987 /*shopitems *items=map->shopitems; */
1103 int pos = 0, i; 988 int pos = 0, i;
1104 double opinion = 0; 989 double opinion = 0;
1105 char tmp[MAX_BUF] = "\0"; 990 char tmp[MAX_BUF] = "\0";
1109 994
1110 /*check if there is a shop specified for this map */ 995 /*check if there is a shop specified for this map */
1111 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) 996 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
1112 { 997 {
1113 new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:"); 998 new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:");
999
1114 if (map->shopitems) 1000 if (map->shopitems)
1115 {
1116 for (i = 0; i < map->shopitems[0].index; i++) 1001 for (i = 0; i < map->shopitems[0].index; i++)
1002 if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1117 { 1003 {
1118 if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1119 {
1120 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl); 1004 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl);
1121 pos += strlen (tmp + pos); 1005 pos += strlen (tmp + pos);
1122 }
1123 } 1006 }
1124 } 1007
1125 if (!pos) 1008 if (!pos)
1126 strcat (tmp, "a little of everything."); 1009 strcat (tmp, "a little of everything.");
1127 1010
1128 /* format the string into a list */ 1011 /* format the string into a list */
1129 make_list_like (tmp); 1012 make_list_like (tmp);
1130 new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp); 1013 new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1131 1014
1132 if (map->shopmax) 1015 if (map->shopmax)
1133 new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0)); 1016 new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0));
1017
1134 if (map->shopmin) 1018 if (map->shopmin)
1135 new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade in items worth less than %s.", cost_string_from_value (map->shopmin, 0)); 1019 new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade in items worth less than %s.", cost_string_from_value (map->shopmin, 0));
1020
1136 if (map->shopgreed) 1021 if (map->shopgreed)
1137 { 1022 {
1138 if (map->shopgreed > 2.0) 1023 if (map->shopgreed > 2.0)
1139 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively."); 1024 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively.");
1140 else if (map->shopgreed > 1.5) 1025 else if (map->shopgreed > 1.5)
1142 else if (map->shopgreed > 1.1) 1027 else if (map->shopgreed > 1.1)
1143 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly."); 1028 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly.");
1144 else if (map->shopgreed < 0.9) 1029 else if (map->shopgreed < 0.9)
1145 new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge."); 1030 new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge.");
1146 } 1031 }
1032
1147 if (map->shoprace) 1033 if (map->shoprace)
1148 { 1034 {
1149 opinion = shopkeeper_approval (map, op); 1035 opinion = shopkeeper_approval (map, op);
1150 if (opinion > 0.8) 1036 if (opinion > 0.8)
1151 new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you."); 1037 new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you.");
1158 else 1044 else
1159 new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby."); 1045 new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby.");
1160 1046
1161 return 1; 1047 return 1;
1162} 1048}
1049
1163typedef struct shopinv 1050struct shopinv
1164{ 1051{
1165 char *item_sort; 1052 char *item_sort;
1166 char *item_real; 1053 char *item_real;
1167 uint16 type; 1054 uint16 type;
1168 uint32 nrof; 1055 uint32 nrof;
1169} shopinv; 1056};
1170 1057
1171/* There are a lot fo extra casts in here just to suppress warnings - it 1058/* There are a lot fo extra casts in here just to suppress warnings - it
1172 * makes it look uglier than it really it. 1059 * makes it look uglier than it really it.
1173 * The format of the strings we get is type:name. So we first want to 1060 * The format of the strings we get is type:name. So we first want to
1174 * sort by type (numerical) - if the same type, then sort by name. 1061 * sort by type (numerical) - if the same type, then sort by name.
1178{ 1065{
1179 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2; 1066 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1180 1067
1181 if (s1->type < s2->type) 1068 if (s1->type < s2->type)
1182 return -1; 1069 return -1;
1070
1183 if (s1->type > s2->type) 1071 if (s1->type > s2->type)
1184 return 1; 1072 return 1;
1073
1185 /* the type is the same (what atoi gets), so do a strcasecmp to sort 1074 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1186 * via alphabetical order 1075 * via alphabetical order
1187 */ 1076 */
1188 return strcasecmp (s1->item_sort, s2->item_sort); 1077 return strcasecmp (s1->item_sort, s2->item_sort);
1189} 1078}
1216 case RING: 1105 case RING:
1217 case AMULET: 1106 case AMULET:
1218 case BRACERS: 1107 case BRACERS:
1219 case GIRDLE: 1108 case GIRDLE:
1220 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL)); 1109 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL));
1221 items[*numitems].item_sort = strdup_local (buf); 1110 items[*numitems].item_sort = strdup (buf);
1222 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL)); 1111 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL));
1223 items[*numitems].item_real = strdup_local (buf); 1112 items[*numitems].item_real = strdup (buf);
1224 (*numitems)++; 1113 (*numitems)++;
1225 break; 1114 break;
1226#endif 1115#endif
1227 1116
1228 default: 1117 default:
1229 items[*numitems].item_sort = strdup_local (query_base_name (tmp, 0)); 1118 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1230 items[*numitems].item_real = strdup_local (query_base_name (tmp, 1)); 1119 items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1231 (*numitems)++; 1120 (*numitems)++;
1232 break; 1121 break;
1233 } 1122 }
1234 SET_FLAG (tmp, FLAG_UNPAID); 1123 SET_FLAG (tmp, FLAG_UNPAID);
1235} 1124}
1236 1125
1237void 1126void
1238shop_listing (object *op) 1127shop_listing (object *sign, object *op)
1239{ 1128{
1240 int i, j, numitems = 0, numallocated = 0, nx, ny; 1129 int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2;
1241 char *map_mark = (char *) calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1); 1130 const char *shop_coords = sign->kv (shstr_shop_coords);
1242 object *stack; 1131 object *stack;
1243 shopinv *items; 1132 shopinv *items;
1244 1133
1245 /* Should never happen, but just in case a monster does apply a sign */ 1134 /* Should never happen, but just in case a monster does apply a sign */
1246 if (op->type != PLAYER) 1135 if (op->type != PLAYER)
1247 return; 1136 return;
1248 1137
1249 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:"); 1138 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1139 {
1140 x1 = 0;
1141 y1 = 0;
1142 x2 = op->map->width - 1;
1143 y2 = op->map->height - 1;
1144 }
1250 1145
1251 magic_mapping_mark (op, map_mark, 3);
1252 items = (shopinv *) malloc (40 * sizeof (shopinv)); 1146 items = (shopinv *) malloc (40 * sizeof (shopinv));
1253 numallocated = 40; 1147 numallocated = 40;
1254 1148
1255 /* Find all the appropriate items */ 1149 /* Find all the appropriate items */
1256 for (i = 0; i < MAP_WIDTH (op->map); i++) 1150 for (i = x1; i <= x2; i++)
1257 { 1151 {
1258 for (j = 0; j < MAP_HEIGHT (op->map); j++) 1152 for (j = y1; j < y2; j++)
1259 {
1260 /* magic map code now centers the map on the object at MAGIC_MAP_HALF.
1261 * 1153 {
1262 */ 1154 if (is_in_shop (op->map, i, j))
1263 nx = i - op->x + MAGIC_MAP_HALF;
1264 ny = j - op->y + MAGIC_MAP_HALF;
1265 /* unlikely, but really big shops could run into this issue */
1266 if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE)
1267 continue;
1268
1269 if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR)
1270 { 1155 {
1271 stack = get_map_ob (op->map, i, j); 1156 stack = GET_MAP_OB (op->map, i, j);
1272 1157
1273 while (stack) 1158 while (stack)
1274 { 1159 {
1275 if (QUERY_FLAG (stack, FLAG_UNPAID)) 1160 if (QUERY_FLAG (stack, FLAG_UNPAID))
1276 { 1161 {
1277 if (numitems == numallocated) 1162 if (numitems == numallocated)
1278 { 1163 {
1279 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10)); 1164 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10));
1280 numallocated += 10; 1165 numallocated += 10;
1281 } 1166 }
1167
1282 add_shop_item (stack, items, &numitems, &numallocated); 1168 add_shop_item (stack, items, &numitems, &numallocated);
1283 } 1169 }
1170
1284 stack = stack->above; 1171 stack = stack->above;
1285 } 1172 }
1286 } 1173 }
1287 } 1174 }
1288 } 1175 }
1289 free (map_mark); 1176
1290 if (numitems == 0) 1177 if (numitems == 0)
1291 { 1178 {
1292 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n"); 1179 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1293 free (items); 1180 free (items);
1294 return; 1181 return;
1295 } 1182 }
1183
1296 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort); 1184 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1185
1186 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:");
1297 1187
1298 for (i = 0; i < numitems; i++) 1188 for (i = 0; i < numitems; i++)
1299 { 1189 {
1300 /* Collapse items of the same name together */ 1190 /* Collapse items of the same name together */
1301 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real)) 1191 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1310 items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real); 1200 items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real);
1311 free (items[i].item_sort); 1201 free (items[i].item_sort);
1312 free (items[i].item_real); 1202 free (items[i].item_real);
1313 } 1203 }
1314 } 1204 }
1205
1315 free (items); 1206 free (items);
1316} 1207}
1317 1208
1318/* elmex: this function checks whether the object is in a shop */ 1209/* elmex: this function checks whether the object is in a shop */
1319bool 1210bool
1320is_in_shop (object *o) 1211is_in_shop (object *o)
1321{ 1212{
1322 if (!o->map) 1213 if (!o->is_on_map ())
1323 return false; 1214 return false;
1324 1215
1325 return is_in_shop (o->map, o->x, o->y); 1216 return is_in_shop (o->map, o->x, o->y);
1326} 1217}
1327 1218
1328/* elmex: this function checks whether we are in a shop or not */ 1219/* elmex: this function checks whether we are in a shop or not
1220 - change 2007-11-26: enhanced the O(n) case by stopping at the first
1221 floor tile. this possibly will make map bugs where shopfloors are above
1222 floors more obvious.
1223*/
1224
1329bool 1225bool
1330is_in_shop (mapstruct *map, int x, int y) 1226is_in_shop (maptile *map, int x, int y)
1331{ 1227{
1332 for (object *floor = get_map_ob (map, x, y); floor; floor = floor->above) 1228 for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above)
1229 if (QUERY_FLAG (floor, FLAG_IS_FLOOR))
1333 if (floor->type == SHOP_FLOOR) 1230 return floor->type == SHOP_FLOOR;
1334 return true;
1335 1231
1336 return false; 1232 return false;
1337} 1233}
1234

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