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Comparing deliantra/server/server/shop.C (file contents):
Revision 1.11 by root, Mon Sep 11 20:26:41 2006 UTC vs.
Revision 1.56 by root, Mon Sep 29 10:20:49 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 1.11 2006/09/11 20:26:41 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 {
133 { 126 {
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 | logBacktrace, "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 */
159 LOG (llevDebug, "In sell item: Have object with no archetype: %s\n", &tmp->name); 152 LOG (llevDebug, "In sell item: Have object with no archetype: %s\n", &tmp->name);
160 if (flag == F_BUY) 153 if (flag == F_BUY)
161 { 154 {
162 LOG (llevError, "Asking for buy-value of unidentified object without arch.\n"); 155 LOG (llevError | logBacktrace, "Asking for buy-value of unidentified object without arch.\n");
163 val = number * tmp->value * 10; 156 val = number * tmp->value * 10;
164 } 157 }
165 else 158 else
166 val = number * tmp->value / 5; 159 val = number * tmp->value / 5;
167 } 160 }
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 (true);
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 {
674 if (coin_objs[i]->nrof) 636 if (coin_objs[i]->nrof)
675 {
676 object *tmp = insert_ob_in_ob (coin_objs[i], pouch); 637 insert_ob_in_ob (coin_objs [i], pouch);
677
678 esrv_send_item (pl, tmp);
679 esrv_send_item (pl, pouch);
680
681 if (pl != pouch)
682 esrv_update_item (UPD_WEIGHT, pl, pouch);
683
684 if (pl->type != PLAYER)
685 esrv_send_item (pl, pl);
686 }
687 else 638 else
688 free_object (coin_objs[i]); 639 coin_objs[i]->destroy (true);
689 }
690
691 return (remain);
692} 640}
693 641
694/* Checks all unpaid items in op's inventory, adds up all the money they 642/* Checks all unpaid items in op's inventory, adds up all the money they
695 * have, and checks that they can actually afford what they want to buy. 643 * have, and checks that they can actually afford what they want to buy.
696 * Returns 1 if they can, and 0 if they can't. also prints an appropriate message 644 * Returns 1 if they can, and 0 if they can't. also prints an appropriate message
697 * to the player 645 * to the player
698 */ 646 */
699
700int 647int
701can_pay (object *pl) 648can_pay (object *pl)
702{ 649{
703 int unpaid_count = 0, i; 650 int unpaid_count = 0;
704 uint64 unpaid_price = 0; 651 sint64 unpaid_price = 0;
705 uint64 player_wealth = query_money (pl); 652 sint64 player_wealth = query_money (pl);
706 object *item;
707 uint32 coincount[NUM_COINS];
708 653
709 if (!pl || pl->type != PLAYER) 654 if (!pl || pl->type != PLAYER)
710 { 655 {
711 LOG (llevError, "can_pay(): called against something that isn't a player\n"); 656 LOG (llevError, "can_pay(): called against something that isn't a player\n");
712 return 0; 657 return 0;
713 } 658 }
714 659
715 for (i = 0; i < NUM_COINS; i++) 660 for (object::depth_iterator item = pl->begin (); item != pl->end (); ++item)
716 coincount[i] = 0;
717
718 for (item = pl->inv; item;)
719 {
720 if (QUERY_FLAG (item, FLAG_UNPAID)) 661 if (QUERY_FLAG (item, FLAG_UNPAID))
721 { 662 {
722 unpaid_count++; 663 unpaid_count++;
723 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP); 664 unpaid_price += query_cost (item, pl, F_BUY | F_SHOP);
724 } 665 }
725
726 /* merely converting the player's monetary wealth won't do, if we did that,
727 * we could print the wrong numbers for the coins, so we count the money instead
728 */
729 for (i = 0; i < NUM_COINS; i++)
730 if (!strcmp (coins[i], item->arch->name))
731 coincount[i] += item->nrof;
732
733 if (item->inv)
734 item = item->inv;
735 else if (item->below)
736 item = item->below;
737 else if (item->env && item->env != pl && item->env->below)
738 item = item->env->below;
739 else
740 item = NULL;
741 }
742 666
743 if (unpaid_price > player_wealth) 667 if (unpaid_price > player_wealth)
744 { 668 {
745 char buf[MAX_BUF]; 669 dynbuf_text buf;
746 char cost[MAX_BUF];
747 char missing[MAX_BUF];
748 670
749 sprintf (cost, "%s", cost_string_from_value (unpaid_price, 0)); 671 buf << "You have " << unpaid_count
750 sprintf (missing, "%s", cost_string_from_value (unpaid_price - player_wealth, 0)); 672 << " unpaid item(s) that would cost you " << cost_string_from_value (unpaid_price, 0)
673 << ". You need another " << cost_string_from_value (unpaid_price - player_wealth, 0)
674 << " to be able to afford that.";
751 675
752 sprintf (buf, "You have %d unpaid items that would cost you %s. You need another %s to be able to afford that.", 676 pl->failmsg (buf);
753 unpaid_count, cost, missing); 677
754 new_draw_info (NDI_UNIQUE, 0, pl, buf);
755 return 0; 678 return 0;
756 } 679 }
757 else 680 else
758 return 1; 681 return 1;
759} 682}
760
761 683
762/* Better get_payment, descends containers looking for 684/* Better get_payment, descends containers looking for
763 * unpaid items, and pays for them. 685 * unpaid items, and pays for them.
764 * returns 0 if the player still has unpaid items. 686 * returns 0 if the player still has unpaid items.
765 * returns 1 if the player has paid for everything. 687 * returns 1 if the player has paid for everything.
766 * pl is the player buying the stuff. 688 * pl is the player buying the stuff.
767 * op is the object we are examining. If op has
768 * and inventory, we examine that. IF there are objects
769 * below op, we descend down.
770 */ 689 */
771int 690int
772get_payment (object *pl, object *op) 691get_payment (object *pl)
773{ 692{
774 char buf[MAX_BUF]; 693 for (;;)
775 int ret = 1;
776
777 if (op != NULL && op->inv)
778 ret = get_payment (pl, op->inv);
779
780 if (!ret)
781 return 0;
782
783 if (op != NULL && op->below)
784 ret = get_payment (pl, op->below);
785
786 if (!ret)
787 return 0;
788
789 if (op != NULL && QUERY_FLAG (op, FLAG_UNPAID))
790 { 694 {
791 strncpy (buf, query_cost_string (op, pl, F_BUY | F_SHOP), MAX_BUF); 695 next_item:
792 buf[MAX_BUF - 1] = '\0';
793 if (!pay_for_item (op, pl))
794 {
795 uint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
796 696
797 CLEAR_FLAG (op, FLAG_UNPAID); 697 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
798 new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op));
799 SET_FLAG (op, FLAG_UNPAID);
800 return 0;
801 } 698 {
802 else
803 {
804 object *tmp;
805 tag_t c = op->count;
806
807 CLEAR_FLAG (op, FLAG_UNPAID); 699 if (QUERY_FLAG (op, FLAG_UNPAID))
808 CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
809 new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op));
810 tmp = merge_ob (op, NULL);
811 if (pl->type == PLAYER)
812 { 700 {
813 if (tmp) 701 char buf[MAX_BUF];
814 { /* it was merged */ 702 snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP));
815 esrv_del_item (pl->contr, c); 703
816 op = tmp; 704 if (!pay_for_item (op, pl))
705 {
706 sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
707
708 CLEAR_FLAG (op, FLAG_UNPAID);
709 new_draw_info_format (NDI_UNIQUE, 0, pl, "You lack %s to buy %s.", cost_string_from_value (i, 0), query_name (op));
710 SET_FLAG (op, FLAG_UNPAID);
711 return 0;
817 } 712 }
818 esrv_send_item (pl, op); 713 else
714 {
715 CLEAR_FLAG (op, FLAG_UNPAID);
716 CLEAR_FLAG (op, FLAG_PLAYER_SOLD);
717 new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op));
718
719 if (!merge_ob (op, op->env->inv))
720 esrv_update_item (UPD_FLAGS, pl, op);
721
722 goto next_item;
723 }
819 } 724 }
820 } 725 }
821 } 726
822 return 1; 727 return 1;
728 }
823} 729}
824 730
825/* written by elmex: 731/* written by elmex:
826 * moved this code from sell_item () here to have a function 732 * moved this code from sell_item () here to have a function
827 * that pays the player an amount. Mainly put the code here to 733 * that pays the player an amount. Mainly put the code here to
832 * or put it on the ground under the player. This way the player can still 738 * or put it on the ground under the player. This way the player can still
833 * go somewhere and unload the money at a safe place. 739 * go somewhere and unload the money at a safe place.
834 * 740 *
835 */ 741 */
836void 742void
837pay_player (object *pl, uint64 amount) 743pay_player (object *pl, sint64 amount)
838{ 744{
839 int count = 0; 745 int count = 0;
840 archetype *at = 0; 746 archetype *at = 0;
841 object *pouch = 0, *tmp = 0; 747 object *pouch = 0, *tmp = 0;
842 748
843 for (count = 0; coins[count] != NULL; count++) 749 for (count = 0; coins[count]; count++)
844 { 750 {
845 at = find_archetype (coins[count]); 751 at = archetype::find (coins[count]);
846 752
847 if (at == NULL) 753 if (at == NULL)
848 LOG (llevError, "Could not find %s archetype\n", coins[count]); 754 LOG (llevError, "Could not find %s archetype\n", coins[count]);
849 else if ((amount / at->clone.value) > 0) 755 else if ((amount / at->value) > 0)
850 { 756 {
851 for (pouch = pl->inv; pouch; pouch = pouch->below) 757 for (pouch = pl->inv; pouch; pouch = pouch->below)
852 { 758 {
853 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold")) 759 if (pouch->type == CONTAINER && QUERY_FLAG (pouch, FLAG_APPLIED) && pouch->race && strstr (pouch->race, "gold"))
854 { 760 {
855 int w = at->clone.weight * (100 - pouch->stats.Str) / 100; 761 int w = at->weight * (100 - pouch->stats.Str) / 100;
856 int n = amount / at->clone.value; 762 int n = amount / at->value;
857 763
858 if (w == 0) 764 if (w == 0)
859 w = 1; /* Prevent divide by zero */ 765 w = 1; /* Prevent divide by zero */
860 766
861 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit)) 767 if (n > 0 && (!pouch->weight_limit || pouch->carrying + w <= pouch->weight_limit))
862 { 768 {
863 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n) 769 if (pouch->weight_limit && (pouch->weight_limit - pouch->carrying) / w < n)
864 n = (pouch->weight_limit - pouch->carrying) / w; 770 n = (pouch->weight_limit - pouch->carrying) / w;
865 771
866 tmp = arch_to_object (at); 772 object *tmp = arch_to_object (at);
867 tmp->nrof = n; 773 tmp->nrof = n;
868 amount -= (uint64) tmp->nrof * (uint64) tmp->value; 774 amount -= tmp->nrof * tmp->value;
869 tmp = insert_ob_in_ob (tmp, pouch); 775 pouch->insert (tmp);
870 esrv_send_item (pl, tmp);
871 esrv_send_item (pl, pouch);
872 esrv_update_item (UPD_WEIGHT, pl, pouch);
873 esrv_send_item (pl, pl);
874 } 776 }
875 } 777 }
876 } 778 }
877 779
878 if (amount / at->clone.value > 0) 780 if (amount / at->value > 0)
879 { 781 {
880 tmp = arch_to_object (at); 782 object *tmp = arch_to_object (at);
881 tmp->nrof = amount / tmp->value; 783 tmp->nrof = amount / tmp->value;
882 amount -= (uint64) tmp->nrof * (uint64) tmp->value; 784 amount -= tmp->nrof * tmp->value;
883 tmp = insert_ob_in_ob (tmp, pl); 785 pl->insert (tmp);
884 esrv_send_item (pl, tmp);
885 esrv_send_item (pl, pl);
886 } 786 }
887 } 787 }
888 } 788 }
889 789
890 if (amount != 0) 790 if (amount != 0)
891#ifndef WIN32
892 LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount); 791 LOG (llevError, "Warning - payment in pay_player () not zero: %llu\n", amount);
893#else
894 LOG (llevError, "Warning - payment in pay_player () not zero: %I64u\n", amount);
895#endif
896} 792}
897 793
898/* elmex: this is for the bank plugin :( */ 794/* elmex: this is for the bank plugin :( */
899uint64 795sint64
900pay_player_arch (object *pl, const char *arch, uint64 amount) 796pay_player_arch (object *pl, const char *arch, sint64 amount)
901{ 797{
902 archetype *at = find_archetype (arch);
903 object *tmp = NULL;
904
905 if (at == NULL)
906 return 0;
907
908 if (amount > 0) 798 if (amount)
909 { 799 {
910 tmp = arch_to_object (at); 800 object *ob = archetype::get (arch);
801
802 if (!ob)
803 return 0;
804
911 tmp->nrof = amount; 805 ob->nrof = amount;
912 tmp = insert_ob_in_ob (tmp, pl); 806 pl->insert (ob);
913 esrv_send_item (pl, tmp);
914 esrv_send_item (pl, pl);
915 } 807 }
916 808
917 return 1; 809 return 1;
918} 810}
919 811
922 * buy item. 814 * buy item.
923 * 815 *
924 * Modified to fill available race: gold containers before dumping 816 * Modified to fill available race: gold containers before dumping
925 * remaining coins in character's inventory. 817 * remaining coins in character's inventory.
926 */ 818 */
927void 819bool
928sell_item (object *op, object *pl) 820sell_item (object *op, object *pl)
929{ 821{
930 uint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain; 822 sint64 amount = query_cost (op, pl, F_SELL | F_SHOP), extra_gain;
931 823
932 if (pl == NULL || pl->type != PLAYER) 824 if (pl == NULL || pl->type != PLAYER)
933 { 825 {
934 LOG (llevDebug, "Object other than player tried to sell something.\n"); 826 LOG (llevDebug, "Object other than player tried to sell something.\n");
935 return; 827 return false;
936 } 828 }
937 829
938 op->custom_name = 0; 830 op->custom_name = 0;
939 831
940 if (!amount) 832 if (!amount)
941 { 833 {
942 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.", query_name (op)); 834 new_draw_info_format (NDI_UNIQUE, 0, pl, "We're not interested in %s.",
943 835 query_name (op));
944 /* Even if the character doesn't get anything for it, it may still be 836 // elmex: change: the player now gets the item back if the shop is not
945 * worth something. If so, make it unpaid 837 // interested in it.
946 */
947 if (op->value)
948 {
949 SET_FLAG (op, FLAG_UNPAID);
950 SET_FLAG (op, FLAG_PLAYER_SOLD);
951 }
952
953 identify (op);
954 return; 838 return false;
955 } 839 }
956 840
957 /* We compare the price with the one for a player 841 /* We compare the price with the one for a player
958 * without bargaining skill. 842 * without bargaining skill.
959 * This determins the amount of exp (if any) gained for bargaining. 843 * This determins the amount of exp (if any) gained for bargaining.
964 if (extra_gain > 0) 848 if (extra_gain > 0)
965 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); 849 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE);
966 850
967 pay_player (pl, amount); 851 pay_player (pl, amount);
968 852
969 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)); 853 new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.",
854 query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op));
855 pl->play_sound (sound_find ("shop_sell"));
970 856
971 SET_FLAG (op, FLAG_UNPAID); 857 SET_FLAG (op, FLAG_UNPAID);
972 identify (op); 858 identify (op);
973}
974 859
860 return true;
861}
975 862
976/* returns a double that is the ratio of the price that a shop will offer for 863/* returns a double that is the ratio of the price that a shop will offer for
977 * item based on the shops specialisation. Does not take account of greed, 864 * item based on the shops specialisation. Does not take account of greed,
978 * returned value is between (2*SPECIALISATION_EFFECT-1) and 1 and in any 865 * returned value is between SPECIALISATION_EFFECT and 1.
979 * event is never less than 0.1 (calling functions divide by it)
980 */ 866 */
981static double 867static double
982shop_specialisation_ratio (const object *item, const mapstruct *map) 868shop_specialisation_ratio (const object *item, const maptile *map)
983{ 869{
984 shopitems *items = map->shopitems; 870 shopitems *items = map->shopitems;
985 double ratio = SPECIALISATION_EFFECT, likedness = 0.001; 871 double likedness = 0.;
986 int i; 872 int i;
987 873
988 if (item == NULL) 874 if (item == NULL)
989 { 875 {
990 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", map->path); 876 LOG (llevError, "shop_specialisation_ratio: passed a NULL item for map %s\n", &map->path);
991 return 0; 877 return 0;
992 } 878 }
879
993 if (!item->type) 880 if (!item->type)
994 { 881 {
995 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n"); 882 LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n");
996 /* 883 /*
997 * I'm not really sure what the /right/ thing to do here is, these types of 884 * I'm not really sure what the /right/ thing to do here is, these types of
998 * item shouldn't exist anyway, but returning the ratio is probably the best bet.." 885 * item shouldn't exist anyway, but returning the ratio is probably the best bet.."
999 */ 886 */
1000 return ratio; 887 return SPECIALISATION_EFFECT;
1001 } 888 }
889
1002 if (map->shopitems) 890 if (map->shopitems)
1003 { 891 {
1004 for (i = 0; i < items[0].index; i++) 892 for (i = 0; i < items[0].index; i++)
1005 if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001)) 893 if (items[i].typenum == item->type || (!items[i].typenum && likedness == 0.001))
1006 likedness = items[i].strength / 100.0; 894 likedness = items[i].strength / 100.0;
1007 } 895 }
896
1008 if (likedness > 1.0) 897 if (likedness > 1.0)
1009 { /* someone has been rather silly with the map headers. */ 898 { /* someone has been rather silly with the map headers. */
1010 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, map->path); 899 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path);
1011 likedness = 1.0; 900 likedness = 1.0;
1012 } 901 }
902
1013 if (likedness < -1.0) 903 if (likedness < -1.0)
1014 { 904 {
1015 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, map->path); 905 LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path);
1016 likedness = -1.0; 906 likedness = -1.0;
1017 } 907 }
1018 ratio = ratio + (1.0 - ratio) * likedness; 908
1019 if (ratio <= 0.1) 909 return lerp (likedness, -1., 1., SPECIALISATION_EFFECT, 1.);
1020 ratio = 0.1; /* if the ratio were much lower than this, we would get silly prices */
1021 return ratio;
1022} 910}
1023 911
1024/*returns the greed of the shop on map, or 1 if it isn't specified. */ 912/*returns the greed of the shop on map, or 1 if it isn't specified. */
1025static double 913static double
1026shop_greed (const mapstruct *map) 914shop_greed (const maptile *map)
1027{ 915{
1028 double greed = 1.0;
1029
1030 if (map->shopgreed)
1031 return map->shopgreed; 916 return map->shopgreed
1032 return greed; 917 ? map->shopgreed
918 : 1.;
1033} 919}
1034 920
1035/* Returns a double based on how much the shopkeeper approves of the player. 921/* Returns a double based on how much the shopkeeper approves of the player.
1036 * this is based on the race of the shopkeeper and that of the player. 922 * this is based on the race of the shopkeeper and that of the player.
1037 */ 923 */
1038double 924double
1039shopkeeper_approval (const mapstruct *map, const object *player) 925shopkeeper_approval (const maptile *map, const object *player)
1040{ 926{
1041 double approval = 1.0; 927 return map->shoprace && player->race != map->shoprace
1042 928 ? DISLIKE_RATIO
1043 if (map->shoprace) 929 : 1.;
1044 {
1045 approval = NEUTRAL_RATIO;
1046 if (player->race && !strcmp (player->race, map->shoprace))
1047 approval = 1.0;
1048 }
1049 return approval;
1050} 930}
1051 931
1052/* limit the value of items based on the wealth of the shop. If the item is close 932/* limit the value of items based on the wealth of the shop. If the item is close
1053 * to the maximum value a shop will offer, we start to reduce it, if the item is 933 * to the maximum value a shop will offer, we start to reduce it, if the item is
1054 * below the minimum value the shop is prepared to trade in, then we don't 934 * below the minimum value the shop is prepared to trade in, then we don't
1055 * want it and offer nothing. If it isn't a shop, check whether we should do generic 935 * want it and offer nothing. If it isn't a shop, check whether we should do generic
1056 * value reduction. 936 * value reduction.
1057 * 937 *
1058 */ 938 */
1059static uint64 939static sint64
1060value_limit (uint64 val, int quantity, const object *who, int isshop) 940value_limit (sint64 val, int quantity, const object *who, int isshop)
1061{ 941{
1062 uint64 newval, unit_price, tmpshopmax; 942 sint64 newval, unit_price, tmpshopmax;
1063 mapstruct *map; 943 maptile *map;
1064 944
1065 unit_price = val / quantity; 945 unit_price = val / quantity;
1066 946
1067 if (!isshop || !who) 947 if (!isshop || !who)
1068 { 948 {
1069 if (unit_price > 250000) 949 if (unit_price > 250000)
1070 newval = (uint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.); 950 newval = (sint64) (250000. - pow (250000., .75) * 65. + pow (unit_price, .75) * 65.);
1071 else 951 else
1072 newval = unit_price; 952 newval = unit_price;
1073 } 953 }
1074 else 954 else
1075 { 955 {
1098 978
1099/* gives a desciption of the shop on their current map to the player op. */ 979/* gives a desciption of the shop on their current map to the player op. */
1100int 980int
1101describe_shop (const object *op) 981describe_shop (const object *op)
1102{ 982{
1103 mapstruct *map = op->map; 983 maptile *map = op->map;
1104 984
1105 /*shopitems *items=map->shopitems; */ 985 /*shopitems *items=map->shopitems; */
1106 int pos = 0, i; 986 int pos = 0, i;
1107 double opinion = 0; 987 double opinion = 0;
1108 char tmp[MAX_BUF] = "\0"; 988 char tmp[MAX_BUF] = "\0";
1112 992
1113 /*check if there is a shop specified for this map */ 993 /*check if there is a shop specified for this map */
1114 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax) 994 if (map->shopitems || map->shopgreed || map->shoprace || map->shopmin || map->shopmax)
1115 { 995 {
1116 new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:"); 996 new_draw_info (NDI_UNIQUE, 0, op, "From looking at the nearby shop you determine that it trades in:");
997
1117 if (map->shopitems) 998 if (map->shopitems)
1118 {
1119 for (i = 0; i < map->shopitems[0].index; i++) 999 for (i = 0; i < map->shopitems[0].index; i++)
1000 if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1120 { 1001 {
1121 if (map->shopitems[i].name && map->shopitems[i].strength > 10)
1122 {
1123 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl); 1002 snprintf (tmp + pos, sizeof (tmp) - pos, "%s, ", map->shopitems[i].name_pl);
1124 pos += strlen (tmp + pos); 1003 pos += strlen (tmp + pos);
1125 }
1126 } 1004 }
1127 } 1005
1128 if (!pos) 1006 if (!pos)
1129 strcat (tmp, "a little of everything."); 1007 strcat (tmp, "a little of everything.");
1130 1008
1131 /* format the string into a list */ 1009 /* format the string into a list */
1132 make_list_like (tmp); 1010 make_list_like (tmp);
1133 new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp); 1011 new_draw_info_format (NDI_UNIQUE, 0, op, "%s", tmp);
1134 1012
1135 if (map->shopmax) 1013 if (map->shopmax)
1136 new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0)); 1014 new_draw_info_format (NDI_UNIQUE, 0, op, "It won't trade for items above %s.", cost_string_from_value (map->shopmax, 0));
1015
1137 if (map->shopmin) 1016 if (map->shopmin)
1138 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)); 1017 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));
1018
1139 if (map->shopgreed) 1019 if (map->shopgreed)
1140 { 1020 {
1141 if (map->shopgreed > 2.0) 1021 if (map->shopgreed > 2.0)
1142 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively."); 1022 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge massively.");
1143 else if (map->shopgreed > 1.5) 1023 else if (map->shopgreed > 1.5)
1145 else if (map->shopgreed > 1.1) 1025 else if (map->shopgreed > 1.1)
1146 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly."); 1026 new_draw_info (NDI_UNIQUE, 0, op, "It tends to overcharge slightly.");
1147 else if (map->shopgreed < 0.9) 1027 else if (map->shopgreed < 0.9)
1148 new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge."); 1028 new_draw_info (NDI_UNIQUE, 0, op, "It tends to undercharge.");
1149 } 1029 }
1030
1150 if (map->shoprace) 1031 if (map->shoprace)
1151 { 1032 {
1152 opinion = shopkeeper_approval (map, op); 1033 opinion = shopkeeper_approval (map, op);
1153 if (opinion > 0.8) 1034 if (opinion > 0.8)
1154 new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you."); 1035 new_draw_info (NDI_UNIQUE, 0, op, "You think the shopkeeper likes you.");
1161 else 1042 else
1162 new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby."); 1043 new_draw_info (NDI_UNIQUE, 0, op, "There is no shop nearby.");
1163 1044
1164 return 1; 1045 return 1;
1165} 1046}
1047
1166typedef struct shopinv 1048struct shopinv
1167{ 1049{
1168 char *item_sort; 1050 char *item_sort;
1169 char *item_real; 1051 char *item_real;
1170 uint16 type; 1052 uint16 type;
1171 uint32 nrof; 1053 uint32 nrof;
1172} shopinv; 1054};
1173 1055
1174/* There are a lot fo extra casts in here just to suppress warnings - it 1056/* There are a lot fo extra casts in here just to suppress warnings - it
1175 * makes it look uglier than it really it. 1057 * makes it look uglier than it really it.
1176 * The format of the strings we get is type:name. So we first want to 1058 * The format of the strings we get is type:name. So we first want to
1177 * sort by type (numerical) - if the same type, then sort by name. 1059 * sort by type (numerical) - if the same type, then sort by name.
1181{ 1063{
1182 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2; 1064 shopinv *s1 = (shopinv *) a1, *s2 = (shopinv *) a2;
1183 1065
1184 if (s1->type < s2->type) 1066 if (s1->type < s2->type)
1185 return -1; 1067 return -1;
1068
1186 if (s1->type > s2->type) 1069 if (s1->type > s2->type)
1187 return 1; 1070 return 1;
1071
1188 /* the type is the same (what atoi gets), so do a strcasecmp to sort 1072 /* the type is the same (what atoi gets), so do a strcasecmp to sort
1189 * via alphabetical order 1073 * via alphabetical order
1190 */ 1074 */
1191 return strcasecmp (s1->item_sort, s2->item_sort); 1075 return strcasecmp (s1->item_sort, s2->item_sort);
1192} 1076}
1219 case RING: 1103 case RING:
1220 case AMULET: 1104 case AMULET:
1221 case BRACERS: 1105 case BRACERS:
1222 case GIRDLE: 1106 case GIRDLE:
1223 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL)); 1107 sprintf (buf, "%s %s", query_base_name (tmp, 0), describe_item (tmp, NULL));
1224 items[*numitems].item_sort = strdup_local (buf); 1108 items[*numitems].item_sort = strdup (buf);
1225 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL)); 1109 sprintf (buf, "%s %s", query_name (tmp), describe_item (tmp, NULL));
1226 items[*numitems].item_real = strdup_local (buf); 1110 items[*numitems].item_real = strdup (buf);
1227 (*numitems)++; 1111 (*numitems)++;
1228 break; 1112 break;
1229#endif 1113#endif
1230 1114
1231 default: 1115 default:
1232 items[*numitems].item_sort = strdup_local (query_base_name (tmp, 0)); 1116 items[*numitems].item_sort = strdup (query_base_name (tmp, 0));
1233 items[*numitems].item_real = strdup_local (query_base_name (tmp, 1)); 1117 items[*numitems].item_real = strdup (query_base_name (tmp, 1));
1234 (*numitems)++; 1118 (*numitems)++;
1235 break; 1119 break;
1236 } 1120 }
1237 SET_FLAG (tmp, FLAG_UNPAID); 1121 SET_FLAG (tmp, FLAG_UNPAID);
1238} 1122}
1239 1123
1240void 1124void
1241shop_listing (object *op) 1125shop_listing (object *sign, object *op)
1242{ 1126{
1243 int i, j, numitems = 0, numallocated = 0, nx, ny; 1127 int i, j, numitems = 0, numallocated = 0, x1, x2, y1, y2;
1244 char *map_mark = (char *) calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1); 1128 const char *shop_coords = sign->kv (shstr_shop_coords);
1245 object *stack; 1129 object *stack;
1246 shopinv *items; 1130 shopinv *items;
1247 1131
1248 /* Should never happen, but just in case a monster does apply a sign */ 1132 /* Should never happen, but just in case a monster does apply a sign */
1249 if (op->type != PLAYER) 1133 if (op->type != PLAYER)
1250 return; 1134 return;
1251 1135
1252 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:"); 1136 if (!(shop_coords && sscanf (shop_coords, "%d,%d,%d,%d", &x1, &y1, &x2, &y2)))
1137 {
1138 x1 = 0;
1139 y1 = 0;
1140 x2 = op->map->width - 1;
1141 y2 = op->map->height - 1;
1142 }
1253 1143
1254 magic_mapping_mark (op, map_mark, 3);
1255 items = (shopinv *) malloc (40 * sizeof (shopinv)); 1144 items = (shopinv *) malloc (40 * sizeof (shopinv));
1256 numallocated = 40; 1145 numallocated = 40;
1257 1146
1258 /* Find all the appropriate items */ 1147 /* Find all the appropriate items */
1259 for (i = 0; i < MAP_WIDTH (op->map); i++) 1148 for (i = x1; i <= x2; i++)
1260 { 1149 {
1261 for (j = 0; j < MAP_HEIGHT (op->map); j++) 1150 for (j = y1; j < y2; j++)
1262 {
1263 /* magic map code now centers the map on the object at MAGIC_MAP_HALF.
1264 * 1151 {
1265 */ 1152 if (is_in_shop (op->map, i, j))
1266 nx = i - op->x + MAGIC_MAP_HALF;
1267 ny = j - op->y + MAGIC_MAP_HALF;
1268 /* unlikely, but really big shops could run into this issue */
1269 if (nx < 0 || ny < 0 || nx > MAGIC_MAP_SIZE || ny > MAGIC_MAP_SIZE)
1270 continue;
1271
1272 if (map_mark[nx + MAGIC_MAP_SIZE * ny] & FACE_FLOOR)
1273 { 1153 {
1274 stack = get_map_ob (op->map, i, j); 1154 stack = GET_MAP_OB (op->map, i, j);
1275 1155
1276 while (stack) 1156 while (stack)
1277 { 1157 {
1278 if (QUERY_FLAG (stack, FLAG_UNPAID)) 1158 if (QUERY_FLAG (stack, FLAG_UNPAID))
1279 { 1159 {
1280 if (numitems == numallocated) 1160 if (numitems == numallocated)
1281 { 1161 {
1282 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10)); 1162 items = (shopinv *) realloc (items, sizeof (shopinv) * (numallocated + 10));
1283 numallocated += 10; 1163 numallocated += 10;
1284 } 1164 }
1165
1285 add_shop_item (stack, items, &numitems, &numallocated); 1166 add_shop_item (stack, items, &numitems, &numallocated);
1286 } 1167 }
1168
1287 stack = stack->above; 1169 stack = stack->above;
1288 } 1170 }
1289 } 1171 }
1290 } 1172 }
1291 } 1173 }
1292 free (map_mark); 1174
1293 if (numitems == 0) 1175 if (numitems == 0)
1294 { 1176 {
1295 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n"); 1177 new_draw_info (NDI_UNIQUE, 0, op, "The shop is currently empty.\n");
1296 free (items); 1178 free (items);
1297 return; 1179 return;
1298 } 1180 }
1181
1299 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort); 1182 qsort (items, numitems, sizeof (shopinv), (int (*)(const void *, const void *)) shop_sort);
1183
1184 new_draw_info (NDI_UNIQUE, 0, op, "\nThe shop contains:");
1300 1185
1301 for (i = 0; i < numitems; i++) 1186 for (i = 0; i < numitems; i++)
1302 { 1187 {
1303 /* Collapse items of the same name together */ 1188 /* Collapse items of the same name together */
1304 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real)) 1189 if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real))
1313 items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real); 1198 items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real);
1314 free (items[i].item_sort); 1199 free (items[i].item_sort);
1315 free (items[i].item_real); 1200 free (items[i].item_real);
1316 } 1201 }
1317 } 1202 }
1203
1318 free (items); 1204 free (items);
1319} 1205}
1320 1206
1321/* elmex: this function checks whether the object is in a shop */ 1207/* elmex: this function checks whether the object is in a shop */
1322bool 1208bool
1323is_in_shop (object *o) 1209is_in_shop (object *o)
1324{ 1210{
1325 if (!o->map) 1211 if (!o->is_on_map ())
1326 return false; 1212 return false;
1327 1213
1328 return is_in_shop (o->map, o->x, o->y); 1214 return is_in_shop (o->map, o->x, o->y);
1329} 1215}
1330 1216
1331/* elmex: this function checks whether we are in a shop or not */ 1217/* elmex: this function checks whether we are in a shop or not
1218 - change 2007-11-26: enhanced the O(n) case by stopping at the first
1219 floor tile. this possibly will make map bugs where shopfloors are above
1220 floors more obvious.
1221*/
1222
1332bool 1223bool
1333is_in_shop (mapstruct *map, int x, int y) 1224is_in_shop (maptile *map, int x, int y)
1334{ 1225{
1335 for (object *floor = get_map_ob (map, x, y); floor; floor = floor->above) 1226 for (object *floor = GET_MAP_OB (map, x, y); floor; floor = floor->above)
1227 if (QUERY_FLAG (floor, FLAG_IS_FLOOR))
1336 if (floor->type == SHOP_FLOOR) 1228 return floor->type == SHOP_FLOOR;
1337 return true;
1338 1229
1339 return false; 1230 return false;
1340} 1231}
1232

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