Files
nethack/src/shk.c
Michael Meyer b662134eba Fix: bill_dummy_obj billed excessively for stacks
Add a way to request that unpaid_cost() produce the cost for a single
item, which is necessary for the price adjustment made in
bill_dummy_object.  Another option would be to simply divide by quan in
bill_dummy_object, but this might be more future-proof in case
unpaid_cost ever involves more than simple multiplication by quan
(e.g. the use of alternate units vs the base price, as are used for
globs).

Fixes #1236
2024-04-27 18:42:50 -07:00

5550 lines
180 KiB
C

/* NetHack 3.7 shk.c $NHDT-Date: 1652299941 2022/05/11 20:12:21 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.232 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2012. */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
#define PAY_SOME 2
#define PAY_BUY 1
#define PAY_CANT 0 /* too poor */
#define PAY_SKIP (-1)
#define PAY_BROKE (-2)
staticfn void makekops(coord *);
staticfn void call_kops(struct monst *, boolean);
staticfn void kops_gone(boolean);
#define NOTANGRY(mon) ((mon)->mpeaceful)
#define ANGRY(mon) (!NOTANGRY(mon))
#define IS_SHOP(x) (gr.rooms[x].rtype >= SHOPBASE)
#define muteshk(shkp) (helpless(shkp) || (shkp)->data->msound <= MS_ANIMAL)
extern const struct shclass shtypes[]; /* defined in shknam.c */
static const char and_its_contents[] = " and its contents";
static const char the_contents_of[] = "the contents of ";
staticfn void append_honorific(char *);
staticfn long addupbill(struct monst *);
staticfn void pacify_shk(struct monst *, boolean);
staticfn struct bill_x *onbill(struct obj *, struct monst *, boolean);
staticfn struct monst *next_shkp(struct monst *, boolean);
staticfn long shop_debt(struct eshk *);
staticfn char *shk_owns(char *, struct obj *);
staticfn char *mon_owns(char *, struct obj *);
staticfn void clear_unpaid_obj(struct monst *, struct obj *);
staticfn void clear_unpaid(struct monst *, struct obj *);
staticfn void clear_no_charge_obj(struct monst *, struct obj *);
staticfn void clear_no_charge(struct monst *, struct obj *);
staticfn long check_credit(long, struct monst *);
staticfn void pay(long, struct monst *);
staticfn long get_cost(struct obj *, struct monst *);
staticfn long set_cost(struct obj *, struct monst *);
staticfn const char *shk_embellish(struct obj *, long);
staticfn long cost_per_charge(struct monst *, struct obj *, boolean);
staticfn long cheapest_item(struct monst *);
staticfn int menu_pick_pay_items(struct monst *);
staticfn int dopayobj(struct monst *, struct bill_x *, struct obj **, int,
boolean);
staticfn long stolen_container(struct obj *, struct monst *, long, boolean);
staticfn long corpsenm_price_adj(struct obj *);
staticfn long getprice(struct obj *, boolean);
staticfn void shk_names_obj(struct monst *, struct obj *, const char *, long,
const char *);
staticfn boolean inherits(struct monst *, int, int, boolean);
staticfn void set_repo_loc(struct monst *);
staticfn struct obj *bp_to_obj(struct bill_x *);
staticfn long get_pricing_units(struct obj *);
staticfn boolean angry_shk_exists(void);
staticfn void home_shk(struct monst *, boolean);
staticfn void rile_shk(struct monst *);
staticfn void rouse_shk(struct monst *, boolean);
staticfn boolean shk_impaired(struct monst *);
staticfn boolean repairable_damage(struct damage *, struct monst *);
staticfn struct damage *find_damage(struct monst *);
staticfn void discard_damage_struct(struct damage *);
staticfn void discard_damage_owned_by(struct monst *);
staticfn void shk_fixes_damage(struct monst *);
staticfn uint8 litter_getpos(uint8 *, coordxy, coordxy, struct monst *);
staticfn void litter_scatter(uint8 *, coordxy, coordxy, struct monst *);
staticfn void litter_newsyms(uint8 *, coordxy, coordxy);
staticfn int repair_damage(struct monst *, struct damage *, boolean);
staticfn void sub_one_frombill(struct obj *, struct monst *);
staticfn void add_one_tobill(struct obj *, boolean, struct monst *);
staticfn void dropped_container(struct obj *, struct monst *, boolean);
staticfn void add_to_billobjs(struct obj *);
staticfn void bill_box_content(struct obj *, boolean, boolean,
struct monst *);
staticfn boolean rob_shop(struct monst *);
staticfn void deserted_shop(char *);
staticfn boolean special_stock(struct obj *, struct monst *, boolean);
staticfn const char *cad(boolean);
/*
invariants: obj->unpaid iff onbill(obj) [unless bp->useup]
obj->quan <= bp->bquan
*/
static const char *const angrytexts[] = {
"quite upset", "ticked off", "furious"
};
/*
* Transfer money from inventory to monster when paying
* shopkeepers, priests, oracle, succubus, and other demons.
* Simple with only gold coins.
* This routine will handle money changing when multiple
* coin types is implemented, only appropriate
* monsters will pay change. (Peaceful shopkeepers, priests
* and the oracle try to maintain goodwill while selling
* their wares or services. Angry monsters and all demons
* will keep anything they get their hands on.
* Returns the amount actually paid, so we can know
* if the monster kept the change.
*/
long
money2mon(struct monst *mon, long amount)
{
struct obj *ygold = findgold(gi.invent);
if (amount <= 0) {
impossible("%s payment in money2mon!", amount ? "negative" : "zero");
return 0L;
}
if (!ygold || ygold->quan < amount) {
impossible("Paying without %s gold?", ygold ? "enough" : "");
return 0L;
}
if (ygold->quan > amount)
ygold = splitobj(ygold, amount);
else if (ygold->owornmask)
remove_worn_item(ygold, FALSE); /* quiver */
freeinv(ygold);
add_to_minv(mon, ygold);
disp.botl = TRUE;
return amount;
}
/*
* Transfer money from monster to inventory.
* Used when the shopkeeper pay for items, and when
* the priest gives you money for an ale.
*/
void
money2u(struct monst *mon, long amount)
{
struct obj *mongold = findgold(mon->minvent);
if (amount <= 0) {
impossible("%s payment in money2u!", amount ? "negative" : "zero");
return;
}
if (!mongold || mongold->quan < amount) {
impossible("%s paying without %s gold?", a_monnam(mon),
mongold ? "enough" : "");
return;
}
if (mongold->quan > amount)
mongold = splitobj(mongold, amount);
obj_extract_self(mongold);
if (!merge_choice(gi.invent, mongold)
&& inv_cnt(FALSE) >= invlet_basic) {
You("have no room for the gold!");
dropy(mongold);
} else {
addinv(mongold);
disp.botl = TRUE;
}
}
staticfn struct monst *
next_shkp(struct monst *shkp, boolean withbill)
{
for (; shkp; shkp = shkp->nmon) {
if (DEADMONSTER(shkp))
continue;
if (shkp->isshk && (ESHK(shkp)->billct || !withbill))
break;
}
if (shkp) {
if (ANGRY(shkp)) {
if (!ESHK(shkp)->surcharge)
rile_shk(shkp);
}
}
return shkp;
}
/* called in mon.c */
void
shkgone(struct monst *mtmp)
{
struct eshk *eshk = ESHK(mtmp);
struct mkroom *sroom = &gr.rooms[eshk->shoproom - ROOMOFFSET];
struct obj *otmp;
char *p;
int sx, sy;
/* [BUG: some of this should be done on the shop level */
/* even when the shk dies on a different level.] */
if (on_level(&eshk->shoplevel, &u.uz)) {
discard_damage_owned_by(mtmp);
sroom->resident = (struct monst *) 0;
if (!search_special(ANY_SHOP))
gl.level.flags.has_shop = 0;
/* items on shop floor revert to ordinary objects */
for (sx = sroom->lx; sx <= sroom->hx; sx++)
for (sy = sroom->ly; sy <= sroom->hy; sy++)
for (otmp = gl.level.objects[sx][sy]; otmp;
otmp = otmp->nexthere)
otmp->no_charge = 0;
/* Make sure bill is set only when the
dead shk is the resident shk. */
if ((p = strchr(u.ushops, eshk->shoproom)) != 0) {
setpaid(mtmp);
eshk->bill_p = (struct bill_x *) 0;
/* remove eshk->shoproom from u.ushops */
do {
*p = *(p + 1);
} while (*++p);
}
}
}
void
set_residency(struct monst *shkp, boolean zero_out)
{
if (on_level(&(ESHK(shkp)->shoplevel), &u.uz))
gr.rooms[ESHK(shkp)->shoproom - ROOMOFFSET].resident =
(zero_out) ? (struct monst *) 0 : shkp;
}
void
replshk(struct monst *mtmp, struct monst *mtmp2)
{
gr.rooms[ESHK(mtmp2)->shoproom - ROOMOFFSET].resident = mtmp2;
if (inhishop(mtmp) && *u.ushops == ESHK(mtmp)->shoproom) {
ESHK(mtmp2)->bill_p = &(ESHK(mtmp2)->bill[0]);
}
}
/* do shopkeeper specific structure munging -dlc */
void
restshk(struct monst *shkp, boolean ghostly)
{
if (u.uz.dlevel) {
struct eshk *eshkp = ESHK(shkp);
if (eshkp->bill_p != (struct bill_x *) -1000)
eshkp->bill_p = &eshkp->bill[0];
/* shoplevel can change as dungeons move around */
/* savebones guarantees that non-homed shk's will be gone */
if (ghostly) {
assign_level(&eshkp->shoplevel, &u.uz);
if (ANGRY(shkp) && strncmpi(eshkp->customer, gp.plname, PL_NSIZ))
pacify_shk(shkp, TRUE);
}
}
}
/* clear the unpaid bit on a single object and its contents */
staticfn void
clear_unpaid_obj(struct monst *shkp, struct obj *otmp)
{
if (Has_contents(otmp))
clear_unpaid(shkp, otmp->cobj);
if (onbill(otmp, shkp, TRUE))
otmp->unpaid = 0;
}
/* clear the unpaid bit on all of the objects in the list */
staticfn void
clear_unpaid(struct monst *shkp, struct obj *list)
{
while (list) {
clear_unpaid_obj(shkp, list);
list = list->nobj;
}
}
/* clear the no_charge bit on a single object and its contents */
staticfn void
clear_no_charge_obj(
struct monst *shkp, /* if null, clear regardless of shop */
struct obj *otmp)
{
if (Has_contents(otmp))
clear_no_charge(shkp, otmp->cobj);
if (otmp->no_charge) {
struct monst *rm_shkp;
int rno;
coordxy x, y;
/*
* Clear no_charge if
* shkp is Null (clear all items on specified list)
* or not located somewhere that we expect no_charge (which is
* floor [of shop] or inside container [on shop floor])
* or can't find object's map coordinates (should never happen
* for floor or contained; conceivable if on shop bill somehow
* but would have failed the floor-or-contained test since
* containers get emptied before going onto bill)
* or fails location sanity check (should always be good when
* location successfully found)
* or not inside any room
* or the room isn't a shop
* or the shop has no shopkeeper (deserted)
* or shopkeeper is the current one (to avoid clearing no_charge
* for items located in some rival's shop).
*
* no_charge items in a shop which is only temporarily deserted
* become owned by the shop now and will be for-sale once the shk
* returns.
*/
if (!shkp
|| (otmp->where != OBJ_FLOOR
&& otmp->where != OBJ_CONTAINED
&& otmp->where != OBJ_BURIED)
|| !get_obj_location(otmp, &x, &y, OBJ_CONTAINED | OBJ_BURIED)
|| !isok(x, y)
|| (rno = levl[x][y].roomno) < ROOMOFFSET
|| !IS_SHOP(rno - ROOMOFFSET)
|| (rm_shkp = gr.rooms[rno - ROOMOFFSET].resident) == 0
|| rm_shkp == shkp)
otmp->no_charge = 0;
}
}
/* clear the no_charge bit on all of the objects in the list */
staticfn void
clear_no_charge(struct monst *shkp, struct obj *list)
{
while (list) {
/* handle first element of list and any contents it may have */
clear_no_charge_obj(shkp, list);
/* move on to next element of list */
list = list->nobj;
}
}
/* either you paid or left the shop or the shopkeeper died */
void
setpaid(struct monst *shkp)
{
struct obj *obj;
struct monst *mtmp;
clear_unpaid(shkp, gi.invent);
clear_unpaid(shkp, fobj);
if (gl.level.buriedobjlist)
clear_unpaid(shkp, gl.level.buriedobjlist);
if (gt.thrownobj)
clear_unpaid_obj(shkp, gt.thrownobj);
if (gk.kickedobj)
clear_unpaid_obj(shkp, gk.kickedobj);
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon)
if (mtmp->minvent)
clear_unpaid(shkp, mtmp->minvent);
for (mtmp = gm.migrating_mons; mtmp; mtmp = mtmp->nmon)
if (mtmp->minvent)
clear_unpaid(shkp, mtmp->minvent);
/* clear obj->no_charge for all obj in shkp's shop */
clear_no_charge(shkp, fobj);
clear_no_charge(shkp, gl.level.buriedobjlist);
while ((obj = gb.billobjs) != 0) {
obj_extract_self(obj);
dealloc_obj(obj);
}
if (shkp) {
ESHK(shkp)->billct = 0;
ESHK(shkp)->credit = 0L;
ESHK(shkp)->debit = 0L;
ESHK(shkp)->loan = 0L;
}
}
staticfn long
addupbill(struct monst *shkp)
{
int ct = ESHK(shkp)->billct;
struct bill_x *bp = ESHK(shkp)->bill_p;
long total = 0L;
while (ct--) {
total += bp->price * bp->bquan;
bp++;
}
return total;
}
staticfn void
call_kops(struct monst *shkp, boolean nearshop)
{
/* Keystone Kops srt@ucla */
boolean nokops;
if (!shkp)
return;
Soundeffect(se_alarm, 80);
if (!Deaf)
pline("An alarm sounds!");
nokops = ((gm.mvitals[PM_KEYSTONE_KOP].mvflags & G_GONE)
&& (gm.mvitals[PM_KOP_SERGEANT].mvflags & G_GONE)
&& (gm.mvitals[PM_KOP_LIEUTENANT].mvflags & G_GONE)
&& (gm.mvitals[PM_KOP_KAPTAIN].mvflags & G_GONE));
if (!angry_guards(!!Deaf) && nokops) {
if (flags.verbose && !Deaf)
pline("But no one seems to respond to it.");
return;
}
if (nokops)
return;
{
coord mm;
coordxy sx = 0, sy = 0;
choose_stairs(&sx, &sy, TRUE);
if (nearshop) {
/* Create swarm around you, if you merely "stepped out" */
if (flags.verbose)
pline_The("Keystone Kops appear!");
mm.x = u.ux;
mm.y = u.uy;
makekops(&mm);
return;
}
if (flags.verbose)
pline_The("Keystone Kops are after you!");
/* Create swarm near down staircase (hinders return to level) */
if (isok(sx, sy)) {
mm.x = sx;
mm.y = sy;
makekops(&mm);
}
/* Create swarm near shopkeeper (hinders return to shop) */
mm.x = shkp->mx;
mm.y = shkp->my;
makekops(&mm);
}
}
/* x,y is strictly inside shop */
char
inside_shop(coordxy x, coordxy y)
{
char rno;
rno = levl[x][y].roomno;
if ((rno < ROOMOFFSET) || levl[x][y].edge || !IS_SHOP(rno - ROOMOFFSET))
rno = NO_ROOM;
return rno;
}
void
u_left_shop(char *leavestring, boolean newlev)
{
struct monst *shkp;
struct eshk *eshkp;
/*
* IF player
* ((didn't leave outright) AND
* ((he is now strictly-inside the shop) OR
* (he wasn't strictly-inside last turn anyway)))
* THEN (there's nothing to do, so just return)
*/
if (!*leavestring && (!levl[u.ux][u.uy].edge || levl[u.ux0][u.uy0].edge))
return;
shkp = shop_keeper(*leavestring ? *leavestring : *u.ushops0);
if (!shkp || !inhishop(shkp))
return; /* shk died, teleported, changed levels... */
eshkp = ESHK(shkp);
if (!eshkp->billct && !eshkp->debit) /* bill is settled */
return;
if (!*leavestring && !muteshk(shkp)) {
/*
* Player just stepped onto shop-boundary (known from above logic).
* Try to intimidate him into paying his bill
*/
boolean not_upset = !eshkp->surcharge;
if (!Deaf && !muteshk(shkp)) {
SetVoice(shkp, 0, 80, 0);
verbalize(not_upset ? "%s! Please pay before leaving."
: "%s! Don't you leave without paying!",
gp.plname);
} else {
pline("%s %s that you need to pay before leaving%s",
Shknam(shkp),
not_upset ? "points out" : "makes it clear",
not_upset ? "." : "!");
}
return;
}
if (rob_shop(shkp)) {
call_kops(shkp, (!newlev && levl[u.ux0][u.uy0].edge));
}
}
void
credit_report(struct monst *shkp, int idx, boolean silent)
{
struct eshk *eshkp = ESHK(shkp);
static long credit_snap[2][3] = {{0L, 0L, 0L}, {0L, 0L, 0L}};
if (!idx) {
credit_snap[BEFORE][0] = credit_snap[NOW][0] = 0L;
credit_snap[BEFORE][1] = credit_snap[NOW][1] = 0L;
credit_snap[BEFORE][2] = credit_snap[NOW][2] = 0L;
} else {
idx = 1;
}
credit_snap[idx][0] = eshkp->credit;
credit_snap[idx][1] = eshkp->debit;
credit_snap[idx][2] = eshkp->loan;
if (idx && !silent) {
long amt = 0L;
const char *msg = "debt has increased";
if (credit_snap[NOW][0] < credit_snap[BEFORE][0]) {
amt = credit_snap[BEFORE][0] - credit_snap[NOW][0];
msg = "credit has been reduced";
} else if (credit_snap[NOW][1] > credit_snap[BEFORE][1]) {
amt = credit_snap[NOW][1] - credit_snap[BEFORE][1];
} else if (credit_snap[NOW][2] > credit_snap[BEFORE][2]) {
amt = credit_snap[NOW][2] - credit_snap[BEFORE][2];
}
if (amt)
Your("%s by %ld %s.", msg, amt, currency(amt));
}
}
/* robbery from outside the shop via telekinesis or grappling hook */
void
remote_burglary(coordxy x, coordxy y)
{
struct monst *shkp;
struct eshk *eshkp;
shkp = shop_keeper(*in_rooms(x, y, SHOPBASE));
if (!shkp || !inhishop(shkp))
return; /* shk died, teleported, changed levels... */
eshkp = ESHK(shkp);
if (!eshkp->billct && !eshkp->debit) /* bill is settled */
return;
if (rob_shop(shkp)) {
/*[might want to set 2nd arg based on distance from shop doorway]*/
call_kops(shkp, FALSE);
}
}
/* shop merchandise has been taken; pay for it with any credit available;
return false if the debt is fully covered by credit, true otherwise */
staticfn boolean
rob_shop(struct monst *shkp)
{
struct eshk *eshkp;
long total;
eshkp = ESHK(shkp);
rouse_shk(shkp, TRUE);
total = (addupbill(shkp) + eshkp->debit);
if (eshkp->credit >= total) {
Your("credit of %ld %s is used to cover your shopping bill.",
eshkp->credit, currency(eshkp->credit));
total = 0L; /* credit gets cleared by setpaid() */
} else {
You("escaped the shop without paying!");
total -= eshkp->credit;
}
setpaid(shkp);
if (!total)
return FALSE;
/* by this point, we know an actual robbery has taken place */
eshkp->robbed += total;
You("stole %ld %s worth of merchandise.", total, currency(total));
livelog_printf(LL_ACHIEVE, "stole %ld %s worth of merchandise from %s %s",
total, currency(total), s_suffix(shkname(shkp)),
shtypes[eshkp->shoptype - SHOPBASE].name);
if (!Role_if(PM_ROGUE)) /* stealing is unlawful */
adjalign(-sgn(u.ualign.type));
hot_pursuit(shkp);
return TRUE;
}
/* give a message when entering an untended shop (caller has verified that) */
staticfn void
deserted_shop(/*const*/ char *enterstring)
{
struct monst *mtmp;
struct mkroom *r = &gr.rooms[(int) *enterstring - ROOMOFFSET];
int x, y, m = 0, n = 0;
for (x = r->lx; x <= r->hx; ++x)
for (y = r->ly; y <= r->hy; ++y) {
if (u_at(x, y))
continue;
if ((mtmp = m_at(x, y)) != 0) {
++n;
if (sensemon(mtmp) || ((M_AP_TYPE(mtmp) == M_AP_NOTHING
|| M_AP_TYPE(mtmp) == M_AP_MONSTER)
&& canseemon(mtmp)))
++m;
}
}
if (Blind && !(Blind_telepat || Detect_monsters))
++n; /* force feedback to be less specific */
pline("This shop %s %s.", (m < n) ? "seems to be" : "is",
!n ? "deserted" : "untended");
}
/* called from check_special_room(hack.c) */
void
u_entered_shop(char *enterstring)
{
static char empty_shops[5];
struct monst *shkp;
struct eshk *eshkp;
int rt;
if (!*enterstring)
return;
shkp = shop_keeper(*enterstring);
if (!shkp) {
if (!strchr(empty_shops, *enterstring)
&& (in_rooms(u.ux, u.uy, SHOPBASE)
!= in_rooms(u.ux0, u.uy0, SHOPBASE)))
deserted_shop(enterstring);
Strcpy(empty_shops, u.ushops);
u.ushops[0] = '\0';
return;
}
eshkp = ESHK(shkp);
if (!inhishop(shkp)) {
/* dump core when referenced */
eshkp->bill_p = (struct bill_x *) -1000;
if (!strchr(empty_shops, *enterstring))
deserted_shop(enterstring);
Strcpy(empty_shops, u.ushops);
u.ushops[0] = '\0';
return;
}
record_achievement(ACH_SHOP);
eshkp->bill_p = &(eshkp->bill[0]);
if ((!eshkp->visitct || *eshkp->customer)
&& strncmpi(eshkp->customer, gp.plname, PL_NSIZ)) {
/* You seem to be new here */
eshkp->visitct = 0;
eshkp->following = 0;
(void) strncpy(eshkp->customer, gp.plname, PL_NSIZ);
pacify_shk(shkp, TRUE);
}
if (muteshk(shkp) || eshkp->following)
return; /* no dialog */
if (Invis) {
pline("%s senses your presence.", Shknam(shkp));
if (!Deaf && !muteshk(shkp)) {
SetVoice(shkp, 0, 80, 0);
verbalize("Invisible customers are not welcome!");
} else {
pline("%s stands firm as if %s knows you are there.",
Shknam(shkp), noit_mhe(shkp));
}
return;
}
rt = gr.rooms[*enterstring - ROOMOFFSET].rtype;
if (ANGRY(shkp)) {
if (!Deaf && !muteshk(shkp)) {
SetVoice(shkp, 0, 80, 0);
verbalize("So, %s, you dare return to %s %s?!", gp.plname,
s_suffix(shkname(shkp)), shtypes[rt - SHOPBASE].name);
} else {
pline("%s seems %s over your return to %s %s!",
Shknam(shkp), ROLL_FROM(angrytexts),
noit_mhis(shkp), shtypes[rt - SHOPBASE].name);
}
} else if (eshkp->surcharge) {
if (!Deaf && !muteshk(shkp)) {
SetVoice(shkp, 0, 80, 0);
verbalize("Back again, %s? I've got my %s on you.",
gp.plname, mbodypart(shkp, EYE));
} else {
pline_The("atmosphere at %s %s seems unwelcoming.",
s_suffix(shkname(shkp)), shtypes[rt - SHOPBASE].name);
}
} else if (eshkp->robbed) {
if (!Deaf) {
Soundeffect(se_mutter_imprecations, 50);
pline("%s mutters imprecations against shoplifters.",
Shknam(shkp));
} else {
pline("%s is combing through %s inventory list.",
Shknam(shkp), noit_mhis(shkp));
}
} else {
if (!Deaf && !muteshk(shkp)) {
set_voice(shkp, 0, 80, 0);
verbalize("%s, %s! Welcome%s to %s %s!", Hello(shkp), gp.plname,
eshkp->visitct++ ? " again" : "",
s_suffix(shkname(shkp)), shtypes[rt - SHOPBASE].name);
} else {
You("enter %s %s%s!",
s_suffix(shkname(shkp)),
shtypes[rt - SHOPBASE].name,
eshkp->visitct++ ? " again" : "");
}
}
/* can't do anything about blocking if teleported in */
if (!inside_shop(u.ux, u.uy)) {
boolean should_block, not_upset = !eshkp->surcharge;
int cnt;
const char *tool;
struct obj *pick = carrying(PICK_AXE),
*mattock = carrying(DWARVISH_MATTOCK);
if (pick || mattock) {
cnt = 1; /* so far */
if (pick && mattock) { /* carrying both types */
tool = "digging tool";
cnt = 2; /* `more than 1' is all that matters */
} else if (pick) {
tool = "pick-axe";
/* hack: `pick' already points somewhere into inventory */
while ((pick = pick->nobj) != 0)
if (pick->otyp == PICK_AXE)
++cnt;
} else { /* assert(mattock != 0) */
tool = "mattock";
while ((mattock = mattock->nobj) != 0)
if (mattock->otyp == DWARVISH_MATTOCK)
++cnt;
/* [ALI] Shopkeeper identifies mattock(s) */
if (!Blind)
makeknown(DWARVISH_MATTOCK);
}
if (!Deaf && !muteshk(shkp)) {
SetVoice(shkp, 0, 80, 0);
verbalize(not_upset
? "Will you please leave your %s%s outside?"
: "Leave the %s%s outside.",
tool, plur(cnt));
} else {
pline("%s %s to let you in with your %s%s.",
Shknam(shkp),
not_upset ? "is hesitant" : "refuses",
tool, plur(cnt));
}
should_block = TRUE;
} else if (u.usteed) {
if (!Deaf && !muteshk(shkp)) {
SetVoice(shkp, 0, 80, 0);
verbalize(not_upset ? "Will you please leave %s outside?"
: "Leave %s outside.",
y_monnam(u.usteed));
} else {
pline("%s %s to let you in while you're riding %s.",
Shknam(shkp),
not_upset ? "doesn't want" : "refuses",
y_monnam(u.usteed));
}
should_block = TRUE;
} else {
should_block =
(Fast && (sobj_at(PICK_AXE, u.ux, u.uy)
|| sobj_at(DWARVISH_MATTOCK, u.ux, u.uy)));
}
if (should_block)
(void) dochug(shkp); /* shk gets extra move */
}
return;
}
/* called when removing a pick-axe or mattock from a container */
void
pick_pick(struct obj *obj)
{
struct monst *shkp;
if (obj->unpaid || !is_pick(obj))
return;
shkp = shop_keeper(*u.ushops);
if (shkp && inhishop(shkp)) {
static NEARDATA long pickmovetime = 0L;
/* if you bring a sack of N picks into a shop to sell,
don't repeat this N times when they're taken out */
if (gm.moves != pickmovetime) {
if (!Deaf && !muteshk(shkp)) {
SetVoice(shkp, 0, 80, 0);
verbalize("You sneaky %s! Get out of here with that pick!",
cad(FALSE));
} else {
pline("%s %s your pick!",
Shknam(shkp),
haseyes(shkp->data) ? "glares at"
: "is dismayed because of");
}
}
pickmovetime = gm.moves;
}
}
/*
Decide whether two unpaid items are mergeable; caller is responsible for
making sure they're unpaid and the same type of object; we check the price
quoted by the shopkeeper and also that they both belong to the same shk.
*/
boolean
same_price(struct obj *obj1, struct obj *obj2)
{
struct monst *shkp1, *shkp2;
struct bill_x *bp1 = 0, *bp2 = 0;
boolean are_mergable = FALSE;
/* look up the first object by finding shk whose bill it's on */
for (shkp1 = next_shkp(fmon, TRUE); shkp1;
shkp1 = next_shkp(shkp1->nmon, TRUE))
if ((bp1 = onbill(obj1, shkp1, TRUE)) != 0)
break;
/* second object is probably owned by same shk; if not, look harder */
if (shkp1 && (bp2 = onbill(obj2, shkp1, TRUE)) != 0) {
shkp2 = shkp1;
} else {
for (shkp2 = next_shkp(fmon, TRUE); shkp2;
shkp2 = next_shkp(shkp2->nmon, TRUE))
if ((bp2 = onbill(obj2, shkp2, TRUE)) != 0)
break;
}
if (!bp1 || !bp2)
impossible("same_price: object wasn't on any bill!");
else
are_mergable = (shkp1 == shkp2 && bp1->price == bp2->price);
return are_mergable;
}
/*
* Figure out how much is owed to a given shopkeeper.
* At present, we ignore any amount robbed from the shop, to avoid
* turning the `$' command into a way to discover that the current
* level is bones data which has a shk on the warpath.
*/
staticfn long
shop_debt(struct eshk *eshkp)
{
struct bill_x *bp;
int ct;
long debt = eshkp->debit;
for (bp = eshkp->bill_p, ct = eshkp->billct; ct > 0; bp++, ct--)
debt += bp->price * bp->bquan;
return debt;
}
/* called in response to the `$' command */
void
shopper_financial_report(void)
{
struct monst *shkp, *this_shkp = shop_keeper(inside_shop(u.ux, u.uy));
struct eshk *eshkp;
long amt;
int pass;
eshkp = this_shkp ? ESHK(this_shkp) : 0;
if (eshkp && !(eshkp->credit || shop_debt(eshkp))) {
You("have no credit or debt in here.");
this_shkp = 0; /* skip first pass */
}
/* pass 0: report for the shop we're currently in, if any;
pass 1: report for all other shops on this level. */
for (pass = this_shkp ? 0 : 1; pass <= 1; pass++)
for (shkp = next_shkp(fmon, FALSE); shkp;
shkp = next_shkp(shkp->nmon, FALSE)) {
if ((shkp != this_shkp) ^ pass)
continue;
eshkp = ESHK(shkp);
if ((amt = eshkp->credit) != 0)
You("have %ld %s credit at %s %s.", amt, currency(amt),
s_suffix(shkname(shkp)),
shtypes[eshkp->shoptype - SHOPBASE].name);
else if (shkp == this_shkp)
You("have no credit in here.");
if ((amt = shop_debt(eshkp)) != 0)
You("owe %s %ld %s.", shkname(shkp), amt, currency(amt));
else if (shkp == this_shkp)
You("don't owe any gold here.");
}
}
/* 1: shopkeeper is currently in her shop or its boundary; 0: not */
int
inhishop(struct monst *shkp)
{
char *shkrooms;
struct eshk *eshkp = ESHK(shkp);
if (!on_level(&eshkp->shoplevel, &u.uz))
return FALSE;
shkrooms = in_rooms(shkp->mx, shkp->my, SHOPBASE);
return (strchr(shkrooms, eshkp->shoproom) != 0);
}
/* return the shopkeeper for rooms[rmno-2]; returns Null if there isn't one */
struct monst *
shop_keeper(char rmno)
{
struct monst *shkp;
shkp = (rmno >= ROOMOFFSET) ? gr.rooms[rmno - ROOMOFFSET].resident : 0;
if (shkp) {
if (has_eshk(shkp)) {
if (ANGRY(shkp)) {
if (!ESHK(shkp)->surcharge)
rile_shk(shkp);
}
} else {
/* would have segfaulted on ESHK dereference previously */
impossible("%s? (rmno=%d, rtype=%d, mnum=%d, \"%s\")",
shkp->isshk ? "shopkeeper career change"
: "shop resident not shopkeeper",
(int) rmno,
(int) gr.rooms[rmno - ROOMOFFSET].rtype,
shkp->mnum,
/* [real shopkeeper name is kept in ESHK,
not MGIVENNAME] */
has_mgivenname(shkp) ? MGIVENNAME(shkp) : "anonymous");
/* not sure if this is appropriate, because it does nothing to
correct the underlying gr.rooms[].resident issue but... */
return (struct monst *) 0;
}
}
return shkp;
}
/* find the shopkeeper who owns 'obj'; needed to handle shared shop walls */
struct monst *
find_objowner(
struct obj *obj,
coordxy x, coordxy y) /* caller passes obj's location since obj->ox,oy
* might be stale; don't update coordinates here
* because if we're called during sanity checking
* they shouldn't be modified */
{
struct monst *shkp, *deflt_shkp = 0;
if (obj->where == OBJ_ONBILL) {
/* used up item; bill obj coordinates are useless and so are x,y */
for (shkp = next_shkp(fmon, TRUE); shkp;
shkp = next_shkp(shkp->nmon, TRUE))
if (onshopbill(obj, shkp, TRUE))
return shkp;
} else {
char *roomindx, *where = in_rooms(x, y, SHOPBASE);
/* conceptually object could be inside up to 4 rooms simultaneously;
in practice it will usually be one room but can sometimes be two;
check shk and bill for each room rather than just the first;
fallback to the first shk if obj isn't on the relevant bill(s) */
for (roomindx = where; *roomindx; ++roomindx)
if ((shkp = shop_keeper(*roomindx)) != 0) {
if (onshopbill(obj, shkp, TRUE))
return shkp;
if (!deflt_shkp)
deflt_shkp = shkp;
}
}
return deflt_shkp;
}
boolean
tended_shop(struct mkroom *sroom)
{
struct monst *mtmp = sroom->resident;
return !mtmp ? FALSE : (boolean) inhishop(mtmp);
}
staticfn struct bill_x *
onbill(struct obj *obj, struct monst *shkp, boolean silent)
{
if (shkp) {
struct bill_x *bp;
int ct;
for (ct = ESHK(shkp)->billct, bp = ESHK(shkp)->bill_p;
ct > 0; --ct, ++bp) {
if (bp->bo_id == obj->o_id) {
if (!obj->unpaid)
impossible("onbill: paid obj on bill?");
return bp;
}
}
}
if (obj->unpaid && !silent)
impossible("onbill: unpaid obj %s?",
!shkp ? "without shopkeeper" : "not on shk's bill");
return (struct bill_x *) 0;
}
/* used outside of shk.c when caller wants to know whether item is on bill
but doesn't need to know any details about the bill itself */
boolean
onshopbill(struct obj *obj, struct monst *shkp, boolean silent)
{
return onbill(obj, shkp, silent) ? TRUE : FALSE;
}
/* check whether an object or any of its contents belongs to a shop */
boolean
is_unpaid(struct obj *obj)
{
return (boolean) (obj->unpaid
|| (Has_contents(obj) && count_unpaid(obj->cobj)));
}
/* Delete the contents of the given object. */
void
delete_contents(struct obj *obj)
{
struct obj *curr;
while ((curr = obj->cobj) != 0) {
obj_extract_self(curr);
obfree(curr, (struct obj *) 0);
}
}
/* called with two args on merge */
void
obfree(struct obj *obj, struct obj *merge)
{
struct bill_x *bp;
struct bill_x *bpm;
struct monst *shkp;
if (obj->otyp == LEASH && obj->leashmon)
o_unleash(obj);
if (obj->oclass == FOOD_CLASS)
food_disappears(obj);
if (obj->oclass == SPBOOK_CLASS)
book_disappears(obj);
if (Has_contents(obj))
delete_contents(obj);
if (Is_container(obj))
maybe_reset_pick(obj);
shkp = 0;
if (obj->unpaid) {
/* look for a shopkeeper who owns this object */
for (shkp = next_shkp(fmon, TRUE); shkp;
shkp = next_shkp(shkp->nmon, TRUE))
if (onbill(obj, shkp, TRUE))
break;
}
/* sanity check, in case obj is on bill but not marked 'unpaid' */
if (!shkp)
shkp = shop_keeper(*u.ushops);
/*
* Note: `shkp = shop_keeper(*u.ushops)' used to be
* unconditional. But obfree() is used all over
* the place, so making its behavior be dependent
* upon player location doesn't make much sense.
*/
if ((bp = onbill(obj, shkp, FALSE)) != 0) {
if (!merge) {
bp->useup = 1;
obj->unpaid = 0; /* only for doinvbill */
/* for used up glob, put back original weight in case it gets
formatted ('I x' or itemized billing) with 'wizweight' On */
if (obj->globby && !obj->owt && has_omid(obj))
obj->owt = OMID(obj);
add_to_billobjs(obj);
return;
}
bpm = onbill(merge, shkp, FALSE);
if (!bpm) {
/* this used to be a rename */
/* !merge already returned */
impossible(
"obfree: not on bill, %s = (%d,%d,%ld,%d) (%d,%d,%ld,%d)?",
"otyp,where,quan,unpaid",
obj->otyp, obj->where, obj->quan, obj->unpaid ? 1 : 0,
merge->otyp, merge->where, merge->quan,
merge->unpaid ? 1 : 0);
return;
} else {
/* this was a merger */
bpm->bquan += bp->bquan;
ESHK(shkp)->billct--;
#ifdef DUMB
{
/* DRS/NS 2.2.6 messes up -- Peter Kendell */
int indx = ESHK(shkp)->billct;
*bp = ESHK(shkp)->bill_p[indx];
}
#else
*bp = ESHK(shkp)->bill_p[ESHK(shkp)->billct];
#endif
}
} else {
/* not on bill; if the item is being merged away rather than
just deleted and has a higher price adjustment than the stack
being merged into, give the latter the former's obj->o_id so
that the merged stack takes on higher price; matters if hero
eventually buys them from a shop, but doesn't matter if hero
owns them and intends to sell (unless he subsequently buys
them back) or if no shopping activity ever involves them */
if (merge && (oid_price_adjustment(obj, obj->o_id)
> oid_price_adjustment(merge, merge->o_id)))
merge->o_id = obj->o_id;
}
if (obj->owornmask) {
impossible("obfree: deleting worn obj (%d: %ld)", obj->otyp,
obj->owornmask);
/* unfortunately at this point we don't know whether worn mask
applied to hero or a monster or perhaps something bogus, so
can't call remove_worn_item() to get <X>_off() side-effects */
setnotworn(obj);
}
dealloc_obj(obj);
}
staticfn long
check_credit(long tmp, struct monst *shkp)
{
long credit = ESHK(shkp)->credit;
if (credit == 0L) {
; /* nothing to do; just 'return tmp;' */
} else if (credit >= tmp) {
pline_The("price is deducted from your credit.");
ESHK(shkp)->credit -= tmp;
tmp = 0L;
} else {
pline_The("price is partially covered by your credit.");
ESHK(shkp)->credit = 0L;
tmp -= credit;
}
return tmp;
}
staticfn void
pay(long tmp, struct monst *shkp)
{
long robbed = ESHK(shkp)->robbed;
long balance = ((tmp <= 0L) ? tmp : check_credit(tmp, shkp));
if (balance > 0)
money2mon(shkp, balance);
else if (balance < 0)
money2u(shkp, -balance);
disp.botl = TRUE;
if (robbed) {
robbed -= tmp;
if (robbed < 0)
robbed = 0L;
ESHK(shkp)->robbed = robbed;
}
}
/* return shkp to home position */
staticfn void
home_shk(struct monst *shkp, boolean killkops)
{
coordxy x = ESHK(shkp)->shk.x, y = ESHK(shkp)->shk.y;
(void) mnearto(shkp, x, y, TRUE, RLOC_NOMSG);
gl.level.flags.has_shop = 1;
if (killkops) {
kops_gone(TRUE);
pacify_guards();
}
after_shk_move(shkp);
}
staticfn boolean
angry_shk_exists(void)
{
struct monst *shkp;
for (shkp = next_shkp(fmon, FALSE); shkp;
shkp = next_shkp(shkp->nmon, FALSE))
if (ANGRY(shkp))
return TRUE;
return FALSE;
}
/* remove previously applied surcharge from all billed items */
staticfn void
pacify_shk(struct monst *shkp, boolean clear_surcharge)
{
NOTANGRY(shkp) = TRUE; /* make peaceful */
if (clear_surcharge && ESHK(shkp)->surcharge) {
struct bill_x *bp = ESHK(shkp)->bill_p;
int ct = ESHK(shkp)->billct;
ESHK(shkp)->surcharge = FALSE;
while (ct-- > 0) {
long reduction = (bp->price + 3L) / 4L;
bp->price -= reduction; /* undo 33% increase */
bp++;
}
}
}
/* add aggravation surcharge to all billed items */
staticfn void
rile_shk(struct monst *shkp)
{
NOTANGRY(shkp) = FALSE; /* make angry */
if (!ESHK(shkp)->surcharge) {
long surcharge;
struct bill_x *bp = ESHK(shkp)->bill_p;
int ct = ESHK(shkp)->billct;
ESHK(shkp)->surcharge = TRUE;
while (ct-- > 0) {
surcharge = (bp->price + 2L) / 3L;
bp->price += surcharge;
bp++;
}
}
}
/* wakeup and/or unparalyze shopkeeper */
staticfn void
rouse_shk(struct monst *shkp, boolean verbosely)
{
if (helpless(shkp)) {
/* greed induced recovery... */
if (verbosely && canspotmon(shkp))
pline("%s %s.", Shknam(shkp),
shkp->msleeping ? "wakes up" : "can move again");
shkp->msleeping = 0;
shkp->mfrozen = 0;
shkp->mcanmove = 1;
}
}
void
make_happy_shk(struct monst *shkp, boolean silentkops)
{
boolean wasmad = ANGRY(shkp);
struct eshk *eshkp = ESHK(shkp);
pacify_shk(shkp, FALSE);
eshkp->following = 0;
eshkp->robbed = 0L;
if (!Role_if(PM_ROGUE))
adjalign(sgn(u.ualign.type));
if (!inhishop(shkp)) {
char shk_nam[BUFSZ];
boolean vanished = canseemon(shkp);
Strcpy(shk_nam, shkname(shkp));
if (on_level(&eshkp->shoplevel, &u.uz)) {
home_shk(shkp, FALSE);
if (canspotmon(shkp)) {
pline("%s returns to %s shop.", Shknam(shkp),
noit_mhis(shkp));
vanished = FALSE; /* don't give 'Shk disappears' message */
}
} else {
/* if sensed, does disappear regardless whether seen */
if (sensemon(shkp))
vanished = TRUE;
/* can't act as porter for the Amulet, even if shk
happens to be going farther down rather than up */
mdrop_special_objs(shkp);
/* arrive near shop's door */
migrate_to_level(shkp, ledger_no(&eshkp->shoplevel),
MIGR_APPROX_XY, &eshkp->shd);
/* dismiss kops on that level when shk arrives */
eshkp->dismiss_kops = TRUE;
}
if (vanished)
pline("Satisfied, %s suddenly disappears!", shk_nam);
} else if (wasmad)
pline("%s calms down.", Shknam(shkp));
make_happy_shoppers(silentkops);
}
/* called by make_happy_shk() and also by losedogs() for migrating shk */
void
make_happy_shoppers(boolean silentkops)
{
if (!angry_shk_exists()) {
kops_gone(silentkops);
pacify_guards();
}
}
void
hot_pursuit(struct monst *shkp)
{
if (!shkp->isshk)
return;
rile_shk(shkp);
(void) strncpy(ESHK(shkp)->customer, gp.plname, PL_NSIZ);
ESHK(shkp)->following = 1;
/* shopkeeper networking: clear obj->no_charge for all obj on the
floor of this level (including inside containers on floor), even
those that are in other shopkeepers' shops */
clear_no_charge((struct monst *) NULL, fobj);
}
/* Used when the shkp is teleported or falls (ox == 0) out of his shop, or
when the player is not on a costly_spot and he damages something inside
the shop. These conditions must be checked by the calling function. */
/*ARGSUSED*/
void
make_angry_shk(
struct monst *shkp,
coordxy ox UNUSED, coordxy oy UNUSED)
/* <ox,oy> predate 'noit_Monnam()', let alone Shknam() */
{
struct eshk *eshkp = ESHK(shkp);
/* all pending shop transactions are now "past due" */
if (eshkp->billct || eshkp->debit || eshkp->loan || eshkp->credit) {
eshkp->robbed += (addupbill(shkp) + eshkp->debit + eshkp->loan);
eshkp->robbed -= eshkp->credit;
if (eshkp->robbed < 0L)
eshkp->robbed = 0L;
/* billct, debit, loan, and credit will be cleared by setpaid */
setpaid(shkp);
}
pline("%s %s!", Shknam(shkp), !ANGRY(shkp) ? "gets angry" : "is furious");
hot_pursuit(shkp);
}
static const char
no_money[] = "Moreover, you%s have no gold.",
not_enough_money[] = "Besides, you don't have enough to interest %s.";
/* delivers the cheapest item on the list */
staticfn long
cheapest_item(struct monst *shkp)
{
int ct = ESHK(shkp)->billct;
struct bill_x *bp = ESHK(shkp)->bill_p;
long gmin = (bp->price * bp->bquan);
while (ct--) {
if (bp->price * bp->bquan < gmin)
gmin = bp->price * bp->bquan;
bp++;
}
return gmin;
}
/* show items on your bill in a menu, and ask which to pay.
returns the number of entries selected. */
staticfn int
menu_pick_pay_items(struct monst *shkp)
{
struct eshk *eshkp = ESHK(shkp);
winid win;
anything any;
menu_item *pick_list = (menu_item *) 0;
int i, j, n, clr = NO_COLOR;
char buf[BUFSZ];
any = cg.zeroany;
win = create_nhwindow(NHW_MENU);
start_menu(win, MENU_BEHAVE_STANDARD);
for (n = 0; n < eshkp->billct; n++) {
struct obj *otmp;
struct bill_x *bp = &(eshkp->bill_p[n]);
bp->queuedpay = FALSE;
/* find the object on one of the lists */
if ((otmp = bp_to_obj(bp)) != 0) {
/* if completely used up, object quantity is stale;
restoring it to its original value here avoids
making the partly-used-up code more complicated */
if (bp->useup)
otmp->quan = bp->bquan;
Snprintf(buf, sizeof buf, "%s%s",
bp->useup ? "(used up) " : "",
doname(otmp));
any.a_int = n + 1; /* +1: avoid 0 */
add_menu(win, &nul_glyphinfo, &any, 0, 0, ATR_NONE, clr, buf,
MENU_ITEMFLAGS_NONE);
}
}
end_menu(win, "Pay for which items?");
n = select_menu(win, PICK_ANY, &pick_list);
destroy_nhwindow(win);
for (j = 0; j < n; ++j) {
i = pick_list[j].item.a_int - 1; /* -1: reverse +1 above */
eshkp->bill_p[i].queuedpay = TRUE;
}
free(pick_list);
return n;
}
/* the #pay command */
int
dopay(void)
{
struct eshk *eshkp;
struct monst *shkp;
struct monst *nxtm, *resident;
long ltmp;
long umoney;
int pass, tmp, sk = 0, seensk = 0, nexttosk = 0;
boolean paid = FALSE, stashed_gold = (hidden_gold(TRUE) > 0L);
gm.multi = 0;
/* Find how many shk's there are, how many are in
* sight, and are you in a shop room with one.
*/
nxtm = resident = 0;
for (shkp = next_shkp(fmon, FALSE); shkp;
shkp = next_shkp(shkp->nmon, FALSE)) {
sk++;
if (m_next2u(shkp)) {
/* next to an irate shopkeeper? prioritize that */
if (nxtm && ANGRY(nxtm))
continue;
nexttosk++;
nxtm = shkp;
}
if (canspotmon(shkp))
seensk++;
if (inhishop(shkp) && (*u.ushops == ESHK(shkp)->shoproom))
resident = shkp;
}
if (nxtm && nexttosk == 1) {
shkp = nxtm;
goto proceed;
}
if ((!sk && (!Blind || Blind_telepat)) || (!Blind && !seensk)) {
There("appears to be no shopkeeper here to receive your payment.");
return ECMD_OK;
}
if (!seensk) {
You_cant("see...");
return ECMD_OK;
}
/* The usual case. Allow paying at a distance when
* inside a tended shop. Should we change that?
*/
if (sk == 1 && resident) {
shkp = resident;
goto proceed;
}
if (seensk == 1) {
for (shkp = next_shkp(fmon, FALSE); shkp;
shkp = next_shkp(shkp->nmon, FALSE))
if (canspotmon(shkp))
break;
if (shkp != resident && !m_next2u(shkp)) {
pline("%s is not near enough to receive your payment.",
Shknam(shkp));
return ECMD_OK;
}
} else {
struct monst *mtmp;
coord cc;
int cx, cy;
pline("Pay whom?");
cc.x = u.ux;
cc.y = u.uy;
if (getpos(&cc, TRUE, "the creature you want to pay") < 0)
return ECMD_CANCEL; /* player pressed ESC */
cx = cc.x;
cy = cc.y;
if (cx < 0) {
pline("Try again...");
return ECMD_OK;
}
if (u_at(cx, cy)) {
You("are generous to yourself.");
return ECMD_OK;
}
mtmp = m_at(cx, cy);
if (!cansee(cx, cy) && (!mtmp || !canspotmon(mtmp))) {
You("can't %s anyone there.", !Blind ? "see" : "sense");
return ECMD_OK;
}
if (!mtmp) {
There("is no one there to receive your payment.");
return ECMD_OK;
}
if (!mtmp->isshk) {
pline("%s is not interested in your payment.", Monnam(mtmp));
return ECMD_OK;
}
if (mtmp != resident && !m_next2u(mtmp)) {
pline("%s is too far to receive your payment.", Shknam(mtmp));
return ECMD_OK;
}
shkp = mtmp;
}
if (!shkp) {
debugpline0("dopay: null shkp.");
return ECMD_OK;
}
proceed:
eshkp = ESHK(shkp);
ltmp = eshkp->robbed;
/* wake sleeping shk when someone who owes money offers payment */
if (ltmp || eshkp->billct || eshkp->debit)
rouse_shk(shkp, TRUE);
if (helpless(shkp)) { /* still asleep/paralyzed */
pline("%s %s.", Shknam(shkp),
rn2(2) ? "seems to be napping" : "doesn't respond");
return ECMD_OK;
}
if (shkp != resident && NOTANGRY(shkp)) {
umoney = money_cnt(gi.invent);
if (!ltmp)
You("do not owe %s anything.", shkname(shkp));
else if (!umoney) {
You("%shave no gold.", stashed_gold ? "seem to " : "");
if (stashed_gold)
pline("But you have some gold stashed away.");
} else {
if (umoney > ltmp) {
You("give %s the %ld gold piece%s %s asked for.",
shkname(shkp), ltmp, plur(ltmp), noit_mhe(shkp));
pay(ltmp, shkp);
} else {
You("give %s all your%s gold.", shkname(shkp),
stashed_gold ? " openly kept" : "");
pay(umoney, shkp);
if (stashed_gold)
pline("But you have hidden gold!");
}
if ((umoney < ltmp / 2L) || (umoney < ltmp && stashed_gold))
pline("Unfortunately, %s doesn't look satisfied.",
noit_mhe(shkp));
else
make_happy_shk(shkp, FALSE);
}
return ECMD_TIME;
}
/* ltmp is still eshkp->robbed here */
if (!eshkp->billct && !eshkp->debit) {
umoney = money_cnt(gi.invent);
if (!ltmp && NOTANGRY(shkp)) {
You("do not owe %s anything.", shkname(shkp));
if (!umoney)
pline(no_money, stashed_gold ? " seem to" : "");
} else if (ltmp) {
pline("%s is after blood, not gold!", shkname(shkp));
if (umoney < ltmp / 2L || (umoney < ltmp && stashed_gold)) {
if (!umoney)
pline(no_money, stashed_gold ? " seem to" : "");
else
pline(not_enough_money, noit_mhim(shkp));
return ECMD_TIME;
}
pline("But since %s shop has been robbed recently,",
noit_mhis(shkp));
pline("you %scompensate %s for %s losses.",
(umoney < ltmp) ? "partially " : "", shkname(shkp),
noit_mhis(shkp));
pay(umoney < ltmp ? umoney : ltmp, shkp);
make_happy_shk(shkp, FALSE);
} else {
/* shopkeeper is angry, but has not been robbed --
* door broken, attacked, etc. */
pline("%s is after your hide, not your gold!", Shknam(shkp));
if (umoney < 1000L) {
if (!umoney)
pline(no_money, stashed_gold ? " seem to" : "");
else
pline(not_enough_money, noit_mhim(shkp));
return ECMD_TIME;
}
You("try to appease %s by giving %s 1000 gold pieces.",
canspotmon(shkp)
? x_monnam(shkp, ARTICLE_THE, "angry", 0, FALSE)
: shkname(shkp),
noit_mhim(shkp));
pay(1000L, shkp);
if (strncmp(eshkp->customer, gp.plname, PL_NSIZ) || rn2(3))
make_happy_shk(shkp, FALSE);
else
pline("But %s is as angry as ever.", shkname(shkp));
}
return ECMD_TIME;
}
if (shkp != resident) {
impossible("dopay: not to shopkeeper?");
if (resident)
setpaid(resident);
return ECMD_OK;
}
/* pay debt, if any, first */
if (eshkp->debit) {
long dtmp = eshkp->debit;
long loan = eshkp->loan;
char sbuf[BUFSZ];
umoney = money_cnt(gi.invent);
Sprintf(sbuf, "You owe %s %ld %s ", shkname(shkp), dtmp,
currency(dtmp));
if (loan) {
if (loan == dtmp)
Strcat(sbuf, "you picked up in the store.");
else
Strcat(sbuf,
"for gold picked up and the use of merchandise.");
} else
Strcat(sbuf, "for the use of merchandise.");
pline1(sbuf);
if (umoney + eshkp->credit < dtmp) {
pline("But you don't%s have enough gold%s.",
stashed_gold ? " seem to" : "",
eshkp->credit ? " or credit" : "");
return ECMD_TIME;
} else {
if (eshkp->credit >= dtmp) {
eshkp->credit -= dtmp;
eshkp->debit = 0L;
eshkp->loan = 0L;
Your("debt is covered by your credit.");
} else if (!eshkp->credit) {
money2mon(shkp, dtmp);
eshkp->debit = 0L;
eshkp->loan = 0L;
You("pay that debt.");
disp.botl = TRUE;
} else {
dtmp -= eshkp->credit;
eshkp->credit = 0L;
money2mon(shkp, dtmp);
eshkp->debit = 0L;
eshkp->loan = 0L;
pline("That debt is partially offset by your credit.");
You("pay the remainder.");
disp.botl = TRUE;
}
paid = TRUE;
}
}
/* now check items on bill */
if (eshkp->billct) {
boolean itemize;
boolean queuedpay = FALSE, via_menu;
int iprompt;
umoney = money_cnt(gi.invent);
if (!umoney && !eshkp->credit) {
You("%shave no gold or credit%s.",
stashed_gold ? "seem to " : "", paid ? " left" : "");
return ECMD_OK;
}
if ((umoney + eshkp->credit) < cheapest_item(shkp)) {
You("don't have enough gold to buy%s the item%s you picked.",
eshkp->billct > 1 ? " any of" : "", plur(eshkp->billct));
if (stashed_gold)
pline("Maybe you have some gold stashed away?");
return ECMD_OK;
}
via_menu = (flags.menu_style != MENU_TRADITIONAL);
/* allow 'm p' to request a menu for menustyle:traditional;
for other styles, it will do the opposite; that doesn't make
a whole lot of sense for a 'request-menu' prefix, but otherwise
it would simply be redundant and there wouldn't be any way to
skip the menu when hero owes for multiple items */
if (iflags.menu_requested)
via_menu = !via_menu;
/* this will loop for a second iteration iff not initially using a
menu and player answers 'm' to custom ynq prompt */
do {
if (via_menu && eshkp->billct > 1) {
if (!menu_pick_pay_items(shkp))
return ECMD_OK;
queuedpay = TRUE;
itemize = FALSE;
via_menu = FALSE; /* reset so that we don't loop */
} else {
/* this isn't quite right; it itemizes without asking if the
single item on bill is partly used up and partly unpaid */
iprompt = (eshkp->billct < 2) ? 'y'
: yn_function("Itemized billing?",
"ynq m", 'q', TRUE);
itemize = (iprompt == 'y');
if (iprompt == 'q')
goto thanks;
via_menu = (iprompt == 'm');
}
} while (via_menu);
for (pass = 0; pass <= 1; pass++) {
tmp = 0;
while (tmp < eshkp->billct) {
struct obj *otmp;
struct bill_x *bp = &(eshkp->bill_p[tmp]);
if (queuedpay && !bp->queuedpay) {
tmp++;
continue;
}
/* find the object on one of the lists */
if ((otmp = bp_to_obj(bp)) != 0) {
/* if completely used up, object quantity is stale;
restoring it to its original value here avoids
making the partly-used-up code more complicated */
if (bp->useup)
otmp->quan = bp->bquan;
} else {
impossible("Shopkeeper administration out of order.");
setpaid(shkp); /* be nice to the player */
return ECMD_TIME;
}
if (pass == bp->useup && otmp->quan == bp->bquan) {
/* pay for used-up items on first pass and others
* on second, so player will be stuck in the store
* less often; things which are partly used up
* are processed on both passes */
tmp++;
} else {
switch (dopayobj(shkp, bp, &otmp, pass, itemize)) {
case PAY_CANT:
return ECMD_TIME; /*break*/
case PAY_BROKE:
paid = TRUE;
goto thanks; /*break*/
case PAY_SKIP:
tmp++;
continue; /*break*/
case PAY_SOME:
paid = TRUE;
if (itemize)
bot();
continue; /*break*/
case PAY_BUY:
paid = TRUE;
break;
}
if (itemize)
bot();
*bp = eshkp->bill_p[--eshkp->billct];
}
}
}
thanks:
if (!itemize)
update_inventory(); /* Done in dopayobj() if itemize. */
}
if (!ANGRY(shkp) && paid) {
if (!Deaf && !muteshk(shkp)) {
SetVoice(shkp, 0, 80, 0);
verbalize("Thank you for shopping in %s %s%s",
s_suffix(shkname(shkp)),
shtypes[eshkp->shoptype - SHOPBASE].name,
!eshkp->surcharge ? "!" : ".");
} else {
pline("%s nods%s at you for shopping in %s %s%s",
Shknam(shkp), !eshkp->surcharge ? " appreciatively" : "",
noit_mhis(shkp), shtypes[eshkp->shoptype - SHOPBASE].name,
!eshkp->surcharge ? "!" : ".");
}
}
return ECMD_TIME;
}
/* return 2 if used-up portion paid
* 1 if paid successfully
* 0 if not enough money
* -1 if skip this object
* -2 if no money/credit left
*/
staticfn int
dopayobj(
struct monst *shkp,
struct bill_x *bp,
struct obj **obj_p,
int which /* 0 => used-up item, 1 => other (unpaid or lost) */,
boolean itemize)
{
struct obj *obj = *obj_p;
long ltmp, quan, save_quan;
long umoney = money_cnt(gi.invent);
int buy;
boolean stashed_gold = (hidden_gold(TRUE) > 0L),
consumed = (which == 0);
if (!obj->unpaid && !bp->useup) {
impossible("Paid object on bill??");
return PAY_BUY;
}
if (itemize && umoney + ESHK(shkp)->credit == 0L) {
You("%shave no gold or credit left.",
stashed_gold ? "seem to " : "");
return PAY_BROKE;
}
/* we may need to temporarily adjust the object, if part of the
original quantity has been used up but part remains unpaid */
save_quan = obj->quan;
if (consumed) {
/* either completely used up (simple), or split needed */
quan = bp->bquan;
if (quan > obj->quan) /* difference is amount used up */
quan -= obj->quan;
} else {
/* dealing with ordinary unpaid item */
quan = obj->quan;
}
obj->quan = quan; /* to be used by doname() */
obj->unpaid = 0; /* ditto */
iflags.suppress_price++; /* affects containers */
ltmp = bp->price * quan;
buy = PAY_BUY; /* flag; if changed then return early */
if (itemize) {
char qbuf[BUFSZ], qsfx[BUFSZ];
Sprintf(qsfx, " for %ld %s. Pay?", ltmp, currency(ltmp));
(void) safe_qbuf(qbuf, (char *) 0, qsfx, obj,
(quan == 1L) ? Doname2 : doname, ansimpleoname,
(quan == 1L) ? "that" : "those");
if (y_n(qbuf) == 'n') {
buy = PAY_SKIP; /* don't want to buy */
} else if (quan < bp->bquan && !consumed) { /* partly used goods */
obj->quan = bp->bquan - save_quan; /* used up amount */
if (!Deaf && !muteshk(shkp)) {
SetVoice(shkp, 0, 80, 0);
verbalize("%s for the other %s before buying %s.",
ANGRY(shkp) ? "Pay" : "Please pay",
simpleonames(obj), /* short name suffices */
save_quan > 1L ? "these" : "this one");
} else {
pline("%s %s%s your bill for the other %s first.",
Shknam(shkp),
ANGRY(shkp) ? "angrily " : "",
nolimbs(shkp->data) ? "motions to" : "points out",
simpleonames(obj));
}
buy = PAY_SKIP; /* shk won't sell */
}
}
if (buy == PAY_BUY && umoney + ESHK(shkp)->credit < ltmp) {
You("don't%s have gold%s enough to pay for %s.",
stashed_gold ? " seem to" : "",
(ESHK(shkp)->credit > 0L) ? " or credit" : "",
thesimpleoname(obj));
buy = itemize ? PAY_SKIP : PAY_CANT;
}
if (buy != PAY_BUY) {
/* restore unpaid object to original state */
obj->quan = save_quan;
obj->unpaid = 1;
iflags.suppress_price--;
return buy;
}
pay(ltmp, shkp);
shk_names_obj(shkp, obj,
consumed ? "paid for %s at a cost of %ld gold piece%s.%s"
: "bought %s for %ld gold piece%s.%s",
ltmp, "");
obj->quan = save_quan; /* restore original count */
/* quan => amount just bought, save_quan => remaining unpaid count */
iflags.suppress_price--; /* before update_inventory() below */
if (consumed) {
if (quan != bp->bquan) {
/* eliminate used-up portion; remainder is still unpaid */
bp->bquan = obj->quan;
obj->unpaid = 1;
bp->useup = 0;
buy = PAY_SOME;
} else { /* completely used-up, so get rid of it */
obj_extract_self(obj);
/* assert( obj == *obj_p ); */
dealloc_obj(obj);
*obj_p = 0; /* destroy pointer to freed object */
}
} else if (itemize) {
update_inventory(); /* Done just once in dopay() if !itemize. */
}
return buy;
}
/* routine called after dying (or quitting) */
boolean
paybill(
int croaked, /* -1: escaped dungeon; 0: quit; 1: died */
boolean silently) /* maybe avoid messages */
{
struct monst *mtmp, *mtmp2, *firstshk, *resident, *creditor, *hostile,
*localshk;
struct eshk *eshkp;
boolean taken = FALSE, local;
int numsk = 0;
/* if we escaped from the dungeon, shopkeepers can't reach us;
shops don't occur on level 1, but this could happen if hero
level teleports out of the dungeon and manages not to die */
if (croaked < 0)
return FALSE;
/* [should probably also return false when dead hero has been
petrified since shk shouldn't be able to grab inventory
which has been shut inside a statue] */
/* this is where inventory will end up if any shk takes it */
gr.repo.location.x = gr.repo.location.y = 0;
gr.repo.shopkeeper = 0;
/*
* Scan all shopkeepers on the level, to prioritize them:
* 1) keeper of shop hero is inside and who is owed money,
* 2) keeper of shop hero is inside who isn't owed any money,
* 3) other shk who is owed money, 4) other shk who is angry,
* 5) any shk local to this level, and if none is found,
* 6) first shk on monster list (last resort; unlikely, since
* any nonlocal shk will probably be in the owed category
* and almost certainly be in the angry category).
*/
resident = creditor = hostile = localshk = (struct monst *) 0;
for (mtmp = next_shkp(fmon, FALSE); mtmp;
mtmp = next_shkp(mtmp2, FALSE)) {
mtmp2 = mtmp->nmon;
eshkp = ESHK(mtmp);
local = on_level(&eshkp->shoplevel, &u.uz);
if (local && strchr(u.ushops, eshkp->shoproom)) {
/* inside this shk's shop [there might be more than one
resident shk if hero is standing in a breech of a shared
wall, so give priority to one who's also owed money] */
if (!resident || eshkp->billct || eshkp->debit || eshkp->robbed)
resident = mtmp;
} else if (eshkp->billct || eshkp->debit || eshkp->robbed) {
/* owe this shopkeeper money (might also owe others) */
if (!creditor)
creditor = mtmp;
} else if (eshkp->following || ANGRY(mtmp)) {
/* this shopkeeper is antagonistic (others might be too) */
if (!hostile)
hostile = mtmp;
} else if (local) {
/* this shopkeeper's shop is on current level */
if (!localshk)
localshk = mtmp;
}
}
/* give highest priority shopkeeper first crack */
firstshk = resident ? resident
: creditor ? creditor
: hostile ? hostile
: localshk;
if (firstshk) {
numsk++;
taken = inherits(firstshk, numsk, croaked, silently);
}
/* now handle the rest */
for (mtmp = next_shkp(fmon, FALSE); mtmp;
mtmp = next_shkp(mtmp2, FALSE)) {
mtmp2 = mtmp->nmon;
eshkp = ESHK(mtmp);
local = on_level(&eshkp->shoplevel, &u.uz);
if (mtmp != firstshk) {
numsk++;
taken |= inherits(mtmp, numsk, croaked, silently);
}
/* for bones: we don't want a shopless shk around */
if (!local)
mongone(mtmp);
}
return taken;
}
/* decide whether a shopkeeper will take possession of dying hero's invent;
when this returns True, it should call set_repo_loc() before returning;
when it returns False, it should not do such because that might have
already been called for some shopkeeper */
staticfn boolean
inherits(
struct monst *shkp,
int numsk,
int croaked,
boolean silently)
{
long loss = 0L;
long umoney;
struct eshk *eshkp = ESHK(shkp);
boolean take = FALSE, taken = FALSE,
uinshop = (strchr(u.ushops, eshkp->shoproom) != (char *) 0);
char takes[BUFSZ];
/* not strictly consistent; affects messages and prevents next player
(if bones are saved) from blundering into or being ambushed by an
invisible shopkeeper */
shkp->minvis = shkp->perminvis = 0;
/* The simplifying principle is that first-come
already took everything you had. */
if (numsk > 1) {
if (cansee(shkp->mx, shkp->my) && croaked && !silently) {
takes[0] = '\0';
if (has_head(shkp->data) && !rn2(2))
Sprintf(takes, ", shakes %s %s,", noit_mhis(shkp),
mbodypart(shkp, HEAD));
pline("%s %slooks at your corpse%s and %s.", Shknam(shkp),
helpless(shkp) ? "wakes up, " : "",
takes, !inhishop(shkp) ? "disappears" : "sighs");
}
taken = uinshop;
goto skip;
}
/* get one case out of the way: you die in the shop, the
shopkeeper is peaceful, nothing stolen, nothing owed */
if (uinshop && inhishop(shkp) && !eshkp->billct
&& !eshkp->robbed && !eshkp->debit && NOTANGRY(shkp)
&& !eshkp->following && u.ugrave_arise < LOW_PM) {
taken = (gi.invent != 0);
if (taken && !silently)
pline("%s gratefully inherits all your possessions.",
Shknam(shkp));
goto clear;
}
if (eshkp->billct || eshkp->debit || eshkp->robbed) {
if (uinshop && inhishop(shkp))
loss = addupbill(shkp) + eshkp->debit;
if (loss < eshkp->robbed)
loss = eshkp->robbed;
take = TRUE;
}
if (eshkp->following || ANGRY(shkp) || take) {
if (!gi.invent)
goto skip;
umoney = money_cnt(gi.invent);
takes[0] = '\0';
if (helpless(shkp))
Strcat(takes, "wakes up and ");
if (!m_next2u(shkp))
Strcat(takes, "comes and ");
Strcat(takes, "takes");
if (loss > umoney || !loss || uinshop) {
eshkp->robbed -= umoney;
if (eshkp->robbed < 0L)
eshkp->robbed = 0L;
if (umoney > 0L) {
money2mon(shkp, umoney);
disp.botl = TRUE;
}
if (!silently)
pline("%s %s all your possessions.", Shknam(shkp), takes);
taken = TRUE;
} else {
money2mon(shkp, loss);
disp.botl = TRUE;
if (!silently)
pline("%s %s the %ld %s %sowed %s.", Shknam(shkp),
takes, loss, currency(loss),
strncmp(eshkp->customer, gp.plname, PL_NSIZ) ? ""
: "you ",
noit_mhim(shkp));
/* shopkeeper has now been paid in full */
pacify_shk(shkp, FALSE);
eshkp->following = 0;
eshkp->robbed = 0L;
}
skip:
/* in case we create bones */
rouse_shk(shkp, FALSE); /* wake up */
if (!inhishop(shkp))
home_shk(shkp, FALSE);
}
clear:
setpaid(shkp); /* clear this shk's bill */
/* where to put player's invent (after disclosure) */
if (taken)
set_repo_loc(shkp);
return taken;
}
staticfn void
set_repo_loc(struct monst *shkp)
{
coordxy ox, oy;
struct eshk *eshkp = ESHK(shkp);
/* when multiple shopkeepers are present, we might get called more
than once; don't override previous setting */
if (gr.repo.shopkeeper)
return;
/* savebones() sets u.ux,u.uy to 0,0 to remove hero from map but that
takes place after finish_paybill() has been called so we expect
u.ux,u.uy to be valid; however, there has been a report of
impossible "place_object: \"<item>\" off map <0,0>" when hero died
in a gap in a shop's wall (in Minetown, so multiple shopkeepers in
play, and prior to adding 'if (gr.repo.shopkeeper) return' above) */
ox = u.ux ? u.ux : u.ux0;
oy = u.ux ? u.uy : u.uy0; /* [testing u.ux when setting oy is correct] */
/* if you're not in this shk's shop room, or if you're in its doorway
or entry spot or one of its walls (temporary gap or Passes_walls),
then your gear gets dumped all the way inside */
if (!strchr(u.ushops, eshkp->shoproom) || costly_adjacent(shkp, ox, oy)) {
/* shk.x,shk.y is the position immediately in front of the door;
move in one more space */
ox = eshkp->shk.x;
oy = eshkp->shk.y;
ox += sgn(ox - eshkp->shd.x);
oy += sgn(oy - eshkp->shd.y);
} else {
; /* already inside this shk's shop so use ox,oy as-is */
}
/* finish_paybill will deposit invent here */
gr.repo.location.x = ox;
gr.repo.location.y = oy;
gr.repo.shopkeeper = shkp;
}
/* called at game exit, after inventory disclosure but before making bones;
shouldn't issue any messages */
void
finish_paybill(void)
{
struct monst *shkp = gr.repo.shopkeeper;
int ox = gr.repo.location.x, oy = gr.repo.location.y;
/*
* If set_repo_loc() didn't get called for some reason (good luck
* untangling inherits() to figure out why...), ox,oy will be 0,0
* and shkp will be Null. Fix coordinates if that happens.
*/
if (!isok(ox, oy)) {
/* this used to be suppressed as "don't bother" (too late to matter)
but that led to "place_object: \"<item>\" off map <0,0>" warning */
if (shkp)
impossible("finish_paybill: bad location <%d,%d>.", ox, oy);
/* force a valid location */
ox = u.ux ? u.ux : u.ux0;
oy = u.ux ? u.uy : u.uy0; /* [note: testing u.ux when setting oy
* is correct here]*/
}
/* normally done by savebones(), but that's too late in this case */
unleash_all();
/* if hero has any gold left, take it into shopkeeper's possession */
if (shkp) {
long umoney = money_cnt(gi.invent);
if (umoney)
money2mon(shkp, umoney);
}
/* transfer rest of the character's inventory to the shop floor */
drop_upon_death((struct monst *) 0, (struct obj *) 0, ox, oy);
}
/* find obj on one of the lists */
staticfn struct obj *
bp_to_obj(struct bill_x *bp)
{
struct obj *obj;
unsigned int id = bp->bo_id;
if (bp->useup)
obj = o_on(id, gb.billobjs);
else
obj = find_oid(id);
return obj;
}
/*
* Look for o_id on all lists but billobj. Return obj or NULL if not found.
* Its OK for restore_timers() to call this function, there should not
* be any timeouts on the gb.billobjs chain.
*/
struct obj *
find_oid(unsigned int id)
{
struct obj *obj;
struct monst *mon, *mmtmp[3];
int i;
/* first check various obj lists directly */
if ((obj = o_on(id, gi.invent)) != 0)
return obj;
if ((obj = o_on(id, fobj)) != 0)
return obj;
if ((obj = o_on(id, gl.level.buriedobjlist)) != 0)
return obj;
if ((obj = o_on(id, gm.migrating_objs)) != 0)
return obj;
/* not found yet; check inventory for members of various monst lists */
mmtmp[0] = fmon;
mmtmp[1] = gm.migrating_mons;
mmtmp[2] = gm.mydogs; /* for use during level changes */
for (i = 0; i < 3; i++)
for (mon = mmtmp[i]; mon; mon = mon->nmon)
if ((obj = o_on(id, mon->minvent)) != 0)
return obj;
/* not found at all */
return (struct obj *) 0;
}
/* Returns the price of an arbitrary item in the shop,
0 if the item doesn't belong to a shopkeeper or hero is not in the shop. */
long
get_cost_of_shop_item(
struct obj *obj,
int *nochrg) /* alternate return value: 1: no charge, 0: shop owned,
* -1: not in a shop (so don't format as "no charge") */
{
struct monst *shkp;
struct obj *top;
coordxy x, y;
boolean freespot;
long cost = 0L;
*nochrg = -1; /* assume 'not applicable' */
if (*u.ushops && obj->oclass != COIN_CLASS
&& obj != uball && obj != uchain
&& get_obj_location(obj, &x, &y, CONTAINED_TOO)
&& *in_rooms(x, y, SHOPBASE) == *u.ushops
&& (shkp = shop_keeper(inside_shop(x, y))) != 0 && inhishop(shkp)) {
for (top = obj; top->where == OBJ_CONTAINED; top = top->ocontainer)
continue;
freespot = (top->where == OBJ_FLOOR
&& x == ESHK(shkp)->shk.x && y == ESHK(shkp)->shk.y);
/* no_charge is only set for floor items inside shop proper;
items on freespot are implicitly 'no charge' */
*nochrg = (top->where == OBJ_FLOOR && (obj->no_charge || freespot));
if (carried(top) ? (int) obj->unpaid : !*nochrg) {
long per_unit_cost = get_cost(obj, shkp);
cost = get_pricing_units(obj) * per_unit_cost;
}
if (Has_contents(obj) && !freespot)
cost += contained_cost(obj, shkp, 0L, FALSE, TRUE);
}
return cost;
}
staticfn long
get_pricing_units(struct obj *obj)
{
long units = obj->quan;
if (obj->globby) {
/* globs must be sold by weight not by volume */
long unit_weight = (long) objects[obj->otyp].oc_weight,
wt = (obj->owt > 0) ? (long) obj->owt : (long) weight(obj);
if (unit_weight)
units = (wt + unit_weight - 1L) / unit_weight;
}
return units;
}
/* decide whether to apply a surcharge (or hypothetically, a discount) to obj
if it had ID number 'oid'; returns 1: increase, 0: normal, -1: decrease */
int
oid_price_adjustment(struct obj *obj, unsigned int oid)
{
int res = 0, otyp = obj->otyp;
if (!(obj->dknown && objects[otyp].oc_name_known)
&& (obj->oclass != GEM_CLASS || objects[otyp].oc_material != GLASS)) {
res = ((oid % 4) == 0); /* id%4 ==0 -> +1, ==1..3 -> 0 */
}
return res;
}
/* calculate the value that the shk will charge for [one of] an object */
staticfn long
get_cost(
struct obj *obj,
struct monst *shkp) /* if angry, impose a surcharge */
{
long tmp = getprice(obj, FALSE),
/* used to perform a single calculation even when multiple
adjustments (unID'd, dunce/tourist, charisma) are made */
multiplier = 1L, divisor = 1L;
if (!tmp)
tmp = 5L;
/* shopkeeper may notice if the player isn't very knowledgeable -
especially when gem prices are concerned */
if (!obj->dknown || !objects[obj->otyp].oc_name_known) {
if (obj->oclass == GEM_CLASS
&& objects[obj->otyp].oc_material == GLASS) {
int i;
/* get a value that's 'random' from game to game, but the
same within the same game */
boolean pseudorand =
(((int) ubirthday % obj->otyp) >= obj->otyp / 2);
/* all gems are priced high - real or not */
switch (obj->otyp - FIRST_GLASS_GEM) {
case 0: /* white */
i = pseudorand ? DIAMOND : OPAL;
break;
case 1: /* blue */
i = pseudorand ? SAPPHIRE : AQUAMARINE;
break;
case 2: /* red */
i = pseudorand ? RUBY : JASPER;
break;
case 3: /* yellowish brown */
i = pseudorand ? AMBER : TOPAZ;
break;
case 4: /* orange */
i = pseudorand ? JACINTH : AGATE;
break;
case 5: /* yellow */
i = pseudorand ? CITRINE : CHRYSOBERYL;
break;
case 6: /* black */
i = pseudorand ? BLACK_OPAL : JET;
break;
case 7: /* green */
i = pseudorand ? EMERALD : JADE;
break;
case 8: /* violet */
i = pseudorand ? AMETHYST : FLUORITE;
break;
default:
impossible("bad glass gem %d?", obj->otyp);
i = STRANGE_OBJECT;
break;
}
tmp = (long) objects[i].oc_cost;
} else if (oid_price_adjustment(obj, obj->o_id) > 0) {
/* unid'd, arbitrarily impose surcharge: tmp *= 4/3 */
multiplier *= 4L;
divisor *= 3L;
}
}
if (uarmh && uarmh->otyp == DUNCE_CAP)
multiplier *= 4L, divisor *= 3L;
else if ((Role_if(PM_TOURIST) && u.ulevel < (MAXULEV / 2))
|| (uarmu && !uarm && !uarmc)) /* touristy shirt visible */
multiplier *= 4L, divisor *= 3L;
if (ACURR(A_CHA) > 18)
divisor *= 2L;
else if (ACURR(A_CHA) == 18)
multiplier *= 2L, divisor *= 3L;
else if (ACURR(A_CHA) >= 16)
multiplier *= 3L, divisor *= 4L;
else if (ACURR(A_CHA) <= 5)
multiplier *= 2L;
else if (ACURR(A_CHA) <= 7)
multiplier *= 3L, divisor *= 2L;
else if (ACURR(A_CHA) <= 10)
multiplier *= 4L, divisor *= 3L;
/* tmp = (tmp * multiplier) / divisor [with roundoff tweak] */
tmp *= multiplier;
if (divisor > 1L) {
/* tmp = (((tmp * 10) / divisor) + 5) / 10 */
tmp *= 10L;
tmp /= divisor;
tmp += 5L;
tmp /= 10L;
}
if (tmp <= 0L)
tmp = 1L;
/* the artifact prices in artilist[] are also used as a score bonus;
inflate their shop price here without affecting score calculation */
if (obj->oartifact)
tmp *= 4L;
/* anger surcharge should match rile_shk's, so we do it separately
from the multiplier/divisor calculation */
if (shkp && ESHK(shkp)->surcharge)
tmp += (tmp + 2L) / 3L;
return tmp;
}
/* returns the price of a container's content. the price
* of the "top" container is added in the calling functions.
* a different price quoted for selling as vs. buying.
*/
long
contained_cost(
struct obj *obj,
struct monst *shkp,
long price,
boolean usell,
boolean unpaid_only)
{
struct obj *otmp, *top;
coordxy x, y;
boolean on_floor, freespot;
for (top = obj; top->where == OBJ_CONTAINED; top = top->ocontainer)
continue;
/* pick_obj() removes item from floor, adds it to shop bill, then
puts it in inventory; behave as if it is still on the floor
during the add-to-bill portion of that situation */
on_floor = (top->where == OBJ_FLOOR || top->where == OBJ_FREE);
if (top->where == OBJ_FREE || !get_obj_location(top, &x, &y, 0))
x = u.ux, y = u.uy;
freespot = (on_floor && x == ESHK(shkp)->shk.x && y == ESHK(shkp)->shk.y);
/* price of contained objects; "top" container handled by caller */
for (otmp = obj->cobj; otmp; otmp = otmp->nobj) {
if (otmp->oclass == COIN_CLASS)
continue;
if (usell) {
if (saleable(shkp, otmp) && !otmp->unpaid
&& otmp->oclass != BALL_CLASS
&& !(otmp->oclass == FOOD_CLASS && otmp->oeaten)
&& !(Is_candle(otmp)
&& otmp->age < 20L * (long) objects[otmp->otyp].oc_cost))
price += set_cost(otmp, shkp);
} else {
/* no_charge is only set for floor items (including
contents of floor containers) inside shop proper;
items on freespot are implicitly 'no charge' */
if (on_floor ? (!otmp->no_charge && !freespot)
: (otmp->unpaid || !unpaid_only))
price += get_cost(otmp, shkp) * get_pricing_units(otmp);
}
if (Has_contents(otmp))
price = contained_cost(otmp, shkp, price, usell, unpaid_only);
}
return price;
}
/* count amount of gold inside container 'obj' and any nested containers */
long
contained_gold(
struct obj *obj,
boolean even_if_unknown) /* T: all gold; F: limit to known contents */
{
struct obj *otmp;
long value = 0L;
/* accumulate contained gold */
for (otmp = obj->cobj; otmp; otmp = otmp->nobj)
if (otmp->oclass == COIN_CLASS)
value += otmp->quan;
else if (Has_contents(otmp) && (otmp->cknown || even_if_unknown))
value += contained_gold(otmp, even_if_unknown);
return value;
}
staticfn void
dropped_container(
struct obj *obj,
struct monst *shkp,
boolean sale)
{
struct obj *otmp;
/* the "top" container is treated in the calling fn */
for (otmp = obj->cobj; otmp; otmp = otmp->nobj) {
if (otmp->oclass == COIN_CLASS)
continue;
if (!otmp->unpaid && !(sale && saleable(shkp, otmp)))
otmp->no_charge = 1;
if (Has_contents(otmp))
dropped_container(otmp, shkp, sale);
}
}
void
picked_container(struct obj *obj)
{
struct obj *otmp;
/* the "top" container is treated in the calling fn */
for (otmp = obj->cobj; otmp; otmp = otmp->nobj) {
if (otmp->oclass == COIN_CLASS)
continue;
if (otmp->no_charge)
otmp->no_charge = 0;
if (Has_contents(otmp))
picked_container(otmp);
}
}
staticfn boolean
special_stock(
struct obj *obj,
struct monst *shkp,
boolean quietly)
{
/* for unique situations */
if (ESHK(shkp)->shoptype == CANDLESHOP
&& obj->otyp == CANDELABRUM_OF_INVOCATION) {
if (!quietly) {
if (is_izchak(shkp, TRUE) && !u.uevent.invoked) {
if (Deaf || muteshk(shkp)) {
pline("%s seems %s that you want to sell that.",
Shknam(shkp),
(obj->spe < 7) ? "horrified" : "concerned");
} else {
SetVoice(shkp, 0, 80, 0);
verbalize("No thanks, I'd hang onto that if I were you.");
if (obj->spe < 7) {
SetVoice(shkp, 0, 80, 0);
verbalize(
"You'll need %d%s candle%s to go along with it.",
(7 - obj->spe), (obj->spe > 0) ? " more" : "",
plur(7 - obj->spe));
}
/* [what if hero is already carrying enough candles?
should Izchak explain how to attach them instead?] */
}
} else {
if (!Deaf && !muteshk(shkp)) {
SetVoice(shkp, 0, 80, 0);
verbalize("I won't stock that. Take it out of here!");
} else {
pline("%s shakes %s %s in refusal.",
Shknam(shkp), noit_mhis(shkp),
mbodypart(shkp, HEAD));
}
}
}
return TRUE;
}
return FALSE;
}
/* calculate how much the shk will pay when buying [all of] an object */
staticfn long
set_cost(struct obj *obj, struct monst *shkp)
{
long tmp, unit_price = getprice(obj, TRUE), multiplier = 1L, divisor = 1L;
tmp = get_pricing_units(obj) * unit_price;
if (uarmh && uarmh->otyp == DUNCE_CAP)
divisor *= 3L;
else if ((Role_if(PM_TOURIST) && u.ulevel < (MAXULEV / 2))
|| (uarmu && !uarm && !uarmc)) /* touristy shirt visible */
divisor *= 3L;
else
divisor *= 2L;
/* shopkeeper may notice if the player isn't very knowledgeable -
especially when gem prices are concerned */
if (!obj->dknown || !objects[obj->otyp].oc_name_known) {
if (obj->oclass == GEM_CLASS) {
/* different shop keepers give different prices */
if (objects[obj->otyp].oc_material == GEMSTONE
|| objects[obj->otyp].oc_material == GLASS) {
tmp = ((obj->otyp - FIRST_REAL_GEM) % (6 - shkp->m_id % 3));
tmp = (tmp + 3) * obj->quan;
divisor = 1L;
}
} else if (tmp > 1L && !(shkp->m_id % 4))
multiplier *= 3L, divisor *= 4L;
}
if (tmp >= 1L) {
/* [see get_cost()] */
tmp *= multiplier;
if (divisor > 1L) {
tmp *= 10L;
tmp /= divisor;
tmp += 5L;
tmp /= 10L;
}
/* avoid adjusting nonzero to zero */
if (tmp < 1L)
tmp = 1L;
}
/* (no adjustment for angry shk here) */
return tmp;
}
/* unlike alter_cost() which operates on a specific item, identifying or
forgetting a gem causes all unpaid gems of its type to change value */
void
gem_learned(int oindx)
{
struct obj *obj;
struct monst *shkp;
struct bill_x *bp;
int ct;
/*
* Unfortunately, shop bill doesn't have object type included,
* just obj->oid for each unpaid stack, so we have to go through
* every bill and every item on that bill and match up against
* every unpaid stack on the level....
*
* Fortunately, there's no need to catch up when changing dungeon
* levels even if we ID'd or forget some gems while gone from a
* level. There won't be any shop bills when arriving; they were
* either paid before leaving or got treated as robbery and it's
* too late to adjust pricing.
*/
for (shkp = next_shkp(fmon, TRUE); shkp;
shkp = next_shkp(shkp->nmon, TRUE)) {
ct = ESHK(shkp)->billct;
bp = ESHK(shkp)->bill;
while (--ct >= 0) {
obj = find_oid(bp->bo_id);
if (!obj) /* shouldn't happen */
continue;
if ((oindx != STRANGE_OBJECT) ? (obj->otyp == oindx)
: (obj->oclass == GEM_CLASS))
bp->price = get_cost(obj, shkp);
++bp;
}
}
}
/* called when an item's value has been enhanced; if it happens to be
on any shop bill, update that bill to reflect the new higher price
[if the new price drops for some reason, keep the old one in place] */
void
alter_cost(
struct obj *obj,
long amt) /* if 0, use regular shop pricing, otherwise force amount;
if negative, use abs(amt) even if it's less than old cost */
{
struct bill_x *bp = 0;
struct monst *shkp;
long new_price;
for (shkp = next_shkp(fmon, TRUE); shkp; shkp = next_shkp(shkp, TRUE))
if ((bp = onbill(obj, shkp, TRUE)) != 0) {
new_price = !amt ? get_cost(obj, shkp) : (amt < 0L) ? -amt : amt;
if (new_price > bp->price || amt < 0L) {
bp->price = new_price;
update_inventory();
}
break; /* done */
}
return;
}
/* called from doinv(invent.c) for inventory of unpaid objects */
long
unpaid_cost(
struct obj *unp_obj, /* known to be unpaid or contain unpaid */
uchar cost_type) /* COST_NOCONTENTS, COST_CONTENTS, or COST_SINGLEOBJ */
{
struct bill_x *bp = (struct bill_x *) 0;
struct monst *shkp = 0;
char *shop;
long amt = 0L;
#if 0 /* if two shops share a wall, this might find wrong shk */
coordxy ox, oy;
if (!get_obj_location(unp_obj, &ox, &oy, BURIED_TOO | CONTAINED_TOO))
ox = u.ux, oy = u.uy; /* (shouldn't happen) */
if ((shkp = shop_keeper(*in_rooms(ox, oy, SHOPBASE))) != 0) {
bp = onbill(unp_obj, shkp, TRUE);
} else {
/* didn't find shk? try searching bills */
for (shkp = next_shkp(fmon, TRUE); shkp;
shkp = next_shkp(shkp->nmon, TRUE))
if ((bp = onbill(unp_obj, shkp, TRUE)) != 0)
break;
}
#endif
for (shop = u.ushops; *shop; shop++) {
if ((shkp = shop_keeper(*shop)) != 0) {
if ((bp = onbill(unp_obj, shkp, TRUE))) {
amt = bp->price;
if (cost_type != COST_SINGLEOBJ) {
/* use quan rather than get_pricing_units -- glob weight
should already be factored into bp->price */
amt *= unp_obj->quan;
}
}
if (cost_type == COST_CONTENTS && Has_contents(unp_obj))
amt = contained_cost(unp_obj, shkp, amt, FALSE, TRUE);
if (bp || (!unp_obj->unpaid && amt))
break;
}
}
/* onbill() gave no message if unexpected problem occurred */
if (!shkp || (unp_obj->unpaid && !bp))
impossible("unpaid_cost: object wasn't on any bill.");
return amt;
}
staticfn void
add_one_tobill(struct obj *obj, boolean dummy, struct monst *shkp)
{
struct eshk *eshkp;
struct bill_x *bp;
int bct;
if (!billable(&shkp, obj, *u.ushops, TRUE))
return;
eshkp = ESHK(shkp);
if (eshkp->billct == BILLSZ) {
You("got that for free!");
/*
* FIXME:
* What happens when this is a dummy object? It won't be on any
* object list.
*/
return;
}
/* normally bill_p gets set up whenever you enter the shop, but obj
might be going onto the bill because hero just snagged it with
a grappling hook from outside without ever having been inside */
if (!eshkp->bill_p)
eshkp->bill_p = &(eshkp->bill[0]);
bct = eshkp->billct;
bp = &(eshkp->bill_p[bct]);
bp->bo_id = obj->o_id;
bp->bquan = obj->quan;
if (dummy) { /* a dummy object must be inserted into */
bp->useup = 1; /* the gb.billobjs chain here. crucial for */
add_to_billobjs(obj); /* eating floorfood in shop. see eat.c */
} else
bp->useup = 0;
bp->price = get_cost(obj, shkp);
if (obj->globby) {
/* for globs, the amt charged for quan 1 depends on owt */
bp->price *= get_pricing_units(obj);
/* remember the weight this glob had when it was added to bill;
glob oextra_owt field overlays corpse omid field */
newomid(obj);
OMID(obj) = obj->owt;
}
eshkp->billct++;
obj->unpaid = 1;
}
staticfn void
add_to_billobjs(struct obj *obj)
{
if (obj->where != OBJ_FREE)
panic("add_to_billobjs: obj not free");
if (obj->timed)
obj_stop_timers(obj);
obj->nobj = gb.billobjs;
gb.billobjs = obj;
obj->where = OBJ_ONBILL;
/* if hero drinks a shop-owned potion, it will have been flagged
in_use by dodrink/dopotion but isn't being used up yet because
it stays on the bill; only object sanity checking actually cares */
obj->in_use = 0;
/* ... same for bypass by destroy_items */
obj->bypass = 0;
}
/* recursive billing of objects within containers. */
staticfn void
bill_box_content(
struct obj *obj,
boolean ininv,
boolean dummy,
struct monst *shkp)
{
struct obj *otmp;
if (SchroedingersBox(obj))
return;
for (otmp = obj->cobj; otmp; otmp = otmp->nobj) {
if (otmp->oclass == COIN_CLASS)
continue;
/* the "top" box is added in addtobill() */
if (!otmp->no_charge)
add_one_tobill(otmp, dummy, shkp);
if (Has_contents(otmp))
bill_box_content(otmp, ininv, dummy, shkp);
}
}
DISABLE_WARNING_FORMAT_NONLITERAL
/* shopkeeper tells you what you bought or sold, sometimes partly IDing it */
staticfn void
shk_names_obj(
struct monst *shkp,
struct obj *obj,
const char *fmt, /* "%s %ld %s %s", doname(obj), amt, plur(amt), arg */
long amt,
const char *arg)
{
char *obj_name, fmtbuf[BUFSZ];
boolean was_unknown = !obj->dknown;
obj->dknown = TRUE;
/* Use real name for ordinary weapons/armor, and spell-less
* scrolls/books (that is, blank and mail), but only if the
* object is within the shk's area of interest/expertise.
*/
if (!objects[obj->otyp].oc_magic && saleable(shkp, obj)
&& (obj->oclass == WEAPON_CLASS || obj->oclass == ARMOR_CLASS
|| obj->oclass == SCROLL_CLASS || obj->oclass == SPBOOK_CLASS
|| obj->otyp == MIRROR)) {
was_unknown |= !objects[obj->otyp].oc_name_known;
makeknown(obj->otyp);
}
obj_name = doname(obj);
/* Use an alternate message when extra information is being provided */
if (was_unknown) {
Sprintf(fmtbuf, "%%s; you %s", fmt);
obj_name[0] = highc(obj_name[0]);
pline(fmtbuf, obj_name, (obj->quan > 1L) ? "them" : "it", amt,
plur(amt), arg);
} else {
You(fmt, obj_name, amt, plur(amt), arg);
}
}
RESTORE_WARNING_FORMAT_NONLITERAL
/* decide whether a shopkeeper thinks an item belongs to her */
boolean
billable(
struct monst **shkpp, /* in: non-null if shk has been validated;
* out: shk */
struct obj *obj,
char roomno,
boolean reset_nocharge)
{
struct monst *shkp = *shkpp;
/* if caller hasn't supplied a shopkeeper, look one up now */
if (!shkp) {
if (!roomno)
return FALSE;
shkp = shop_keeper(roomno);
if (!shkp || !inhishop(shkp))
return FALSE;
*shkpp = shkp;
}
/* perhaps we threw it away earlier */
if (onbill(obj, shkp, FALSE)
|| (obj->oclass == FOOD_CLASS && obj->oeaten))
return FALSE;
/* outer container might be marked no_charge but still have contents
which should be charged for; clear no_charge when picking things up */
if (obj->no_charge) {
if (!Has_contents(obj) || (contained_gold(obj, TRUE) == 0L
&& contained_cost(obj, shkp, 0L, FALSE,
!reset_nocharge) == 0L))
shkp = 0; /* not billable */
if (reset_nocharge && !shkp && obj->oclass != COIN_CLASS) {
obj->no_charge = 0;
if (Has_contents(obj))
picked_container(obj); /* clear no_charge */
}
}
return shkp ? TRUE : FALSE;
}
void
addtobill(
struct obj *obj,
boolean ininv,
boolean dummy,
boolean silent)
{
struct monst *shkp = 0;
long ltmp, cltmp, gltmp;
int contentscount;
boolean container;
if (!billable(&shkp, obj, *u.ushops, TRUE))
return;
if (obj->oclass == COIN_CLASS) {
costly_gold(obj->ox, obj->oy, obj->quan, silent);
return;
} else if (ESHK(shkp)->billct == BILLSZ) {
if (!silent)
You("got that for free!");
return;
}
ltmp = cltmp = gltmp = 0L;
container = Has_contents(obj);
if (!obj->no_charge) {
ltmp = get_cost(obj, shkp);
if (obj->globby)
ltmp *= get_pricing_units(obj);
}
if (obj->no_charge && !container) {
obj->no_charge = 0;
return;
}
if (container) {
cltmp = contained_cost(obj, shkp, cltmp, FALSE, FALSE);
gltmp = contained_gold(obj, TRUE);
if (ltmp)
add_one_tobill(obj, dummy, shkp);
if (cltmp)
bill_box_content(obj, ininv, dummy, shkp);
picked_container(obj); /* reset contained obj->no_charge */
ltmp += cltmp;
if (gltmp) {
costly_gold(obj->ox, obj->oy, gltmp, silent);
if (!ltmp)
return;
}
if (obj->no_charge)
obj->no_charge = 0;
contentscount = count_unpaid(obj->cobj);
} else { /* !container */
add_one_tobill(obj, dummy, shkp);
contentscount = 0;
}
if (!Deaf && !muteshk(shkp) && !silent) {
char buf[BUFSZ];
if (!ltmp) {
pline("%s has no interest in %s.", Shknam(shkp), the(xname(obj)));
return;
}
if (!ininv) {
pline("%s will cost you %ld %s%s.", The(xname(obj)), ltmp,
currency(ltmp), (obj->quan > 1L) ? " each" : "");
} else {
long save_quan = obj->quan;
Strcpy(buf, "\"For you,");
if (ANGRY(shkp)) {
Strcat(buf, " scum;");
} else if (!ESHK(shkp)->surcharge) {
Strcat(buf, " ");
append_honorific(buf);
Strcat(buf, "; only");
}
obj->quan = 1L; /* fool xname() into giving singular */
set_voice(shkp, 0, 80, 0);
pline("%s %ld %s %s %s%s.\"", buf, ltmp, currency(ltmp),
(save_quan > 1L) ? "per"
: (contentscount && !obj->unpaid)
? "for the contents of this"
: "for this",
xname(obj),
(contentscount && obj->unpaid) ? and_its_contents : "");
obj->quan = save_quan;
}
} else if (!silent) {
if (ltmp) {
set_voice(shkp, 0, 80, 0);
pline_The("list price of %s%s%s is %ld %s%s.",
(contentscount && !obj->unpaid) ? the_contents_of : "",
the(xname(obj)),
(contentscount && obj->unpaid) ? and_its_contents : "",
ltmp, currency(ltmp), (obj->quan > 1L) ? " each" : "");
} else {
pline("%s does not notice.", Shknam(shkp));
}
}
}
staticfn void
append_honorific(char *buf)
{
/* (chooses among [0]..[3] normally; [1]..[4] after the
Wizard has been killed or invocation ritual performed) */
static const char *const honored[] = {
"good", "honored", "most gracious", "esteemed",
"most renowned and sacred"
};
Strcat(buf, honored[rn2(SIZE(honored) - 1) + u.uevent.udemigod]);
if (is_vampire(gy.youmonst.data))
Strcat(buf, (flags.female) ? " dark lady" : " dark lord");
else if (maybe_polyd(is_elf(gy.youmonst.data), Race_if(PM_ELF)))
Strcat(buf, (flags.female) ? " hiril" : " hir");
else
Strcat(buf, !is_human(gy.youmonst.data) ? " creature"
: (flags.female) ? " lady"
: " sir");
}
void
splitbill(struct obj *obj, struct obj *otmp)
{
/* otmp has been split off from obj */
struct bill_x *bp;
long tmp;
struct monst *shkp = shop_keeper(*u.ushops);
if (!shkp || !inhishop(shkp)) {
impossible("splitbill: no resident shopkeeper??");
return;
}
bp = onbill(obj, shkp, FALSE);
if (!bp) {
impossible("splitbill: not on bill?");
return;
}
if (bp->bquan < otmp->quan) {
impossible("Negative quantity on bill??");
}
if (bp->bquan == otmp->quan) {
impossible("Zero quantity on bill??");
}
bp->bquan -= otmp->quan;
if (ESHK(shkp)->billct == BILLSZ)
otmp->unpaid = 0;
else {
tmp = bp->price;
bp = &(ESHK(shkp)->bill_p[ESHK(shkp)->billct]);
bp->bo_id = otmp->o_id;
bp->bquan = otmp->quan;
bp->useup = 0;
bp->price = tmp;
ESHK(shkp)->billct++;
}
}
staticfn void
sub_one_frombill(struct obj *obj, struct monst *shkp)
{
struct bill_x *bp;
if ((bp = onbill(obj, shkp, FALSE)) != 0) {
struct obj *otmp;
obj->unpaid = 0;
if (bp->bquan > obj->quan) {
otmp = newobj();
*otmp = *obj;
otmp->oextra = (struct oextra *) 0;
bp->bo_id = otmp->o_id = next_ident(); /* gc.context.ident++ */
otmp->where = OBJ_FREE;
otmp->quan = (bp->bquan -= obj->quan);
otmp->owt = 0; /* superfluous */
bp->useup = 1;
add_to_billobjs(otmp);
return;
}
ESHK(shkp)->billct--;
#ifdef DUMB
{
/* DRS/NS 2.2.6 messes up -- Peter Kendell */
int indx = ESHK(shkp)->billct;
*bp = ESHK(shkp)->bill_p[indx];
}
#else
*bp = ESHK(shkp)->bill_p[ESHK(shkp)->billct];
#endif
return;
} else if (obj->unpaid) {
impossible("sub_one_frombill: unpaid object not on bill");
obj->unpaid = 0;
}
}
/* recursive check of unpaid objects within nested containers. */
void
subfrombill(struct obj *obj, struct monst *shkp)
{
struct obj *otmp;
sub_one_frombill(obj, shkp);
if (Has_contents(obj))
for (otmp = obj->cobj; otmp; otmp = otmp->nobj) {
if (otmp->oclass == COIN_CLASS)
continue;
if (Has_contents(otmp))
subfrombill(otmp, shkp);
else
sub_one_frombill(otmp, shkp);
}
}
staticfn long
stolen_container(
struct obj *obj,
struct monst *shkp,
long price,
boolean ininv)
{
struct obj *otmp;
struct bill_x *bp;
long billamt;
/* the price of contained objects; caller handles top container */
for (otmp = obj->cobj; otmp; otmp = otmp->nobj) {
if (otmp->oclass == COIN_CLASS)
continue;
billamt = 0L;
if (!billable(&shkp, otmp, ESHK(shkp)->shoproom, TRUE)) {
/* billable() returns false for objects already on bill */
if ((bp = onbill(otmp, shkp, FALSE)) == 0)
continue;
/* this assumes that we're being called by stolen_value()
(or by a recursive call to self on behalf of it) where
the cost of this object is about to be added to shop
debt in place of having it remain on the current bill */
billamt = bp->bquan * bp->price;
sub_one_frombill(otmp, shkp); /* avoid double billing */
}
if (billamt)
price += billamt;
else if (ininv ? otmp->unpaid : !otmp->no_charge)
price += get_pricing_units(otmp) * get_cost(otmp, shkp);
if (Has_contents(otmp))
price = stolen_container(otmp, shkp, price, ininv);
}
return price;
}
long
stolen_value(
struct obj *obj,
coordxy x,
coordxy y,
boolean peaceful,
boolean silent)
{
long value = 0L, gvalue = 0L, billamt = 0L;
char roomno;
struct bill_x *bp;
struct monst *shkp;
boolean was_unpaid;
long c_count = 0L, u_count = 0L;
if ((shkp = find_objowner(obj, x, y)) != (struct monst *) 0) {
roomno = ESHK(shkp)->shoproom;
} else {
roomno = *in_rooms(x, y, SHOPBASE);
}
/* gather information for message(s) prior to manipulating bill */
was_unpaid = obj->unpaid ? TRUE : FALSE;
if (Has_contents(obj)) {
c_count = count_contents(obj, TRUE, FALSE, TRUE, FALSE);
u_count = count_contents(obj, TRUE, FALSE, FALSE, FALSE);
}
shkp = (struct monst *) 0;
if (!billable(&shkp, obj, roomno, TRUE)) {
/* things already on the bill yield a not-billable result, so
we need to check bill before deciding that shk doesn't care */
if ((bp = onbill(obj, shkp, FALSE)) != 0) {
/* shk does care; take obj off bill to avoid double billing */
billamt = bp->bquan * bp->price;
sub_one_frombill(obj, shkp);
}
if (!bp && !u_count)
return 0L;
}
if (obj->oclass == COIN_CLASS) {
gvalue += obj->quan;
} else {
if (billamt)
value += billamt;
else if (!obj->no_charge)
value += get_pricing_units(obj) * get_cost(obj, shkp);
if (Has_contents(obj)) {
boolean ininv =
(obj->where == OBJ_INVENT || obj->where == OBJ_FREE);
value += stolen_container(obj, shkp, 0L, ininv);
if (!ininv)
gvalue += contained_gold(obj, TRUE);
}
}
if (gvalue + value == 0L)
return 0L;
value += gvalue;
if (peaceful) {
boolean credit_use = !!ESHK(shkp)->credit;
value = check_credit(value, shkp);
/* 'peaceful' affects general treatment, but doesn't affect
* the fact that other code expects that all charges after the
* shopkeeper is angry are included in robbed, not debit */
if (ANGRY(shkp))
ESHK(shkp)->robbed += value;
else
ESHK(shkp)->debit += value;
if (!silent) {
char buf[BUFSZ];
const char *still = "";
if (credit_use) {
if (ESHK(shkp)->credit) {
You("have %ld %s credit remaining.", ESHK(shkp)->credit,
currency(ESHK(shkp)->credit));
return value;
} else if (!value) {
You("have no credit remaining.");
return 0;
}
still = "still ";
}
Sprintf(buf, "%sowe %s %ld %s", still, shkname(shkp),
value, currency(value));
if (u_count) /* u_count > 0 implies Has_contents(obj) */
Sprintf(eos(buf), " for %s%sits contents",
was_unpaid ? "it and " : "",
(c_count > u_count) ? "some of " : "");
else if (obj->oclass != COIN_CLASS)
Sprintf(eos(buf), " for %s",
(obj->quan > 1L) ? "them" : "it");
You("%s!", buf); /* "You owe <shk> N zorkmids for it!" */
}
} else {
ESHK(shkp)->robbed += value;
if (!silent) {
if (canseemon(shkp)) {
Norep("%s booms: \"%s, you are a thief!\"",
Shknam(shkp), gp.plname);
} else if (!Deaf) {
Norep("You hear a scream, \"Thief!\""); /* Deaf-aware */
}
}
hot_pursuit(shkp);
(void) angry_guards(FALSE);
}
return value;
}
/* opposite of costly_gold(); hero has dropped gold in a shop;
called from sellobj(); ought to be called from subfrombill() too */
void
donate_gold(
long gltmp,
struct monst *shkp,
boolean selling) /* T: dropped in shop; F: kicked and landed in shop */
{
struct eshk *eshkp = ESHK(shkp);
if (eshkp->debit >= gltmp) {
if (eshkp->loan) { /* you carry shop's gold */
if (eshkp->loan > gltmp)
eshkp->loan -= gltmp;
else
eshkp->loan = 0L;
}
eshkp->debit -= gltmp;
Your("debt is %spaid off.", eshkp->debit ? "partially " : "");
} else {
long delta = gltmp - eshkp->debit;
eshkp->credit += delta;
if (eshkp->debit) {
eshkp->debit = 0L;
eshkp->loan = 0L;
Your("debt is paid off.");
}
if (eshkp->credit == delta)
You("have %sestablished %ld %s credit.",
!selling ? "re-" : "", delta, currency(delta));
else
pline("%ld %s added%s to your credit; total is now %ld %s.",
delta, currency(delta), !selling ? " back" : "",
eshkp->credit, currency(eshkp->credit));
}
}
void
sellobj_state(int deliberate)
{
/* If we're deliberately dropping something, there's no automatic
response to the shopkeeper's "want to sell" query; however, if we
accidentally drop anything, the shk will buy it/them without asking.
This retains the old pre-query risk that slippery fingers while in
shops entailed: you drop it, you've lost it.
*/
gs.sell_response = (deliberate != SELL_NORMAL) ? '\0' : 'a';
gs.sell_how = deliberate;
ga.auto_credit = FALSE;
}
void
sellobj(
struct obj *obj,
coordxy x, coordxy y)
{
struct monst *shkp;
struct eshk *eshkp;
long ltmp = 0L, cltmp = 0L, gltmp = 0L, offer, shkmoney;
boolean saleitem, cgold = FALSE, container = Has_contents(obj);
boolean isgold = (obj->oclass == COIN_CLASS);
boolean only_partially_your_contents = FALSE;
if (!*u.ushops) /* do cheapest exclusion test first */
return;
shkp = shop_keeper(*in_rooms(x, y, SHOPBASE));
if (!shkp || !inhishop(shkp))
return;
if (!costly_spot(x, y))
return;
if (obj->unpaid && !container && !isgold) {
sub_one_frombill(obj, shkp);
return;
}
if (container) {
/* find the price of content before subfrombill */
cltmp = contained_cost(obj, shkp, cltmp, TRUE, FALSE);
/* find the value of contained gold */
gltmp += contained_gold(obj, TRUE);
cgold = (gltmp > 0L);
}
saleitem = saleable(shkp, obj);
if (!isgold && !obj->unpaid && saleitem)
ltmp = set_cost(obj, shkp);
offer = ltmp + cltmp;
/* get one case out of the way: nothing to sell, and no gold */
if (!(isgold || cgold)
&& ((offer + gltmp) == 0L || gs.sell_how == SELL_DONTSELL)) {
boolean unpaid = is_unpaid(obj);
if (container) {
dropped_container(obj, shkp, FALSE);
if (!obj->unpaid)
obj->no_charge = 1;
if (unpaid)
subfrombill(obj, shkp);
} else
obj->no_charge = 1;
if (!unpaid && (gs.sell_how != SELL_DONTSELL)
&& !special_stock(obj, shkp, FALSE))
pline("%s seems uninterested.", Shknam(shkp));
return;
}
/* you dropped something of your own - probably want to sell it */
rouse_shk(shkp, TRUE); /* wake up sleeping or paralyzed shk */
eshkp = ESHK(shkp);
if (ANGRY(shkp)) { /* they become shop-objects, no pay */
if (!Deaf && !muteshk(shkp)) {
SetVoice(shkp, 0, 80, 0);
verbalize("Thank you, scum!");
} else {
pline("%s smirks with satisfaction.", Shknam(shkp));
}
subfrombill(obj, shkp);
return;
}
if (eshkp->robbed) { /* bones; shop robbed by previous customer */
if (isgold)
offer = obj->quan;
else if (cgold)
offer += cgold;
if ((eshkp->robbed -= offer < 0L))
eshkp->robbed = 0L;
if (offer && !Deaf && !muteshk(shkp)) {
SetVoice(shkp, 0, 80, 0);
verbalize(
"Thank you for your contribution to restock this recently plundered shop.");
}
subfrombill(obj, shkp);
return;
}
if (isgold || cgold) {
if (!cgold)
gltmp = obj->quan;
donate_gold(gltmp, shkp, TRUE);
if (!offer || gs.sell_how == SELL_DONTSELL) {
if (!isgold) {
if (container)
dropped_container(obj, shkp, FALSE);
if (!obj->unpaid)
obj->no_charge = 1;
subfrombill(obj, shkp);
}
return;
}
}
if ((!saleitem && !(container && cltmp > 0L)) || eshkp->billct == BILLSZ
|| obj->oclass == BALL_CLASS || obj->oclass == CHAIN_CLASS
|| offer == 0L || (obj->oclass == FOOD_CLASS && obj->oeaten)
|| (Is_candle(obj)
&& obj->age < 20L * (long) objects[obj->otyp].oc_cost)) {
pline("%s seems uninterested%s.", Shknam(shkp),
cgold ? " in the rest" : "");
if (container)
dropped_container(obj, shkp, FALSE);
obj->no_charge = 1;
return;
}
shkmoney = money_cnt(shkp->minvent);
if (!shkmoney) {
char c, qbuf[BUFSZ];
long tmpcr = ((offer * 9L) / 10L) + (offer <= 1L);
if (gs.sell_how == SELL_NORMAL || ga.auto_credit) {
c = gs.sell_response = 'y';
} else if (gs.sell_response != 'n') {
pline("%s cannot pay you at present.", Shknam(shkp));
Sprintf(qbuf, "Will you accept %ld %s in credit for ", tmpcr,
currency(tmpcr));
c = ynaq(safe_qbuf(qbuf, qbuf, "?", obj, doname, thesimpleoname,
(obj->quan == 1L) ? "that" : "those"));
if (c == 'a') {
c = 'y';
ga.auto_credit = TRUE;
}
} else /* previously specified "quit" */
c = 'n';
if (c == 'y') {
shk_names_obj(shkp, obj,
((gs.sell_how != SELL_NORMAL)
? "traded %s for %ld zorkmid%s in %scredit."
: "relinquish %s and acquire %ld zorkmid%s in %scredit."),
tmpcr, (eshkp->credit > 0L) ? "additional " : "");
eshkp->credit += tmpcr;
if (container)
dropped_container(obj, shkp, TRUE);
subfrombill(obj, shkp);
} else {
if (c == 'q')
gs.sell_response = 'n';
if (container)
dropped_container(obj, shkp, FALSE);
if (!obj->unpaid)
obj->no_charge = 1;
subfrombill(obj, shkp);
}
} else {
char qbuf[BUFSZ], qsfx[BUFSZ];
boolean short_funds = (offer > shkmoney), one;
if (short_funds)
offer = shkmoney;
if (!gs.sell_response) {
long yourc = 0L, shksc;
if (container) {
/* number of items owned by shk */
shksc = count_contents(obj, TRUE, TRUE, FALSE, TRUE);
/* number of items owned by you (total - shksc) */
yourc = count_contents(obj, TRUE, TRUE, TRUE, TRUE) - shksc;
only_partially_your_contents = shksc && yourc;
}
/*
"<shk> offers * for ..." query formatting.
Normal item(s):
"... your <object>. Sell it?"
"... your <objects>. Sell them?"
A container is either owned by the hero, or already
owned by the shk (!ltmp), or the shk isn't interested
in buying it (also !ltmp). It's either empty (!cltmp)
or it has contents owned by the hero or it has some
contents owned by the hero and others by the shk.
(The case where it has contents already entirely owned
by the shk is treated the same was if it were empty
since the hero isn't selling any of those contents.)
Your container and shk is willing to buy it:
"... your <empty bag>. Sell it?"
"... your <bag> and its contents. Sell them?"
"... your <bag> and item inside. Sell them?"
"... your <bag> and items inside. Sell them?"
Your container but shk only cares about the contents:
"... your item in your <bag>. Sell it?"
"... your items in your <bag>. Sell them?"
Shk's container:
"... your item in the <bag>. Sell it?"
"... your items in the <bag>. Sell them?"
FIXME:
"your items" should sometimes be "some of your items"
(when container has some stuff the shk is willing to buy
and other stuff he or she doesn't care about); likewise,
"your item" should sometimes be "one of your items".
That would make the prompting even more verbose so
living without it might be a good thing.
FIXME too:
when container's contents are unknown, plural "items"
should be used to not give away information.
*/
Sprintf(qbuf, "%s offers%s %ld gold piece%s for %s%s ",
Shknam(shkp), short_funds ? " only" : "", offer,
plur(offer),
(cltmp && !ltmp)
? ((yourc == 1L) ? "your item in " : "your items in ")
: "",
obj->unpaid ? "the" : "your");
one = !ltmp ? (yourc == 1L) : (obj->quan == 1L && !cltmp);
Sprintf(qsfx, "%s. Sell %s?",
(cltmp && ltmp)
? (only_partially_your_contents
? ((yourc == 1L) ? " and item inside"
: " and items inside")
: and_its_contents)
: "",
one ? "it" : "them");
(void) safe_qbuf(qbuf, qbuf, qsfx, obj, xname, simpleonames,
one ? "that" : "those");
} else
qbuf[0] = '\0'; /* just to pacify lint */
switch (gs.sell_response ? gs.sell_response : nyaq(qbuf)) {
case 'q':
gs.sell_response = 'n';
/*FALLTHRU*/
case 'n':
if (container)
dropped_container(obj, shkp, FALSE);
if (!obj->unpaid)
obj->no_charge = 1;
subfrombill(obj, shkp);
break;
case 'a':
gs.sell_response = 'y';
/*FALLTHRU*/
case 'y':
if (container)
dropped_container(obj, shkp, TRUE);
if (!obj->unpaid && !saleitem)
obj->no_charge = 1;
subfrombill(obj, shkp);
pay(-offer, shkp);
shk_names_obj(shkp, obj,
(gs.sell_how != SELL_NORMAL)
? ((!ltmp && cltmp && only_partially_your_contents)
? "sold some items inside %s for %ld gold piece%s.%s"
: "sold %s for %ld gold piece%s.%s")
: "relinquish %s and receive %ld gold piece%s in compensation.%s",
offer, "");
break;
default:
impossible("invalid sell response");
}
}
}
int
doinvbill(
int mode) /* 0: deliver count 1: paged */
{
struct monst *shkp;
struct eshk *eshkp;
struct bill_x *bp, *end_bp;
struct obj *obj;
long totused;
char *buf_p;
winid datawin;
shkp = shop_keeper(*u.ushops);
if (!shkp || !inhishop(shkp)) {
if (mode != 0)
impossible("doinvbill: no shopkeeper?");
return 0;
}
eshkp = ESHK(shkp);
if (mode == 0) {
/* count expended items, so that the `I' command can decide
whether to include 'x' in its prompt string */
int cnt = !eshkp->debit ? 0 : 1;
for (bp = eshkp->bill_p, end_bp = &eshkp->bill_p[eshkp->billct];
bp < end_bp; bp++)
if (bp->useup
|| ((obj = bp_to_obj(bp)) != 0 && obj->quan < bp->bquan))
cnt++;
return cnt;
}
datawin = create_nhwindow(NHW_MENU);
putstr(datawin, 0, "Unpaid articles already used up:");
putstr(datawin, 0, "");
totused = 0L;
for (bp = eshkp->bill_p, end_bp = &eshkp->bill_p[eshkp->billct];
bp < end_bp; bp++) {
obj = bp_to_obj(bp);
if (!obj) {
impossible("Bad shopkeeper administration.");
goto quit;
}
if (bp->useup || bp->bquan > obj->quan) {
long oquan, uquan, thisused;
oquan = obj->quan;
uquan = (bp->useup ? bp->bquan : bp->bquan - oquan);
thisused = bp->price * uquan;
totused += thisused;
iflags.suppress_price++; /* suppress "(unpaid)" suffix */
/* Why 'x'? To match `I x', more or less. */
buf_p = xprname(obj, (char *) 0, 'x', FALSE, thisused, uquan);
iflags.suppress_price--;
putstr(datawin, 0, buf_p);
}
}
if (eshkp->debit) {
/* additional shop debt which has no itemization available */
if (totused)
putstr(datawin, 0, "");
totused += eshkp->debit;
buf_p = xprname((struct obj *) 0, "usage charges and/or other fees",
GOLD_SYM, FALSE, eshkp->debit, 0L);
putstr(datawin, 0, buf_p);
}
buf_p = xprname((struct obj *) 0, "Total:", '*', FALSE, totused, 0L);
putstr(datawin, 0, "");
putstr(datawin, 0, buf_p);
display_nhwindow(datawin, FALSE);
quit:
destroy_nhwindow(datawin);
return 0;
}
/* adjust tin, egg, or corpse price based on monster data */
staticfn long
corpsenm_price_adj(struct obj *obj)
{
long val = 0L;
if ((obj->otyp == TIN || obj->otyp == EGG || obj->otyp == CORPSE)
&& ismnum(obj->corpsenm)) {
int i;
long tmp = 1L;
struct permonst *ptr = &mons[obj->corpsenm];
struct {
int trinsic;
int cost;
} const icost[] = {
{ FIRE_RES, 2 },
{ SLEEP_RES, 3 },
{ COLD_RES, 2 },
{ DISINT_RES, 5 },
{ SHOCK_RES, 4 },
{ POISON_RES, 2 },
{ ACID_RES, 1 },
{ STONE_RES, 3 },
{ TELEPORT, 2 },
{ TELEPORT_CONTROL, 3 },
{ TELEPAT, 5 }
};
for (i = 0; i < SIZE(icost); i++)
if (intrinsic_possible(icost[i].trinsic, ptr))
tmp += icost[i].cost;
if (unique_corpstat(ptr))
tmp += 50;
val = max(1, ((ptr->mlevel - 1) * 2));
if (obj->otyp == CORPSE)
val += max(1, (ptr->cnutrit / 30));
val = val * tmp;
}
return val;
}
staticfn long
getprice(struct obj *obj, boolean shk_buying)
{
long tmp = (long) objects[obj->otyp].oc_cost;
if (obj->oartifact) {
tmp = arti_cost(obj);
if (shk_buying)
tmp /= 4;
}
switch (obj->oclass) {
case FOOD_CLASS:
tmp += corpsenm_price_adj(obj);
/* simpler hunger check, (2-4)*cost */
if (u.uhs >= HUNGRY && !shk_buying)
tmp *= (long) u.uhs;
if (obj->oeaten)
tmp = 0L;
break;
case WAND_CLASS:
if (obj->spe == -1)
tmp = 0L;
break;
case POTION_CLASS:
if (obj->otyp == POT_WATER && !obj->blessed && !obj->cursed)
tmp = 0L;
break;
case ARMOR_CLASS:
case WEAPON_CLASS:
if (obj->spe > 0)
tmp += 10L * (long) obj->spe;
break;
case TOOL_CLASS:
if (Is_candle(obj)
&& obj->age < 20L * (long) objects[obj->otyp].oc_cost)
tmp /= 2L;
break;
}
return tmp;
}
/* shk catches thrown pick-axe */
struct monst *
shkcatch(
struct obj *obj,
coordxy x, coordxy y)
{
struct monst *shkp;
shkp = shop_keeper(inside_shop(x, y));
if (!shkp || !inhishop(shkp))
return 0;
if (!helpless(shkp)
&& (*u.ushops != ESHK(shkp)->shoproom || !inside_shop(u.ux, u.uy))
&& dist2(shkp->mx, shkp->my, x, y) < 3
/* if it is the shk's pos, you hit and anger him */
&& (shkp->mx != x || shkp->my != y)) {
if (mnearto(shkp, x, y, TRUE, RLOC_NOMSG) == 2
&& !Deaf && !muteshk(shkp)) {
SetVoice(shkp, 0, 80, 0);
verbalize("Out of my way, scum!");
}
if (cansee(x, y)) {
pline("%s nimbly%s catches %s.", Shknam(shkp),
(x == shkp->mx && y == shkp->my) ? "" : " reaches over and",
the(xname(obj)));
if (!canspotmon(shkp))
map_invisible(x, y);
nh_delay_output();
mark_synch();
}
subfrombill(obj, shkp);
(void) mpickobj(shkp, obj);
return shkp;
}
return (struct monst *) 0;
}
void
add_damage(
coordxy x,
coordxy y,
long cost)
{
struct damage *tmp_dam;
char *shops;
if (IS_DOOR(levl[x][y].typ)) {
struct monst *mtmp;
/* Don't schedule for repair unless it's a real shop entrance */
for (shops = in_rooms(x, y, SHOPBASE); *shops; shops++)
if ((mtmp = shop_keeper(*shops)) != 0
&& x == ESHK(mtmp)->shd.x && y == ESHK(mtmp)->shd.y)
break;
if (!*shops)
return;
}
for (tmp_dam = gl.level.damagelist; tmp_dam; tmp_dam = tmp_dam->next)
if (tmp_dam->place.x == x && tmp_dam->place.y == y) {
tmp_dam->cost += cost;
tmp_dam->when = gm.moves; /* needed by pay_for_damage() */
return;
}
tmp_dam = (struct damage *) alloc((unsigned) sizeof *tmp_dam);
(void) memset((genericptr_t) tmp_dam, 0, sizeof *tmp_dam);
tmp_dam->when = gm.moves;
tmp_dam->place.x = x;
tmp_dam->place.y = y;
tmp_dam->cost = cost;
tmp_dam->typ = levl[x][y].typ;
tmp_dam->flags = levl[x][y].flags;
tmp_dam->next = gl.level.damagelist;
gl.level.damagelist = tmp_dam;
/* If player saw damage, display walls post-repair as walls, not stone */
if (cansee(x, y))
levl[x][y].seenv = SVALL;
}
/* is shopkeeper impaired, so they cannot act? */
staticfn boolean
shk_impaired(struct monst *shkp)
{
if (!shkp || !shkp->isshk || !inhishop(shkp))
return TRUE;
if (helpless(shkp) || ESHK(shkp)->following)
return TRUE;
return FALSE;
}
/* is damage dam repairable by shopkeeper shkp? */
staticfn boolean
repairable_damage(struct damage *dam, struct monst *shkp)
{
coordxy x, y;
struct trap *ttmp;
struct monst *mtmp;
if (!dam || shk_impaired(shkp))
return FALSE;
x = dam->place.x;
y = dam->place.y;
/* too soon to fix it? */
if ((gm.moves - dam->when) < REPAIR_DELAY)
return FALSE;
/* is it a wall? don't fix if anyone is in the way */
if (!IS_ROOM(dam->typ)) {
if ((u_at(x, y) && !Passes_walls)
|| (x == shkp->mx && y == shkp->my)
|| ((mtmp = m_at(x, y)) != 0 && !passes_walls(mtmp->data)))
return FALSE;
}
/* is it a trap? don't fix if hero or monster is in it */
ttmp = t_at(x, y);
if (ttmp) {
if (u_at(x, y))
return FALSE;
if ((mtmp = m_at(x,y)) != 0 && mtmp->mtrapped)
return FALSE;
}
/* does it belong to shkp? */
if (!strchr(in_rooms(x, y, SHOPBASE), ESHK(shkp)->shoproom))
return FALSE;
return TRUE;
}
/* find any damage shopkeeper shkp could repair. returns NULL is none found */
staticfn struct damage *
find_damage(struct monst *shkp)
{
struct damage *dam = gl.level.damagelist;
if (shk_impaired(shkp))
return NULL;
while (dam) {
if (repairable_damage(dam, shkp))
return dam;
dam = dam->next;
}
return NULL;
}
staticfn void
discard_damage_struct(struct damage *dam)
{
if (!dam)
return;
if (dam == gl.level.damagelist) {
gl.level.damagelist = dam->next;
} else {
struct damage *prev = gl.level.damagelist;
while (prev && prev->next != dam)
prev = prev->next;
if (prev)
prev->next = dam->next;
}
(void) memset(dam, 0, sizeof *dam);
free((genericptr_t) dam);
}
/* discard all damage structs owned by shopkeeper */
staticfn void
discard_damage_owned_by(struct monst *shkp)
{
struct damage *dam = gl.level.damagelist, *dam2, *prevdam = NULL;
while (dam) {
coordxy x = dam->place.x, y = dam->place.y;
if (strchr(in_rooms(x, y, SHOPBASE), ESHK(shkp)->shoproom)) {
dam2 = dam->next;
if (prevdam)
prevdam->next = dam2;
if (dam == gl.level.damagelist)
gl.level.damagelist = dam2;
(void) memset(dam, 0, sizeof(struct damage));
free((genericptr_t) dam);
dam = dam2;
} else {
prevdam = dam;
dam2 = dam->next;
}
dam = dam2;
}
}
/* Shopkeeper tries to repair damage belonging to them */
staticfn void
shk_fixes_damage(struct monst *shkp)
{
struct damage *dam = find_damage(shkp);
boolean shk_closeby;
if (!dam)
return;
shk_closeby = (mdistu(shkp) <= (BOLT_LIM / 2) * (BOLT_LIM / 2));
if (canseemon(shkp)) {
pline("%s whispers %s.", Shknam(shkp),
shk_closeby ? "an incantation" : "something");
} else if (!Deaf && shk_closeby) {
Soundeffect(se_mutter_incantation, 100);
You_hear("someone muttering an incantation.");
}
(void) repair_damage(shkp, dam, FALSE);
discard_damage_struct(dam);
}
#define LITTER_UPDATE 0x01U
#define LITTER_OPEN 0x02U
#define LITTER_INSHOP 0x04U
#define horiz(i) ((i % 3) - 1)
#define vert(i) ((i / 3) - 1)
/* find eligible spots to move items from a gap in a shop's wall that is
being repaired; this guarantees that items will end up inside shkp's
shop (possibly in the "free spot" or even in doorway or an adjacent
wall gap), but if they are in a gap in a wall shared by two shops
they might have started in the other shop */
staticfn uint8
litter_getpos(
uint8 *litter, /* array of 9 uint8's */
coordxy x, coordxy y,
struct monst *shkp)
{
int i, ix, iy;
uint8 k = 0; /* number of adjacent shop spots */
(void) memset((genericptr_t) litter, 0, 9 * sizeof *litter);
if (gl.level.objects[x][y] && !IS_ROOM(levl[x][y].typ)) {
for (i = 0; i < 9; i++) {
ix = x + horiz(i);
iy = y + vert(i);
if (i == 4 || !isok(ix, iy) || !ZAP_POS(levl[ix][iy].typ))
continue;
litter[i] = LITTER_OPEN;
if (inside_shop(ix, iy) == ESHK(shkp)->shoproom) {
litter[i] |= LITTER_INSHOP;
++k;
}
}
}
return k;
}
/* move items from a gap in a shop's wall that is being repaired;
litter[] guarantees that items will end up inside shkp's shop, but
if the wall being repaired is shared by two shops the items might
have started in the other shop */
staticfn void
litter_scatter(
uint8 *litter,
coordxy x, coordxy y,
struct monst *shkp)
{
struct obj *otmp;
/* placement below assumes there is always at least one adjacent spot
that's inside the shop; caller guarantees that */
{
/* Scatter objects haphazardly into the shop */
if (Punished && !u.uswallow
&& ((uchain->ox == x && uchain->oy == y)
|| (uball->where == OBJ_FLOOR
&& uball->ox == x && uball->oy == y))) {
/*
* Either the ball or chain is in the repair location.
* Take the easy way out and put ball&chain under hero.
*
* FIXME: message should be reworded; this might be the
* shop's doorway rather than a wall, there might be some
* other stuff here which isn't junk, and "your junk" has
* a slang connotation which could be applicable if hero
* has Passes_walls ability.
*/
if (!Deaf && !muteshk(shkp)) {
SetVoice(shkp, 0, 80, 0);
verbalize("Get your junk out of my wall!");
}
unplacebc(); /* pick 'em up */
placebc(); /* put 'em down */
}
while ((otmp = gl.level.objects[x][y]) != 0) {
/* Don't mess w/ boulders -- just merge into wall */
if (otmp->otyp == BOULDER || otmp->otyp == ROCK) {
obj_extract_self(otmp);
obfree(otmp, (struct obj *) 0);
} else {
int trylimit = 10;
int i = rn2(9), ix, iy;
/* otmp must be moved otherwise gl.level.objects[x][y] will
never become Null and while-loop won't terminate */
do {
i = (i + 1) % 9;
} while (--trylimit && !(litter[i] & LITTER_INSHOP));
if ((litter[i] & (LITTER_OPEN | LITTER_INSHOP)) != 0) {
ix = x + horiz(i);
iy = y + vert(i);
} else {
/* we know shk isn't at <x,y> because repair
is deferred in that situation */
ix = shkp->mx;
iy = shkp->my;
}
/* if the wall being repaired is shared by two adjacent
shops, <ix,iy> might be in a different shop than the
one that is billing for otmp or decided it was free;
control of the item goes to the shk repairing the wall
but otmp->no_charge isn't recalculated for new shop */
if (otmp->unpaid) {
struct monst *oshk = shkp;
/* !costly_spot() happens if otmp is moved from wall
to shop's "free spot", still costly_adjacent() and
still unpaid/on-bill; otherwise, it is being moved
all the way into the shop so take it off the bill */
if (costly_spot(ix, iy)
&& ((onbill(otmp, oshk, TRUE)
|| ((oshk = find_objowner(otmp, ix, iy)) != 0
&& onbill(otmp, oshk, FALSE)))))
subfrombill(otmp, oshk);
}
if (otmp->no_charge) {
/* not strictly necessary; destination is inside a
shop so existing no_charge remains relevant */
if (!costly_spot(ix, iy)
&& !costly_adjacent(shkp, ix, iy))
otmp->no_charge = 0;
}
remove_object(otmp);
place_object(otmp, ix, iy);
litter[i] |= LITTER_UPDATE;
}
} /* while level.objects[x][y] != 0 */
}
}
staticfn void
litter_newsyms(uint8 *litter, coordxy x, coordxy y)
{
int i;
for (i = 0; i < 9; i++)
if (litter[i] & LITTER_UPDATE)
newsym(x + horiz(i), y + vert(i));
}
#undef LITTER_UPDATE
#undef LITTER_OPEN
#undef LITTER_INSHOP
#undef vert
#undef horiz
/*
* 0: repair postponed, 1: silent repair (no messages), 2: normal repair
* 3: untrap
*/
staticfn int
repair_damage(
struct monst *shkp,
struct damage *tmp_dam,
boolean catchup)
{
coordxy x, y;
uint8 litter[9];
struct obj *otmp;
struct trap *ttmp;
int disposition = 1;
boolean seeit, stop_picking = FALSE;
if (!repairable_damage(tmp_dam, shkp))
return 0;
x = tmp_dam->place.x;
y = tmp_dam->place.y;
seeit = cansee(x, y);
ttmp = t_at(x, y);
if (ttmp) {
switch (ttmp->ttyp) {
case LANDMINE:
case BEAR_TRAP:
/* convert to an object */
otmp = mksobj((ttmp->ttyp == LANDMINE) ? LAND_MINE : BEARTRAP,
TRUE, FALSE);
otmp->quan = 1L;
otmp->owt = weight(otmp);
if (!catchup) {
if (canseemon(shkp) && dist2(x, y, shkp->mx, shkp->my) <= 2)
pline("%s untraps %s.", Shknam(shkp), ansimpleoname(otmp));
else if (ttmp->tseen && cansee(ttmp->tx, ttmp->ty))
pline("The %s vanishes.", trapname(ttmp->ttyp, TRUE));
}
(void) mpickobj(shkp, otmp);
break;
case HOLE:
case PIT:
case SPIKED_PIT:
if (!catchup && ttmp->tseen && cansee(ttmp->tx, ttmp->ty))
pline("The %s is filled in.", trapname(ttmp->ttyp, TRUE));
break;
default:
if (!catchup && ttmp->tseen && cansee(ttmp->tx, ttmp->ty))
pline("The %s vanishes.", trapname(ttmp->ttyp, TRUE));
break;
}
deltrap(ttmp);
del_engr_at(x, y);
if (seeit)
newsym(x, y);
if (!catchup)
disposition = 3;
}
if (IS_ROOM(tmp_dam->typ)
|| (tmp_dam->typ == levl[x][y].typ
&& (!IS_DOOR(tmp_dam->typ) || levl[x][y].doormask > D_BROKEN)))
/* no terrain fix necessary (trap removal or manually repaired) */
return disposition;
if (closed_door(x, y))
stop_picking = picking_at(x, y);
/* door or wall repair; trap, if any, is now gone;
restore original terrain type and move any items away;
rm.doormask and rm.wall_info are both overlaid on rm.flags
so the new flags value needs to match the restored typ */
levl[x][y].typ = tmp_dam->typ;
if (IS_DOOR(tmp_dam->typ))
levl[x][y].doormask = D_CLOSED; /* arbitrary */
else /* not a door; set rm.wall_info or whatever old flags are relevant */
levl[x][y].flags = tmp_dam->flags;
if (litter_getpos(litter, x, y, shkp))
litter_scatter(litter, x, y, shkp);
del_engr_at(x, y);
/* needed if hero has line-of-sight to the former gap from outside
the shop but is farther than one step away; once the light inside
the shop is blocked, the other newsym() below won't redraw the
spot showing its repaired wall */
if (seeit)
newsym(x, y);
block_point(x, y);
if (catchup)
return 1; /* repair occurred while off level so no messages */
if (seeit) {
if (IS_WALL(tmp_dam->typ)) {
/* player sees actual repair process, so KNOWS it's a wall */
levl[x][y].seenv = SVALL;
pline("Suddenly, a section of the wall closes up!");
} else if (IS_DOOR(tmp_dam->typ)) {
pline("Suddenly, the shop door reappears!");
}
newsym(x, y);
} else if (IS_WALL(tmp_dam->typ)) {
if (inside_shop(u.ux, u.uy) == ESHK(shkp)->shoproom)
You_feel("more claustrophobic than before.");
else if (!Deaf && !rn2(10))
Norep("The dungeon acoustics noticeably change.");
}
if (stop_picking)
stop_occupation();
litter_newsyms(litter, x, y);
if (disposition < 3)
disposition = 2;
return disposition;
}
/* normally repair is done when a shopkeeper moves, but we also try to
catch up for lost time when reloading a previously visited level */
void
fix_shop_damage(void)
{
struct monst *shkp;
struct damage *damg, *nextdamg;
/* if this level has no shop damage, there's nothing to do */
if (!gl.level.damagelist)
return;
/* go through all shopkeepers on the level */
for (shkp = next_shkp(fmon, FALSE); shkp;
shkp = next_shkp(shkp->nmon, FALSE)) {
/* if this shopkeeper isn't in his shop or can't move, skip */
if (shk_impaired(shkp))
continue;
/* go through all damage data trying to have this shopkeeper
fix it; repair_damage() will only make repairs for damage
matching shop controlled by specified shopkeeper */
for (damg = gl.level.damagelist; damg; damg = nextdamg) {
nextdamg = damg->next;
if (repair_damage(shkp, damg, TRUE))
discard_damage_struct(damg);
}
}
}
/*
* shk_move: return 1: moved 0: didn't -1: let m_move do it -2: died
*/
int
shk_move(struct monst *shkp)
{
coordxy gtx, gty, omx, omy;
int udist;
schar appr;
struct eshk *eshkp = ESHK(shkp);
int z;
boolean uondoor = FALSE, satdoor, avoid = FALSE, badinv;
omx = shkp->mx;
omy = shkp->my;
if (inhishop(shkp))
shk_fixes_damage(shkp);
if ((udist = distu(omx, omy)) < 3 && (shkp->data != &mons[PM_GRID_BUG]
|| (omx == u.ux || omy == u.uy))) {
if (ANGRY(shkp) || (Conflict && !resist_conflict(shkp))) {
if (Displaced)
Your("displaced image doesn't fool %s!", shkname(shkp));
(void) mattacku(shkp);
return 0;
}
if (eshkp->following) {
if (strncmp(eshkp->customer, gp.plname, PL_NSIZ)) {
if (!Deaf && !muteshk(shkp)) {
SetVoice(shkp, 0, 80, 0);
verbalize("%s, %s! I was looking for %s.", Hello(shkp),
gp.plname, eshkp->customer);
}
eshkp->following = 0;
return 0;
}
if (gm.moves > gf.followmsg + 4) {
if (!Deaf && !muteshk(shkp)) {
SetVoice(shkp, 0, 80, 0);
verbalize("%s, %s! Didn't you forget to pay?",
Hello(shkp), gp.plname);
} else {
pline("%s holds out %s upturned %s.",
Shknam(shkp), noit_mhis(shkp),
mbodypart(shkp, HAND));
}
gf.followmsg = gm.moves;
if (!rn2(9)) {
pline("%s doesn't like customers who don't pay.",
Shknam(shkp));
rile_shk(shkp);
}
}
if (udist < 2)
return 0;
}
}
appr = 1;
gtx = eshkp->shk.x;
gty = eshkp->shk.y;
satdoor = (gtx == omx && gty == omy);
if (eshkp->following || ((z = holetime()) >= 0 && z * z <= udist)) {
/* [This distance check used to apply regardless of
whether the shk was following, but that resulted in
m_move() sometimes taking the shk out of the shop if
the player had fenced him in with boulders or traps.
Such voluntary abandonment left unpaid objects in
invent, triggering billing impossibilities on the
next level once the character fell through the hole.] */
if (udist > 4 && eshkp->following && !eshkp->billct)
return -1; /* leave it to m_move */
gtx = u.ux;
gty = u.uy;
} else if (ANGRY(shkp)) {
/* Move towards the hero if the shopkeeper can see him. */
if (shkp->mcansee && m_canseeu(shkp)) {
gtx = u.ux;
gty = u.uy;
}
avoid = FALSE;
} else {
#define GDIST(x, y) (dist2(x, y, gtx, gty))
if (Invis || u.usteed) {
avoid = FALSE;
} else {
uondoor = u_at(eshkp->shd.x, eshkp->shd.y);
if (uondoor) {
badinv = (carrying(PICK_AXE) || carrying(DWARVISH_MATTOCK)
|| (Fast && (sobj_at(PICK_AXE, u.ux, u.uy)
|| sobj_at(DWARVISH_MATTOCK, u.ux, u.uy))));
if (satdoor && badinv)
return 0;
avoid = !badinv;
} else {
avoid = (*u.ushops && distu(gtx, gty) > 8);
badinv = FALSE;
}
if (((!eshkp->robbed && !eshkp->billct && !eshkp->debit) || avoid)
&& GDIST(omx, omy) < 3) {
if (!badinv && !onlineu(omx, omy))
return 0;
if (satdoor)
appr = gtx = gty = 0;
}
}
}
z = move_special(shkp, inhishop(shkp), appr, uondoor, avoid, omx, omy,
gtx, gty);
if (z > 0)
after_shk_move(shkp);
return z;
}
/* called after shopkeeper moves, in case move causes re-entry into shop */
void
after_shk_move(struct monst *shkp)
{
struct eshk *eshkp = ESHK(shkp);
if (eshkp->bill_p == (struct bill_x *) -1000 && inhishop(shkp)) {
/* reset bill_p, need to re-calc player's occupancy too */
eshkp->bill_p = &eshkp->bill[0];
/* only re-check occupancy if game hasn't just ended */
if (!gp.program_state.gameover)
check_special_room(FALSE);
}
}
/* for use in levl_follower (mondata.c) */
boolean
is_fshk(struct monst *mtmp)
{
return (boolean) (mtmp->isshk && ESHK(mtmp)->following);
}
/* You are digging in the shop. */
void
shopdig(int fall)
{
struct monst *shkp = shop_keeper(*u.ushops);
int lang;
const char *grabs = "grabs";
if (!shkp)
return;
if (!inhishop(shkp)) {
if (Role_if(PM_KNIGHT)) {
You_feel("like a common thief.");
adjalign(-sgn(u.ualign.type));
}
return;
}
/* 0 == can't speak, 1 == makes animal noises, 2 == speaks */
lang = 0;
if (helpless(shkp) || is_silent(shkp->data))
; /* lang stays 0 */
else if (shkp->data->msound <= MS_ANIMAL)
lang = 1;
else if (shkp->data->msound >= MS_HUMANOID)
lang = 2;
if (!fall) {
if (lang == 2) {
if (!Deaf && !muteshk(shkp)) {
SetVoice(shkp, 0, 80, 0);
if (u.utraptype == TT_PIT) {
verbalize(
"Be careful, %s, or you might fall through the floor.",
flags.female ? "madam" : "sir");
} else {
verbalize("%s, do not damage the floor here!",
flags.female ? "Madam" : "Sir");
}
}
}
if (Role_if(PM_KNIGHT)) {
You_feel("like a common thief.");
adjalign(-sgn(u.ualign.type));
}
} else if (!um_dist(shkp->mx, shkp->my, 5)
&& !helpless(shkp)
&& (ESHK(shkp)->billct || ESHK(shkp)->debit)) {
struct obj *obj, *obj2;
if (nolimbs(shkp->data)) {
grabs = "knocks off";
#if 0
/* This is what should happen, but for balance
* reasons, it isn't currently.
*/
if (lang == 2)
pline("%s curses %s inability to grab your backpack!",
Shknam(shkp), noit_mhim(shkp));
rile_shk(shkp);
return;
#endif
}
if (!m_next2u(shkp)) {
mnexto(shkp, RLOC_MSG);
/* for some reason the shopkeeper can't come next to you */
if (!m_next2u(shkp)) {
if (lang == 2)
pline("%s curses you in anger and frustration!",
Shknam(shkp));
else if (lang == 1)
growl(shkp);
rile_shk(shkp);
return;
} else
pline("%s %s, and %s your backpack!", Shknam(shkp),
makeplural(locomotion(shkp->data, "leap")), grabs);
} else
pline("%s %s your backpack!", Shknam(shkp), grabs);
for (obj = gi.invent; obj; obj = obj2) {
obj2 = obj->nobj;
if ((obj->owornmask & ~(W_SWAPWEP | W_QUIVER)) != 0
|| (obj == uswapwep && u.twoweap)
|| (obj->otyp == LEASH && obj->leashmon))
continue;
if (obj == gc.current_wand)
continue;
setnotworn(obj);
freeinv(obj);
subfrombill(obj, shkp);
(void) add_to_minv(shkp, obj); /* may free obj */
}
}
}
staticfn void
makekops(coord *mm)
{
static const short k_mndx[4] = { PM_KEYSTONE_KOP, PM_KOP_SERGEANT,
PM_KOP_LIEUTENANT, PM_KOP_KAPTAIN };
int k_cnt[4], cnt, mndx, k;
k_cnt[0] = cnt = abs(depth(&u.uz)) + rnd(5);
k_cnt[1] = (cnt / 3) + 1; /* at least one sarge */
k_cnt[2] = (cnt / 6); /* maybe a lieutenant */
k_cnt[3] = (cnt / 9); /* and maybe a kaptain */
for (k = 0; k < 4; k++) {
if ((cnt = k_cnt[k]) == 0)
break;
mndx = k_mndx[k];
if (gm.mvitals[mndx].mvflags & G_GONE)
continue;
while (cnt--)
if (enexto(mm, mm->x, mm->y, &mons[mndx]))
(void) makemon(&mons[mndx], mm->x, mm->y, MM_NOMSG);
}
}
void
pay_for_damage(const char *dmgstr, boolean cant_mollify)
{
struct monst *shkp = (struct monst *) 0;
char shops_affected[5];
boolean uinshp = (*u.ushops != '\0');
char qbuf[80];
coordxy x, y;
boolean dugwall = (!strcmp(dmgstr, "dig into") /* wand */
|| !strcmp(dmgstr, "damage")); /* pick-axe */
boolean animal, pursue;
struct damage *tmp_dam, *appear_here = 0;
long cost_of_damage = 0L;
unsigned int nearest_shk = (ROWNO * ROWNO) + (COLNO * COLNO),
nearest_damage = nearest_shk;
int picks = 0;
for (tmp_dam = gl.level.damagelist; tmp_dam; tmp_dam = tmp_dam->next) {
char *shp;
if (tmp_dam->when != gm.moves || !tmp_dam->cost)
continue;
cost_of_damage += tmp_dam->cost;
Strcpy(shops_affected,
in_rooms(tmp_dam->place.x, tmp_dam->place.y, SHOPBASE));
for (shp = shops_affected; *shp; shp++) {
struct monst *tmp_shk;
unsigned int shk_distance;
if (!(tmp_shk = shop_keeper(*shp)))
continue;
if (tmp_shk == shkp) {
unsigned int damage_distance =
distu(tmp_dam->place.x, tmp_dam->place.y);
if (damage_distance < nearest_damage) {
nearest_damage = damage_distance;
appear_here = tmp_dam;
}
continue;
}
if (!inhishop(tmp_shk))
continue;
shk_distance = mdistu(tmp_shk);
if (shk_distance > nearest_shk)
continue;
if ((shk_distance == nearest_shk) && picks) {
if (rn2(++picks))
continue;
} else
picks = 1;
shkp = tmp_shk;
nearest_shk = shk_distance;
appear_here = tmp_dam;
nearest_damage = distu(tmp_dam->place.x, tmp_dam->place.y);
}
}
if (!cost_of_damage || !shkp)
return;
animal = (shkp->data->msound <= MS_ANIMAL);
pursue = FALSE;
x = appear_here->place.x;
y = appear_here->place.y;
/* not the best introduction to the shk... */
(void) strncpy(ESHK(shkp)->customer, gp.plname, PL_NSIZ);
/* if the shk is already on the war path, be sure it's all out */
if (ANGRY(shkp) || ESHK(shkp)->following) {
hot_pursuit(shkp);
return;
}
/* if the shk is not in their shop.. */
if (!*in_rooms(shkp->mx, shkp->my, SHOPBASE)) {
if (!cansee(shkp->mx, shkp->my))
return;
pursue = TRUE;
goto getcad;
}
if (uinshp) {
if (um_dist(shkp->mx, shkp->my, 1)
&& !um_dist(shkp->mx, shkp->my, 3)) {
pline("%s leaps towards you!", Shknam(shkp));
mnexto(shkp, RLOC_NOMSG);
}
pursue = um_dist(shkp->mx, shkp->my, 1);
if (pursue)
goto getcad;
} else {
/*
* Make shkp show up at the door. Effect: If there is a monster
* in the doorway, have the hero hear the shopkeeper yell a bit,
* pause, then have the shopkeeper appear at the door, having
* yanked the hapless critter out of the way.
*/
if (MON_AT(x, y)) {
if (!animal) {
if (!Deaf && !muteshk(shkp)) {
/* Soundeffect(se_angry_voice, 75); */
You_hear("an angry voice:");
SetVoice(shkp, 0, 80, 0);
verbalize("Out of my way, scum!");
}
wait_synch();
#if defined(UNIX) || defined(VMS)
#if defined(SYSV) || defined(ULTRIX) || defined(VMS)
(void)
#endif
sleep(1);
#endif
} else {
growl(shkp);
}
}
(void) mnearto(shkp, x, y, TRUE, RLOC_MSG);
}
if ((um_dist(x, y, 1) && !uinshp) || cant_mollify
|| (money_cnt(gi.invent) + ESHK(shkp)->credit) < cost_of_damage
|| !rn2(50)) {
getcad:
if (muteshk(shkp)) {
if (animal && !helpless(shkp))
yelp(shkp);
} else if (pursue || uinshp || !um_dist(x, y, 1)) {
if (!Deaf) {
SetVoice(shkp, 0, 80, 0);
verbalize("How dare you %s my %s?", dmgstr,
dugwall ? "shop" : "door");
} else {
pline("%s is %s that you decided to %s %s %s!",
Shknam(shkp), ROLL_FROM(angrytexts),
dmgstr, noit_mhis(shkp), dugwall ? "shop" : "door");
}
} else {
if (!Deaf) {
pline("%s shouts:", Shknam(shkp));
SetVoice(shkp, 0, 80, 0);
verbalize("Who dared %s my %s?", dmgstr,
dugwall ? "shop" : "door");
} else {
pline("%s is %s that someone decided to %s %s %s!",
Shknam(shkp), ROLL_FROM(angrytexts),
dmgstr, noit_mhis(shkp), dugwall ? "shop" : "door");
}
}
hot_pursuit(shkp);
return;
}
if (Invis)
Your("invisibility does not fool %s!", shkname(shkp));
Sprintf(qbuf, "%sYou did %ld %s worth of damage!%s Pay?",
!animal ? cad(TRUE) : "", cost_of_damage,
currency(cost_of_damage), !animal ? "\"" : "");
if (y_n(qbuf) != 'n') {
boolean is_seen, was_seen = canseemon(shkp),
was_outside = !inhishop(shkp);
coordxy sx = shkp->mx, sy = shkp->my;
cost_of_damage = check_credit(cost_of_damage, shkp);
if (cost_of_damage > 0L) {
money2mon(shkp, cost_of_damage);
disp.botl = TRUE;
}
pline("Mollified, %s accepts your restitution.", shkname(shkp));
/* move shk back to his home loc */
home_shk(shkp, FALSE);
pacify_shk(shkp, FALSE);
/* home_shk() suppresses rloc()'s vanish/appear messages */
if (shkp->mx != sx || shkp->my != sy) {
if (was_outside && canspotmon(shkp))
pline("%s returns to %s shop.", Shknam(shkp),
noit_mhis(shkp));
else if ((is_seen = canseemon(shkp)) == TRUE || was_seen)
pline("%s %s.", Shknam(shkp), !was_seen ? "appears"
: is_seen ? "shifts location"
: "disappears");
}
} else {
if (!animal) {
if (!Deaf && !muteshk(shkp)) {
SetVoice(shkp, 0, 80, 0);
verbalize("Oh, yes! You'll pay!");
} else {
pline("%s lunges %s %s toward your %s!",
Shknam(shkp), noit_mhis(shkp),
mbodypart(shkp, HAND), body_part(NECK));
}
} else
growl(shkp);
hot_pursuit(shkp);
adjalign(-sgn(u.ualign.type));
}
}
/* called in dokick.c when we kick an object that might be in a store */
boolean
costly_spot(coordxy x, coordxy y)
{
struct monst *shkp;
struct eshk *eshkp;
if (!gl.level.flags.has_shop)
return FALSE;
shkp = shop_keeper(*in_rooms(x, y, SHOPBASE));
if (!shkp || !inhishop(shkp))
return FALSE;
eshkp = ESHK(shkp);
return (boolean) (inside_shop(x, y)
&& !(x == eshkp->shk.x && y == eshkp->shk.y));
}
/* called by sanity checking when an unpaid or no_charge item is not at a
costly_spot; it might still be within the boundary of the shop; if so,
those flags are still valid */
boolean
costly_adjacent(
struct monst *shkp,
coordxy x, coordxy y)
{
struct eshk *eshkp;
if (!shkp || !inhishop(shkp) || !isok(x, y))
return FALSE;
eshkp = ESHK(shkp);
/* adjacent if <x,y> is a shop wall spot, including door;
also treat "free spot" one step inside the door as adjacent */
return (levl[x][y].edge || (x == eshkp->shk.x && y == eshkp->shk.y));
}
/* called by dotalk(sounds.c) when #chatting; returns obj if location
contains shop goods and shopkeeper is willing & able to speak */
struct obj *
shop_object(coordxy x, coordxy y)
{
struct obj *otmp;
struct monst *shkp;
shkp = shop_keeper(*in_rooms(x, y, SHOPBASE));
if (!shkp || !inhishop(shkp))
return (struct obj *) 0;
for (otmp = gl.level.objects[x][y]; otmp; otmp = otmp->nexthere)
if (otmp->oclass != COIN_CLASS)
break;
/* note: otmp might have ->no_charge set, but that's ok */
return (otmp && costly_spot(x, y) && NOTANGRY(shkp) && !muteshk(shkp))
? otmp
: (struct obj *) 0;
}
/* give price quotes for all objects linked to this one (ie, on this spot) */
void
price_quote(struct obj *first_obj)
{
struct obj *otmp;
char buf[BUFSZ], price[40];
long cost = 0L;
int cnt = 0;
boolean contentsonly = FALSE;
winid tmpwin;
struct monst *shkp;
shkp = shop_keeper(inside_shop(u.ux, u.uy));
/* caller has verified that there is a shopkeeper, but the static
analyzer doesn't realize it */
if (!shkp || !inhishop(shkp))
return;
tmpwin = create_nhwindow(NHW_MENU);
putstr(tmpwin, 0, "Fine goods for sale:");
putstr(tmpwin, 0, "");
for (otmp = first_obj; otmp; otmp = otmp->nexthere) {
if (otmp->oclass == COIN_CLASS)
continue;
cost = (otmp->no_charge || otmp == uball || otmp == uchain) ? 0L
: get_cost(otmp, shkp);
contentsonly = !cost;
if (Has_contents(otmp))
cost += contained_cost(otmp, shkp, 0L, FALSE, FALSE);
if (otmp->globby)
cost *= get_pricing_units(otmp); /* always quan 1, vary by wt */
if (!cost) {
Strcpy(price, "no charge");
contentsonly = FALSE;
} else {
Sprintf(price, "%ld %s%s", cost, currency(cost),
(otmp->quan) > 1L ? " each" : "");
}
Sprintf(buf, "%s%s, %s", contentsonly ? the_contents_of : "",
doname(otmp), price);
putstr(tmpwin, 0, buf), cnt++;
}
if (cnt > 1) {
display_nhwindow(tmpwin, TRUE);
} else if (cnt == 1) {
if (!cost) {
/* "<doname(obj)>, no charge" */
SetVoice(shkp, 0, 80, 0);
verbalize("%s!", upstart(buf)); /* buf contains the string */
} else {
/* print cost in slightly different format, so can't reuse buf;
cost and contentsonly are already set up */
Sprintf(buf, "%s%s", contentsonly ? the_contents_of : "",
doname(first_obj));
SetVoice(shkp, 0, 80, 0);
verbalize("%s, price %ld %s%s%s", upstart(buf), cost,
currency(cost), (first_obj->quan > 1L) ? " each" : "",
contentsonly ? "." : shk_embellish(first_obj, cost));
}
}
destroy_nhwindow(tmpwin);
}
staticfn const char *
shk_embellish(struct obj *itm, long cost)
{
if (!rn2(3)) {
int o, choice = rn2(5);
if (choice == 0)
choice = (cost < 100L ? 1 : cost < 500L ? 2 : 3);
switch (choice) {
case 4:
if (cost < 10L)
break;
else
o = itm->oclass;
if (o == FOOD_CLASS)
return ", gourmets' delight!";
if (objects[itm->otyp].oc_name_known
? objects[itm->otyp].oc_magic
: (o == AMULET_CLASS || o == RING_CLASS || o == WAND_CLASS
|| o == POTION_CLASS || o == SCROLL_CLASS
|| o == SPBOOK_CLASS))
return ", painstakingly developed!";
return ", superb craftsmanship!";
case 3:
return ", finest quality.";
case 2:
return ", an excellent choice.";
case 1:
return ", a real bargain.";
default:
break;
}
} else if (itm->oartifact) {
return ", one of a kind!";
}
return ".";
}
DISABLE_WARNING_FORMAT_NONLITERAL
/* First 4 supplied by Ronen and Tamar, remainder by development team */
static const char *Izchak_speaks[] = {
"%s says: 'These shopping malls give me a headache.'",
"%s says: 'Slow down. Think clearly.'",
"%s says: 'You need to take things one at a time.'",
"%s says: 'I don't like poofy coffee... give me Colombian Supremo.'",
"%s says that getting the devteam's agreement on anything is difficult.",
"%s says that he has noticed those who serve their deity will prosper.",
"%s says: 'Don't try to steal from me - I have friends in high places!'",
"%s says: 'You may well need something from this shop in the future.'",
"%s comments about the Valley of the Dead as being a gateway."
};
void
shk_chat(struct monst *shkp)
{
struct eshk *eshk;
long shkmoney;
if (!shkp->isshk) {
/* The monster type is shopkeeper, but this monster is
not actually a shk, which could happen if someone
wishes for a shopkeeper statue and then animates it.
(Note: shkname() would be "" in a case like this.) */
pline("%s asks whether you've seen any untended shops recently.",
Monnam(shkp));
/* [Perhaps we ought to check whether this conversation
is taking place inside an untended shop, but a shopless
shk can probably be expected to be rather disoriented.] */
return;
}
eshk = ESHK(shkp);
if (ANGRY(shkp)) {
pline("%s %s how much %s dislikes %s customers.",
Shknam(shkp),
(!Deaf && !muteshk(shkp)) ? "mentions" : "indicates",
noit_mhe(shkp), eshk->robbed ? "non-paying" : "rude");
} else if (eshk->following) {
if (strncmp(eshk->customer, gp.plname, PL_NSIZ)) {
if (!Deaf && !muteshk(shkp)) {
SetVoice(shkp, 0, 80, 0);
verbalize("%s %s! I was looking for %s.",
Hello(shkp), gp.plname, eshk->customer);
}
eshk->following = 0;
} else {
if (!Deaf && !muteshk(shkp)) {
SetVoice(shkp, 0, 80, 0);
verbalize("%s %s! Didn't you forget to pay?",
Hello(shkp), gp.plname);
} else {
pline("%s taps you on the %s.",
Shknam(shkp), body_part(ARM));
}
}
} else if (eshk->billct) {
long total = addupbill(shkp) + eshk->debit;
pline("%s %s that your bill comes to %ld %s.",
Shknam(shkp),
(!Deaf && !muteshk(shkp)) ? "says" : "indicates",
total, currency(total));
} else if (eshk->debit) {
pline("%s %s that you owe %s %ld %s.",
Shknam(shkp),
(!Deaf && !muteshk(shkp)) ? "reminds you" : "indicates",
noit_mhim(shkp), eshk->debit, currency(eshk->debit));
} else if (eshk->credit) {
pline("%s encourages you to use your %ld %s of credit.",
Shknam(shkp), eshk->credit, currency(eshk->credit));
} else if (eshk->robbed) {
pline("%s %s about a recent robbery.",
Shknam(shkp),
(!Deaf && !muteshk(shkp)) ? "complains" : "indicates concern");
} else if (eshk->surcharge) {
pline("%s %s that %s is watching you carefully.", Shknam(shkp),
(!Deaf && !muteshk(shkp)) ? "warns you" : "indicates",
noit_mhe(shkp));
} else if ((shkmoney = money_cnt(shkp->minvent)) < 50L) {
pline("%s %s that business is bad.",
Shknam(shkp),
(!Deaf && !muteshk(shkp)) ? "complains" : "indicates");
} else if (shkmoney > 4000) {
pline("%s %s that business is good.",
Shknam(shkp),
(!Deaf && !muteshk(shkp)) ? "says" : "indicates");
} else if (is_izchak(shkp, FALSE)) {
if (!Deaf && !muteshk(shkp))
pline(ROLL_FROM(Izchak_speaks), shkname(shkp));
} else {
if (!Deaf && !muteshk(shkp))
pline("%s talks about the problem of shoplifters.", Shknam(shkp));
}
}
RESTORE_WARNING_FORMAT_NONLITERAL
staticfn void
kops_gone(boolean silent)
{
int cnt = 0;
struct monst *mtmp, *mtmp2;
for (mtmp = fmon; mtmp; mtmp = mtmp2) {
mtmp2 = mtmp->nmon;
if (DEADMONSTER(mtmp))
continue;
if (mtmp->data->mlet == S_KOP) {
if (canspotmon(mtmp))
cnt++;
mongone(mtmp);
}
}
if (cnt && !silent)
pline_The("Kop%s (disappointed) vanish%s into thin air.",
plur(cnt), (cnt == 1) ? "es" : "");
}
staticfn long
cost_per_charge(
struct monst *shkp,
struct obj *otmp,
boolean altusage) /* some items have "alternate" use with different cost */
{
long tmp = 0L;
if (!shkp || !inhishop(shkp))
return 0L; /* insurance */
tmp = get_cost(otmp, shkp);
/* The idea is to make the exhaustive use of an unpaid item
* more expensive than buying it outright.
*/
if (otmp->otyp == MAGIC_LAMP) { /* 1 */
/* normal use (ie, as light source) of a magic lamp never
degrades its value, but not charging anything would make
identification too easy; charge an amount comparable to
what is charged for an ordinary lamp (don't bother with
angry shk surcharge) */
if (!altusage)
tmp = (long) objects[OIL_LAMP].oc_cost;
else
tmp += tmp / 3L; /* djinni is being released */
} else if (otmp->otyp == MAGIC_MARKER) { /* 70 - 100 */
/* No way to determine in advance how many charges will be
* wasted. So, arbitrarily, one half of the price per use.
*/
tmp /= 2L;
} else if (otmp->otyp == BAG_OF_TRICKS /* 1 - 20 */
|| otmp->otyp == HORN_OF_PLENTY) {
/* altusage: emptying of all the contents at once */
if (!altusage)
tmp /= 5L;
} else if (otmp->otyp == CRYSTAL_BALL /* 1 - 5 */
|| otmp->otyp == OIL_LAMP /* 1 - 10 */
|| otmp->otyp == BRASS_LANTERN
|| (otmp->otyp >= MAGIC_FLUTE
&& otmp->otyp <= DRUM_OF_EARTHQUAKE) /* 5 - 9 */
|| otmp->oclass == WAND_CLASS) { /* 3 - 11 */
if (otmp->spe > 1)
tmp /= 4L;
} else if (otmp->oclass == SPBOOK_CLASS) {
tmp -= tmp / 5L;
} else if (otmp->otyp == CAN_OF_GREASE || otmp->otyp == TINNING_KIT
|| otmp->otyp == EXPENSIVE_CAMERA) {
tmp /= 10L;
} else if (otmp->otyp == POT_OIL) {
tmp /= 5L;
}
return tmp;
}
DISABLE_WARNING_FORMAT_NONLITERAL
/* Charge the player for partial use of an unpaid object.
*
* Note that bill_dummy_object() should be used instead
* when an object is completely used.
*/
void
check_unpaid_usage(struct obj *otmp, boolean altusage)
{
struct monst *shkp;
const char *fmt, *arg1, *arg2;
char buf[BUFSZ];
long tmp;
if (!otmp->unpaid || !*u.ushops
|| (otmp->spe <= 0 && objects[otmp->otyp].oc_charged))
return;
shkp = shop_keeper(*u.ushops);
if (!shkp || !inhishop(shkp))
return;
if ((tmp = cost_per_charge(shkp, otmp, altusage)) == 0L)
return;
arg1 = arg2 = "";
if (otmp->oclass == SPBOOK_CLASS) {
fmt = "%sYou owe%s %ld %s.";
Sprintf(buf, "This is no free library, %s! ", cad(FALSE));
arg1 = rn2(2) ? buf : "";
arg2 = ESHK(shkp)->debit > 0L ? " an additional" : "";
} else if (otmp->otyp == POT_OIL) {
fmt = "%s%sThat will cost you %ld %s (Yendorian Fuel Tax).";
} else if (altusage && (otmp->otyp == BAG_OF_TRICKS
|| otmp->otyp == HORN_OF_PLENTY)) {
fmt = "%s%sEmptying that will cost you %ld %s.";
if (!rn2(3))
arg1 = "Whoa! ";
if (!rn2(3))
arg1 = "Watch it! ";
} else {
fmt = "%s%sUsage fee, %ld %s.";
if (!rn2(3))
arg1 = "Hey! ";
if (!rn2(3))
arg2 = "Ahem. ";
}
if (!Deaf && !muteshk(shkp)) {
SetVoice(shkp, 0, 80, 0);
verbalize(fmt, arg1, arg2, tmp, currency(tmp));
exercise(A_WIS, TRUE); /* you just got info */
}
ESHK(shkp)->debit += tmp;
}
RESTORE_WARNING_FORMAT_NONLITERAL
/* for using charges of unpaid objects "used in the normal manner" */
void
check_unpaid(struct obj *otmp)
{
check_unpaid_usage(otmp, FALSE); /* normal item use */
}
void
costly_gold(
coordxy x, coordxy y,
long amount,
boolean silent)
{
long delta;
struct monst *shkp;
struct eshk *eshkp;
if (!costly_spot(x, y))
return;
/* shkp is guaranteed to exist after successful costly_spot(), but
the static analyzer isn't smart enough to realize that, so follow
the shkp assignment with a redundant test that will always fail */
shkp = shop_keeper(*in_rooms(x, y, SHOPBASE));
if (!shkp)
return;
eshkp = ESHK(shkp);
if (eshkp->credit >= amount) {
if (!silent) {
if (eshkp->credit > amount)
Your("credit is reduced by %ld %s.", amount, currency(amount));
else
Your("credit is erased.");
}
eshkp->credit -= amount;
} else {
delta = amount - eshkp->credit;
if (!silent) {
if (eshkp->credit)
Your("credit is erased.");
if (eshkp->debit)
Your("debt increases by %ld %s.", delta, currency(delta));
else
You("owe %s %ld %s.", shkname(shkp), delta, currency(delta));
}
eshkp->debit += delta;
eshkp->loan += delta;
eshkp->credit = 0L;
}
}
/* used in domove to block diagonal shop-exit */
/* x,y should always be a door */
boolean
block_door(coordxy x, coordxy y)
{
int roomno = *in_rooms(x, y, SHOPBASE);
struct monst *shkp;
if (roomno < 0 || !IS_SHOP(roomno))
return FALSE;
if (!IS_DOOR(levl[x][y].typ))
return FALSE;
if (roomno != *u.ushops)
return FALSE;
shkp = shop_keeper((char) roomno);
if (!shkp || !inhishop(shkp))
return FALSE;
if (shkp->mx == ESHK(shkp)->shk.x && shkp->my == ESHK(shkp)->shk.y
/* Actually, the shk should be made to block _any_
* door, including a door the player digs, if the
* shk is within a 'jumping' distance.
*/
&& ESHK(shkp)->shd.x == x
&& ESHK(shkp)->shd.y == y
&& !helpless(shkp)
&& (ESHK(shkp)->debit || ESHK(shkp)->billct || ESHK(shkp)->robbed)) {
pline("%s%s blocks your way!", Shknam(shkp),
Invis ? " senses your motion and" : "");
return TRUE;
}
return FALSE;
}
/* used in domove to block diagonal shop-entry;
u.ux, u.uy should always be a door */
boolean
block_entry(coordxy x, coordxy y)
{
coordxy sx, sy;
int roomno;
struct monst *shkp;
if (!(IS_DOOR(levl[u.ux][u.uy].typ)
&& levl[u.ux][u.uy].doormask == D_BROKEN))
return FALSE;
roomno = *in_rooms(x, y, SHOPBASE);
if (roomno < 0 || !IS_SHOP(roomno))
return FALSE;
shkp = shop_keeper((char) roomno);
if (!shkp || !inhishop(shkp))
return FALSE;
if (ESHK(shkp)->shd.x != u.ux || ESHK(shkp)->shd.y != u.uy)
return FALSE;
sx = ESHK(shkp)->shk.x;
sy = ESHK(shkp)->shk.y;
if (shkp->mx == sx && shkp->my == sy && !helpless(shkp)
&& (x == sx - 1 || x == sx + 1 || y == sy - 1 || y == sy + 1)
&& (Invis || carrying(PICK_AXE) || carrying(DWARVISH_MATTOCK)
|| u.usteed)) {
pline("%s%s blocks your way!", Shknam(shkp),
Invis ? " senses your motion and" : "");
return TRUE;
}
return FALSE;
}
/* "your " or "Foobar's " (note the trailing space) */
char *
shk_your(char *buf, struct obj *obj)
{
boolean chk_pm = obj->otyp == CORPSE && ismnum(obj->corpsenm);
buf[0] = '\0';
if (chk_pm && type_is_pname(&mons[obj->corpsenm]))
return buf; /* skip ownership prefix and space: "Medusa's corpse" */
else if (chk_pm && the_unique_pm(&mons[obj->corpsenm]))
Strcpy(buf, "the"); /* override ownership: "the Oracle's corpse" */
else if (!shk_owns(buf, obj) && !mon_owns(buf, obj))
Strcpy(buf, the_your[carried(obj) ? 1 : 0]);
return strcat(buf, " ");
}
char *
Shk_Your(char *buf, struct obj *obj)
{
(void) shk_your(buf, obj);
*buf = highc(*buf);
return buf;
}
staticfn char *
shk_owns(char *buf, struct obj *obj)
{
struct monst *shkp;
coordxy x, y;
if (get_obj_location(obj, &x, &y, 0)
&& (obj->unpaid || (obj->where == OBJ_FLOOR && !obj->no_charge
&& costly_spot(x, y)))) {
shkp = shop_keeper(inside_shop(x, y));
return strcpy(buf, shkp ? s_suffix(shkname(shkp)) : the_your[0]);
}
return (char *) 0;
}
staticfn char *
mon_owns(char *buf, struct obj *obj)
{
if (obj->where == OBJ_MINVENT)
return strcpy(buf, s_suffix(y_monnam(obj->ocarry)));
return (char *) 0;
}
staticfn const char *
cad(
boolean altusage) /* used as a verbalized exclamation: \"Cad! ...\" */
{
const char *res = 0;
switch (is_demon(gy.youmonst.data) ? 3 : poly_gender()) {
case 0:
res = "cad";
break;
case 1:
res = "minx";
break;
case 2:
res = "beast";
break;
case 3:
res = "fiend";
break;
default:
impossible("cad: unknown gender");
res = "thing";
break;
}
if (altusage) {
char *cadbuf = mon_nam(&gy.youmonst); /* snag an output buffer */
/* alternate usage adds a leading double quote and trailing
exclamation point plus sentence separating spaces */
Sprintf(cadbuf, "\"%s! ", res);
cadbuf[1] = highc(cadbuf[1]);
res = cadbuf;
}
return res;
}
#ifdef __SASC
void
sasc_bug(struct obj *op, unsigned x)
{
op->unpaid = x;
}
#endif
/*
* The caller is about to make obj_absorbed go away.
*
* There's no way for you (or a shopkeeper) to prevent globs
* from merging with each other on the floor due to the
* inherent nature of globs so it irretrievably becomes part
* of the floor glob mass. When one glob is absorbed by another
* glob, the two become indistinguishable and the remaining
* glob object grows in mass, the product of both.
*
* billing admin, player compensation, shopkeeper compensation
* all need to be considered.
*
* Any original billed item is lost to the absorption so the
* original billed amount for the object being absorbed must
* get added to the cost owing for the absorber, and the
* separate cost for the object being absorbed goes away.
*
* There are four scenarios to deal with:
* 1. shop_owned glob merging into shop_owned glob
* 2. player_owned glob merging into shop_owned glob
* 3. shop_owned glob merging into player_owned glob
* 4. player_owned glob merging into player_owned glob
*/
void
globby_bill_fixup(struct obj *obj_absorber, struct obj *obj_absorbed)
{
int x = 0, y = 0;
struct bill_x *bp, *bp_absorber = (struct bill_x *) 0;
struct monst *shkp = 0;
struct eshk *eshkp;
long amount, per_unit_cost;
boolean floor_absorber = (obj_absorber->where == OBJ_FLOOR);
if (!obj_absorber->globby)
impossible("globby_bill_fixup called for non-globby object");
if (floor_absorber) {
x = obj_absorber->ox, y = obj_absorber->oy;
}
if (obj_absorber->unpaid) {
/* look for a shopkeeper who owns this object */
for (shkp = next_shkp(fmon, TRUE); shkp;
shkp = next_shkp(shkp->nmon, TRUE))
if (onbill(obj_absorber, shkp, TRUE))
break;
} else if (obj_absorbed->unpaid) {
if (obj_absorbed->where == OBJ_FREE
&& floor_absorber && costly_spot(x, y)) {
shkp = shop_keeper(*in_rooms(x, y, SHOPBASE));
}
}
/* sanity check, in case obj is on bill but not marked 'unpaid' */
if (!shkp)
shkp = shop_keeper(*u.ushops);
if (!shkp)
return;
bp_absorber = onbill(obj_absorber, shkp, FALSE);
bp = onbill(obj_absorbed, shkp, FALSE);
eshkp = ESHK(shkp);
per_unit_cost = set_cost(obj_absorbed, shkp);
/**************************************************************
* Scenario 1. Shop-owned glob absorbing into shop-owned glob
**************************************************************/
if (bp && (!obj_absorber->no_charge
|| billable(&shkp, obj_absorber, eshkp->shoproom, FALSE))) {
/* the glob being absorbed has a billing record */
amount = bp->price;
eshkp->billct--;
#ifdef DUMB
{
/* DRS/NS 2.2.6 messes up -- Peter Kendell */
int indx = eshkp->billct;
*bp = eshkp->bill_p[indx];
}
#else
*bp = eshkp->bill_p[eshkp->billct];
#endif
clear_unpaid_obj(shkp, obj_absorbed);
if (bp_absorber) {
/* the absorber has a billing record */
bp_absorber->price += amount;
} else {
/* the absorber has no billing record */
;
}
return;
}
/**************************************************************
* Scenario 2. Player-owned glob absorbing into shop-owned glob
**************************************************************/
if (!bp_absorber && !bp && !obj_absorber->no_charge) {
/* there are no billing records */
amount = get_pricing_units(obj_absorbed) * per_unit_cost;
if (saleable(shkp, obj_absorbed)) {
if (eshkp->debit >= amount) {
if (eshkp->loan) { /* you carry shop's gold */
if (eshkp->loan >= amount)
eshkp->loan -= amount;
else
eshkp->loan = 0L;
}
eshkp->debit -= amount;
pline_The("donated %s %spays off your debt.",
obj_typename(obj_absorbed->otyp),
eshkp->debit ? "partially " : "");
} else {
long delta = amount - eshkp->debit;
eshkp->credit += delta;
if (eshkp->debit) {
eshkp->debit = 0L;
eshkp->loan = 0L;
Your("debt is paid off.");
}
if (eshkp->credit == delta)
pline_The("%s established %ld %s credit.",
obj_typename(obj_absorbed->otyp),
delta, currency(delta));
else
pline_The("%s added %ld %s %s %ld %s.",
obj_typename(obj_absorbed->otyp),
delta, currency(delta),
"to your credit; total is now",
eshkp->credit, currency(eshkp->credit));
}
}
return;
} else if (bp_absorber) {
/* absorber has a billing record */
bp_absorber->price += per_unit_cost * get_pricing_units(obj_absorbed);
return;
}
/**************************************************************
* Scenario 3. shop_owned glob merging into player_owned glob
**************************************************************/
if (bp && (obj_absorber->no_charge
|| (floor_absorber && !costly_spot(x, y)))) {
amount = bp->price;
bill_dummy_object(obj_absorbed);
SetVoice(shkp, 0, 80, 0);
verbalize("You owe me %ld %s for my %s that you %s with your%s",
amount, currency(amount), obj_typename(obj_absorbed->otyp),
ANGRY(shkp) ? "had the audacity to mix" : "just mixed",
ANGRY(shkp) ? " stinking batch!" : "s.");
return;
}
/**************************************************************
* Scenario 4. player_owned glob merging into player_owned glob
**************************************************************/
return;
}
/* Shopkeeper bills for use of a land mine or bear trap they own */
void
use_unpaid_trapobj(struct obj *otmp, coordxy x, coordxy y)
{
if (otmp->unpaid) {
if (!Deaf) {
struct monst *shkp = find_objowner(otmp, x, y);
if (shkp && !muteshk(shkp)) {
SetVoice(shkp, 0, 80, 0);
verbalize("You set it, you buy it!");
}
}
bill_dummy_object(otmp);
}
}
/*shk.c*/