/* SCCS Id: @(#)shk.c 3.4 2003/12/04 */ /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ /* NetHack may be freely redistributed. See license for details. */ #include "hack.h" #include "eshk.h" /*#define DEBUG*/ #define PAY_SOME 2 #define PAY_BUY 1 #define PAY_CANT 0 /* too poor */ #define PAY_SKIP (-1) #define PAY_BROKE (-2) #ifdef KOPS STATIC_DCL void FDECL(makekops, (coord *)); STATIC_DCL void FDECL(call_kops, (struct monst *,BOOLEAN_P)); # ifdef OVLB STATIC_DCL void FDECL(kops_gone, (BOOLEAN_P)); # endif /* OVLB */ #endif /* KOPS */ #define IS_SHOP(x) (rooms[x].rtype >= SHOPBASE) #define no_cheat ((ACURR(A_CHA) - rnl(3)) > 7) extern const struct shclass shtypes[]; /* defined in shknam.c */ extern struct obj *thrownobj; /* defined in dothrow.c */ STATIC_VAR NEARDATA long int followmsg; /* last time of follow message */ STATIC_DCL void FDECL(setpaid, (struct monst *)); STATIC_DCL long FDECL(addupbill, (struct monst *)); STATIC_DCL void FDECL(pacify_shk, (struct monst *)); STATIC_DCL struct bill_x *FDECL(onbill, (struct obj *, struct monst *, BOOLEAN_P)); STATIC_DCL struct monst *FDECL(next_shkp, (struct monst *, BOOLEAN_P)); STATIC_DCL long FDECL(shop_debt, (struct eshk *)); STATIC_DCL char *FDECL(shk_owns, (char *,struct obj *)); STATIC_DCL char *FDECL(mon_owns, (char *,struct obj *)); STATIC_DCL void FDECL(clear_unpaid,(struct obj *)); STATIC_DCL long FDECL(check_credit, (long, struct monst *)); STATIC_DCL void FDECL(pay, (long, struct monst *)); STATIC_DCL long FDECL(get_cost, (struct obj *, struct monst *)); STATIC_DCL long FDECL(set_cost, (struct obj *, struct monst *)); STATIC_DCL const char *FDECL(shk_embellish, (struct obj *, long)); STATIC_DCL long FDECL(cost_per_charge, (struct monst *,struct obj *,BOOLEAN_P)); STATIC_DCL long FDECL(cheapest_item, (struct monst *)); STATIC_DCL int FDECL(dopayobj, (struct monst *, struct bill_x *, struct obj **, int, BOOLEAN_P)); STATIC_DCL long FDECL(stolen_container, (struct obj *, struct monst *, long, BOOLEAN_P, BOOLEAN_P)); STATIC_DCL long FDECL(getprice, (struct obj *,BOOLEAN_P)); STATIC_DCL void FDECL(shk_names_obj, (struct monst *,struct obj *,const char *,long,const char *)); STATIC_DCL struct obj *FDECL(bp_to_obj, (struct bill_x *)); STATIC_DCL boolean FDECL(inherits, (struct monst *,int,int)); STATIC_DCL void FDECL(set_repo_loc, (struct eshk *)); STATIC_DCL boolean NDECL(angry_shk_exists); STATIC_DCL void FDECL(rile_shk, (struct monst *)); STATIC_DCL void FDECL(rouse_shk, (struct monst *,BOOLEAN_P)); STATIC_DCL void FDECL(remove_damage, (struct monst *, BOOLEAN_P)); STATIC_DCL void FDECL(sub_one_frombill, (struct obj *, struct monst *)); STATIC_DCL void FDECL(add_one_tobill, (struct obj *, BOOLEAN_P)); STATIC_DCL void FDECL(dropped_container, (struct obj *, struct monst *, BOOLEAN_P)); STATIC_DCL void FDECL(add_to_billobjs, (struct obj *)); STATIC_DCL void FDECL(bill_box_content, (struct obj *, BOOLEAN_P, BOOLEAN_P, struct monst *)); #ifdef OVL1 static boolean FDECL(rob_shop, (struct monst *)); #endif #ifdef OTHER_SERVICES #define NOBOUND (-1) /* No lower/upper limit to charge */ static void NDECL(shk_other_services); static void FDECL(shk_identify, (char *, struct monst *)); static void FDECL(shk_uncurse, (char *, struct monst *)); static void FDECL(shk_appraisal, (char *, struct monst *)); static void FDECL(shk_weapon_works, (char *, struct monst *)); static void FDECL(shk_armor_works, (char *, struct monst *)); static void FDECL(shk_charge, (char *, struct monst *)); static boolean FDECL(shk_obj_match, (struct obj *, struct monst *)); /*static int FDECL(shk_class_match, (long class, struct monst *shkp));*/ static boolean FDECL(shk_offer_price, (char *, long, struct monst *)); static void FDECL(shk_smooth_charge, (int *, int, int)); #endif #ifdef OVLB /* invariants: obj->unpaid iff onbill(obj) [unless bp->useup] obj->quan <= bp->bquan */ #ifdef GOLDOBJ /* Transfer money from inventory to monster when paying shopkeepers, priests, oracle, succubus, & 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 & 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(mon, amount) struct monst *mon; long amount; { struct obj *ygold = findgold(invent); if (amount <= 0) { impossible("%s payment in money2mon!", amount ? "negative" : "zero"); return 0L; } if (!ygold || ygold->quan < amount) { impossible("Paying without %s money?", 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); flags.botl = 1; 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(mon, amount) 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 money?", a_monnam(mon), mongold ? "enough" : ""); return; } if (mongold->quan > amount) mongold = splitobj(mongold, amount); obj_extract_self(mongold); if (!merge_choice(invent, mongold) && inv_cnt() >= 52) { You("have no room for the money!"); dropy(mongold); } else { addinv(mongold); flags.botl = 1; } } #endif /* GOLDOBJ */ STATIC_OVL struct monst * next_shkp(shkp, withbill) register struct monst *shkp; register boolean withbill; { for (; shkp; shkp = shkp->nmon) { if (DEADMONSTER(shkp)) continue; if (shkp->isshk && (ESHK(shkp)->billct || !withbill)) break; } if (shkp) { if (NOTANGRY(shkp)) { if (ESHK(shkp)->surcharge) pacify_shk(shkp); } else { if (!ESHK(shkp)->surcharge) rile_shk(shkp); } } return(shkp); } char * shkname(mtmp) /* called in do_name.c */ register struct monst *mtmp; { return(ESHK(mtmp)->shknam); } void shkgone(mtmp) /* called in mon.c */ struct monst *mtmp; { struct eshk *eshk = ESHK(mtmp); struct mkroom *sroom = &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)) { remove_damage(mtmp, TRUE); sroom->resident = (struct monst *)0; if (!search_special(ANY_SHOP)) 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 = 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 = index(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(shkp, zero_out) register struct monst *shkp; register boolean zero_out; { if (on_level(&(ESHK(shkp)->shoplevel), &u.uz)) rooms[ESHK(shkp)->shoproom - ROOMOFFSET].resident = (zero_out)? (struct monst *)0 : shkp; } void replshk(mtmp,mtmp2) register struct monst *mtmp, *mtmp2; { 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(shkp, ghostly) 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, plname, PL_NSIZ)) pacify_shk(shkp); } } } #endif /* OVLB */ #ifdef OVL3 /* Clear the unpaid bit on all of the objects in the list. */ STATIC_OVL void clear_unpaid(list) register struct obj *list; { while (list) { if (Has_contents(list)) clear_unpaid(list->cobj); list->unpaid = 0; list = list->nobj; } } #endif /*OVL3*/ #ifdef OVLB /* either you paid or left the shop or the shopkeeper died */ STATIC_OVL void setpaid(shkp) register struct monst *shkp; { register struct obj *obj; register struct monst *mtmp; /* FIXME: object handling should be limited to items which are on this particular shk's bill */ clear_unpaid(invent); clear_unpaid(fobj); clear_unpaid(level.buriedobjlist); if (thrownobj) thrownobj->unpaid = 0; for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) clear_unpaid(mtmp->minvent); for(mtmp = migrating_mons; mtmp; mtmp = mtmp->nmon) clear_unpaid(mtmp->minvent); while ((obj = 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; } } STATIC_OVL long addupbill(shkp) register struct monst *shkp; { register int ct = ESHK(shkp)->billct; register struct bill_x *bp = ESHK(shkp)->bill_p; register long total = 0L; while(ct--){ total += bp->price * bp->bquan; bp++; } return(total); } #endif /* OVLB */ #ifdef OVL1 #ifdef KOPS STATIC_OVL void call_kops(shkp, nearshop) register struct monst *shkp; register boolean nearshop; { /* Keystone Kops srt@ucla */ register boolean nokops; char kopname[20]; Strcpy(kopname, "Keystone Kops"); if(!shkp) return; if (flags.soundok) pline("An alarm sounds!"); nokops = ((mvitals[PM_KEYSTONE_KOP].mvflags & G_GONE) && (mvitals[PM_KOP_SERGEANT].mvflags & G_GONE) && (mvitals[PM_KOP_LIEUTENANT].mvflags & G_GONE) && (mvitals[PM_KOP_KAPTAIN].mvflags & G_GONE)); #ifdef BLACKMARKET if (Is_blackmarket(&u.uz)) { nokops = ((mvitals[PM_SOLDIER].mvflags & G_GONE) && (mvitals[PM_SERGEANT].mvflags & G_GONE) && (mvitals[PM_LIEUTENANT].mvflags & G_GONE) && (mvitals[PM_CAPTAIN].mvflags & G_GONE)); Strcpy(kopname, "guards"); } #endif /* defined(BLACKMARKET) */ if(!angry_guards(!flags.soundok) && nokops) { if(flags.verbose && flags.soundok) pline("But no one seems to respond to it."); return; } if(nokops) return; { coord mm; if (nearshop) #ifdef BLACKMARKET if (!Is_blackmarket(&u.uz)) #endif /* BLACKMARKET */ { /* Create swarm around you, if you merely "stepped out" */ if (flags.verbose) pline_The("%s appear!", kopname); mm.x = u.ux; mm.y = u.uy; makekops(&mm); return; } if (flags.verbose) pline_The("%s are after you!", kopname); /* Create swarm near down staircase (hinders return to level) */ #ifdef BLACKMARKET if (Is_blackmarket(&u.uz)) { struct trap *trap = ftrap; while (trap) { if (trap->ttyp == MAGIC_PORTAL) { mm.x = trap->tx; mm.y = trap->ty; } trap = trap->ntrap; } } else { mm.x = xdnstair; mm.y = ydnstair; } #else /* BLACKMARKET */ mm.x = xdnstair; mm.y = ydnstair; #endif /* BLACKMARKET */ makekops(&mm); /* Create swarm near shopkeeper (hinders return to shop) */ mm.x = shkp->mx; mm.y = shkp->my; makekops(&mm); } } #endif /* KOPS */ #ifdef BLACKMARKET void blkmar_guards(shkp) register struct monst *shkp; { register struct monst *mt; register struct eshk *eshkp = ESHK(shkp); boolean mesg_given = FALSE; /* Only give message if assistants peaceful */ static boolean rlock = FALSE; /* Prevent recursive calls (via wakeup) */ if (rlock) return; rlock = TRUE; /* wake up assistants */ for (mt = fmon; mt; mt = mt->nmon) { if (DEADMONSTER(mt)) continue; /* non-tame named monsters are presumably * black marketeer's assistants */ if (!mt->mtame && NAME(mt) && *NAME(mt) && mt->mpeaceful && mt != shkp && inside_shop(mt->mx, mt->my) == eshkp->shoproom) { if (!mesg_given) { pline("%s calls for %s assistants!", noit_Monnam(shkp), mhis(shkp)); mesg_given = TRUE; } wakeup(mt); } } rlock = FALSE; } #endif /* BLACKMARKET */ /* x,y is strictly inside shop */ char inside_shop(x, y) register xchar x, y; { register char rno; rno = levl[x][y].roomno; if ((rno < ROOMOFFSET) || levl[x][y].edge || !IS_SHOP(rno-ROOMOFFSET)) return(NO_ROOM); else return(rno); } void u_left_shop(leavestring, newlev) 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(*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 && shkp->mcanmove && !shkp->msleeping) { /* * Player just stepped onto shop-boundary (known from above logic). * Try to intimidate him into paying his bill */ verbalize(NOTANGRY(shkp) ? "%s! Please pay before leaving." : "%s! Don't you leave without paying!", plname); return; } if (rob_shop(shkp)) { #ifdef BLACKMARKET if (Is_blackmarket(&u.uz)) blkmar_guards(shkp); #endif #ifdef KOPS call_kops(shkp, (!newlev && levl[u.ux0][u.uy0].edge)); #else (void) angry_guards(FALSE); #endif } } /* robbery from outside the shop via telekinesis or grappling hook */ void remote_burglary(x, y) xchar x, 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)) { #ifdef BLACKMARKET if (Is_blackmarket(&u.uz)) blkmar_guards(shkp); #endif #ifdef KOPS /*[might want to set 2nd arg based on distance from shop doorway]*/ call_kops(shkp, FALSE); #else (void) angry_guards(FALSE); #endif } } /* shop merchandise has been taken; pay for it with any credit available; return false if the debt is fully covered by credit, true otherwise */ static boolean rob_shop(shkp) 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)); if (!Role_if(PM_ROGUE)) { /* stealing is unlawful */ adjalign(-sgn(u.ualign.type)); You("feel like an evil rogue."); } hot_pursuit(shkp); return TRUE; } void u_entered_shop(enterstring) register char *enterstring; { register int rt; register struct monst *shkp; register struct eshk *eshkp; static const char no_shk[] = "This shop appears to be deserted."; static char empty_shops[5]; if(!*enterstring) return; if(!(shkp = shop_keeper(*enterstring))) { if (!index(empty_shops, *enterstring) && in_rooms(u.ux, u.uy, SHOPBASE) != in_rooms(u.ux0, u.uy0, SHOPBASE)) pline(no_shk); 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 (!index(empty_shops, *enterstring)) pline(no_shk); Strcpy(empty_shops, u.ushops); u.ushops[0] = '\0'; return; } eshkp->bill_p = &(eshkp->bill[0]); if ((!eshkp->visitct || *eshkp->customer) && strncmpi(eshkp->customer, plname, PL_NSIZ)) { /* You seem to be new here */ eshkp->visitct = 0; eshkp->following = 0; (void) strncpy(eshkp->customer,plname,PL_NSIZ); pacify_shk(shkp); } if (shkp->msleeping || !shkp->mcanmove || eshkp->following) return; /* no dialog */ if (Invis) { pline("%s senses your presence.", shkname(shkp)); #ifdef BLACKMARKET if (!Is_blackmarket(&u.uz)) { verbalize("Invisible customers are not welcome!"); return; } #else /* BLACKMARKET */ verbalize("Invisible customers are not welcome!"); return; #endif /* BLACKMARKET */ } #ifdef BLACKMARKET if (Is_blackmarket(&u.uz) && u.umonnum>0 && mons[u.umonnum].mlet != S_HUMAN) { verbalize("Non-human customers are not welcome!"); return; } #endif /* BLACKMARKET */ rt = rooms[*enterstring - ROOMOFFSET].rtype; if (ANGRY(shkp)) { verbalize("So, %s, you dare return to %s %s?!", plname, s_suffix(shkname(shkp)), shtypes[rt - SHOPBASE].name); } else if (eshkp->robbed) { pline("%s mutters imprecations against shoplifters.", shkname(shkp)); } else { verbalize("%s, %s! Welcome%s to %s %s!", Hello(shkp), plname, eshkp->visitct++ ? " again" : "", s_suffix(shkname(shkp)), shtypes[rt - SHOPBASE].name); } /* can't do anything about blocking if teleported in */ if (!inside_shop(u.ux, u.uy)) { boolean should_block; int cnt; const char *tool; struct obj *pick = carrying(PICK_AXE), *mattock = carrying(DWARVISH_MATTOCK); if (pick || mattock) { cnt = 1; 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 indicates mattock(s) */ if (!Blind) makeknown(DWARVISH_MATTOCK); } verbalize(NOTANGRY(shkp) ? "Will you please leave your %s%s outside?" : "Leave the %s%s outside.", tool, plur(cnt)); should_block = TRUE; #ifdef STEED } else if (u.usteed) { verbalize(NOTANGRY(shkp) ? "Will you please leave %s outside?" : "Leave %s outside.", y_monnam(u.usteed)); should_block = TRUE; #endif } 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; } /* Decide whether two unpaid items are mergable; 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(obj1, obj2) struct obj *obj1, *obj2; { register struct monst *shkp1, *shkp2; register struct bill_x *bp1 = 0, *bp2 = 0; register 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 `$' command into a way to discover that the current * level is bones data which has a shk on the warpath. */ STATIC_OVL long shop_debt(eshkp) struct eshk *eshkp; { struct bill_x *bp; int ct; long debt = eshkp->debit; for (bp = eshkp->bill_p, ct = eshkp->billct; ct > 0; bp++, ct--) debt += bp->price * bp->bquan; return debt; } /* called in response to the `$' command */ void shopper_financial_report() { struct monst *shkp, *this_shkp = shop_keeper(inside_shop(u.ux, u.uy)); struct eshk *eshkp; long amt; int pass; if (this_shkp && !(ESHK(this_shkp)->credit || shop_debt(ESHK(this_shkp)))) { 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 money here."); } } #endif /* OVL1 */ #ifdef OVLB int inhishop(mtmp) register struct monst *mtmp; { return(index(in_rooms(mtmp->mx, mtmp->my, SHOPBASE), ESHK(mtmp)->shoproom) && on_level(&(ESHK(mtmp)->shoplevel), &u.uz)); } struct monst * shop_keeper(rmno) register char rmno; { struct monst *shkp = rmno >= ROOMOFFSET ? rooms[rmno - ROOMOFFSET].resident : 0; if (shkp) { if (NOTANGRY(shkp)) { if (ESHK(shkp)->surcharge) pacify_shk(shkp); } else { if (!ESHK(shkp)->surcharge) rile_shk(shkp); } } return shkp; } boolean tended_shop(sroom) register struct mkroom *sroom; { register struct monst *mtmp = sroom->resident; if (!mtmp) return(FALSE); else return((boolean)(inhishop(mtmp))); } STATIC_OVL struct bill_x * onbill(obj, shkp, silent) register struct obj *obj; register struct monst *shkp; register boolean silent; { if (shkp) { register struct bill_x *bp = ESHK(shkp)->bill_p; register int ct = ESHK(shkp)->billct; while (--ct >= 0) if (bp->bo_id == obj->o_id) { if (!obj->unpaid) pline("onbill: paid obj on bill?"); return bp; } else bp++; } if(obj->unpaid & !silent) pline("onbill: unpaid obj not on bill?"); return (struct bill_x *)0; } /* Delete the contents of the given object. */ void delete_contents(obj) register struct obj *obj; { register struct obj *curr; while ((curr = obj->cobj) != 0) { if (Has_contents(curr)) delete_contents(curr); obj_extract_self(curr); if (evades_destruction(curr)) { switch (obj->where) { case OBJ_FREE: case OBJ_ONBILL: impossible("indestructible object %s", obj->where == OBJ_FREE ? "free" : "on bill"); obfree(curr, (struct obj *)0); break; case OBJ_FLOOR: place_object(curr, obj->ox, obj->oy); /* No indestructible objects currently stack */ break; case OBJ_CONTAINED: add_to_container(obj->ocontainer, curr); break; case OBJ_INVENT: if (!flooreffects(curr, u.ux, u.uy, "fall")) place_object(curr, u.ux, u.uy); break; case OBJ_MINVENT: if (!flooreffects(curr, obj->ocarry->mx, obj->ocarry->my, "fall")) place_object(curr, obj->ocarry->mx, obj->ocarry->my); break; case OBJ_MIGRATING: add_to_migration(curr); /* Copy migration destination */ curr->ox = obj->ox; curr->oy = obj->oy; curr->owornmask = obj->owornmask; break; case OBJ_BURIED: add_to_buried(curr); curr->ox = obj->ox; curr->oy = obj->oy; break; default: panic("delete_contents"); break; } } else obfree(curr, (struct obj *)0); } } /* called with two args on merge */ void obfree(obj, merge) register struct obj *obj, *merge; { register struct bill_x *bp; register struct bill_x *bpm; register struct monst *shkp; #ifdef STEED if (obj == usaddle) dismount_steed(DISMOUNT_GENERIC); #endif if (obj->otyp == LEASH && obj->leashmon) o_unleash(obj); if (obj->oclass == SPBOOK_CLASS) book_disappears(obj); if (obj->oclass == FOOD_CLASS) food_disappears(obj); /* [ALI] Enforce new rules: Containers must have their contents * deleted while still in situ so that we can place any * indestructible objects they may contain. */ if (Has_contents(obj)) { FILE *fp; int known; xchar x, y; struct obj *otmp; pline("BUG: obfree() called on non-empty container. See buglog for details."); fp = fopen_datafile("buglog", "a", TROUBLEPREFIX); if (fp) { (void) fprintf(fp, "%08ld: BUG: obfree() called on non-empty container.\n", yyyymmdd((time_t)0L)); known = objects[obj->otyp].oc_name_known; objects[obj->otyp].oc_name_known = 1; obj->known = obj->bknown = obj->dknown = obj->rknown = 1; (void) fprintf(fp, "Container: %s\n", doname(obj)); objects[obj->otyp].oc_name_known = known; (void) fprintf(fp, "ID: %d\n", obj->o_id); (void) fprintf(fp, "Contents of %s:\n", the(xname(obj))); for(otmp = obj->cobj; otmp; otmp = obj->nobj) { known = objects[otmp->otyp].oc_name_known; objects[otmp->otyp].oc_name_known = 1; otmp->known = otmp->bknown = otmp->dknown = otmp->rknown = 1; (void) fprintf(fp, "\t%s\n", doname(otmp)); objects[otmp->otyp].oc_name_known = known; } switch (obj->where) { case OBJ_FREE: (void) fprintf(fp, "Container is on free list.\n"); break; case OBJ_FLOOR: (void) fprintf(fp, "Container is on the floor at (%d, %d)\n", obj->ox, obj->oy); break; case OBJ_CONTAINED: otmp = obj->ocontainer; known = objects[otmp->otyp].oc_name_known; objects[otmp->otyp].oc_name_known = 1; otmp->known = otmp->bknown = otmp->dknown = otmp->rknown = 1; get_obj_location(otmp, &x, &y, BURIED_TOO | CONTAINED_TOO); (void) fprintf(fp, "Container is contained in %s at (%d, %d)\n", doname(otmp), x, y); objects[otmp->otyp].oc_name_known = known; break; case OBJ_INVENT: (void) fprintf(fp, "Container is in hero's inventory\n"); break; case OBJ_MINVENT: get_obj_location(otmp, &x, &y, 0); (void) fprintf(fp, "Container is in %s's inventory at (%d, %d)\n", s_suffix(noit_mon_nam(obj->ocarry)), x, y); break; case OBJ_MIGRATING: (void) fprintf(fp, "Container is migrating to level %d of %s\n", otmp->oy, dungeons[otmp->ox].dname); break; case OBJ_BURIED: (void) fprintf(fp, "Container is buried at (%d, %d)\n", obj->ox, obj->oy); break; case OBJ_ONBILL: (void) fprintf(fp, "Container is on shopping bill.\n"); break; default: (void) fprintf(fp, "Container is nowhere (%d).\n", obj->where); break; } (void) fprintf(fp, "\n"); fclose(fp); } } if (Has_contents(obj)) delete_contents(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, more or less */ 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 */ add_to_billobjs(obj); return; } bpm = onbill(merge, shkp, FALSE); if(!bpm){ /* this used to be a rename */ impossible("obfree: not on bill??"); 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 } } dealloc_obj(obj); } #endif /* OVLB */ #ifdef OVL3 STATIC_OVL long check_credit(tmp, shkp) long tmp; register struct monst *shkp; { long credit = ESHK(shkp)->credit; if(credit == 0L) return(tmp); 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); } STATIC_OVL void pay(tmp,shkp) long tmp; register struct monst *shkp; { long robbed = ESHK(shkp)->robbed; long balance = ((tmp <= 0L) ? tmp : check_credit(tmp, shkp)); #ifndef GOLDOBJ u.ugold -= balance; shkp->mgold += balance; #else if (balance > 0) money2mon(shkp, balance); else if (balance < 0) money2u(shkp, -balance); #endif flags.botl = 1; if(robbed) { robbed -= tmp; if(robbed < 0) robbed = 0L; ESHK(shkp)->robbed = robbed; } } #endif /*OVL3*/ #ifdef OVLB /* return shkp to home position */ void home_shk(shkp, killkops) register struct monst *shkp; register boolean killkops; { register xchar x = ESHK(shkp)->shk.x, y = ESHK(shkp)->shk.y; (void) mnearto(shkp, x, y, TRUE); level.flags.has_shop = 1; if (killkops) { #ifdef KOPS kops_gone(TRUE); #else You_feel("vaguely apprehensive."); #endif pacify_guards(); } after_shk_move(shkp); } STATIC_OVL boolean angry_shk_exists() { register 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 */ STATIC_OVL void pacify_shk(shkp) register struct monst *shkp; { NOTANGRY(shkp) = TRUE; /* make peaceful */ if (ESHK(shkp)->surcharge) { register struct bill_x *bp = ESHK(shkp)->bill_p; register int ct = ESHK(shkp)->billct; ESHK(shkp)->surcharge = FALSE; while (ct-- > 0) { register long reduction = (bp->price + 3L) / 4L; bp->price -= reduction; /* undo 33% increase */ bp++; } } } /* add aggravation surcharge to all billed items */ STATIC_OVL void rile_shk(shkp) register struct monst *shkp; { NOTANGRY(shkp) = FALSE; /* make angry */ if (!ESHK(shkp)->surcharge) { register struct bill_x *bp = ESHK(shkp)->bill_p; register int ct = ESHK(shkp)->billct; ESHK(shkp)->surcharge = TRUE; while (ct-- > 0) { register long surcharge = (bp->price + 2L) / 3L; bp->price += surcharge; bp++; } } } /* wakeup and/or unparalyze shopkeeper */ STATIC_OVL void rouse_shk(shkp, verbosely) struct monst *shkp; boolean verbosely; { if (!shkp->mcanmove || shkp->msleeping) { /* greed induced recovery... */ if (verbosely && canspotmon(shkp)) pline("%s %s.", Monnam(shkp), shkp->msleeping ? "wakes up" : "can move again"); shkp->msleeping = 0; shkp->mfrozen = 0; shkp->mcanmove = 1; } } void make_happy_shk(shkp, silentkops) register struct monst *shkp; register boolean silentkops; { boolean wasmad = ANGRY(shkp); struct eshk *eshkp = ESHK(shkp); boolean guilty = wasmad || eshkp->surcharge || eshkp->following || eshkp->robbed; pacify_shk(shkp); eshkp->following = 0; eshkp->robbed = 0L; if (guilty && !Role_if(PM_ROGUE)) { adjalign(sgn(u.ualign.type)); You("feel your guilt vanish."); } if(!inhishop(shkp)) { char shk_nam[BUFSZ]; boolean vanished = canseemon(shkp); Strcpy(shk_nam, mon_nam(shkp)); if (on_level(&eshkp->shoplevel, &u.uz)) { home_shk(shkp, FALSE); /* didn't disappear if shk can still be seen */ if (canseemon(shkp)) vanished = FALSE; } 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); } if (vanished) pline("Satisfied, %s suddenly disappears!", shk_nam); } else if(wasmad) pline("%s calms down.", Monnam(shkp)); if(!angry_shk_exists()) { #ifdef KOPS kops_gone(silentkops); #endif pacify_guards(); } } void hot_pursuit(shkp) register struct monst *shkp; { if(!shkp->isshk) return; rile_shk(shkp); (void) strncpy(ESHK(shkp)->customer, plname, PL_NSIZ); ESHK(shkp)->following = 1; } /* 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. */ void make_angry_shk(shkp, ox, oy) register struct monst *shkp; register xchar ox,oy; { xchar sx, sy; 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); } /* If you just used a wand of teleportation to send the shk away, you might not be able to see her any more. Monnam would yield "it", which makes this message look pretty silly, so temporarily restore her original location during the call to Monnam. */ sx = shkp->mx, sy = shkp->my; if (isok(ox, oy) && cansee(ox, oy) && !cansee(sx, sy)) shkp->mx = ox, shkp->my = oy; pline("%s %s!", Monnam(shkp), !ANGRY(shkp) ? "gets angry" : "is furious"); shkp->mx = sx, shkp->my = sy; hot_pursuit(shkp); } STATIC_VAR const char no_money[] = "Moreover, you%s have no money."; STATIC_VAR const char not_enough_money[] = "Besides, you don't have enough to interest %s."; #else STATIC_VAR const char no_money[]; STATIC_VAR const char not_enough_money[]; #endif /*OVLB*/ #ifdef OVL3 STATIC_OVL long cheapest_item(shkp) /* delivers the cheapest item on the list */ register struct monst *shkp; { register int ct = ESHK(shkp)->billct; register struct bill_x *bp = ESHK(shkp)->bill_p; register long gmin = (bp->price * bp->bquan); while(ct--){ if(bp->price * bp->bquan < gmin) gmin = bp->price * bp->bquan; bp++; } return(gmin); } #endif /*OVL3*/ #ifdef OVL0 int dopay() { register struct eshk *eshkp; register struct monst *shkp; struct monst *nxtm, *resident; long ltmp; #ifdef GOLDOBJ long umoney; #endif int pass, tmp, sk = 0, seensk = 0; boolean paid = FALSE, stashed_gold = (hidden_gold() > 0L); 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 (ANGRY(shkp) && distu(shkp->mx, shkp->my) <= 2) nxtm = shkp; if (canspotmon(shkp)) seensk++; if (inhishop(shkp) && (*u.ushops == ESHK(shkp)->shoproom)) resident = shkp; } if (nxtm) { /* Player should always appease an */ shkp = nxtm; /* irate shk standing next to them. */ goto proceed; } /* KMH -- Permit paying adjacent gypsies */ for (nxtm = fmon; nxtm; nxtm = nxtm->nmon) { if (!nxtm->isgyp || !nxtm->mpeaceful || distu(nxtm->mx, nxtm->my) > 2 || !canspotmon(nxtm)) continue; shkp = nxtm; sk++; seensk++; } if ((!sk && (!Blind || Blind_telepat)) || (!Blind && !seensk)) { There("appears to be no shopkeeper here to receive your payment."); return(0); } if(!seensk) { You_cant("see..."); return(0); } /* 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) { /* KMH -- Permit paying gypsies */ if (shkp && shkp->isgyp) { gypsy_chat(shkp); return (1); } for (shkp = next_shkp(fmon, FALSE); shkp; shkp = next_shkp(shkp->nmon, FALSE)) if (canspotmon(shkp)) break; if (shkp != resident && distu(shkp->mx, shkp->my) > 2) { pline("%s is not near enough to receive your payment.", Monnam(shkp)); return(0); } } 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 0; /* player pressed ESC */ cx = cc.x; cy = cc.y; if(cx < 0) { pline("Try again..."); return(0); } if(u.ux == cx && u.uy == cy) { You("are generous to yourself."); return(0); } mtmp = m_at(cx, cy); if(!mtmp) { There("is no one there to receive your payment."); return(0); } /* KMH -- Permit paying gypsies */ if (mtmp->isgyp && mtmp->mpeaceful) { if (distu(mtmp->mx, mtmp->my) <= 2) { gypsy_chat(mtmp); return (1); } } else if(!mtmp->isshk) { pline("%s is not interested in your payment.", Monnam(mtmp)); return(0); } if (mtmp != resident && distu(mtmp->mx, mtmp->my) > 2) { pline("%s is too far to receive your payment.", Monnam(mtmp)); return(0); } shkp = mtmp; } if(!shkp) { #ifdef DEBUG pline("dopay: null shkp."); #endif return(0); } 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 (!shkp->mcanmove || shkp->msleeping) { /* still asleep/paralyzed */ pline("%s %s.", Monnam(shkp), rn2(2) ? "seems to be napping" : "doesn't respond"); return 0; } if(shkp != resident && NOTANGRY(shkp)) { #ifdef GOLDOBJ umoney = money_cnt(invent); #endif if(!ltmp) You("do not owe %s anything.", mon_nam(shkp)); #ifndef GOLDOBJ else if(!u.ugold) { #else else if(!umoney) { #endif You("%shave no money.", stashed_gold ? "seem to " : ""); if(stashed_gold) #ifndef GOLDOBJ pline("But you have some gold stashed away."); #else pline("But you have some money stashed away."); #endif } else { #ifndef GOLDOBJ long ugold = u.ugold; if(ugold > ltmp) { #else if(umoney > ltmp) { #endif You("give %s the %ld gold piece%s %s asked for.", mon_nam(shkp), ltmp, plur(ltmp), mhe(shkp)); pay(ltmp, shkp); } else { #ifndef GOLDOBJ You("give %s all your%s gold.", mon_nam(shkp), #else You("give %s all your%s money.", mon_nam(shkp), #endif stashed_gold ? " openly kept" : ""); #ifndef GOLDOBJ pay(u.ugold, shkp); if (stashed_gold) pline("But you have hidden gold!"); #else pay(umoney, shkp); if (stashed_gold) pline("But you have hidden money!"); #endif } #ifndef GOLDOBJ if((ugold < ltmp/2L) || (ugold < ltmp && stashed_gold)) #else if((umoney < ltmp/2L) || (umoney < ltmp && stashed_gold)) #endif pline("Unfortunately, %s doesn't look satisfied.", mhe(shkp)); else make_happy_shk(shkp, FALSE); } return(1); } /* ltmp is still eshkp->robbed here */ if (!eshkp->billct && !eshkp->debit) { #ifdef GOLDOBJ umoney = money_cnt(invent); #endif if(!ltmp && NOTANGRY(shkp)) { You("do not owe %s anything.", mon_nam(shkp)); #ifndef GOLDOBJ if (!u.ugold) #else if (!umoney) #endif pline(no_money, stashed_gold ? " seem to" : ""); #ifdef OTHER_SERVICES /* else */ shk_other_services(); #endif } else if(ltmp) { pline("%s is after blood, not money!", Monnam(shkp)); #ifndef GOLDOBJ if(u.ugold < ltmp/2L || (u.ugold < ltmp && stashed_gold)) { if (!u.ugold) #else if(umoney < ltmp/2L || (umoney < ltmp && stashed_gold)) { if (!umoney) #endif pline(no_money, stashed_gold ? " seem to" : ""); else pline(not_enough_money, mhim(shkp)); return(1); } pline("But since %s shop has been robbed recently,", mhis(shkp)); pline("you %scompensate %s for %s losses.", #ifndef GOLDOBJ (u.ugold < ltmp) ? #else (umoney < ltmp) ? #endif "partially " : "", mon_nam(shkp), mhis(shkp)); #ifndef GOLDOBJ pay(u.ugold < ltmp ? u.ugold : ltmp, shkp); #else pay(umoney < ltmp ? umoney : ltmp, shkp); #endif 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 money!", Monnam(shkp)); #ifndef GOLDOBJ if(u.ugold < 1000L) { if (!u.ugold) #else if(umoney < 1000L) { if (!umoney) #endif pline(no_money, stashed_gold ? " seem to" : ""); else pline(not_enough_money, mhim(shkp)); return(1); } You("try to appease %s by giving %s 1000 gold pieces.", x_monnam(shkp, ARTICLE_THE, "angry", 0, FALSE), mhim(shkp)); pay(1000L,shkp); if (strncmp(eshkp->customer, plname, PL_NSIZ) || rn2(3)) make_happy_shk(shkp, FALSE); else pline("But %s is as angry as ever.", mon_nam(shkp)); } return(1); } if(shkp != resident) { impossible("dopay: not to shopkeeper?"); if(resident) setpaid(resident); return(0); } /* pay debt, if any, first */ if(eshkp->debit) { long dtmp = eshkp->debit; long loan = eshkp->loan; char sbuf[BUFSZ]; #ifdef GOLDOBJ umoney = money_cnt(invent); #endif 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."); pline(sbuf); #ifndef GOLDOBJ if (u.ugold + eshkp->credit < dtmp) { pline("But you don't%s have enough gold%s.", #else if (umoney + eshkp->credit < dtmp) { pline("But you don't%s have enough money%s.", #endif stashed_gold ? " seem to" : "", eshkp->credit ? " or credit" : ""); return(1); } 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) { #ifndef GOLDOBJ u.ugold -= dtmp; shkp->mgold += dtmp; #else money2mon(shkp, dtmp); #endif eshkp->debit = 0L; eshkp->loan = 0L; You("pay that debt."); flags.botl = 1; } else { dtmp -= eshkp->credit; eshkp->credit = 0L; #ifndef GOLDOBJ u.ugold -= dtmp; shkp->mgold += dtmp; #else money2mon(shkp, dtmp); #endif eshkp->debit = 0L; eshkp->loan = 0L; pline("That debt is partially offset by your credit."); You("pay the remainder."); flags.botl = 1; } paid = TRUE; } } /* now check items on bill */ if (eshkp->billct) { register boolean itemize; #ifndef GOLDOBJ if (!u.ugold && !eshkp->credit) { #else umoney = money_cnt(invent); if (!umoney && !eshkp->credit) { #endif You("%shave no money or credit%s.", stashed_gold ? "seem to " : "", paid ? " left" : ""); return(0); } #ifndef GOLDOBJ if ((u.ugold + eshkp->credit) < cheapest_item(shkp)) { #else if ((umoney + eshkp->credit) < cheapest_item(shkp)) { #endif You("don't have enough money to buy%s the item%s you picked.", eshkp->billct > 1 ? " any of" : "", plur(eshkp->billct)); if(stashed_gold) #ifndef GOLDOBJ pline("Maybe you have some gold stashed away?"); #else pline("Maybe you have some money stashed away?"); #endif return(0); } /* this isn't quite right; it itemizes without asking if the * single item on the bill is partly used up and partly unpaid */ itemize = (eshkp->billct > 1 ? yn("Itemized billing?") == 'y' : 1); for (pass = 0; pass <= 1; pass++) { tmp = 0; while (tmp < eshkp->billct) { struct obj *otmp; register struct bill_x *bp = &(eshkp->bill_p[tmp]); /* 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 1; } 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 1; /*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) verbalize("Thank you for shopping in %s %s!", s_suffix(shkname(shkp)), shtypes[eshkp->shoptype - SHOPBASE].name); return(1); } #ifdef OTHER_SERVICES /* ** FUNCTION shk_other_services ** ** Called when you don't owe any money. Called after all checks have been ** made (in shop, not angry shopkeeper, etc.) */ static void shk_other_services() { char *slang; /* What shk calls you */ struct monst *shkp; /* The shopkeeper */ /*WAC - Windowstuff*/ winid tmpwin; anything any; menu_item *selected; int n; /* Do you want to use other services */ if (yn("Do you wish to try our other services?") != 'y' ) return; /* Init your name */ if (!is_human(youmonst.data)) slang = "ugly"; else slang = (flags.female) ? "lady" : "buddy"; /* Init the shopkeeper */ shkp = shop_keeper(/* roomno= */*u.ushops); if (!ESHK(shkp)->services) return; /* ** Figure out what services he offers ** ** i = identify ** a = appraise weapon's worth ** u = uncurse ** w = weapon-works (including poison) ** p = poison weapon ** r = armor-works ** c = charge wands */ /*WAC - did this using the windowing system...*/ any.a_void = 0; /* zero out all bits */ tmpwin = create_nhwindow(NHW_MENU); start_menu(tmpwin); /* All shops can identify (some better than others) */ any.a_int = 1; if (ESHK(shkp)->services & (SHK_ID_BASIC|SHK_ID_PREMIUM)) add_menu(tmpwin, NO_GLYPH, &any , 'i', 0, ATR_NONE, "Identify", MENU_UNSELECTED); /* All shops can uncurse */ any.a_int = 2; if (ESHK(shkp)->services & (SHK_UNCURSE)) add_menu(tmpwin, NO_GLYPH, &any , 'u', 0, ATR_NONE, "Uncurse", MENU_UNSELECTED); /* Weapon appraisals. Weapon & general stores can do this. */ if ((ESHK(shkp)->services & (SHK_UNCURSE)) && (shk_class_match(WEAPON_CLASS, shkp))) { any.a_int = 3; add_menu(tmpwin, NO_GLYPH, &any , 'a', 0, ATR_NONE, "Appraise", MENU_UNSELECTED); } /* Weapon-works! Only a weapon store. */ if ((ESHK(shkp)->services & (SHK_SPECIAL_A|SHK_SPECIAL_B|SHK_SPECIAL_C)) && (shk_class_match(WEAPON_CLASS, shkp) == SHK_MATCH)) { any.a_int = 4; if (ESHK(shkp)->services & (SHK_SPECIAL_A|SHK_SPECIAL_B)) add_menu(tmpwin, NO_GLYPH, &any , 'w', 0, ATR_NONE, "Weapon-works", MENU_UNSELECTED); else add_menu(tmpwin, NO_GLYPH, &any , 'p', 0, ATR_NONE, "Poison", MENU_UNSELECTED); } /* Armor-works */ if ((ESHK(shkp)->services & (SHK_SPECIAL_A|SHK_SPECIAL_B)) && (shk_class_match(ARMOR_CLASS, shkp) == SHK_MATCH)) { any.a_int = 5; add_menu(tmpwin, NO_GLYPH, &any , 'r', 0, ATR_NONE, "Armor-works", MENU_UNSELECTED); } /* Charging: / ( = */ if ((ESHK(shkp)->services & (SHK_SPECIAL_A|SHK_SPECIAL_B)) && ((shk_class_match(WAND_CLASS, shkp) == SHK_MATCH) || (shk_class_match(TOOL_CLASS, shkp) == SHK_MATCH) || (shk_class_match(SPBOOK_CLASS, shkp) == SHK_MATCH) || (shk_class_match(RING_CLASS, shkp) == SHK_MATCH))) { any.a_int = 6; add_menu(tmpwin, NO_GLYPH, &any , 'c', 0, ATR_NONE, "Charge", MENU_UNSELECTED); } end_menu(tmpwin, "Services Available:"); n = select_menu(tmpwin, PICK_ONE, &selected); destroy_nhwindow(tmpwin); if (n > 0) switch (selected[0].item.a_int) { case 1: shk_identify(slang, shkp); break; case 2: shk_uncurse(slang, shkp); break; case 3: shk_appraisal(slang, shkp); break; case 4: shk_weapon_works(slang, shkp); break; case 5: shk_armor_works(slang, shkp); break; case 6: shk_charge(slang, shkp); break; default: pline ("Unknown Service"); break; } } #endif /* OTHER_SERVICES */ #endif /*OVL0*/ #ifdef OVL3 /* 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 */ STATIC_OVL int dopayobj(shkp, bp, obj_p, which, itemize) register struct monst *shkp; register struct bill_x *bp; struct obj **obj_p; int which; /* 0 => used-up item, 1 => other (unpaid or lost) */ boolean itemize; { register struct obj *obj = *obj_p; long ltmp, quan, save_quan; #ifdef GOLDOBJ long umoney = money_cnt(invent); #endif int buy; boolean stashed_gold = (hidden_gold() > 0L), consumed = (which == 0); if(!obj->unpaid && !bp->useup){ impossible("Paid object on bill??"); return PAY_BUY; } #ifndef GOLDOBJ if(itemize && u.ugold + ESHK(shkp)->credit == 0L){ #else if(itemize && umoney + ESHK(shkp)->credit == 0L){ #endif You("%shave no money 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 */ ltmp = bp->price * quan; buy = PAY_BUY; /* flag; if changed then return early */ if (itemize) { char qbuf[BUFSZ]; Sprintf(qbuf,"%s for %ld %s. Pay?", quan == 1L ? Doname2(obj) : doname(obj), ltmp, currency(ltmp)); if (yn(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 */ verbalize("%s for the other %s before buying %s.", ANGRY(shkp) ? "Pay" : "Please pay", xname(obj), save_quan > 1L ? "these" : "this one"); buy = PAY_SKIP; /* shk won't sell */ } } #ifndef GOLDOBJ if (buy == PAY_BUY && u.ugold + ESHK(shkp)->credit < ltmp) { You("don't%s have gold%s enough to pay for %s.", #else if (buy == PAY_BUY && umoney + ESHK(shkp)->credit < ltmp) { You("don't%s have money%s enough to pay for %s.", #endif stashed_gold ? " seem to" : "", (ESHK(shkp)->credit > 0L) ? " or credit" : "", doname(obj)); buy = itemize ? PAY_SKIP : PAY_CANT; } if (buy != PAY_BUY) { /* restore unpaid object to original state */ obj->quan = save_quan; obj->unpaid = 1; 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 */ 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; } #endif /*OVL3*/ #ifdef OVLB static coord repo_location; /* repossession context */ /* routine called after dying (or quitting) */ boolean paybill(croaked) int croaked; /* -1: escaped dungeon; 0: quit; 1: died */ { register struct monst *mtmp, *mtmp2, *resident= (struct monst *)0; register boolean taken = FALSE; register 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; /* this is where inventory will end up if any shk takes it */ repo_location.x = repo_location.y = 0; /* give shopkeeper first crack */ if ((mtmp = shop_keeper(*u.ushops)) && inhishop(mtmp)) { numsk++; resident = mtmp; taken = inherits(resident, numsk, croaked); } for (mtmp = next_shkp(fmon, FALSE); mtmp; mtmp = next_shkp(mtmp2, FALSE)) { mtmp2 = mtmp->nmon; if (mtmp != resident) { /* for bones: we don't want a shopless shk around */ if(!on_level(&(ESHK(mtmp)->shoplevel), &u.uz)) mongone(mtmp); else { numsk++; taken |= inherits(mtmp, numsk, croaked); } } } if(numsk == 0) return(FALSE); return(taken); } STATIC_OVL boolean inherits(shkp, numsk, croaked) struct monst *shkp; int numsk; int croaked; { long loss = 0L; #ifdef GOLDOBJ long umoney; #endif struct eshk *eshkp = ESHK(shkp); boolean take = FALSE, taken = FALSE; int roomno = *u.ushops; char takes[BUFSZ]; /* the simplifying principle is that first-come */ /* already took everything you had. */ if (numsk > 1) { if (cansee(shkp->mx, shkp->my) && croaked) pline("%s %slooks at your corpse%s and %s.", Monnam(shkp), (!shkp->mcanmove || shkp->msleeping) ? "wakes up, " : "", !rn2(2) ? (shkp->female ? ", shakes her head," : ", shakes his head,") : "", !inhishop(shkp) ? "disappears" : "sighs"); rouse_shk(shkp, FALSE); /* wake shk for bones */ taken = (roomno == eshkp->shoproom); goto skip; } /* get one case out of the way: you die in the shop, the */ /* shopkeeper is peaceful, nothing stolen, nothing owed. */ if(roomno == eshkp->shoproom && inhishop(shkp) && !eshkp->billct && !eshkp->robbed && !eshkp->debit && NOTANGRY(shkp) && !eshkp->following) { if (invent) pline("%s gratefully inherits all your possessions.", shkname(shkp)); set_repo_loc(eshkp); goto clear; } if (eshkp->billct || eshkp->debit || eshkp->robbed) { if(roomno == eshkp->shoproom && inhishop(shkp)) loss = addupbill(shkp) + eshkp->debit; if (loss < eshkp->robbed) loss = eshkp->robbed; take = TRUE; } if (eshkp->following || ANGRY(shkp) || take) { #ifndef GOLDOBJ if (!invent && !u.ugold) goto skip; #else if (!invent) goto skip; umoney = money_cnt(invent); #endif takes[0] = '\0'; if (!shkp->mcanmove || shkp->msleeping) Strcat(takes, "wakes up and "); if (distu(shkp->mx, shkp->my) > 2) Strcat(takes, "comes and "); Strcat(takes, "takes"); #ifndef GOLDOBJ if (loss > u.ugold || !loss || roomno == eshkp->shoproom) { eshkp->robbed -= u.ugold; if (eshkp->robbed < 0L) eshkp->robbed = 0L; shkp->mgold += u.ugold; u.ugold = 0L; #else if (loss > umoney || !loss || roomno == eshkp->shoproom) { eshkp->robbed -= umoney; if (eshkp->robbed < 0L) eshkp->robbed = 0L; if (umoney > 0) money2mon(shkp, umoney); #endif flags.botl = 1; pline("%s %s all your possessions.", shkname(shkp), takes); taken = TRUE; /* where to put player's invent (after disclosure) */ set_repo_loc(eshkp); } else { #ifndef GOLDOBJ shkp->mgold += loss; u.ugold -= loss; #else money2mon(shkp, loss); #endif flags.botl = 1; pline("%s %s the %ld %s %sowed %s.", Monnam(shkp), takes, loss, currency(loss), strncmp(eshkp->customer, plname, PL_NSIZ) ? "" : "you ", shkp->female ? "her" : "him"); /* shopkeeper has now been paid in full */ pacify_shk(shkp); 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); return(taken); } STATIC_OVL void set_repo_loc(eshkp) struct eshk *eshkp; { register xchar ox, oy; /* if you're not in this shk's shop room, or if you're in its doorway or entry spot, then your gear gets dumped all the way inside */ if (*u.ushops != eshkp->shoproom || IS_DOOR(levl[u.ux][u.uy].typ) || (u.ux == eshkp->shk.x && u.uy == eshkp->shk.y)) { /* 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 */ ox = u.ux; oy = u.uy; } /* finish_paybill will deposit invent here */ repo_location.x = ox; repo_location.y = oy; } /* called at game exit, after inventory disclosure but before making bones */ void finish_paybill() { register struct obj *otmp; int ox = repo_location.x, oy = repo_location.y; #if 0 /* don't bother */ if (ox == 0 && oy == 0) impossible("finish_paybill: no location"); #endif /* normally done by savebones(), but that's too late in this case */ unleash_all(); /* transfer all of the character's inventory to the shop floor */ while ((otmp = invent) != 0) { otmp->owornmask = 0L; /* perhaps we should call setnotworn? */ otmp->lamplit = 0; /* avoid "goes out" msg from freeinv */ if (rn2(5)) curse(otmp); /* normal bones treatment for invent */ obj_extract_self(otmp); place_object(otmp, ox, oy); } } /* find obj on one of the lists */ STATIC_OVL struct obj * bp_to_obj(bp) register struct bill_x *bp; { register struct obj *obj; register unsigned int id = bp->bo_id; if(bp->useup) obj = o_on(id, 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 billobjs chain. */ struct obj * find_oid(id) unsigned id; { struct obj *obj; struct monst *mon, *mmtmp[3]; int i; /* first check various obj lists directly */ if ((obj = o_on(id, invent)) != 0) return obj; if ((obj = o_on(id, fobj)) != 0) return obj; if ((obj = o_on(id, level.buriedobjlist)) != 0) return obj; if ((obj = o_on(id, migrating_objs)) != 0) return obj; /* not found yet; check inventory for members of various monst lists */ mmtmp[0] = fmon; mmtmp[1] = migrating_mons; mmtmp[2] = 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; } #endif /*OVLB*/ #ifdef OVL3 /* calculate the value that the shk will charge for [one of] an object */ STATIC_OVL long get_cost(obj, shkp) register struct obj *obj; register struct monst *shkp; /* if angry, impose a surcharge */ { register long tmp = getprice(obj, FALSE); 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)u.ubirthday % obj->otyp) >= obj->otyp/2); /* all gems are priced high - real or not */ switch(obj->otyp - LAST_GEM) { case 1: /* white */ i = pseudorand ? DIAMOND : OPAL; break; case 2: /* blue */ i = pseudorand ? SAPPHIRE : AQUAMARINE; break; case 3: /* red */ i = pseudorand ? RUBY : JASPER; break; case 4: /* yellowish brown */ i = pseudorand ? AMBER : TOPAZ; break; case 5: /* orange */ i = pseudorand ? JACINTH : AGATE; break; case 6: /* yellow */ i = pseudorand ? CITRINE : CHRYSOBERYL; break; case 7: /* black */ i = pseudorand ? BLACK_OPAL : JET; break; case 8: /* green */ i = pseudorand ? EMERALD : JADE; break; case 9: /* 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 (!(obj->o_id % 4)) /* arbitrarily impose surcharge */ tmp += tmp / 3L; } #ifdef TOURIST if ((Role_if(PM_TOURIST) && u.ulevel < (MAXULEV/2)) || ((uarmu && !uarmu->oinvis) && (!uarm || uarm->oinvis) && (!uarmc || uarmc->oinvis))) /* touristy shirt visible */ tmp += tmp / 3L; else #endif if (uarmh && !uarmh->oinvis && uarmh->otyp == DUNCE_CAP) tmp += tmp / 3L; if (ACURR(A_CHA) > 18) tmp /= 2L; else if (ACURR(A_CHA) > 17) tmp -= tmp / 3L; else if (ACURR(A_CHA) > 15) tmp -= tmp / 4L; else if (ACURR(A_CHA) < 6) tmp *= 2L; else if (ACURR(A_CHA) < 8) tmp += tmp / 2L; else if (ACURR(A_CHA) < 11) tmp += tmp / 3L; if (tmp <= 0L) tmp = 1L; else if (obj->oartifact) tmp *= 4L; /* character classes who are discriminated against... */ /* barbarians are gullible... */ if (Role_if(PM_BARBARIAN)) tmp *= 3L; /* rogues are untrustworthy... */ if (Role_if(PM_ROGUE)) tmp *= 2L; /* samurais are from out of town... */ if (Role_if(PM_SAMURAI)) tmp *= 2L; /* anger surcharge should match rile_shk's */ if (shkp && ESHK(shkp)->surcharge) tmp += (tmp + 2L) / 3L; #ifdef BLACKMARKET /* KMH, balance patch -- healthstone replaces rotting/health */ if (Is_blackmarket(&u.uz)) { if (obj->oclass==RING_CLASS || obj->oclass==AMULET_CLASS || obj->oclass==POTION_CLASS || obj->oclass==SCROLL_CLASS || obj->oclass==SPBOOK_CLASS || obj->oclass==WAND_CLASS || obj->otyp==LUCKSTONE || obj->otyp==LOADSTONE || obj->otyp==HEALTHSTONE || objects[obj->otyp].oc_magic) { tmp *= 50; } else { tmp *= 25; } } #endif /* BLACKMARKET */ return tmp; } #endif /*OVL3*/ #ifdef OVLB /* 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(obj, shkp, price, usell, unpaid_only) register struct obj *obj; register struct monst *shkp; long price; register boolean usell; register boolean unpaid_only; { register struct obj *otmp; /* the price of contained objects */ for (otmp = obj->cobj; otmp; otmp = otmp->nobj) { if (otmp->oclass == COIN_CLASS) continue; /* the "top" container is evaluated by caller */ if (usell) { if (saleable(shkp, otmp) && !otmp->unpaid && otmp->oclass != BALL_CLASS && #if defined(UNPOLYPILE) !is_hazy(otmp) && #endif !(otmp->oclass == FOOD_CLASS && otmp->oeaten) && !(Is_candle(otmp) && otmp->age < 20L * (long)objects[otmp->otyp].oc_cost)) price += set_cost(otmp, shkp); } else if (!otmp->no_charge && (!unpaid_only || (unpaid_only && otmp->unpaid))) { price += get_cost(otmp, shkp) * otmp->quan; } if (Has_contents(otmp)) price += contained_cost(otmp, shkp, price, usell, unpaid_only); } return(price); } long contained_gold(obj) register struct obj *obj; { register struct obj *otmp; register 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)) value += contained_gold(otmp); return(value); } STATIC_OVL void dropped_container(obj, shkp, sale) register struct obj *obj; register struct monst *shkp; register boolean sale; { register 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(obj) register struct obj *obj; { register 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); } } #endif /*OVLB*/ #ifdef OVL3 /* calculate how much the shk will pay when buying [all of] an object */ STATIC_OVL long set_cost(obj, shkp) register struct obj *obj; register struct monst *shkp; { long tmp = getprice(obj, TRUE) * obj->quan; #ifdef TOURIST if ((Role_if(PM_TOURIST) && u.ulevel < (MAXULEV/2)) || ((uarmu && !uarmu->oinvis) && (!uarm || uarm->oinvis) && (!uarmc || uarmc->oinvis))) /* touristy shirt visible */ tmp /= 3L; else #endif if (uarmh && !uarmh->oinvis && uarmh->otyp == DUNCE_CAP) tmp /= 3L; else tmp /= 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 % (6 - shkp->m_id % 3)); tmp = (tmp + 3) * obj->quan; } } else if (tmp > 1L && !rn2(4)) tmp -= tmp / 4L; } return tmp; } #endif /*OVL3*/ #ifdef OVLB /* called from doinv(invent.c) for inventory of unpaid objects */ long unpaid_cost(unp_obj) register struct obj *unp_obj; /* known to be unpaid */ { register struct bill_x *bp = (struct bill_x *)0; register struct monst *shkp; for(shkp = next_shkp(fmon, TRUE); shkp; shkp = next_shkp(shkp->nmon, TRUE)) if ((bp = onbill(unp_obj, shkp, TRUE)) != 0) break; /* onbill() gave no message if unexpected problem occurred */ if(!bp) impossible("unpaid_cost: object wasn't on any bill!"); return bp ? unp_obj->quan * bp->price : 0L; } STATIC_OVL void add_one_tobill(obj, dummy) register struct obj *obj; register boolean dummy; { register struct monst *shkp; register struct bill_x *bp; register int bct; register char roomno = *u.ushops; if (!roomno) return; if (!(shkp = shop_keeper(roomno))) return; if (!inhishop(shkp)) return; if (onbill(obj, shkp, FALSE) || /* perhaps thrown away earlier */ (obj->oclass == FOOD_CLASS && obj->oeaten)) return; if (ESHK(shkp)->billct == BILLSZ) { You("got that for free!"); return; } /* To recognize objects the shopkeeper is not interested in. -dgk */ if (obj->no_charge) { obj->no_charge = 0; return; } bct = ESHK(shkp)->billct; bp = &(ESHK(shkp)->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 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); ESHK(shkp)->billct++; obj->unpaid = 1; } STATIC_OVL void add_to_billobjs(obj) struct obj *obj; { if (obj->where != OBJ_FREE) panic("add_to_billobjs: obj not free"); if (obj->timed) obj_stop_timers(obj); obj->nobj = billobjs; billobjs = obj; obj->where = OBJ_ONBILL; } /* recursive billing of objects within containers. */ STATIC_OVL void bill_box_content(obj, ininv, dummy, shkp) register struct obj *obj; register boolean ininv, dummy; register struct monst *shkp; { register struct obj *otmp; 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); if (Has_contents(otmp)) bill_box_content(otmp, ininv, dummy, shkp); } } /* shopkeeper tells you what you bought or sold, sometimes partly IDing it */ STATIC_OVL void shk_names_obj(shkp, obj, fmt, amt, arg) 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 > 1) ? "them" : "it", amt, plur(amt), arg); } else { You(fmt, obj_name, amt, plur(amt), arg); } } void addtobill(obj, ininv, dummy, silent) register struct obj *obj; register boolean ininv, dummy, silent; { register struct monst *shkp; register char roomno = *u.ushops; long ltmp = 0L, cltmp = 0L, gltmp = 0L; register boolean container = Has_contents(obj); if(!*u.ushops) return; if(!(shkp = shop_keeper(roomno))) return; if(!inhishop(shkp)) return; if(/* perhaps we threw it away earlier */ onbill(obj, shkp, FALSE) || (obj->oclass == FOOD_CLASS && obj->oeaten) ) return; if(ESHK(shkp)->billct == BILLSZ) { You("got that for free!"); return; } if(obj->oclass == COIN_CLASS) { costly_gold(obj->ox, obj->oy, obj->quan); return; } if(!obj->no_charge) ltmp = get_cost(obj, shkp); if (obj->no_charge && !container) { obj->no_charge = 0; return; } if(container) { if(obj->cobj == (struct obj *)0) { if(obj->no_charge) { obj->no_charge = 0; return; } else { add_one_tobill(obj, dummy); goto speak; } } else { cltmp += contained_cost(obj, shkp, cltmp, FALSE, FALSE); gltmp += contained_gold(obj); } if(ltmp) add_one_tobill(obj, dummy); 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); if(!ltmp) return; } if(obj->no_charge) obj->no_charge = 0; } else /* i.e., !container */ add_one_tobill(obj, dummy); speak: if (shkp->mcanmove && !shkp->msleeping && !silent) { char buf[BUFSZ]; if(!ltmp) { pline("%s has no interest in %s.", Monnam(shkp), the(xname(obj))); return; } Strcpy(buf, "\"For you, "); if (ANGRY(shkp)) Strcat(buf, "scum "); else { static const char *honored[5] = { "good", "honored", "most gracious", "esteemed", "most renowned and sacred" }; Strcat(buf, honored[rn2(4) + u.uevent.udemigod]); if (!is_human(youmonst.data)) Strcat(buf, " creature"); else Strcat(buf, (flags.female) ? " lady" : " sir"); } if(ininv) { long quan = obj->quan; obj->quan = 1L; /* fool xname() into giving singular */ pline("%s; only %ld %s %s.\"", buf, ltmp, (quan > 1L) ? "per" : "for this", xname(obj)); obj->quan = quan; } else pline("%s will cost you %ld %s%s.", The(xname(obj)), ltmp, currency(ltmp), (obj->quan > 1L) ? " each" : ""); } else if(!silent) { if(ltmp) pline_The("list price of %s is %ld %s%s.", the(xname(obj)), ltmp, currency(ltmp), (obj->quan > 1L) ? " each" : ""); else pline("%s does not notice.", Monnam(shkp)); } } void splitbill(obj, otmp) register struct obj *obj, *otmp; { /* otmp has been split off from obj */ register struct bill_x *bp; register long tmp; register 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++; } } STATIC_OVL void sub_one_frombill(obj, shkp) register struct obj *obj; register struct monst *shkp; { register struct bill_x *bp; if((bp = onbill(obj, shkp, FALSE)) != 0) { register struct obj *otmp; obj->unpaid = 0; if(bp->bquan > obj->quan){ otmp = newobj(0); *otmp = *obj; bp->bo_id = otmp->o_id = flags.ident++; otmp->where = OBJ_FREE; otmp->quan = (bp->bquan -= obj->quan); otmp->owt = 0; /* superfluous */ otmp->onamelth = 0; otmp->oxlth = 0; otmp->oattached = OATTACHED_NOTHING; 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(obj, shkp) register struct obj *obj; register struct monst *shkp; { register 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); } } #endif /*OVLB*/ #ifdef OVL3 STATIC_OVL long stolen_container(obj, shkp, price, ininv, destruction) register struct obj *obj; register struct monst *shkp; long price; register boolean ininv, destruction; { register struct obj *otmp; if (!(destruction && evades_destruction(obj))) { if(ininv && obj->unpaid) price += get_cost(obj, shkp); else { if(!obj->no_charge) price += get_cost(obj, shkp); obj->no_charge = 0; } } /* the price of contained objects, if any */ for(otmp = obj->cobj; otmp; otmp = otmp->nobj) { if(otmp->oclass == COIN_CLASS) continue; if (!Has_contents(otmp)) { if (!(destruction && evades_destruction(otmp))) { if(ininv) { if(otmp->unpaid) price += otmp->quan * get_cost(otmp, shkp); } else { if(!otmp->no_charge) { if(otmp->oclass != FOOD_CLASS || !otmp->oeaten) price += otmp->quan * get_cost(otmp, shkp); } otmp->no_charge = 0; } } } else price += stolen_container(otmp, shkp, price, ininv, destruction); } return(price); } #endif /*OVL3*/ #ifdef OVLB long stolen_value(obj, x, y, peaceful, silent, destruction) register struct obj *obj; register xchar x, y; register boolean peaceful, silent, destruction; { register long value = 0L, gvalue = 0L; register struct monst *shkp = shop_keeper(*in_rooms(x, y, SHOPBASE)); if (!shkp || !inhishop(shkp)) return (0L); if(obj->oclass == COIN_CLASS) { gvalue += obj->quan; } else if (Has_contents(obj)) { register boolean ininv = !!count_unpaid(obj->cobj); value += stolen_container(obj, shkp, value, ininv, destruction); if(!ininv) gvalue += contained_gold(obj); } else if (!obj->no_charge && saleable(shkp, obj) && !(destruction && evades_destruction(obj))) { value += get_cost(obj, shkp); } 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) { 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 "; } if(obj->oclass == COIN_CLASS) You("%sowe %s %ld %s!", still, mon_nam(shkp), value, currency(value)); else You("%sowe %s %ld %s for %s!", still, mon_nam(shkp), value, currency(value), obj->quan > 1L ? "them" : "it"); } } else { ESHK(shkp)->robbed += value; if(!silent) { if(cansee(shkp->mx, shkp->my)) { Norep("%s booms: \"%s, you are a thief!\"", Monnam(shkp), plname); } else Norep("You hear a scream, \"Thief!\""); } hot_pursuit(shkp); (void) angry_guards(FALSE); } return(value); } /* auto-response flag for/from "sell foo?" 'a' => 'y', 'q' => 'n' */ static char sell_response = 'a'; static int sell_how = SELL_NORMAL; /* can't just use sell_response='y' for auto_credit because the 'a' response shouldn't carry over from ordinary selling to credit selling */ static boolean auto_credit = FALSE; void sellobj_state(deliberate) 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. */ sell_response = (deliberate != SELL_NORMAL) ? '\0' : 'a'; sell_how = deliberate; auto_credit = FALSE; } void sellobj(obj, x, y) register struct obj *obj; xchar x, y; { register struct monst *shkp; register struct eshk *eshkp; long ltmp = 0L, cltmp = 0L, gltmp = 0L, offer; boolean saleitem, cgold = FALSE, container = Has_contents(obj); boolean isgold = (obj->oclass == COIN_CLASS); boolean only_partially_your_contents = FALSE; if(!(shkp = shop_keeper(*in_rooms(x, y, SHOPBASE))) || !inhishop(shkp)) return; if(!costly_spot(x, y)) return; if(!*u.ushops) 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); 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 && ((offer + gltmp) == 0L || sell_how == SELL_DONTSELL)) { register boolean unpaid = (obj->unpaid || (container && count_unpaid(obj->cobj))); if(container) { dropped_container(obj, shkp, FALSE); if(!obj->unpaid && !saleitem) obj->no_charge = 1; if(obj->unpaid || count_unpaid(obj->cobj)) subfrombill(obj, shkp); } else obj->no_charge = 1; if(!unpaid && (sell_how != SELL_DONTSELL)) pline("%s seems uninterested.", Monnam(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 */ pline("Thank you, scum!"); subfrombill(obj, shkp); return; } if(eshkp->robbed) { /* shkp is not angry? */ if(isgold) offer = obj->quan; else if(cgold) offer += cgold; if((eshkp->robbed -= offer < 0L)) eshkp->robbed = 0L; if(offer) verbalize( "Thank you for your contribution to restock this recently plundered shop."); subfrombill(obj, shkp); return; } if(isgold || cgold) { if(!cgold) gltmp = obj->quan; 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."); } pline("%ld %s %s added to your credit.", delta, currency(delta), delta > 1L ? "are" : "is"); } if(offer) goto move_on; else { if(!isgold) { if (container) dropped_container(obj, shkp, FALSE); if (!obj->unpaid && !saleitem) obj->no_charge = 1; subfrombill(obj, shkp); } return; } } move_on: if((!saleitem && !(container && cltmp > 0L)) || eshkp->billct == BILLSZ || obj->oclass == BALL_CLASS || obj->oclass == CHAIN_CLASS || offer == 0L #if defined(UNPOLYPILE) || is_hazy(obj) #endif || (obj->oclass == FOOD_CLASS && obj->oeaten) || (Is_candle(obj) && obj->age < 20L * (long)objects[obj->otyp].oc_cost)) { pline("%s seems uninterested%s.", Monnam(shkp), cgold ? " in the rest" : ""); if (container) dropped_container(obj, shkp, FALSE); obj->no_charge = 1; return; } #ifndef GOLDOBJ if(!shkp->mgold) { #else if(!money_cnt(shkp->minvent)) { #endif char c, qbuf[BUFSZ]; long tmpcr = ((offer * 9L) / 10L) + (offer <= 1L); if (sell_how == SELL_NORMAL || auto_credit) { c = sell_response = 'y'; } else if (sell_response != 'n') { pline("%s cannot pay you at present.", Monnam(shkp)); Sprintf(qbuf, "Will you accept %ld %s in credit for %s?", tmpcr, currency(tmpcr), doname(obj)); /* won't accept 'a' response here */ /* KLY - 3/2000 yes, we will, it's a damn nuisance to have to constantly hit 'y' to sell for credit */ c = ynaq(qbuf); if (c == 'a') { c = 'y'; auto_credit = TRUE; } } else /* previously specified "quit" */ c = 'n'; if (c == 'y') { shk_names_obj(shkp, obj, (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; subfrombill(obj, shkp); } else { if (c == 'q') sell_response = 'n'; if (container) dropped_container(obj, shkp, FALSE); if (!obj->unpaid) obj->no_charge = 1; subfrombill(obj, shkp); } } else { char qbuf[BUFSZ]; #ifndef GOLDOBJ boolean short_funds = (offer > shkp->mgold); if (short_funds) offer = shkp->mgold; #else long shkmoney = money_cnt(shkp->minvent); boolean short_funds = (offer > shkmoney); if (short_funds) offer = shkmoney; #endif if (!sell_response) { only_partially_your_contents = (contained_cost(obj, shkp, 0L, FALSE, FALSE) != contained_cost(obj, shkp, 0L, FALSE, TRUE)); Sprintf(qbuf, "%s offers%s %ld gold piece%s for%s %s %s. Sell %s?", Monnam(shkp), short_funds ? " only" : "", offer, plur(offer), (!ltmp && cltmp && only_partially_your_contents) ? " your items in" : (!ltmp && cltmp) ? " the contents of" : "", obj->unpaid ? "the" : "your", cxname(obj), (obj->quan == 1L && !(!ltmp && cltmp && only_partially_your_contents)) ? "it" : "them"); } else qbuf[0] = '\0'; /* just to pacify lint */ switch (sell_response ? sell_response : ynaq(qbuf)) { case 'q': sell_response = 'n'; case 'n': if (container) dropped_container(obj, shkp, FALSE); if (!obj->unpaid) obj->no_charge = 1; subfrombill(obj, shkp); break; case 'a': sell_response = 'y'; 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, (sell_how != SELL_NORMAL) ? (!ltmp && cltmp && only_partially_your_contents) ? "sold some items inside %s for %ld gold pieces%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(mode) int mode; /* 0: deliver count 1: paged */ { #ifdef __SASC void sasc_bug(struct obj *, unsigned); #endif 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; unsigned save_unpaid; save_unpaid = obj->unpaid; oquan = obj->quan; uquan = (bp->useup ? bp->bquan : bp->bquan - oquan); thisused = bp->price * uquan; totused += thisused; obj->unpaid = 0; /* ditto */ /* Why 'x'? To match `I x', more or less. */ buf_p = xprname(obj, (char *)0, 'x', FALSE, thisused, uquan); #ifdef __SASC /* SAS/C 6.2 can't cope for some reason */ sasc_bug(obj,save_unpaid); #else obj->unpaid = save_unpaid; #endif 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); } #define HUNGRY 2 STATIC_OVL long getprice(obj, shk_buying) register struct obj *obj; boolean shk_buying; { register 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: /* 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; #ifdef FIREARMS /* Don't buy activated explosives! */ if (is_grenade(obj) && obj->oarmed) tmp = 0L; #endif break; case TOOL_CLASS: if (Is_candle(obj) && obj->age < 20L * (long)objects[obj->otyp].oc_cost) tmp /= 2L; else if (obj->otyp == TORCH) { if (obj->age == 0) { tmp = 0L; } else if (obj->age < 25) { tmp /= 4L; } else if (obj->age < 50) { tmp /= 2L; } } break; } return tmp; } /* shk catches thrown pick-axe */ struct monst * shkcatch(obj, x, y) register struct obj *obj; register xchar x, y; { register struct monst *shkp; if (!(shkp = shop_keeper(inside_shop(x, y))) || !inhishop(shkp)) return(0); if (shkp->mcanmove && !shkp->msleeping && (*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)) verbalize("Out of my way, scum!"); if (cansee(x, y)) { pline("%s nimbly%s catches %s.", Monnam(shkp), (x == shkp->mx && y == shkp->my) ? "" : " reaches over and", the(xname(obj))); if (!canspotmon(shkp)) map_invisible(x, y); delay_output(); mark_synch(); } subfrombill(obj, shkp); (void) mpickobj(shkp, obj); return shkp; } return (struct monst *)0; } void add_damage(x, y, cost) register xchar x, 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 = level.damagelist; tmp_dam; tmp_dam = tmp_dam->next) if (tmp_dam->place.x == x && tmp_dam->place.y == y) { tmp_dam->cost += cost; return; } tmp_dam = (struct damage *)alloc((unsigned)sizeof(struct damage)); tmp_dam->when = monstermoves; tmp_dam->place.x = x; tmp_dam->place.y = y; tmp_dam->cost = cost; tmp_dam->typ = levl[x][y].typ; tmp_dam->next = level.damagelist; level.damagelist = tmp_dam; /* If player saw damage, display as a wall forever */ if (cansee(x, y)) levl[x][y].seenv = SVALL; } #endif /*OVLB*/ #ifdef OVL0 /* * Do something about damage. Either (!croaked) try to repair it, or * (croaked) just discard damage structs for non-shared locations, since * they'll never get repaired. Assume that shared locations will get * repaired eventually by the other shopkeeper(s). This might be an erroneous * assumption (they might all be dead too), but we have no reasonable way of * telling that. */ STATIC_OVL void remove_damage(shkp, croaked) register struct monst *shkp; register boolean croaked; { register struct damage *tmp_dam, *tmp2_dam; register boolean did_repair = FALSE, saw_door = FALSE; register boolean saw_floor = FALSE, stop_picking = FALSE; register boolean saw_untrap = FALSE; uchar saw_walls = 0; tmp_dam = level.damagelist; tmp2_dam = 0; while (tmp_dam) { register xchar x = tmp_dam->place.x, y = tmp_dam->place.y; char shops[5]; int disposition; disposition = 0; Strcpy(shops, in_rooms(x, y, SHOPBASE)); if (index(shops, ESHK(shkp)->shoproom)) { if (croaked) disposition = (shops[1])? 0 : 1; else if (stop_picking) disposition = repair_damage(shkp, tmp_dam, FALSE); else { /* Defer the stop_occupation() until after repair msgs */ if (closed_door(x, y)) stop_picking = picking_at(x, y); disposition = repair_damage(shkp, tmp_dam, FALSE); if (!disposition) stop_picking = FALSE; } } if (!disposition) { tmp2_dam = tmp_dam; tmp_dam = tmp_dam->next; continue; } if (disposition > 1) { did_repair = TRUE; if (cansee(x, y)) { if (IS_WALL(levl[x][y].typ)) saw_walls++; else if (IS_DOOR(levl[x][y].typ)) saw_door = TRUE; else if (disposition == 3) /* untrapped */ saw_untrap = TRUE; else saw_floor = TRUE; } } tmp_dam = tmp_dam->next; if (!tmp2_dam) { free((genericptr_t)level.damagelist); level.damagelist = tmp_dam; } else { free((genericptr_t)tmp2_dam->next); tmp2_dam->next = tmp_dam; } } if (!did_repair) return; if (saw_walls) { pline("Suddenly, %s section%s of wall close%s up!", (saw_walls == 1) ? "a" : (saw_walls <= 3) ? "some" : "several", (saw_walls == 1) ? "" : "s", (saw_walls == 1) ? "s" : ""); if (saw_door) pline_The("shop door reappears!"); if (saw_floor) pline_The("floor is repaired!"); } else { if (saw_door) pline("Suddenly, the shop door reappears!"); else if (saw_floor) pline("Suddenly, the floor damage is gone!"); else if (saw_untrap) pline("Suddenly, the trap is removed from the floor!"); else if (inside_shop(u.ux, u.uy) == ESHK(shkp)->shoproom) You_feel("more claustrophobic than before."); else if (flags.soundok && !rn2(10)) Norep("The dungeon acoustics noticeably change."); } if (stop_picking) stop_occupation(); } /* * 0: repair postponed, 1: silent repair (no messages), 2: normal repair * 3: untrap */ int repair_damage(shkp, tmp_dam, catchup) register struct monst *shkp; register struct damage *tmp_dam; boolean catchup; /* restoring a level */ { register xchar x, y, i; xchar litter[9]; register struct monst *mtmp; register struct obj *otmp; register struct trap *ttmp; if ((monstermoves - tmp_dam->when) < REPAIR_DELAY) return(0); if (shkp->msleeping || !shkp->mcanmove || ESHK(shkp)->following) return(0); x = tmp_dam->place.x; y = tmp_dam->place.y; if (!IS_ROOM(tmp_dam->typ)) { if (x == u.ux && y == u.uy) if (!Passes_walls) return(0); if (x == shkp->mx && y == shkp->my) return(0); if ((mtmp = m_at(x, y)) && (!passes_walls(mtmp->data))) return(0); } if ((ttmp = t_at(x, y)) != 0) { if (x == u.ux && y == u.uy) if (!Passes_walls) return(0); if (ttmp->ttyp == LANDMINE || ttmp->ttyp == BEAR_TRAP) { /* convert to an object */ otmp = mksobj((ttmp->ttyp == LANDMINE) ? LAND_MINE : BEARTRAP, TRUE, FALSE); otmp->quan= 1; otmp->owt = weight(otmp); (void) mpickobj(shkp, otmp); } deltrap(ttmp); if(IS_DOOR(tmp_dam->typ)) { levl[x][y].doormask = D_CLOSED; /* arbitrary */ block_point(x, y); } else if (IS_WALL(tmp_dam->typ)) { levl[x][y].typ = tmp_dam->typ; block_point(x, y); } newsym(x, y); return(3); } if (IS_ROOM(tmp_dam->typ)) { /* No messages, because player already filled trap door */ return(1); } if ((tmp_dam->typ == levl[x][y].typ) && (!IS_DOOR(tmp_dam->typ) || (levl[x][y].doormask > D_BROKEN))) /* No messages if player already replaced shop door */ return(1); levl[x][y].typ = tmp_dam->typ; (void) memset((genericptr_t)litter, 0, sizeof(litter)); if ((otmp = level.objects[x][y]) != 0) { /* Scatter objects haphazardly into the shop */ #define NEED_UPDATE 1 #define OPEN 2 #define INSHOP 4 #define horiz(i) ((i%3)-1) #define vert(i) ((i/3)-1) for (i = 0; i < 9; i++) { if ((i == 4) || (!ZAP_POS(levl[x+horiz(i)][y+vert(i)].typ))) continue; litter[i] = OPEN; if (inside_shop(x+horiz(i), y+vert(i)) == ESHK(shkp)->shoproom) litter[i] |= INSHOP; } if (Punished && !u.uswallow && ((uchain->ox == x && uchain->oy == y) || (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. */ verbalize("Get your junk out of my wall!"); unplacebc(); /* pick 'em up */ placebc(); /* put 'em down */ } while ((otmp = 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 { while (!(litter[i = rn2(9)] & INSHOP)); remove_object(otmp); place_object(otmp, x+horiz(i), y+vert(i)); litter[i] |= NEED_UPDATE; } } if (catchup) return 1; /* repair occurred while off level */ block_point(x, y); if(IS_DOOR(tmp_dam->typ)) { levl[x][y].doormask = D_CLOSED; /* arbitrary */ newsym(x, y); } else { /* don't set doormask - it is (hopefully) the same as it was */ /* if not, perhaps save it with the damage array... */ if (IS_WALL(tmp_dam->typ) && cansee(x, y)) { /* Player sees actual repair process, so they KNOW it's a wall */ levl[x][y].seenv = SVALL; newsym(x, y); } /* Mark this wall as "repaired". There currently is no code */ /* to do anything about repaired walls, so don't do it. */ } for (i = 0; i < 9; i++) if (litter[i] & NEED_UPDATE) newsym(x+horiz(i), y+vert(i)); return(2); #undef NEED_UPDATE #undef OPEN #undef INSHOP #undef vert #undef horiz } #endif /*OVL0*/ #ifdef OVL3 /* * shk_move: return 1: moved 0: didn't -1: let m_move do it -2: died */ int shk_move(shkp) register struct monst *shkp; { register xchar gx,gy,omx,omy; register int udist; register schar appr; register struct eshk *eshkp = ESHK(shkp); int z; boolean uondoor = FALSE, satdoor, avoid = FALSE, badinv; omx = shkp->mx; omy = shkp->my; if (inhishop(shkp)) remove_damage(shkp, FALSE); if((udist = distu(omx,omy)) < 3 && (shkp->data != &mons[PM_GRID_BUG] || (omx==u.ux || omy==u.uy))) { if(ANGRY(shkp) || (Conflict && !resist(shkp, RING_CLASS, 0, 0))) { if(Displaced) Your("displaced image doesn't fool %s!", mon_nam(shkp)); (void) mattacku(shkp); return(0); } if(eshkp->following) { if(strncmp(eshkp->customer, plname, PL_NSIZ)) { verbalize("%s, %s! I was looking for %s.", Hello(shkp), plname, eshkp->customer); eshkp->following = 0; return(0); } if(moves > followmsg+4) { verbalize("%s, %s! Didn't you forget to pay?", Hello(shkp), plname); followmsg = moves; if (!rn2(9)) { pline("%s doesn't like customers who don't pay.", Monnam(shkp)); rile_shk(shkp); } } if(udist < 2) return(0); } } appr = 1; gx = eshkp->shk.x; gy = eshkp->shk.y; satdoor = (gx == omx && gy == 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 */ gx = u.ux; gy = u.uy; } else if(ANGRY(shkp)) { /* Move towards the hero if the shopkeeper can see him. */ if(shkp->mcansee && m_canseeu(shkp)) { gx = u.ux; gy = u.uy; } avoid = FALSE; } else { #define GDIST(x,y) (dist2(x,y,gx,gy)) #ifdef BLACKMARKET if ((Is_blackmarket(&u.uz) && u.umonnum>0 && mons[u.umonnum].mlet != S_HUMAN) || /* WAC Let you out if you're stuck inside */ (!Is_blackmarket(&u.uz) && (Invis #ifdef STEED || u.usteed #endif ) && !inside_shop(u.ux, u.uy))) #else /* BLACKMARKET */ if(Invis #ifdef STEED || u.usteed #endif ) #endif /* BLACKMARKET */ { avoid = FALSE; } else { uondoor = (u.ux == eshkp->shd.x && u.uy == 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(gx,gy) > 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 = gx = gy = 0; } } } z = move_special(shkp,inhishop(shkp),appr,uondoor,avoid,omx,omy,gx,gy); if (z > 0) after_shk_move(shkp); return z; } /* called after shopkeeper moves, in case the move causes re-entry into shop */ void after_shk_move(shkp) 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]; check_special_room(FALSE); } } #endif /*OVL3*/ #ifdef OVLB /* for use in levl_follower (mondata.c) */ boolean is_fshk(mtmp) register struct monst *mtmp; { return((boolean)(mtmp->isshk && ESHK(mtmp)->following)); } /* You are digging in the shop. */ void shopdig(fall) register int fall; { register struct monst *shkp = shop_keeper(*u.ushops); int lang; const char *grabs = "grabs"; if(!shkp) return; /* 0 == can't speak, 1 == makes animal noises, 2 == speaks */ lang = 0; if (shkp->msleeping || !shkp->mcanmove || 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(!inhishop(shkp)) { if (Role_if(PM_KNIGHT)) { You_feel("like a common thief."); adjalign(-sgn(u.ualign.type)); } /* WAC He may not be here now, but... */ make_angry_shk(shkp, 0, 0); /* No spot in particular*/ return; } if(!fall) { if (lang == 2) { 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) && !shkp->msleeping && shkp->mcanmove && (ESHK(shkp)->billct || ESHK(shkp)->debit)) { register 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!", shkname(shkp), mhim(shkp)); rile_shk(shkp); return; #endif } if (distu(shkp->mx, shkp->my) > 2) { mnexto(shkp); /* for some reason the shopkeeper can't come next to you */ if (distu(shkp->mx, shkp->my) > 2) { if (lang == 2) pline("%s curses you in anger and frustration!", shkname(shkp)); rile_shk(shkp); return; } else pline("%s %s, and %s your backpack!", shkname(shkp), makeplural(locomotion(shkp->data,"leap")), grabs); } else pline("%s %s your backpack!", shkname(shkp), grabs); for(obj = 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 == current_wand) continue; setnotworn(obj); freeinv(obj); subfrombill(obj, shkp); (void) add_to_minv(shkp, obj); /* may free obj */ } } else /* WAC He may not be here now, but... */ rile_shk(shkp); } #ifdef KOPS /* modified by M. Campostrini (campo@sunthpi3.difi.unipi.it) */ /* to allow for multiple choices of kops */ STATIC_OVL void makekops(mm) coord *mm; { int kop_cnt[5]; int kop_pm[5]; int ik, cnt; coord *mc; kop_pm[0] = PM_KEYSTONE_KOP; kop_pm[1] = PM_KOP_SERGEANT; kop_pm[2] = PM_KOP_LIEUTENANT; kop_pm[3] = PM_KOP_KAPTAIN; kop_pm[4] = 0; cnt = abs(depth(&u.uz)) + rnd(5); #ifdef BLACKMARKET if (Is_blackmarket(&u.uz)) { kop_pm[0] = PM_SOLDIER; kop_pm[1] = PM_SERGEANT; kop_pm[2] = PM_LIEUTENANT; kop_pm[3] = PM_CAPTAIN; kop_pm[4] = 0; cnt = 7 + rnd(10); } #endif /* BLACKMARKET */ kop_cnt[0] = cnt; kop_cnt[1] = (cnt / 3) + 1; /* at least one sarge */ kop_cnt[2] = (cnt / 6); /* maybe a lieutenant */ kop_cnt[3] = (cnt / 9); /* and maybe a kaptain */ mc = (coord *)alloc(cnt * sizeof(coord)); for (ik=0; kop_pm[ik]; ik++) { if (!(mvitals[kop_pm[ik]].mvflags & G_GONE)) { cnt = epathto(mc, kop_cnt[ik], mm->x, mm->y, &mons[kop_pm[ik]]); while(--cnt >= 0) (void) makemon(&mons[kop_pm[ik]], mc[cnt].x, mc[cnt].y, NO_MM_FLAGS); } } free((genericptr_t)mc); } #endif /* KOPS */ void pay_for_damage(dmgstr, cant_mollify) const char *dmgstr; boolean cant_mollify; { register struct monst *shkp = (struct monst *)0; char shops_affected[5]; register boolean uinshp = (*u.ushops != '\0'); char qbuf[80]; register xchar x, y; boolean dugwall = !strcmp(dmgstr, "dig into") || /* wand */ !strcmp(dmgstr, "damage"); /* pick-axe */ struct damage *tmp_dam, *appear_here = 0; /* any number >= (80*80)+(24*24) would do, actually */ long cost_of_damage = 0L; unsigned int nearest_shk = 7000, nearest_damage = 7000; int picks = 0; for (tmp_dam = level.damagelist; (tmp_dam && (tmp_dam->when == monstermoves)); tmp_dam = tmp_dam->next) { char *shp; if (!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 = distu(tmp_shk->mx, tmp_shk->my); 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; x = appear_here->place.x; y = appear_here->place.y; /* not the best introduction to the shk... */ (void) strncpy(ESHK(shkp)->customer,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; goto getcad; } if(uinshp) { if(um_dist(shkp->mx, shkp->my, 1) && !um_dist(shkp->mx, shkp->my, 3)) { pline("%s leaps towards you!", shkname(shkp)); mnexto(shkp); } if(um_dist(shkp->mx, shkp->my, 1)) 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(flags.soundok) { You_hear("an angry voice:"); 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 } } (void) mnearto(shkp, x, y, TRUE); } if((um_dist(x, y, 1) && !uinshp) || cant_mollify || #ifndef GOLDOBJ (u.ugold + ESHK(shkp)->credit) < cost_of_damage #else (money_cnt(invent) + ESHK(shkp)->credit) < cost_of_damage #endif || !rn2(50)) { if(um_dist(x, y, 1) && !uinshp) { pline("%s shouts:", shkname(shkp)); verbalize("Who dared %s my %s?", dmgstr, dugwall ? "shop" : "door"); } else { getcad: verbalize("How dare you %s my %s?", dmgstr, dugwall ? "shop" : "door"); } hot_pursuit(shkp); return; } if (Invis) Your("invisibility does not fool %s!", shkname(shkp)); Sprintf(qbuf,"\"Cad! You did %ld %s worth of damage!\" Pay? ", cost_of_damage, currency(cost_of_damage)); if(yn(qbuf) != 'n') { cost_of_damage = check_credit(cost_of_damage, shkp); #ifndef GOLDOBJ u.ugold -= cost_of_damage; shkp->mgold += cost_of_damage; #else money2mon(shkp, cost_of_damage); #endif flags.botl = 1; pline("Mollified, %s accepts your restitution.", shkname(shkp)); /* move shk back to his home loc */ home_shk(shkp, FALSE); pacify_shk(shkp); } else { verbalize("Oh, yes! You'll pay!"); hot_pursuit(shkp); adjalign(-sgn(u.ualign.type)); } } #endif /*OVLB*/ #ifdef OVL0 /* called in dokick.c when we kick an object that might be in a store */ boolean costly_spot(x, y) register xchar x, y; { register struct monst *shkp; if (!level.flags.has_shop) return FALSE; shkp = shop_keeper(*in_rooms(x, y, SHOPBASE)); if(!shkp || !inhishop(shkp)) return(FALSE); return((boolean)(inside_shop(x, y) && !(x == ESHK(shkp)->shk.x && y == ESHK(shkp)->shk.y))); } #endif /*OVL0*/ #ifdef OVLB /* 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(x, y) register xchar x, y; { register struct obj *otmp; register struct monst *shkp; if(!(shkp = shop_keeper(*in_rooms(x, y, SHOPBASE))) || !inhishop(shkp)) return(struct obj *)0; for (otmp = 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) && shkp->mcanmove && !shkp->msleeping) ? otmp : (struct obj *)0; } /* give price quotes for all objects linked to this one (ie, on this spot) */ void price_quote(first_obj) register struct obj *first_obj; { register struct obj *otmp; char buf[BUFSZ], price[40]; long cost; int cnt = 0; winid tmpwin; struct monst *shkp = shop_keeper(inside_shop(u.ux, u.uy)); 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, (struct monst *)0); if (Has_contents(otmp)) cost += contained_cost(otmp, shkp, 0L, FALSE, FALSE); if (!cost) { Strcpy(price, "no charge"); } else { Sprintf(price, "%ld %s%s", cost, currency(cost), otmp->quan > 1L ? " each" : ""); } Sprintf(buf, "%s, %s", doname(otmp), price); putstr(tmpwin, 0, buf), cnt++; } if (cnt > 1) { display_nhwindow(tmpwin, TRUE); } else if (cnt == 1) { if (first_obj->no_charge || first_obj == uball || first_obj == uchain){ pline("%s!", buf); /* buf still contains the string */ } else { /* print cost in slightly different format, so can't reuse buf */ cost = get_cost(first_obj, (struct monst *)0); if (Has_contents(first_obj)) cost += contained_cost(first_obj, shkp, 0L, FALSE, FALSE); pline("%s, price %ld %s%s%s", doname(first_obj), cost, currency(cost), first_obj->quan > 1L ? " each" : "", shk_embellish(first_obj, cost)); } } destroy_nhwindow(tmpwin); } #endif /*OVLB*/ #ifdef OVL3 STATIC_OVL const char * shk_embellish(itm, cost) register struct obj *itm; long cost; { if (!rn2(3)) { register 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 "."; } #endif /*OVL3*/ #ifdef OVLB /* First 4 supplied by Ronen and Tamar, remainder by development team */ 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 Columbian 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(shkp) struct monst *shkp; { struct eshk *eshk; #ifdef GOLDOBJ long shkmoney; #endif 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 mentions how much %s dislikes %s customers.", shkname(shkp), mhe(shkp), eshk->robbed ? "non-paying" : "rude"); else if (eshk->following) { if (strncmp(eshk->customer, plname, PL_NSIZ)) { verbalize("%s %s! I was looking for %s.", Hello(shkp), plname, eshk->customer); eshk->following = 0; } else { verbalize("%s %s! Didn't you forget to pay?", Hello(shkp), plname); } } else if (eshk->billct) { register long total = addupbill(shkp) + eshk->debit; pline("%s says that your bill comes to %ld %s.", shkname(shkp), total, currency(total)); } else if (eshk->debit) pline("%s reminds you that you owe %s %ld %s.", shkname(shkp), mhim(shkp), eshk->debit, currency(eshk->debit)); else if (eshk->credit) pline("%s encourages you to use your %ld %s of credit.", shkname(shkp), eshk->credit, currency(eshk->credit)); else if (eshk->robbed) pline("%s complains about a recent robbery.", shkname(shkp)); #ifndef GOLDOBJ else if (shkp->mgold < 50) #else else if ((shkmoney = money_cnt(shkp->minvent)) < 50) #endif pline("%s complains that business is bad.", shkname(shkp)); #ifndef GOLDOBJ else if (shkp->mgold > 4000) #else else if (shkmoney > 4000) #endif pline("%s says that business is good.", shkname(shkp)); else if (strcmp(shkname(shkp), "Izchak") == 0) pline(Izchak_speaks[rn2(SIZE(Izchak_speaks))],shkname(shkp)); else pline("%s talks about the problem of shoplifters.",shkname(shkp)); } #ifdef KOPS STATIC_OVL void kops_gone(silent) register boolean silent; { register int cnt = 0; register struct monst *mtmp, *mtmp2; for (mtmp = fmon; mtmp; mtmp = mtmp2) { mtmp2 = mtmp->nmon; 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" : ""); } #endif /* KOPS */ #endif /*OVLB*/ #ifdef OVL3 STATIC_OVL long cost_per_charge(shkp, otmp, altusage) struct monst *shkp; struct obj *otmp; boolean altusage; /* some items have an "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. */ /* KMH, balance patch -- removed abusive orbs */ if(otmp->otyp == MAGIC_LAMP /*|| otmp->otyp == ORB_OF_DESTRUCTION*/) { /* 1 */ /* normal use (ie, as light source) of a magic lamp never degrades its value, but not charging anything would make identifcation too easy; charge an amount comparable to what is charged for an ordinary lamp (don't bother with angry shk surchage) */ 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 == MEDICAL_KIT || otmp->otyp == HORN_OF_PLENTY) { tmp /= 5L; } else if(otmp->otyp == CRYSTAL_BALL || /* 1 - 5 */ /*otmp->otyp == ORB_OF_ENCHANTMENT || otmp->otyp == ORB_OF_CHARGING ||*/ 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->otyp == TORCH) { tmp /= 2L; } else if (otmp->oclass == SPBOOK_CLASS) { /* Normal use is studying. Alternate use is using up a charge */ if (altusage) tmp /= 10L; /* 2 - 4 */ else tmp -= tmp / 5L; } else if (otmp->otyp == CAN_OF_GREASE || otmp->otyp == TINNING_KIT #ifdef TOURIST || otmp->otyp == EXPENSIVE_CAMERA #endif ) { tmp /= 10L; } else if (otmp->otyp == POT_OIL) { tmp /= 5L; } return(tmp); } #endif /*OVL3*/ #ifdef OVLB /* 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(otmp, altusage) struct obj *otmp; boolean altusage; { struct monst *shkp; const char *fmt, *arg1, *arg2; long tmp; /* MRKR: Torches are a special case. As weapons they can have */ /* a 'charge' == plus value, which is independent of their */ /* use as a light source. */ /* WAC - now checks for items that aren't carried */ if ((!otmp->unpaid || !*u.ushops || (otmp->spe <= 0 && objects[otmp->otyp].oc_charged && otmp->otyp != TORCH)) && (carried(otmp) || !costly_spot(otmp->ox, otmp->oy) || otmp->no_charge)) return; if (!(shkp = shop_keeper(*u.ushops)) || !inhishop(shkp)) return; if ((tmp = cost_per_charge(shkp, otmp, altusage)) == 0L) return; arg1 = arg2 = ""; if (otmp->oclass == SPBOOK_CLASS && !altusage) { fmt = "%sYou owe%s %ld %s."; arg1 = rn2(2) ? "This is no free library, cad! " : ""; 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 { fmt = "%s%sUsage fee, %ld %s."; if (!rn2(3)) arg1 = "Hey! "; if (!rn2(3)) arg2 = "Ahem. "; } if (shkp->mcanmove || !shkp->msleeping) verbalize(fmt, arg1, arg2, tmp, currency(tmp)); ESHK(shkp)->debit += tmp; exercise(A_WIS, TRUE); /* you just got info */ } /* for using charges of unpaid objects "used in the normal manner" */ void check_unpaid(otmp) struct obj *otmp; { check_unpaid_usage(otmp, FALSE); /* normal item use */ } void costly_gold(x, y, amount) register xchar x, y; register long amount; { register long delta; register struct monst *shkp; register struct eshk *eshkp; if(!costly_spot(x, y)) return; /* shkp now guaranteed to exist by costly_spot() */ shkp = shop_keeper(*in_rooms(x, y, SHOPBASE)); eshkp = ESHK(shkp); if(eshkp->credit >= amount) { 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(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(x,y) register xchar x, y; { register int roomno = *in_rooms(x, y, SHOPBASE); register 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); if(!(shkp = shop_keeper((char)roomno)) || !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 && shkp->mcanmove && !shkp->msleeping && (ESHK(shkp)->debit || ESHK(shkp)->billct || ESHK(shkp)->robbed)) { pline("%s%s blocks your way!", shkname(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(x,y) register xchar x, y; { register xchar sx, sy; register int roomno; register 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); if(!(shkp = shop_keeper((char)roomno)) || !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; /* KMH, balacne patch -- allow other picks */ if(shkp->mx == sx && shkp->my == sy && shkp->mcanmove && !shkp->msleeping && (x == sx-1 || x == sx+1 || y == sy-1 || y == sy+1) && (Invis || carrying(PICK_AXE) || carrying(DWARVISH_MATTOCK) #ifdef STEED || u.usteed #endif )) { pline("%s%s blocks your way!", shkname(shkp), Invis ? " senses your motion and" : ""); return(TRUE); } return(FALSE); } #endif /* OVLB */ #ifdef OVL2 char * shk_your(buf, obj) char *buf; struct obj *obj; { if (!shk_owns(buf, obj) && !mon_owns(buf, obj)) Strcpy(buf, carried(obj) ? "your" : "the"); return buf; } char * Shk_Your(buf, obj) char *buf; struct obj *obj; { (void) shk_your(buf, obj); *buf = highc(*buf); return buf; } STATIC_OVL char * shk_owns(buf, obj) char *buf; struct obj *obj; { struct monst *shkp; xchar 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"); } return (char *)0; } STATIC_OVL char * mon_owns(buf, obj) char *buf; struct obj *obj; { if (obj->where == OBJ_MINVENT) return strcpy(buf, s_suffix(mon_nam(obj->ocarry))); return (char *)0; } #endif /* OVL2 */ #ifdef OVLB #ifdef __SASC void sasc_bug(struct obj *op, unsigned x){ op->unpaid=x; } #endif #ifdef OTHER_SERVICES static NEARDATA const char identify_types[] = { ALL_CLASSES, 0 }; static NEARDATA const char weapon_types[] = { WEAPON_CLASS, TOOL_CLASS, 0 }; static NEARDATA const char armor_types[] = { ARMOR_CLASS, 0 }; /* ** FUNCTION shk_identify ** ** Pay the shopkeeper to identify an item. */ static NEARDATA const char ident_chars[] = "bp"; static void shk_identify(slang, shkp) char *slang; struct monst *shkp; { register struct obj *obj; /* The object to identify */ int charge, mult; /* Cost to identify */ /* char sbuf[BUFSZ]; */ boolean guesswork; /* Will shkp be guessing? */ boolean ripoff=FALSE; /* Shkp ripping you off? */ char ident_type; /* Pick object */ if ( !(obj = getobj(identify_types, "have identified"))) return; /* Will shk be guessing? */ if ((guesswork = !shk_obj_match(obj, shkp))) { verbalize("I don't handle that sort of item, but I could try..."); } /* Here we go */ /* KMH -- fixed */ if (ESHK(shkp)->services & (SHK_ID_BASIC|SHK_ID_PREMIUM) == SHK_ID_BASIC|SHK_ID_PREMIUM) { ident_type = yn_function("[B]asic service or [P]remier", ident_chars, '\0'); if (ident_type == '\0') return; } else if (ESHK(shkp)->services & SHK_ID_BASIC) { verbalize("I only offer basic identification."); ident_type = 'b'; } else if (ESHK(shkp)->services & SHK_ID_PREMIUM) { verbalize("I only make complete identifications."); ident_type = 'p'; } /* ** Shopkeeper is ripping you off if: ** Basic service and object already known. ** Premier service, object known, + know blessed/cursed and ** rustproof, etc. */ if (obj->dknown && objects[obj->otyp].oc_name_known) { if (ident_type=='b') ripoff=TRUE; if (ident_type=='p' && obj->bknown && obj->rknown && obj->known) ripoff=TRUE; } /* Compute the charge */ if (ripoff) { if (no_cheat) { verbalize("That item's already identified!"); return; } /* Object already identified: Try and cheat the customer. */ pline("%s chuckles greedily...", mon_nam(shkp)); mult = 1; /* basic */ } else if (ident_type=='b') mult = 1; /* premier */ else mult = 2; switch (obj->oclass) { case AMULET_CLASS: charge = 375 * mult; break; case WEAPON_CLASS: charge = 75 * mult; break; case ARMOR_CLASS: charge = 100 * mult; break; case FOOD_CLASS: charge = 25 * mult; break; case SCROLL_CLASS: charge = 150 * mult; break; case SPBOOK_CLASS: charge = 250 * mult; break; case POTION_CLASS: charge = 150 * mult; break; case RING_CLASS: charge = 300 * mult; break; case WAND_CLASS: charge = 200 * mult; break; case TOOL_CLASS: charge = 50 * mult; break; case GEM_CLASS: charge = 500 * mult; break; default: charge = 75 * mult; break; } /* Artifacts cost more to deal with */ /* KMH -- Avoid floating-point */ if (obj->oartifact) charge = charge * 3 / 2; /* Smooth out the charge a bit (lower bound only) */ shk_smooth_charge(&charge, 25, 750); /* Go ahead? */ if (shk_offer_price(slang, charge, shkp) == FALSE) return; /* Shopkeeper deviousness */ if (ident_type == 'b') { if (Hallucination) { pline("You hear %s tell you it's a pot of flowers.", mon_nam(shkp)); return; } else if (Confusion) { pline("%s tells you but you forget.", mon_nam(shkp)); return; } } /* Is shopkeeper guessing? */ if (guesswork) { /* ** Identify successful if rn2() < #. */ if (!rn2(ident_type == 'b' ? 4 : 2)) { verbalize("Success!"); /* Rest of msg will come from identify(); */ } else { verbalize("Sorry. I guess it's not your lucky day."); return; } } /* Premier service */ if (ident_type == 'p') { identify(obj); } else { /* Basic */ makeknown(obj->otyp); obj->dknown = 1; prinv((char *)0, obj, 0L); /* Print result */ } } /* ** FUNCTION shk_uncurse ** ** Uncurse an item for the customer */ static void shk_uncurse(slang, shkp) char *slang; struct monst *shkp; { struct obj *obj; /* The object picked */ int charge; /* How much to uncurse */ /* Pick object */ if ( !(obj = getobj(identify_types, "uncurse"))) return; /* Charge is same as cost */ charge = get_cost(obj, shop_keeper(/* roomno= */*u.ushops)); /* Artifacts cost more to deal with */ /* KMH -- Avoid floating-point */ if (obj->oartifact) charge = charge * 3 / 2; /* Smooth out the charge a bit */ shk_smooth_charge(&charge, 50, 250); /* Go ahead? */ if (shk_offer_price(slang, charge, shkp) == FALSE) return; /* Shopkeeper responses */ /* KMH -- fixed bknown, curse(), bless(), uncurse() */ if (!obj->bknown && !Role_if(PM_PRIEST) && !Role_if(PM_NECROMANCER) && !no_cheat) { /* Not identified! */ pline("%s snickers and says \"See, nice and uncursed!\"", mon_nam(shkp)); obj->bknown = FALSE; } else if (Confusion) { /* Curse the item! */ You("accidentally ask for the item to be cursed"); curse(obj); } else if (Hallucination) { /* ** Let's have some fun: If you're hallucinating, ** then there's a chance for the object to be blessed! */ if (!rn2(4)) { pline("Distracted by your blood-shot %s, the shopkeeper", makeplural(body_part(EYE))); pline("accidentally blesses the item!"); bless(obj); } else { You("can't see straight and point to the wrong item"); } } else { verbalize("All done - safe to handle, now!"); uncurse(obj); } } /* ** FUNCTION shk_appraisal ** ** Appraise a weapon or armor */ static const char basic_damage[] = "Basic damage against small foes %s, against large foes %s."; static void shk_appraisal(slang, shkp) char *slang; struct monst *shkp; { struct obj *obj; /* The object picked */ int charge; /* How much for appraisal */ boolean guesswork; /* Shopkeeper unsure? */ char ascii_wsdam[5]; /* Ascii form of damage */ char ascii_wldam[5]; /* Pick object */ if ( !(obj = getobj(weapon_types, "appraise"))) return; charge = get_cost(obj, shop_keeper(/* roomno= */*u.ushops)) / 3; /* Smooth out the charge a bit */ shk_smooth_charge(&charge, 5, 50); /* If not identified, complain. */ /* KMH -- Why should it matter? */ /* if ( ! (obj->known && objects[obj->otyp].oc_name_known) ) { verbalize("This weapon needs to be identified first!"); return; } else */ if (shk_class_match(WEAPON_CLASS, shkp) == SHK_MATCH) { verbalize("Ok, %s, let's see what we have here.", slang); guesswork = FALSE; } else { verbalize("Mind you, I'm not an expert in this field."); guesswork = TRUE; } /* Go ahead? */ if (shk_offer_price(slang, charge, shkp) == FALSE) return; /* Shopkeeper deviousness */ if (Confusion) { pline("The numbers get all mixed up in your head."); return; } else if (Hallucination) { You("hear %s say it'll \"knock 'em dead\"", mon_nam(shkp)); return; } /* Convert damage to ascii */ Sprintf(ascii_wsdam, "%d", objects[obj->otyp].oc_wsdam); Sprintf(ascii_wldam, "%d", objects[obj->otyp].oc_wldam); /* Will shopkeeper be unsure? */ if (guesswork) { switch (rn2(10)) { case 1: /* Shkp's an idiot */ verbalize("Sorry, %s, but I'm not certain.", slang); break; case 2: /* Not sure about large foes */ verbalize(basic_damage, ascii_wsdam, "?"); break; case 3: /* Not sure about small foes */ verbalize(basic_damage, "?", ascii_wldam); break; default: verbalize(basic_damage, ascii_wsdam, ascii_wldam); break; } } else { verbalize(basic_damage, ascii_wsdam, ascii_wldam); } } /* ** FUNCTION shk_weapon_works ** ** Perform ops on weapon for customer */ static const char we_offer[] = "We offer the finest service available!"; static void shk_weapon_works(slang, shkp) char *slang; struct monst *shkp; { struct obj *obj; int charge; winid tmpwin; anything any; menu_item *selected; int service; int n; /* Pick weapon */ if (ESHK(shkp)->services & (SHK_SPECIAL_A | SHK_SPECIAL_B)) obj = getobj(weapon_types, "improve"); else obj = getobj(weapon_types, "poison"); if (!obj) return; /* Check if you asked for a non weapon tool to be improved */ if (obj->oclass == TOOL_CLASS && !is_weptool(obj)) pline("%s grins greedily...", mon_nam(shkp)); if (ESHK(shkp)->services & (SHK_SPECIAL_A | SHK_SPECIAL_B)) { any.a_void = 0; /* zero out all bits */ tmpwin = create_nhwindow(NHW_MENU); start_menu(tmpwin); if (ESHK(shkp)->services & SHK_SPECIAL_A) { any.a_int = 1; add_menu(tmpwin, NO_GLYPH, &any , 'w', 0, ATR_NONE, "Ward against damage", MENU_UNSELECTED); } if (ESHK(shkp)->services & SHK_SPECIAL_B) { any.a_int = 2; add_menu(tmpwin, NO_GLYPH, &any , 'e', 0, ATR_NONE, "Enchant", MENU_UNSELECTED); } /* Can object be poisoned? */ if (is_poisonable(obj) && (ESHK(shkp)->services & SHK_SPECIAL_C)) { any.a_int = 3; add_menu(tmpwin, NO_GLYPH, &any , 'p', 0, ATR_NONE, "Poison", MENU_UNSELECTED); } end_menu(tmpwin, "Weapon-works:"); n = select_menu(tmpwin, PICK_ONE, &selected); destroy_nhwindow(tmpwin); if (n > 0) service = selected[0].item.a_int; else service = 0; } else service = 3; /* Here we go */ if (service > 0) verbalize(we_offer); else pline(Never_mind); switch(service) { case 0: break; case 1: verbalize("This'll leave your %s untouchable!", xname(obj)); /* Costs more the more eroded it is (oeroded 0-3 * 2) */ charge = 500 * (obj->oeroded + obj->oeroded2 + 1); if (obj->oeroded + obj->oeroded2 > 2) verbalize("This thing's in pretty sad condition, %s", slang); /* Another warning if object is naturally rustproof */ if (obj->oerodeproof || !is_damageable(obj)) pline("%s gives you a suspciously happy smile...", mon_nam(shkp)); /* Artifacts cost more to deal with */ if (obj->oartifact) charge = charge * 3 / 2; /* Smooth out the charge a bit */ shk_smooth_charge(&charge, 200, 1500); if (shk_offer_price(slang, charge, shkp) == FALSE) return; /* Have some fun, but for this $$$ it better work. */ if (Confusion) You("fall over in appreciation"); else if (Hallucination) Your(" - tin roof, un-rusted!"); obj->oeroded = obj->oeroded2 = 0; obj->rknown = TRUE; obj->oerodeproof = TRUE; break; case 2: verbalize("Guaranteed not to harm your weapon, or your money back!"); /* ** The higher the enchantment, the more costly! ** Gets to the point where you need to rob fort ludios ** in order to get it to +5!! */ charge = (obj->spe+1) * (obj->spe+1) * 625; if (obj->spe < 0) charge = 100; /* Artifacts cost more to deal with */ if (obj->oartifact) charge *= 2; /* Smooth out the charge a bit (lower bound only) */ shk_smooth_charge(&charge, 50, NOBOUND); if (shk_offer_price(slang, charge, shkp) == FALSE) return; if (obj->spe+1 > 5) { verbalize("I can't enchant this any higher!"); charge = 0; break; } /* Have some fun! */ if (Confusion) Your("%s unexpectedly!", aobjnam(obj, "vibrate")); else if (Hallucination) Your("%s to evaporate into thin air!", aobjnam(obj, "seem")); /* ...No actual vibrating and no evaporating */ if (obj->otyp == WORM_TOOTH) { obj->otyp = CRYSKNIFE; Your("weapon seems sharper now."); obj->cursed = 0; break; } obj->spe++; break; case 3: verbalize("Just imagine what poisoned %s can do!", xname(obj)); charge = 10 * obj->quan; if (shk_offer_price(slang, charge, shkp) == FALSE) return; obj->opoisoned = TRUE; break; default: impossible("Unknown Weapon Enhancement"); break; } } /* ** FUNCTION shk_armor_works ** ** Perform ops on armor for customer */ static void shk_armor_works(slang, shkp) char *slang; struct monst *shkp; { struct obj *obj; int charge; /*WAC - Windowstuff*/ winid tmpwin; anything any; menu_item *selected; int n; /* Pick armor */ if ( !(obj = getobj(armor_types, "improve"))) return; /* Here we go */ /*WAC - did this using the windowing system...*/ any.a_void = 0; /* zero out all bits */ tmpwin = create_nhwindow(NHW_MENU); start_menu(tmpwin); any.a_int = 1; if (ESHK(shkp)->services & (SHK_SPECIAL_A)) add_menu(tmpwin, NO_GLYPH, &any , 'r', 0, ATR_NONE, "Rust/Fireproof", MENU_UNSELECTED); any.a_int = 2; if (ESHK(shkp)->services & (SHK_SPECIAL_B)) add_menu(tmpwin, NO_GLYPH, &any , 'e', 0, ATR_NONE, "Enchant", MENU_UNSELECTED); end_menu(tmpwin, "Armor-works:"); n = select_menu(tmpwin, PICK_ONE, &selected); destroy_nhwindow(tmpwin); verbalize(we_offer); if (n > 0) switch(selected[0].item.a_int) { case 1: if (!flags.female && is_human(youmonst.data)) verbalize("They'll call you the man of stainless steel!"); /* Costs more the more rusty it is (oeroded 0-3) */ charge = 300 * (obj->oeroded+1); if (obj->oeroded > 2) verbalize("Yikes! This thing's a mess!"); /* Artifacts cost more to deal with */ /* KMH -- Avoid floating-point */ if (obj->oartifact) charge = charge * 3 / 2; /* Smooth out the charge a bit */ shk_smooth_charge(&charge, 100, 1000); if (shk_offer_price(slang, charge, shkp) == FALSE) return; /* Have some fun, but for this $$$ it better work. */ if (Confusion) You("forget how to put your %s back on!", xname(obj)); else if (Hallucination) You("mistake your %s for a pot and...", xname(obj)); obj->oeroded = 0; obj->rknown = TRUE; obj->oerodeproof = TRUE; break; case 2: verbalize("Nobody will ever hit on you again."); /* Higher enchantment levels cost more. */ charge = (obj->spe+1) * (obj->spe+1) * 500; if (obj->spe < 0) charge = 100; /* Artifacts cost more to deal with */ if (obj->oartifact) charge *= 2; /* Smooth out the charge a bit */ shk_smooth_charge(&charge, 50, NOBOUND); if (shk_offer_price(slang, charge, shkp) == FALSE) return; if (obj->spe+1 > 3) { verbalize("I can't enchant this any higher!"); charge = 0; break; } /* Have some fun! */ if (Hallucination) Your("%s looks dented.", xname(obj)); if (obj->otyp >= GRAY_DRAGON_SCALES && obj->otyp <= YELLOW_DRAGON_SCALES) { /* dragon scales get turned into dragon scale mail */ Your("%s merges and hardens!", xname(obj)); setworn((struct obj *)0, W_ARM); /* assumes same order */ obj->otyp = GRAY_DRAGON_SCALE_MAIL + obj->otyp - GRAY_DRAGON_SCALES; obj->cursed = 0; obj->known = 1; setworn(obj, W_ARM); break; } obj->spe++; adj_abon(obj, 1); break; default: pline ("Unknown Armor Enhancement"); break; } } /* ** FUNCTION shk_charge ** ** Charge something (for a price!) */ static NEARDATA const char wand_types[] = { WAND_CLASS, 0 }; static NEARDATA const char tool_types[] = { TOOL_CLASS, 0 }; static NEARDATA const char ring_types[] = { RING_CLASS, 0 }; static NEARDATA const char spbook_types[] = { SPBOOK_CLASS, 0 }; static void shk_charge(slang, shkp) char *slang; struct monst *shkp; { struct obj *obj = NULL; /* The object picked */ struct obj *tobj; /* Temp obj */ char type; /* Basic/premier service */ int charge; /* How much to charge customer */ char invlet; /* Inventory letter */ /* What type of shop are we? */ if (shk_class_match(WAND_CLASS, shkp) == SHK_MATCH) obj = getobj(wand_types, "charge"); else if (shk_class_match(TOOL_CLASS, shkp) == SHK_MATCH) obj = getobj(tool_types, "charge"); else if (shk_class_match(RING_CLASS, shkp) == SHK_MATCH) obj = getobj(ring_types, "charge"); else if (shk_class_match(SPBOOK_CLASS, shkp) == SHK_MATCH) obj = getobj(spbook_types, "charge"); if (!obj) return; /* ** Wand shops can offer special service! ** Extra charges (for a lot of extra money!) */ if (obj->oclass == WAND_CLASS) { /* What type of service? */ if ((ESHK(shkp)->services & (SHK_SPECIAL_A|SHK_SPECIAL_B)) == (SHK_SPECIAL_A|SHK_SPECIAL_B)) { type = yn_function("[B]asic service or [P]remier", ident_chars, '\0'); if (type == '\0') return; } else if (ESHK(shkp)->services & SHK_SPECIAL_A) { pline ("I only perform basic charging."); type = 'b'; } else if (ESHK(shkp)->services & SHK_SPECIAL_B) { pline ("I only perform complete charging."); type = 'p'; } } else { type = 'b'; } /* Compute charge */ if (type == 'b') charge = 300; else charge = 1000; /* Wands of wishing should be hard to get recharged */ if (/*obj->oclass == WAND_CLASS &&*/ obj->otyp == WAN_WISHING) charge *= 3; else /* Smooth out the charge a bit */ shk_smooth_charge(&charge, 100, 1000); /* Go for it? */ if (shk_offer_price(slang, charge, shkp) == FALSE) return; /* Shopkeeper deviousness */ if ((Confusion || Hallucination) && !no_cheat) { pline("%s says it's charged and pushes you toward the door", Monnam(shkp)); return; } /* Do it */ invlet = obj->invlet; recharge(obj, (type=='b') ? 0 : 1); /* ** Did the object blow up? We need to check this in a way ** that has nothing to do with dereferencing the obj pointer. ** We saved the inventory letter of this item; now cycle ** through all objects and see if there is an object ** with that letter. */ for(obj=0, tobj=invent; tobj; tobj=tobj->nobj) if(tobj->invlet == invlet) { obj = tobj; break; } if (!obj) { verbalize("Oops! Sorry about that..."); return; } /* Wands get special treatment */ if (obj->oclass == WAND_CLASS) { /* Wand of wishing? */ if (obj->otyp == WAN_WISHING) { /* Premier gives you ONE more charge */ /* KMH -- Okay, but that's pretty generous */ if (type == 'p') obj->spe++; /* Fun */ verbalize("Since you'll have everything you always wanted,"); verbalize("...How about loaning me some money?"); #ifndef GOLDOBJ shkp->mgold += u.ugold; u.ugold = 0; #else money2mon(shkp, money_cnt(invent)); #endif makeknown(obj->otyp); bot(); } else { /* ** Basic: recharge() will have given 1 charge. ** Premier: recharge() will have given 5-10, say. ** Add a few more still. */ if (obj->spe < 16) obj->spe += rn1(5,5); else if (obj->spe < 20) obj->spe += 1; } } } /* ** FUNCTION shk_obj_match ** ** Does object "obj" match the type of shop? */ static boolean shk_obj_match(obj, shkp) struct obj *obj; struct monst *shkp; { /* object matches type of shop? */ return(saleable(shkp, obj)); } /* ** FUNCTION shk_offer_price ** ** Tell customer how much it'll cost, ask if he wants to pay, ** and deduct from $$ if agreable. */ static boolean shk_offer_price(slang, charge, shkp) char *slang; long charge; struct monst *shkp; { char sbuf[BUFSZ]; long credit = ESHK(shkp)->credit; /* Ask y/n if player wants to pay */ Sprintf(sbuf, "It'll cost you %ld zorkmid%s. Interested?", charge, plur(charge)); if ( yn(sbuf) != 'y' ) { verbalize("It's your call, %s.", slang); return(FALSE); } /* Player _wants_ to pay, but can he? */ /* WAC -- Check the credit: but don't use check_credit * since we don't want to charge him for part of it if he can't pay for all * of it */ #ifndef GOLDOBJ if (charge > (u.ugold + credit)) { #else if (charge > (money_cnt(invent) + credit)) { #endif verbalize("Cash on the spot, %s, and you ain't got the dough!", slang); return(FALSE); } /* Charge the customer */ charge = check_credit (charge, shkp); /* Deduct the credit first */ #ifndef GOLDOBJ u.ugold -= charge; shkp->mgold += charge; #else money2mon(shkp, charge); #endif bot(); return(TRUE); } /* ** FUNCTION shk_smooth_charge ** ** Smooth out the lower/upper bounds on the price to get something ** done. Make sure that it (1) varies depending on charisma and ** (2) is constant. */ static void shk_smooth_charge(pcharge, lower, upper) int *pcharge; int lower; int upper; { int charisma; int bonus; /* KMH -- Avoid using floating-point arithmetic */ if(ACURR(A_CHA) > 21) *pcharge *= 11; else if(ACURR(A_CHA) > 18) *pcharge *= 12; else if(ACURR(A_CHA) > 15) *pcharge *= 13; else if(ACURR(A_CHA) > 12) *pcharge *= 14; else if(ACURR(A_CHA) > 10) *pcharge *= 15; else if(ACURR(A_CHA) > 8) *pcharge *= 16; else if(ACURR(A_CHA) > 7) *pcharge *= 17; else if(ACURR(A_CHA) > 6) *pcharge *= 18; else if(ACURR(A_CHA) > 5) *pcharge *= 19; else if(ACURR(A_CHA) > 4) *pcharge *= 20; else *pcharge *= 21; *pcharge /= 10; #ifdef BLACKMARKET if (Is_blackmarket(&u.uz)) *pcharge *= 3; #endif /* Skip upper stuff? */ if (upper == NOBOUND) goto check_lower; /* This should give us something like a charisma of 5 to 25. */ charisma = ABASE(A_CHA) + ABON(A_CHA) + ATEMP(A_CHA); /* Now: 0 to 10 = 0. 11 and up = 1 to whatever. */ if (charisma <= 10) charisma = 0; else charisma -= 10; /* Charismatic players get smaller upper bounds */ bonus=((upper/50)*charisma); /* Adjust upper. Upper > lower! */ upper -= bonus; upper = (upper>=lower) ? upper : lower; /* Ok, do the min/max stuff */ if (*pcharge > upper) *pcharge=upper; check_lower: if (*pcharge < lower) *pcharge=lower; } #endif /* OTHER_SERVICES */ #endif /* OVLB */ #ifdef DEBUG int wiz_debug_cmd() /* in this case, display your bill(s) */ { int win, special = 0; struct obj *obj; struct monst *shkp, *ushkp; struct bill_x *bp; int ct; char buf[BUFSIZ]; char buf2[BUFSIZ]; win = create_nhwindow(NHW_MENU); ushkp = shop_keeper(*u.ushops); shkp = next_shkp(fmon, TRUE); if (!shkp) { shkp = ushkp; special++; } if (!shkp) putstr(win, 0, "No shopkeepers with bills"); else for (; shkp; ) { bp = ESHK(shkp)->bill_p; ct = ESHK(shkp)->billct; if (ct) { Sprintf(buf, "Your bill with %s", noit_mon_nam(shkp)); if (shkp == ushkp) { Strcat(buf, " (here)"); ushkp = NULL; } Strcat(buf, ":"); putstr(win, 0, buf); putstr(win, 0, "Price Quan Used? Object"); while (--ct >= 0) { obj = bp_to_obj(bp); if (obj) { if (!obj->unpaid) *buf2='*'; /* Bad entry */ Strcpy(obj->unpaid ? buf2 : buf2 + 1, xname(obj)); } else Sprintf(buf2, "Unknown, with ID %d", bp->bo_id); Sprintf(buf, "%-7d %-7d %-7s %s", bp->price, bp->bquan, bp->useup ? "Yes" : "No", buf2); putstr(win, 0, buf); bp++; } } else { Sprintf(buf, "You do not owe %s anything.", noit_mon_nam(shkp)); putstr(win, 0, buf); } if (special) break; shkp = next_shkp(shkp->nmon, TRUE); if (!shkp) { shkp = ushkp; special++; } if (shkp) putstr(win, 0, ""); } display_nhwindow(win, FALSE); destroy_nhwindow(win); return 0; } #endif /* DEBUG */ /*shk.c*/