ldmud-3.2.9/doc/
ldmud-3.2.9/doc/efun/
ldmud-3.2.9/mud/
ldmud-3.2.9/mud/heaven7/
ldmud-3.2.9/mud/heaven7/lib/
ldmud-3.2.9/mud/lp-245/
ldmud-3.2.9/mud/lp-245/banish/
ldmud-3.2.9/mud/lp-245/doc/
ldmud-3.2.9/mud/lp-245/doc/examples/
ldmud-3.2.9/mud/lp-245/doc/sefun/
ldmud-3.2.9/mud/lp-245/log/
ldmud-3.2.9/mud/lp-245/obj/Go/
ldmud-3.2.9/mud/lp-245/players/lars/
ldmud-3.2.9/mud/lp-245/room/death/
ldmud-3.2.9/mud/lp-245/room/maze1/
ldmud-3.2.9/mud/lp-245/room/sub/
ldmud-3.2.9/mud/lp-245/secure/
ldmud-3.2.9/mud/morgengrauen/
ldmud-3.2.9/mud/morgengrauen/lib/
ldmud-3.2.9/mud/sticklib/
ldmud-3.2.9/mud/sticklib/src/
ldmud-3.2.9/mudlib/uni-crasher/
ldmud-3.2.9/pkg/
ldmud-3.2.9/pkg/debugger/
ldmud-3.2.9/pkg/diff/
ldmud-3.2.9/pkg/misc/
ldmud-3.2.9/src/autoconf/
ldmud-3.2.9/src/bugs/
ldmud-3.2.9/src/bugs/MudCompress/
ldmud-3.2.9/src/bugs/b-020916-files/
ldmud-3.2.9/src/bugs/doomdark/
ldmud-3.2.9/src/bugs/ferrycode/ferry/
ldmud-3.2.9/src/bugs/ferrycode/obj/
ldmud-3.2.9/src/bugs/psql/
ldmud-3.2.9/src/done/
ldmud-3.2.9/src/done/order_alist/
ldmud-3.2.9/src/done/order_alist/obj/
ldmud-3.2.9/src/done/order_alist/room/
ldmud-3.2.9/src/gcc/
ldmud-3.2.9/src/gcc/2.7.0/
ldmud-3.2.9/src/gcc/2.7.1/
ldmud-3.2.9/src/hosts/
ldmud-3.2.9/src/hosts/GnuWin32/
ldmud-3.2.9/src/hosts/amiga/NetIncl/
ldmud-3.2.9/src/hosts/amiga/NetIncl/netinet/
ldmud-3.2.9/src/hosts/amiga/NetIncl/sys/
ldmud-3.2.9/src/hosts/i386/
ldmud-3.2.9/src/hosts/msdos/byacc/
ldmud-3.2.9/src/hosts/msdos/doc/
ldmud-3.2.9/src/hosts/os2/
ldmud-3.2.9/src/hosts/win32/
ldmud-3.2.9/src/util/
ldmud-3.2.9/src/util/erq/
ldmud-3.2.9/src/util/indent/hosts/next/
ldmud-3.2.9/src/util/xerq/
ldmud-3.2.9/src/util/xerq/lpc/
ldmud-3.2.9/src/util/xerq/lpc/www/
#define MAX_LIST	30

int value;
string name_of_item;

short() {
    return "store room for the shop";
}

init() {
    add_action("south", "south");
}

inventory(str)
{
    object ob;
    int max;
    if (!str)
	str = "all";
    max = MAX_LIST;
    ob = first_inventory(this_object());
    while(ob && max > 0) {
	if (str == "all") {
	    list(ob);
	    max -= 1;
	}
	if (str == "weapons" && ob->weapon_class()) {
	    list(ob);
	    max -= 1;
	}
	if (str == "armours" && ob->armour_class()) {
	    list(ob);
	    max -= 1;
	}
	ob = next_inventory(ob);
    }
}

list(ob)
{
    int value;

    value = ob->query_value();
    if (value) {
	write(value*2 + ":\t" + ob->short() + ".\n");
    }
}

value(item) {
    name_of_item = present(item);
    if (!name_of_item) {
	return 0;
    }
    value = name_of_item->query_value();
    if (!value) {
	return 0;
    }
    write("The "); write(item); write(" would cost you ");
    write(value*2); write(" gold coins.\n");
    return 1;
}

buy(item) {
    name_of_item = present(item);
    if (!name_of_item) {
	write("No such item in the store.\n");
	return;
    }
    value = name_of_item->query_value();
    if (!value) {
	write("Item has no value.\n");
	return;
    }
    value *= 2;
    if (this_player()->query_money() < value) {
	write("It would cost you ");
	write(value); write(" gold coins, which you don't have.\n");
	return;
    }
    if (!this_player()->add_weight(name_of_item->query_weight())) {
	write("You can't carry that much.\n");
	return;
    }
    this_player()->add_money(- value);
    move_object(name_of_item, this_player());
    write("Ok.\n");
    say(this_player()->query_name() + " buys " + item + ".\n");
}

south() {
    this_player()->move_player("leaves#room/shop");
    return 1;
}

heart_beat()
{
    object ob, next_ob;
    ob = first_inventory(this_object());
    while(ob) {
	next_ob = next_inventory(ob);
	destruct(ob);
	ob = next_ob;
    }
}

reset(arg) {
    if (!arg)
	set_light(1);
    if (!present("torch")) {
	object torch;
	torch = clone_object("obj/torch");
	torch->set_name("torch");
	torch->set_fuel(2000);
	torch->set_weight(1);
	move_object(torch, this_object());
    }
}

long()
{
    write("All things from the shop are stored here.\n");
}

store(item)
{
    string short_desc;
    object ob;

    short_desc = item->short();
    ob = first_inventory(this_object());
    while(ob) {
	if (ob->short() == short_desc) {
	    /* Move it before destruct, because the weight
	       has already been compensated for. */
	    move_object(item, this_object());
	    destruct(item);
	    return;
	}
	ob = next_inventory(ob);
    }
    move_object(item, this_object());
}