… | |
… | |
90 | not_cursed = flag & F_NOT_CURSED; |
90 | not_cursed = flag & F_NOT_CURSED; |
91 | approximate = flag & F_APPROX; |
91 | approximate = flag & F_APPROX; |
92 | shop = flag & F_SHOP; |
92 | shop = flag & F_SHOP; |
93 | flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP); |
93 | flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP); |
94 | |
94 | |
|
|
95 | int number = tmp->number_of (); |
|
|
96 | |
95 | if (tmp->type == MONEY) |
97 | if (tmp->type == MONEY) |
96 | return tmp->nrof * tmp->value; |
98 | return number * tmp->value; |
97 | |
99 | |
98 | if (tmp->type == GEM) |
100 | if (tmp->type == GEM) |
99 | { |
101 | { |
100 | if (flag == F_TRUE) |
102 | if (flag == F_TRUE) |
101 | return (tmp->nrof * tmp->value); |
103 | return number * tmp->value; |
102 | |
104 | |
103 | if (flag == F_BUY) |
105 | if (flag == F_BUY) |
104 | return (sint64) (1.03 * tmp->nrof * tmp->value); |
106 | return 1.03 * number * tmp->value; |
105 | |
107 | |
106 | if (flag == F_SELL) |
108 | if (flag == F_SELL) |
107 | return (sint64) (0.97 * tmp->nrof * tmp->value); |
109 | return 0.97 * number * tmp->value; |
108 | |
110 | |
109 | LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ()); |
111 | LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ()); |
110 | return 0; |
112 | return 0; |
111 | } |
113 | } |
112 | |
|
|
113 | int number = tmp->number_of (); |
|
|
114 | |
114 | |
115 | if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified) |
115 | if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified) |
116 | { |
116 | { |
117 | if (!not_cursed && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])) |
117 | if (!not_cursed && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])) |
118 | return 0; |
118 | return 0; |
119 | else |
119 | else |
120 | val = tmp->value * number; |
120 | val = number * tmp->value; |
121 | } |
121 | } |
122 | /* This area deals with objects that are not identified, but can be */ |
122 | /* This area deals with objects that are not identified, but can be */ |
123 | else |
123 | else |
124 | { |
124 | { |
125 | if (flag == F_BUY) |
125 | if (flag == F_BUY) |
… | |
… | |
137 | * unknown objects |
137 | * unknown objects |
138 | */ |
138 | */ |
139 | if (tmp->flag [FLAG_BEEN_APPLIED]) |
139 | if (tmp->flag [FLAG_BEEN_APPLIED]) |
140 | val = number * tmp->arch->value * 2 / 3; |
140 | val = number * tmp->arch->value * 2 / 3; |
141 | else |
141 | else |
142 | val = number * tmp->arch->value / 3; |
142 | val = number * tmp->arch->value / 3; |
143 | } |
143 | } |
144 | } |
144 | } |
145 | } |
145 | } |
146 | |
146 | |
147 | /* If the item has been applied or identifed or does not need to be |
147 | /* If the item has been applied or identifed or does not need to be |
… | |
… | |
155 | */ |
155 | */ |
156 | if ((tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified || tmp->flag [FLAG_BEEN_APPLIED]) |
156 | if ((tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified || tmp->flag [FLAG_BEEN_APPLIED]) |
157 | && tmp->magic && (!tmp->arch || !tmp->arch->magic)) |
157 | && tmp->magic && (!tmp->arch || !tmp->arch->magic)) |
158 | { |
158 | { |
159 | if (tmp->magic > 0) |
159 | if (tmp->magic > 0) |
160 | val *= (3 * tmp->magic * tmp->magic * tmp->magic); |
160 | val *= 3 * tmp->magic * tmp->magic * tmp->magic; |
161 | else |
161 | else |
162 | /* Note that tmp->magic is negative, so that this |
162 | /* Note that tmp->magic is negative, so that this |
163 | * will actually be something like val /=2, /=3, etc. |
163 | * will actually be something like val /=2, /=3, etc. |
164 | */ |
164 | */ |
165 | val /= (1 - tmp->magic); |
165 | val /= 1 - tmp->magic; |
166 | } |
166 | } |
167 | |
167 | |
168 | if (tmp->type == WAND) |
168 | if (tmp->type == WAND) |
169 | { |
169 | { |
170 | /* Value of the wand is multiplied by the number of |
170 | /* Value of the wand is multiplied by the number of |
171 | * charges. the treasure code already sets up the value |
171 | * charges. the treasure code already sets up the value |
172 | * 50 charges is used as the baseline. |
172 | * 50 charges is used as the baseline. |
173 | */ |
173 | */ |
174 | if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified) |
174 | if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified) |
175 | val = (val * tmp->stats.food) / 50; |
175 | val *= tmp->stats.food / 50; |
176 | else /* if not identified, presume one charge */ |
176 | else /* if not identified, presume one charge */ |
177 | val /= 50; |
177 | val /= 50; |
178 | } |
178 | } |
179 | |
179 | |
180 | /* Limit amount of money you can get for really great items. */ |
180 | /* Limit amount of money you can get for really great items. */ |
181 | if (flag == F_SELL) |
181 | if (flag == F_SELL) |
182 | val = value_limit ((sint64) val, number, who, shop); |
182 | val = value_limit (val, number, who, shop); |
183 | |
183 | |
184 | // use a nonlinear price adjustment. as my predecessor said, don't change |
184 | // use a nonlinear price adjustment. as my predecessor said, don't change |
185 | // the archetypes, its work required for balancing, and we don't care. |
185 | // the archetypes, its work required for balancing, and we don't care. |
186 | //val = pow (val, 1.05); |
186 | //val = pow (val, 1.05); |
187 | |
187 | |
… | |
… | |
218 | * will come from the basic stat charisma |
218 | * will come from the basic stat charisma |
219 | * the rest will come from the level in bargaining skill |
219 | * the rest will come from the level in bargaining skill |
220 | */ |
220 | */ |
221 | const double cha_ratio = 0.40; |
221 | const double cha_ratio = 0.40; |
222 | |
222 | |
223 | diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25); |
223 | diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / MAXLEVEL_TREASURE, 0.25); |
224 | diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.); |
224 | diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.); |
225 | diff = .02 + (.80 - .02) * diff; |
225 | diff = .02 + (.80 - .02) * diff; |
226 | |
226 | |
227 | if (flag == F_BUY) |
227 | if (flag == F_BUY) |
228 | val += val * diff; |
228 | val += val * diff; |
… | |
… | |
230 | val -= val * diff; |
230 | val -= val * diff; |
231 | |
231 | |
232 | // now find a price range. the less good we can judge, the larger the range is |
232 | // now find a price range. the less good we can judge, the larger the range is |
233 | // then the range is adjusted randomly around the correct value |
233 | // then the range is adjusted randomly around the correct value |
234 | if (approximate) |
234 | if (approximate) |
235 | approx_range = sint64 (val / sqrt (lev_identify * 3 + 1)); |
235 | approx_range = val / sqrt (lev_identify * 3 + 1); |
236 | } |
236 | } |
237 | |
237 | |
238 | /* I don't think this should really happen - if it does, it indicates and |
238 | /* I don't think this should really happen - if it does, it indicates and |
239 | * overflow of diff above. That should only happen if |
239 | * overflow of diff above. That should only happen if |
240 | * we are selling objects - in that case, the person just |
240 | * we are selling objects - in that case, the person just |
241 | * gets no money. |
241 | * gets no money. |
242 | */ |
242 | */ |
243 | if ((sint64) val < 0) |
243 | if ((sint64) val < 0) |
244 | val = 0; |
244 | val = 0; |
245 | |
245 | |
246 | /* Unidentified stuff won't sell for more than 60gp */ |
246 | /* Unidentified stuff won't sell for more than 10gp */ |
247 | if (flag == F_SELL && !tmp->flag [FLAG_IDENTIFIED] && tmp->need_identify () && !identified) |
247 | if (flag == F_SELL && !tmp->flag [FLAG_IDENTIFIED] && tmp->need_identify () && !identified) |
248 | min_it (val, 600); |
248 | min_it (val, 1000); |
249 | |
249 | |
250 | /* if we are in a shop, check how the type of shop should affect the price */ |
250 | /* if we are in a shop, check how the type of shop should affect the price */ |
251 | if (shop && who) |
251 | if (shop && who) |
252 | { |
252 | { |
253 | if (flag == F_SELL) |
253 | if (flag == F_SELL) |
254 | val = (val * shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map)); |
254 | val *= shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map); |
255 | else if (flag == F_BUY) |
255 | else if (flag == F_BUY) |
256 | { |
256 | { |
257 | /* |
257 | /* |
258 | * when buying, if the item was sold by another player, it is ok to |
258 | * when buying, if the item was sold by another player, it is ok to |
259 | * let the item be sold cheaper, according to the specialisation of |
259 | * let the item be sold cheaper, according to the specialisation of |
… | |
… | |
266 | * In game terms, a non-specialist shop, might not recognise the true |
266 | * In game terms, a non-specialist shop, might not recognise the true |
267 | * value of the items they sell (much like how people sometimes find |
267 | * value of the items they sell (much like how people sometimes find |
268 | * antiques in a junk shop in real life). |
268 | * antiques in a junk shop in real life). |
269 | */ |
269 | */ |
270 | if (tmp->flag [FLAG_PLAYER_SOLD]) |
270 | if (tmp->flag [FLAG_PLAYER_SOLD]) |
271 | val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who)); |
271 | val *= shop_specialisation_ratio (tmp, who->map); |
272 | else |
272 | else |
273 | val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who))); |
273 | val /= shop_specialisation_ratio (tmp, who->map); |
|
|
274 | |
|
|
275 | val *= shop_greed (who->map) / shopkeeper_approval (who->map, who); |
274 | } |
276 | } |
275 | |
277 | |
276 | /* we will also have an extra 0-5% variation between shops of the same type |
278 | /* we will also have an extra 0-5% variation between shops of the same type |
277 | * for valuable items (below a value of 50 this effect wouldn't be very |
279 | * for valuable items (below a value of 50 this effect wouldn't be very |
278 | * pointful, and could give fun with rounding. |
280 | * pointful, and could give fun with rounding. |
279 | */ |
281 | */ |
280 | //TODO: why use cosf at all, just % and scale linearly, gives more even distribution |
282 | //TODO: why use cosf at all, just % and scale linearly, gives more even distribution |
281 | if (val > 50) |
283 | if (val > 50) |
282 | val += float (val) * .05f * cosf ((tmp->uuid.seq & 0xffff) * float (M_PI * 2. / 0x10000)); |
284 | val *= 1 + .05f * cosf ((tmp->uuid.seq & 0xffff) * M_PI * 2. / 0x10000); |
283 | } |
285 | } |
284 | |
286 | |
285 | return (sint64) val; |
287 | return val; |
286 | } |
288 | } |
287 | |
289 | |
288 | /* Find the coin type that is worth more the 'c'. Starts at the |
290 | /* Find the coin type that is worth more the 'c'. Starts at the |
289 | * cointype placement. |
291 | * cointype placement. |
290 | */ |
292 | */ |
… | |
… | |
294 | { |
296 | { |
295 | archetype *coin; |
297 | archetype *coin; |
296 | |
298 | |
297 | do |
299 | do |
298 | { |
300 | { |
299 | if (coins[*cointype] == NULL) |
301 | if (!coins [*cointype]) |
300 | return NULL; |
302 | return 0; |
|
|
303 | |
301 | coin = archetype::find (coins[*cointype]); |
304 | coin = archetype::find (coins [*cointype]); |
|
|
305 | |
302 | if (coin == NULL) |
306 | if (!coin) |
303 | return NULL; |
307 | return 0; |
|
|
308 | |
304 | *cointype += 1; |
309 | *cointype += 1; |
305 | } |
310 | } |
306 | while (coin->value > c); |
311 | while (coin->value > c); |
307 | |
312 | |
308 | return coin; |
313 | return coin; |
… | |
… | |
319 | * 10,000 silver or something) |
324 | * 10,000 silver or something) |
320 | */ |
325 | */ |
321 | const char * |
326 | const char * |
322 | cost_string_from_value (sint64 cost, int approx) |
327 | cost_string_from_value (sint64 cost, int approx) |
323 | { |
328 | { |
324 | static char buf[MAX_BUF]; |
|
|
325 | archetype *coin, *next_coin; |
329 | archetype *coin, *next_coin; |
326 | int num, cointype = 0; |
330 | int num, cointype = 0; |
327 | |
331 | |
328 | coin = find_next_coin (cost, &cointype); |
332 | coin = find_next_coin (cost, &cointype); |
329 | if (coin == NULL) |
333 | if (!coin) |
330 | return "nothing"; |
334 | return "nothing"; |
331 | |
335 | |
332 | num = cost / coin->value; |
336 | num = cost / coin->value; |
333 | /* so long as nrof is 32 bit, this is true. |
337 | /* so long as nrof is 32 bit, this is true. |
334 | * If it takes more coins than a person can possibly carry, this |
338 | * If it takes more coins than a person can possibly carry, this |
335 | * is basically true. |
339 | * is basically true. |
336 | */ |
340 | */ |
337 | if ((cost / coin->value) > UINT32_MAX) |
341 | if (cost / coin->value > UINT32_MAX) |
338 | { |
|
|
339 | strcpy (buf, "an unimaginable sum of money"); |
342 | return "an unimaginable sum of money"; |
340 | return buf; |
|
|
341 | } |
|
|
342 | |
343 | |
343 | cost -= num * (sint64)coin->value; |
344 | cost -= num * (sint64)coin->value; |
344 | |
345 | |
345 | sprintf (buf, "%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name); |
346 | char *buf = format ("%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name); |
346 | |
347 | |
347 | next_coin = find_next_coin (cost, &cointype); |
348 | next_coin = find_next_coin (cost, &cointype); |
348 | if (next_coin == NULL || approx) |
349 | if (!next_coin || approx) |
349 | return buf; |
350 | return buf; |
350 | |
351 | |
351 | coin = next_coin; |
352 | coin = next_coin; |
352 | num = cost / coin->value; |
353 | num = cost / coin->value; |
353 | cost -= num * (sint64)coin->value; |
354 | cost -= num * (sint64)coin->value; |
354 | |
355 | |
355 | sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name); |
356 | return format ("%s and %d %s", buf, num, num > 1 ? &coin->object::name_pl : &coin->object::name); |
356 | |
|
|
357 | return buf; |
|
|
358 | } |
357 | } |
359 | |
358 | |
360 | const char * |
359 | const char * |
361 | query_cost_string (const object *tmp, object *who, int flag) |
360 | query_cost_string (const object *tmp, object *who, int flag) |
362 | { |
361 | { |
… | |
… | |
383 | { |
382 | { |
384 | if (!idskill2 || !find_skill_by_number (who, idskill2)) |
383 | if (!idskill2 || !find_skill_by_number (who, idskill2)) |
385 | { |
384 | { |
386 | if (!find_skill_by_number (who, SK_BARGAINING)) |
385 | if (!find_skill_by_number (who, SK_BARGAINING)) |
387 | { |
386 | { |
388 | static char buf[MAX_BUF]; |
|
|
389 | int num, cointype = 0; |
387 | int num, cointype = 0; |
390 | archetype *coin = find_next_coin (real_value, &cointype); |
388 | archetype *coin = find_next_coin (real_value, &cointype); |
391 | |
389 | |
392 | if (coin == NULL) |
390 | if (!coin) |
393 | return "nothing"; |
391 | return "nothing"; |
394 | |
392 | |
395 | num = real_value / coin->value; |
393 | num = real_value / coin->value; |
396 | |
394 | |
397 | if (num == 1) |
395 | if (num == 1) |
398 | sprintf (buf, "about one %s", &coin->object::name); |
396 | return format ("about one %s", &coin->object::name); |
399 | else if (num < 5) |
397 | else if (num < 5) |
400 | sprintf (buf, "a few %s", &coin->object::name_pl); |
398 | return format ("a few %s", &coin->object::name_pl); |
401 | else if (num < 10) |
399 | else if (num < 10) |
402 | sprintf (buf, "several %s", &coin->object::name_pl); |
400 | return format ("several %s", &coin->object::name_pl); |
403 | else if (num < 25) |
401 | else if (num < 25) |
404 | sprintf (buf, "a moderate amount of %s", &coin->object::name_pl); |
402 | return format ("a moderate amount of %s", &coin->object::name_pl); |
405 | else if (num < 100) |
403 | else if (num < 100) |
406 | sprintf (buf, "lots of %s", &coin->object::name_pl); |
404 | return format ("lots of %s", &coin->object::name_pl); |
407 | else if (num < 1000) |
405 | else if (num < 1000) |
408 | sprintf (buf, "a great many %s", &coin->object::name_pl); |
406 | return format ("a great many %s", &coin->object::name_pl); |
409 | else |
407 | else |
410 | sprintf (buf, "a vast quantity of %s", &coin->object::name_pl); |
408 | return format ("a vast quantity of %s", &coin->object::name_pl); |
411 | |
|
|
412 | return buf; |
|
|
413 | } |
409 | } |
414 | } |
410 | } |
415 | } |
411 | } |
416 | |
412 | |
417 | int hash = ((unsigned int) tmp->count * 174364621) & 1023; |
|
|
418 | |
|
|
419 | if (approx_range) |
413 | if (approx_range) |
420 | { |
414 | { |
|
|
415 | int hash = tmp->random_seed () & 1023; |
421 | sint64 lo = (sint64) real_value - (approx_range * hash >> 10); |
416 | sint64 lo = real_value - (approx_range * hash >> 10); |
422 | static char buf[MAX_BUF]; |
|
|
423 | |
417 | |
424 | sprintf (buf, "between %s", cost_string_from_value (lo, 1)); |
418 | return format ("between %s and %s", |
425 | sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1)); |
419 | cost_string_from_value (lo, 1), |
426 | |
420 | cost_string_from_value (lo + approx_range, 1)); |
427 | return buf; |
|
|
428 | } |
421 | } |
429 | } |
422 | } |
430 | |
423 | |
431 | return cost_string_from_value (real_value, 0); |
424 | return cost_string_from_value (real_value, 0); |
432 | } |
425 | } |
… | |
… | |
679 | |
672 | |
680 | for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op) |
673 | for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op) |
681 | { |
674 | { |
682 | if (op->flag [FLAG_UNPAID]) |
675 | if (op->flag [FLAG_UNPAID]) |
683 | { |
676 | { |
684 | char buf[MAX_BUF]; |
|
|
685 | snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP)); |
677 | const char *buf = query_cost_string (op, pl, F_BUY | F_SHOP); |
686 | |
678 | |
687 | if (!pay_for_item (op, pl)) |
679 | if (!pay_for_item (op, pl)) |
688 | { |
680 | { |
689 | sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl); |
681 | sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl); |
690 | |
682 | |
… | |
… | |
695 | } |
687 | } |
696 | else |
688 | else |
697 | { |
689 | { |
698 | op->clr_flag (FLAG_UNPAID); |
690 | op->clr_flag (FLAG_UNPAID); |
699 | op->clr_flag (FLAG_PLAYER_SOLD); |
691 | op->clr_flag (FLAG_PLAYER_SOLD); |
700 | new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op)); |
692 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You paid %s for %s.", buf, query_name (op)); |
701 | |
693 | |
702 | if (!merge_ob (op, op->env->inv)) |
694 | if (!merge_ob (op, op->env->inv)) |
703 | esrv_update_item (UPD_FLAGS, pl, op); |
695 | esrv_update_item (UPD_FLAGS, pl, op); |
704 | |
696 | |
705 | goto next_item; |
697 | goto next_item; |
… | |
… | |
1068 | } |
1060 | } |
1069 | |
1061 | |
1070 | static void |
1062 | static void |
1071 | add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated) |
1063 | add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated) |
1072 | { |
1064 | { |
1073 | #if 0 |
|
|
1074 | char buf[MAX_BUF]; |
|
|
1075 | #endif |
|
|
1076 | /* clear unpaid flag so that doesn't come up in query |
1065 | /* clear unpaid flag so that doesn't come up in query |
1077 | * string. We clear nrof so that we can better sort |
1066 | * string. We clear nrof so that we can better sort |
1078 | * the object names. |
1067 | * the object names. |
1079 | */ |
1068 | */ |
1080 | |
1069 | |