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Comparing deliantra/server/server/shop.C (file contents):
Revision 1.79 by root, Thu Apr 15 02:51:40 2010 UTC vs.
Revision 1.81 by root, Wed Apr 28 19:20:48 2010 UTC

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 */
321const char * 326const char *
322cost_string_from_value (sint64 cost, int approx) 327cost_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
360const char * 359const char *
361query_cost_string (const object *tmp, object *who, int flag) 360query_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
1070static void 1062static void
1071add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated) 1063add_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

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