1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
|
|
4 | * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
8 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the terms of the Affero GNU General Public License as published by the |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * option) any later version. |
12 | * option) any later version. |
12 | * |
13 | * |
13 | * This program is distributed in the hope that it will be useful, |
14 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
17 | * GNU General Public License for more details. |
17 | * |
18 | * |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * You should have received a copy of the Affero GNU General Public License |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * and the GNU General Public License along with this program. If not, see |
20 | * <http://www.gnu.org/licenses/>. |
21 | * <http://www.gnu.org/licenses/>. |
21 | * |
22 | * |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
24 | */ |
24 | |
25 | |
25 | #include <global.h> |
26 | #include <global.h> |
26 | #include <spells.h> |
27 | #include <spells.h> |
… | |
… | |
29 | #include <sproto.h> |
30 | #include <sproto.h> |
30 | |
31 | |
31 | /* this is a measure of how effective store specialisation is. A general store |
32 | /* this is a measure of how effective store specialisation is. A general store |
32 | * will offer this proportion of the 'maximum' price, a specialised store will |
33 | * will offer this proportion of the 'maximum' price, a specialised store will |
33 | * offer a range of prices around it such that the maximum price is always one |
34 | * offer a range of prices around it such that the maximum price is always one |
34 | * therefore making this number higher, makes specialisation less effective. |
35 | * therefore making this number higher, makes specialisation less effective. |
35 | * setting this value above 1 or to a negative value would have interesting, |
36 | * setting this value above 1 or to a negative value would have interesting, |
36 | * (though not useful) effects. |
37 | * (though not useful) effects. |
37 | */ |
38 | */ |
38 | #define SPECIALISATION_EFFECT .5 |
39 | #define SPECIALISATION_EFFECT .5 |
39 | |
40 | |
… | |
… | |
55 | * would not be done. |
56 | * would not be done. |
56 | * |
57 | * |
57 | * Added F_APPROX flag, which means that the price returned should be wrong by |
58 | * Added F_APPROX flag, which means that the price returned should be wrong by |
58 | * an amount related to the player's bargaining skill. |
59 | * an amount related to the player's bargaining skill. |
59 | * |
60 | * |
60 | * Added F_SHOP flag to mean that the specialisation of the shop on the player's |
61 | * Added F_SHOP flag to mean that the specialisation of the shop on the player's |
61 | * current map should be taken into account when determining the price. Shops that |
62 | * current map should be taken into account when determining the price. Shops that |
62 | * specialise in what is being traded will give better prices than those that do not. |
63 | * specialise in what is being traded will give better prices than those that do not. |
63 | * |
64 | * |
64 | * CF 0.91.4 - This function got changed around a bit. Now the |
65 | * CF 0.91.4 - This function got changed around a bit. Now the |
65 | * number of object is multiplied by the value early on. This fixes problems |
66 | * number of object is multiplied by the value early on. This fixes problems |
66 | * with items worth very little. What happened before is that various |
67 | * with items worth very little. What happened before is that various |
67 | * divisions took place, the value got rounded to 0 (Being an int), and |
68 | * divisions took place, the value got rounded to 0 (Being an int), and |
… | |
… | |
79 | int no_bargain; |
80 | int no_bargain; |
80 | int identified; |
81 | int identified; |
81 | int not_cursed; |
82 | int not_cursed; |
82 | int approximate; |
83 | int approximate; |
83 | int shop; |
84 | int shop; |
84 | double diff; |
|
|
85 | |
85 | |
86 | approx_range = 0; |
86 | approx_range = 0; |
87 | |
87 | |
88 | no_bargain = flag & F_NO_BARGAIN; |
88 | no_bargain = flag & F_NO_BARGAIN; |
89 | identified = flag & F_IDENTIFIED; |
89 | identified = flag & F_IDENTIFIED; |
… | |
… | |
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 *= tmp->stats.food / 50; |
175 | val *= tmp->stats.food; |
176 | else /* if not identified, presume one charge */ |
176 | /* 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 (val, number, who, shop); |
182 | val = value_limit (val, number, who, shop); |
… | |
… | |
190 | * AND Cha = 30 will get optimal price. |
190 | * AND Cha = 30 will get optimal price. |
191 | * Thus charisma will never get useless. |
191 | * Thus charisma will never get useless. |
192 | * -b.e. edler@heydernet.de |
192 | * -b.e. edler@heydernet.de |
193 | */ |
193 | */ |
194 | |
194 | |
195 | if (who && who->type == PLAYER) |
195 | if (who && who->is_player ()) |
196 | { |
196 | { |
197 | int lev_bargain = 0; |
197 | int lev_bargain = 0; |
198 | int lev_identify = 0; |
198 | int lev_identify = 0; |
199 | |
199 | |
200 | if (find_skill_by_number (who, SK_BARGAINING)) |
200 | if (!no_bargain) |
201 | lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level; |
201 | if (object *skill = find_skill_by_name (who, shstr_bargaining)) |
|
|
202 | lev_bargain = skill->level; |
202 | |
203 | |
203 | if (const typedata *tmptype = get_typedata (tmp->type)) |
204 | if (const typedata *tmptype = get_typedata (tmp->type)) |
204 | { |
205 | { |
205 | if (int idskill1 = tmptype->identifyskill) |
206 | if (int idskill1 = tmptype->identifyskill) |
206 | { |
207 | { |
… | |
… | |
217 | /* ratio determines how much of the price modification |
218 | /* ratio determines how much of the price modification |
218 | * will come from the basic stat charisma |
219 | * will come from the basic stat charisma |
219 | * the rest will come from the level in bargaining skill |
220 | * the rest will come from the level in bargaining skill |
220 | */ |
221 | */ |
221 | const double cha_ratio = 0.40; |
222 | const double cha_ratio = 0.40; |
222 | |
223 | double bargaining = max (0., 1. - powf (double (lev_bargain) / MAXLEVEL_TREASURE, 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 | double charisma = (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.); |
225 | diff = .02 + (.80 - .02) * diff; |
225 | |
|
|
226 | double factor = (1. - cha_ratio) * bargaining + cha_ratio * charisma; |
|
|
227 | |
|
|
228 | // scale 0..1 to 2 .. 80% |
|
|
229 | factor = lerp (factor, 0., 1., 0.02, 0.80); |
226 | |
230 | |
227 | if (flag == F_BUY) |
231 | if (flag == F_BUY) |
228 | val += val * diff; |
232 | val += val * factor; |
229 | else if (flag == F_SELL) |
233 | else if (flag == F_SELL) |
230 | val -= val * diff; |
234 | val -= val * factor; |
231 | |
235 | |
232 | // now find a price range. the less good we can judge, the larger the range is |
236 | // 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 |
237 | // then the range is adjusted randomly around the correct value |
234 | if (approximate) |
238 | if (approximate) |
235 | approx_range = val / sqrt (lev_identify * 3 + 1); |
239 | approx_range = val / sqrt (lev_identify * 3 + 1); |
… | |
… | |
252 | { |
256 | { |
253 | if (flag == F_SELL) |
257 | if (flag == F_SELL) |
254 | val *= shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map); |
258 | val *= shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map); |
255 | else if (flag == F_BUY) |
259 | else if (flag == F_BUY) |
256 | { |
260 | { |
257 | /* |
261 | /* |
258 | * when buying, if the item was sold by another player, it is ok to |
262 | * 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 |
263 | * let the item be sold cheaper, according to the specialisation of |
260 | * the shop. If a player sold an item here, then his sale price was |
264 | * the shop. If a player sold an item here, then his sale price was |
261 | * multiplied by the specialisation ratio, to do the same to the buy |
265 | * multiplied by the specialisation ratio, to do the same to the buy |
262 | * price will not generate extra money. However, the |
266 | * price will not generate extra money. However, the |
263 | * same is not true of generated items, these have to /divide/ by the |
267 | * same is not true of generated items, these have to /divide/ by the |
264 | * specialisation, so that the price is never less than what they could |
268 | * specialisation, so that the price is never less than what they could |
265 | * be sold for (otherwise players could camp map resets to make money). |
269 | * be sold for (otherwise players could camp map resets to make money). |
266 | * In game terms, a non-specialist shop, might not recognise the true |
270 | * 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 |
271 | * value of the items they sell (much like how people sometimes find |
268 | * antiques in a junk shop in real life). |
272 | * antiques in a junk shop in real life). |
269 | */ |
273 | */ |
270 | if (tmp->flag [FLAG_PLAYER_SOLD]) |
274 | if (tmp->flag [FLAG_PLAYER_SOLD]) |
271 | val *= shop_specialisation_ratio (tmp, who->map); |
275 | val *= shop_specialisation_ratio (tmp, who->map); |
272 | else |
276 | else |
273 | val /= shop_specialisation_ratio (tmp, who->map); |
277 | val /= shop_specialisation_ratio (tmp, who->map); |
274 | |
278 | |
275 | val *= shop_greed (who->map) / shopkeeper_approval (who->map, who); |
279 | val *= shop_greed (who->map) / shopkeeper_approval (who->map, who); |
276 | } |
280 | } |
277 | |
281 | |
278 | /* we will also have an extra 0-5% variation between shops of the same type |
282 | /* we will also have an extra 0-5% variation between shops of the same type |
279 | * for valuable items (below a value of 50 this effect wouldn't be very |
283 | * for valuable items (below a value of 50 this effect wouldn't be very |
280 | * pointful, and could give fun with rounding. |
284 | * pointful, and could give fun with rounding. |
281 | */ |
285 | */ |
282 | //TODO: why use cosf at all, just % and scale linearly, gives more even distribution |
286 | //TODO: why use cosf at all, just % and scale linearly, gives more even distribution |
283 | if (val > 50) |
287 | if (val > 50) |
284 | val *= 1 + .05f * cosf ((tmp->uuid.seq & 0xffff) * M_PI * 2. / 0x10000); |
288 | val *= 1 + .05f * cosf ((tmp->uuid.seq & 0xffff) * M_PI * 2. / 0x10000); |
… | |
… | |
380 | { |
384 | { |
381 | if (!idskill1 || !find_skill_by_number (who, idskill1)) |
385 | if (!idskill1 || !find_skill_by_number (who, idskill1)) |
382 | { |
386 | { |
383 | if (!idskill2 || !find_skill_by_number (who, idskill2)) |
387 | if (!idskill2 || !find_skill_by_number (who, idskill2)) |
384 | { |
388 | { |
385 | if (!find_skill_by_number (who, SK_BARGAINING)) |
389 | if (!find_skill_by_name (who, shstr_bargaining)) |
386 | { |
390 | { |
387 | int num, cointype = 0; |
391 | int num, cointype = 0; |
388 | archetype *coin = find_next_coin (real_value, &cointype); |
392 | archetype *coin = find_next_coin (real_value, &cointype); |
389 | |
393 | |
390 | if (!coin) |
394 | if (!coin) |
… | |
… | |
440 | } |
444 | } |
441 | |
445 | |
442 | for (tmp = op->inv; tmp; tmp = tmp->below) |
446 | for (tmp = op->inv; tmp; tmp = tmp->below) |
443 | if (tmp->type == MONEY) |
447 | if (tmp->type == MONEY) |
444 | total += tmp->nrof * (sint64)tmp->value; |
448 | total += tmp->nrof * (sint64)tmp->value; |
445 | else if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && (!tmp->race || tmp->race.contains ("gold"))) |
449 | else if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && (!tmp->race || tmp->race.contains (shstr_gold))) |
446 | total += query_money (tmp); |
450 | total += query_money (tmp); |
447 | |
451 | |
448 | return total; |
452 | return total; |
449 | } |
453 | } |
450 | |
454 | |
… | |
… | |
465 | return 0; |
469 | return 0; |
466 | |
470 | |
467 | pay_from_container (pl, pl, to_pay); |
471 | pay_from_container (pl, pl, to_pay); |
468 | |
472 | |
469 | for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) |
473 | for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) |
470 | if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && (!pouch->race || pouch->race.contains ("gold"))) |
474 | if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && (!pouch->race || pouch->race.contains (shstr_gold))) |
471 | pay_from_container (pl, pouch, to_pay); |
475 | pay_from_container (pl, pouch, to_pay); |
472 | |
476 | |
473 | pl->update_stats (); |
477 | pl->update_stats (); |
474 | return 1; |
478 | return 1; |
475 | } |
479 | } |
… | |
… | |
497 | * This determins the amount of exp (if any) gained for bargaining. |
501 | * This determins the amount of exp (if any) gained for bargaining. |
498 | */ |
502 | */ |
499 | saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay; |
503 | saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay; |
500 | |
504 | |
501 | if (saved_money > 0) |
505 | if (saved_money > 0) |
502 | change_exp (pl, saved_money, "bargaining", SK_EXP_NONE); |
506 | change_exp (pl, saved_money, shstr_bargaining, SK_EXP_NONE); |
503 | |
507 | |
504 | pay_from_container (pl, pl, to_pay); |
508 | pay_from_container (pl, pl, to_pay); |
505 | |
509 | |
506 | for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) |
510 | for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) |
507 | if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && (!pouch->race || pouch->race.contains ("gold"))) |
511 | if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && (!pouch->race || pouch->race.contains (shstr_gold))) |
508 | pay_from_container (pl, pouch, to_pay); |
512 | pay_from_container (pl, pouch, to_pay); |
509 | |
513 | |
510 | pl->update_stats (); |
514 | pl->update_stats (); |
511 | |
515 | |
512 | return 1; |
516 | return 1; |
… | |
… | |
614 | coin_objs[i]->destroy (); |
618 | coin_objs[i]->destroy (); |
615 | } |
619 | } |
616 | |
620 | |
617 | /* Checks all unpaid items in op's inventory, adds up all the money they |
621 | /* Checks all unpaid items in op's inventory, adds up all the money they |
618 | * have, and checks that they can actually afford what they want to buy. |
622 | * have, and checks that they can actually afford what they want to buy. |
619 | * Returns 1 if they can, and 0 if they can't. also prints an appropriate message |
623 | * Returns 1 if they can, and 0 if they can't. also prints an appropriate message |
620 | * to the player |
624 | * to the player |
621 | */ |
625 | */ |
622 | int |
626 | int |
623 | can_pay (object *pl) |
627 | can_pay (object *pl) |
624 | { |
628 | { |
… | |
… | |
717 | void |
721 | void |
718 | pay_player (object *pl, sint64 amount) |
722 | pay_player (object *pl, sint64 amount) |
719 | { |
723 | { |
720 | int count = 0; |
724 | int count = 0; |
721 | archetype *at = 0; |
725 | archetype *at = 0; |
722 | object *pouch = 0, *tmp = 0; |
726 | object *pouch = 0; |
723 | |
727 | |
724 | for (count = 0; coins[count]; count++) |
728 | for (count = 0; coins[count]; count++) |
725 | { |
729 | { |
726 | at = archetype::find (coins[count]); |
730 | at = archetype::find (coins[count]); |
727 | |
731 | |
… | |
… | |
729 | LOG (llevError, "Could not find %s archetype\n", coins[count]); |
733 | LOG (llevError, "Could not find %s archetype\n", coins[count]); |
730 | else if ((amount / at->value) > 0) |
734 | else if ((amount / at->value) > 0) |
731 | { |
735 | { |
732 | for (pouch = pl->inv; pouch; pouch = pouch->below) |
736 | for (pouch = pl->inv; pouch; pouch = pouch->below) |
733 | { |
737 | { |
734 | if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && pouch->race.contains ("gold")) |
738 | if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && pouch->race.contains (shstr_gold)) |
735 | { |
739 | { |
736 | int w = at->weight * (100 - pouch->stats.Str) / 100; |
740 | int w = at->weight * (100 - pouch->stats.Str) / 100; |
737 | int n = amount / at->value; |
741 | int n = amount / at->value; |
738 | |
742 | |
739 | if (w == 0) |
743 | if (w == 0) |
… | |
… | |
819 | * exp/10 -> 1 for each gold coin |
823 | * exp/10 -> 1 for each gold coin |
820 | */ |
824 | */ |
821 | extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP); |
825 | extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP); |
822 | |
826 | |
823 | if (extra_gain > 0) |
827 | if (extra_gain > 0) |
824 | change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); |
828 | change_exp (pl, extra_gain / 10, shstr_bargaining, SK_EXP_NONE); |
825 | |
829 | |
826 | pay_player (pl, amount); |
830 | pay_player (pl, amount); |
827 | |
831 | |
828 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.", |
832 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.", |
829 | query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op)); |
833 | query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op)); |
… | |
… | |
834 | |
838 | |
835 | return true; |
839 | return true; |
836 | } |
840 | } |
837 | |
841 | |
838 | /* returns a double that is the ratio of the price that a shop will offer for |
842 | /* returns a double that is the ratio of the price that a shop will offer for |
839 | * item based on the shops specialisation. Does not take account of greed, |
843 | * item based on the shops specialisation. Does not take account of greed, |
840 | * returned value is between SPECIALISATION_EFFECT and 1. |
844 | * returned value is between SPECIALISATION_EFFECT and 1. |
841 | */ |
845 | */ |
842 | static double |
846 | static double |
843 | shop_specialisation_ratio (const object *item, const maptile *map) |
847 | shop_specialisation_ratio (const object *item, const maptile *map) |
844 | { |
848 | { |
… | |
… | |
852 | return 0; |
856 | return 0; |
853 | } |
857 | } |
854 | |
858 | |
855 | if (!item->type) |
859 | if (!item->type) |
856 | { |
860 | { |
857 | LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type\n"); |
861 | LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type: %s\n", item->debug_desc ()); |
858 | /* |
862 | /* |
859 | * I'm not really sure what the /right/ thing to do here is, these types of |
863 | * I'm not really sure what the /right/ thing to do here is, these types of |
860 | * item shouldn't exist anyway, but returning the ratio is probably the best bet.." |
864 | * item shouldn't exist anyway, but returning the ratio is probably the best bet.." |
861 | */ |
865 | */ |
862 | return SPECIALISATION_EFFECT; |
866 | return SPECIALISATION_EFFECT; |
863 | } |
867 | } |
864 | |
868 | |
865 | if (map->shopitems) |
869 | if (map->shopitems) |
… | |
… | |
867 | if (items[i].typenum == item->type || (!items[i].typenum && !likedness)) |
871 | if (items[i].typenum == item->type || (!items[i].typenum && !likedness)) |
868 | likedness = items[i].strength; |
872 | likedness = items[i].strength; |
869 | |
873 | |
870 | if (likedness > 100) |
874 | if (likedness > 100) |
871 | { /* someone has been rather silly with the map headers. */ |
875 | { /* someone has been rather silly with the map headers. */ |
872 | LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is above 100%%\n", item->type, &map->path); |
876 | LOG (llevDebug, "shop_specialisation ratio: item %s on map %s is above 100%%\n", item->debug_desc (), &map->path); |
873 | likedness = 100; |
877 | likedness = 100; |
874 | } |
878 | } |
875 | |
879 | |
876 | if (likedness < -100) |
880 | if (likedness < -100) |
877 | { |
881 | { |
878 | LOG (llevDebug, "shop_specialisation ratio: item type %d on map %s is below -100%%\n", item->type, &map->path); |
882 | LOG (llevDebug, "shop_specialisation ratio: item %s on map %s is below -100%%\n", item->debug_desc (), &map->path); |
879 | likedness = -100; |
883 | likedness = -100; |
880 | } |
884 | } |
881 | |
885 | |
882 | return lerp (double (likedness), -100., 100., SPECIALISATION_EFFECT, 1.); |
886 | return lerp (double (likedness), -100., 100., SPECIALISATION_EFFECT, 1.); |
883 | } |
887 | } |
… | |
… | |
901 | ? DISLIKE_RATIO |
905 | ? DISLIKE_RATIO |
902 | : 1.; |
906 | : 1.; |
903 | } |
907 | } |
904 | |
908 | |
905 | /* limit the value of items based on the wealth of the shop. If the item is close |
909 | /* limit the value of items based on the wealth of the shop. If the item is close |
906 | * to the maximum value a shop will offer, we start to reduce it, if the item is |
910 | * to the maximum value a shop will offer, we start to reduce it, if the item is |
907 | * below the minimum value the shop is prepared to trade in, then we don't |
911 | * below the minimum value the shop is prepared to trade in, then we don't |
908 | * want it and offer nothing. If it isn't a shop, check whether we should do generic |
912 | * want it and offer nothing. If it isn't a shop, check whether we should do generic |
909 | * value reduction. |
913 | * value reduction. |
910 | * |
914 | * |
911 | */ |
915 | */ |
912 | static sint64 |
916 | static sint64 |
913 | value_limit (sint64 val, int quantity, const object *who, int isshop) |
917 | value_limit (sint64 val, int quantity, const object *who, int isshop) |
914 | { |
918 | { |
915 | sint64 newval, unit_price, tmpshopmax; |
919 | sint64 newval, unit_price, tmpshopmax; |
… | |
… | |
955 | { |
959 | { |
956 | dynbuf_text buf; |
960 | dynbuf_text buf; |
957 | maptile *map = op->map; |
961 | maptile *map = op->map; |
958 | |
962 | |
959 | /*shopitems *items=map->shopitems; */ |
963 | /*shopitems *items=map->shopitems; */ |
960 | int pos = 0, i; |
964 | int i; |
961 | double opinion = 0; |
965 | double opinion = 0; |
962 | |
966 | |
963 | if (op->type != PLAYER) |
967 | if (op->type != PLAYER) |
964 | return 0; |
968 | return 0; |
965 | |
969 | |
… | |
… | |
1031 | |
1035 | |
1032 | struct shopinv |
1036 | struct shopinv |
1033 | { |
1037 | { |
1034 | char *item_sort; |
1038 | char *item_sort; |
1035 | char *item_real; |
1039 | char *item_real; |
|
|
1040 | sint64 value; |
1036 | uint16 type; |
1041 | uint16 type; |
1037 | uint32 nrof; |
1042 | uint32 nrof; |
1038 | }; |
1043 | }; |
1039 | |
1044 | |
1040 | /* There are a lot fo extra casts in here just to suppress warnings - it |
1045 | /* There are a lot fo extra casts in here just to suppress warnings - it |
… | |
… | |
1073 | * so the display is properly. |
1078 | * so the display is properly. |
1074 | */ |
1079 | */ |
1075 | if (tmp->nrof == 0) |
1080 | if (tmp->nrof == 0) |
1076 | items[*numitems].nrof++; |
1081 | items[*numitems].nrof++; |
1077 | items[*numitems].type = tmp->type; |
1082 | items[*numitems].type = tmp->type; |
|
|
1083 | |
|
|
1084 | items[*numitems].value = tmp->value; |
1078 | |
1085 | |
1079 | switch (tmp->type) |
1086 | switch (tmp->type) |
1080 | { |
1087 | { |
1081 | #if 0 |
1088 | #if 0 |
1082 | case BOOTS: |
1089 | case BOOTS: |
… | |
… | |
1094 | #endif |
1101 | #endif |
1095 | |
1102 | |
1096 | default: |
1103 | default: |
1097 | items[*numitems].item_sort = strdup (query_base_name (tmp, 0)); |
1104 | items[*numitems].item_sort = strdup (query_base_name (tmp, 0)); |
1098 | items[*numitems].item_real = strdup (query_base_name (tmp, 1)); |
1105 | items[*numitems].item_real = strdup (query_base_name (tmp, 1)); |
|
|
1106 | items[*numitems].value += tmp->value; |
1099 | (*numitems)++; |
1107 | (*numitems)++; |
1100 | break; |
1108 | break; |
1101 | } |
1109 | } |
1102 | |
1110 | |
1103 | tmp->set_flag (FLAG_UNPAID); |
1111 | tmp->set_flag (FLAG_UNPAID); |
… | |
… | |
1105 | |
1113 | |
1106 | void |
1114 | void |
1107 | shop_listing (object *sign, object *op) |
1115 | shop_listing (object *sign, object *op) |
1108 | { |
1116 | { |
1109 | int i, j, x1, x2, y1, y2; |
1117 | int i, j, x1, x2, y1, y2; |
1110 | const char *shop_coords = sign->kv (shstr_shop_coords); |
1118 | const char *shop_coords = sign->kv [shstr_shop_coords]; |
1111 | object *stack; |
1119 | object *stack; |
1112 | shopinv *items; |
1120 | shopinv *items; |
1113 | |
1121 | |
1114 | /* Should never happen, but just in case a monster does apply a sign */ |
1122 | /* Should never happen, but just in case a monster does apply a sign */ |
1115 | if (!op->is_player ()) |
1123 | if (!op->is_player ()) |
… | |
… | |
1159 | { |
1167 | { |
1160 | /* Collapse items of the same name together */ |
1168 | /* Collapse items of the same name together */ |
1161 | if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real)) |
1169 | if ((i + 1) < numitems && !strcmp (items[i].item_real, items[i + 1].item_real)) |
1162 | items[i + 1].nrof += items[i].nrof; |
1170 | items[i + 1].nrof += items[i].nrof; |
1163 | else |
1171 | else |
1164 | buf.printf (" %4d %s\n", items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real); |
1172 | { |
|
|
1173 | buf.printf ( |
|
|
1174 | " %4d %s\n for %s\n", |
|
|
1175 | items[i].nrof ? items[i].nrof : 1, |
|
|
1176 | items[i].nrof == 1 ? items[i].item_sort : items[i].item_real, |
|
|
1177 | cost_string_from_value (items[i].value, op->flag [FLAG_WIZ] ? 0 : 1)); |
|
|
1178 | } |
1165 | |
1179 | |
1166 | free (items[i].item_sort); |
1180 | free (items[i].item_sort); |
1167 | free (items[i].item_real); |
1181 | free (items[i].item_real); |
1168 | } |
1182 | } |
1169 | |
1183 | |