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Comparing deliantra/server/server/shop.C (file contents):
Revision 1.78 by root, Sun Apr 11 00:34:06 2010 UTC vs.
Revision 1.83 by root, Fri Apr 30 21:00:40 2010 UTC

79 int no_bargain; 79 int no_bargain;
80 int identified; 80 int identified;
81 int not_cursed; 81 int not_cursed;
82 int approximate; 82 int approximate;
83 int shop; 83 int shop;
84 double diff;
85 84
86 approx_range = 0; 85 approx_range = 0;
87 86
88 no_bargain = flag & F_NO_BARGAIN; 87 no_bargain = flag & F_NO_BARGAIN;
89 identified = flag & F_IDENTIFIED; 88 identified = flag & F_IDENTIFIED;
90 not_cursed = flag & F_NOT_CURSED; 89 not_cursed = flag & F_NOT_CURSED;
91 approximate = flag & F_APPROX; 90 approximate = flag & F_APPROX;
92 shop = flag & F_SHOP; 91 shop = flag & F_SHOP;
93 flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP); 92 flag &= ~(F_NO_BARGAIN | F_IDENTIFIED | F_NOT_CURSED | F_APPROX | F_SHOP);
94 93
94 int number = tmp->number_of ();
95
95 if (tmp->type == MONEY) 96 if (tmp->type == MONEY)
96 return tmp->nrof * tmp->value; 97 return number * tmp->value;
97 98
98 if (tmp->type == GEM) 99 if (tmp->type == GEM)
99 { 100 {
100 if (flag == F_TRUE) 101 if (flag == F_TRUE)
101 return (tmp->nrof * tmp->value); 102 return number * tmp->value;
102 103
103 if (flag == F_BUY) 104 if (flag == F_BUY)
104 return (sint64) (1.03 * tmp->nrof * tmp->value); 105 return 1.03 * number * tmp->value;
105 106
106 if (flag == F_SELL) 107 if (flag == F_SELL)
107 return (sint64) (0.97 * tmp->nrof * tmp->value); 108 return 0.97 * number * tmp->value;
108 109
109 LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ()); 110 LOG (llevError, "Query_cost: Gem type with unknown flag %d: %s\n", flag, tmp->debug_desc ());
110 return 0; 111 return 0;
111 } 112 }
112 113
113 int number = tmp->number_of ();
114
115 if (tmp->flag [FLAG_IDENTIFIED] || !need_identify (tmp) || identified) 114 if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified)
116 { 115 {
117 if (!not_cursed && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])) 116 if (!not_cursed && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
118 return 0; 117 return 0;
119 else 118 else
120 val = tmp->value * number; 119 val = number * tmp->value;
121 } 120 }
122 /* This area deals with objects that are not identified, but can be */ 121 /* This area deals with objects that are not identified, but can be */
123 else 122 else
124 { 123 {
125 if (flag == F_BUY) 124 if (flag == F_BUY)
137 * unknown objects 136 * unknown objects
138 */ 137 */
139 if (tmp->flag [FLAG_BEEN_APPLIED]) 138 if (tmp->flag [FLAG_BEEN_APPLIED])
140 val = number * tmp->arch->value * 2 / 3; 139 val = number * tmp->arch->value * 2 / 3;
141 else 140 else
142 val = number * tmp->arch->value / 3; 141 val = number * tmp->arch->value / 3;
143 } 142 }
144 } 143 }
145 } 144 }
146 145
147 /* If the item has been applied or identifed or does not need to be 146 /* If the item has been applied or identifed or does not need to be
151 * tmp->arch->magic for any magic. The check for archetype 150 * tmp->arch->magic for any magic. The check for archetype
152 * magic is to not give extra money for archetypes that are by 151 * magic is to not give extra money for archetypes that are by
153 * default magical. This is because the archetype value should have 152 * default magical. This is because the archetype value should have
154 * already figured in that value. 153 * already figured in that value.
155 */ 154 */
156 if ((tmp->flag [FLAG_IDENTIFIED] || !need_identify (tmp) || identified || 155 if ((tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified || tmp->flag [FLAG_BEEN_APPLIED])
157 tmp->flag [FLAG_BEEN_APPLIED]) && tmp->magic && (tmp->arch == NULL || !tmp->arch->magic)) 156 && tmp->magic && (!tmp->arch || !tmp->arch->magic))
158 { 157 {
159 if (tmp->magic > 0) 158 if (tmp->magic > 0)
160 val *= (3 * tmp->magic * tmp->magic * tmp->magic); 159 val *= 3 * tmp->magic * tmp->magic * tmp->magic;
161 else 160 else
162 /* Note that tmp->magic is negative, so that this 161 /* Note that tmp->magic is negative, so that this
163 * will actually be something like val /=2, /=3, etc. 162 * will actually be something like val /=2, /=3, etc.
164 */ 163 */
165 val /= (1 - tmp->magic); 164 val /= 1 - tmp->magic;
166 } 165 }
167 166
168 if (tmp->type == WAND) 167 if (tmp->type == WAND)
169 { 168 {
170 /* Value of the wand is multiplied by the number of 169 /* Value of the wand is multiplied by the number of
171 * charges. the treasure code already sets up the value 170 * charges. the treasure code already sets up the value
172 * 50 charges is used as the baseline. 171 * 50 charges is used as the baseline.
173 */ 172 */
174 if (tmp->flag [FLAG_IDENTIFIED] || !need_identify (tmp) || identified) 173 if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified)
175 val = (val * tmp->stats.food) / 50; 174 val *= tmp->stats.food / 50;
176 else /* if not identified, presume one charge */ 175 else /* if not identified, presume one charge */
177 val /= 50; 176 val /= 50;
178 } 177 }
179 178
180 /* Limit amount of money you can get for really great items. */ 179 /* Limit amount of money you can get for really great items. */
181 if (flag == F_SELL) 180 if (flag == F_SELL)
182 val = value_limit ((sint64) val, number, who, shop); 181 val = value_limit (val, number, who, shop);
183 182
184 // use a nonlinear price adjustment. as my predecessor said, don't change 183 // 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. 184 // the archetypes, its work required for balancing, and we don't care.
186 //val = pow (val, 1.05); 185 //val = pow (val, 1.05);
187 186
192 * -b.e. edler@heydernet.de 191 * -b.e. edler@heydernet.de
193 */ 192 */
194 193
195 if (who && who->type == PLAYER) 194 if (who && who->type == PLAYER)
196 { 195 {
197 int lev_bargain = 0; 196 int lev_bargain = 0;
198 int lev_identify = 0; 197 int lev_identify = 0;
199 198
200 if (find_skill_by_number (who, SK_BARGAINING)) 199 if (!no_bargain)
201 lev_bargain = find_skill_by_number (who, SK_BARGAINING)->level; 200 if (object *skill = find_skill_by_name (who, shstr_bargaining))
201 lev_bargain = skill->level;
202 202
203 if (const typedata *tmptype = get_typedata (tmp->type)) 203 if (const typedata *tmptype = get_typedata (tmp->type))
204 { 204 {
205 if (int idskill1 = tmptype->identifyskill) 205 if (int idskill1 = tmptype->identifyskill)
206 { 206 {
217 /* ratio determines how much of the price modification 217 /* ratio determines how much of the price modification
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 double bargaining = min (0., 1. - powf (lev_bargain / MAXLEVEL_TREASURE, 0.25));
223 diff = no_bargain ? 1.0 : 1. - pow (lev_bargain / (double) settings.max_level, 0.25);
224 diff = (1. - cha_ratio) * diff + cha_ratio * (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.); 223 double charisma = (cha_bonus[who->stats.Cha] - 1.) / (cha_bonus[who->stats.Cha] + 1.);
225 diff = .02 + (.80 - .02) * diff; 224
225 double factor = (1. - cha_ratio) * bargaining + cha_ratio * charisma;
226
227 // scale 0..1 to 2 .. 80%
228 factor = lerp (factor, 0., 1., 0.02, 0.80);
226 229
227 if (flag == F_BUY) 230 if (flag == F_BUY)
228 val += val * diff; 231 val += val * factor;
229 else if (flag == F_SELL) 232 else if (flag == F_SELL)
230 val -= val * diff; 233 val -= val * factor;
231 234
232 // now find a price range. the less good we can judge, the larger the range is 235 // 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 236 // then the range is adjusted randomly around the correct value
234 if (approximate) 237 if (approximate)
235 approx_range = sint64 (val / sqrt (lev_identify * 3 + 1)); 238 approx_range = val / sqrt (lev_identify * 3 + 1);
236 } 239 }
237 240
238 /* I don't think this should really happen - if it does, it indicates and 241 /* I don't think this should really happen - if it does, it indicates and
239 * overflow of diff above. That should only happen if 242 * overflow of diff above. That should only happen if
240 * we are selling objects - in that case, the person just 243 * we are selling objects - in that case, the person just
241 * gets no money. 244 * gets no money.
242 */ 245 */
243 if ((sint64) val < 0) 246 if ((sint64) val < 0)
244 val = 0; 247 val = 0;
245 248
246 /* Unidentified stuff won't sell for more than 60gp */ 249 /* Unidentified stuff won't sell for more than 10gp */
247 if (flag == F_SELL && !tmp->flag [FLAG_IDENTIFIED] && need_identify (tmp) && !identified) 250 if (flag == F_SELL && !tmp->flag [FLAG_IDENTIFIED] && tmp->need_identify () && !identified)
248 { 251 min_it (val, 1000);
249 val = (val > 600) ? 600 : val;
250 }
251 252
252 /* if we are in a shop, check how the type of shop should affect the price */ 253 /* if we are in a shop, check how the type of shop should affect the price */
253 if (shop && who) 254 if (shop && who)
254 { 255 {
255 if (flag == F_SELL) 256 if (flag == F_SELL)
256 val = (val * shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map)); 257 val *= shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who) / shop_greed (who->map);
257 else if (flag == F_BUY) 258 else if (flag == F_BUY)
258 { 259 {
259 /* 260 /*
260 * when buying, if the item was sold by another player, it is ok to 261 * when buying, if the item was sold by another player, it is ok to
261 * let the item be sold cheaper, according to the specialisation of 262 * let the item be sold cheaper, according to the specialisation of
268 * In game terms, a non-specialist shop, might not recognise the true 269 * In game terms, a non-specialist shop, might not recognise the true
269 * value of the items they sell (much like how people sometimes find 270 * value of the items they sell (much like how people sometimes find
270 * antiques in a junk shop in real life). 271 * antiques in a junk shop in real life).
271 */ 272 */
272 if (tmp->flag [FLAG_PLAYER_SOLD]) 273 if (tmp->flag [FLAG_PLAYER_SOLD])
273 val = (val * shop_greed (who->map) * shop_specialisation_ratio (tmp, who->map) / shopkeeper_approval (who->map, who)); 274 val *= shop_specialisation_ratio (tmp, who->map);
274 else 275 else
275 val = (val * shop_greed (who->map) / (shop_specialisation_ratio (tmp, who->map) * shopkeeper_approval (who->map, who))); 276 val /= shop_specialisation_ratio (tmp, who->map);
277
278 val *= shop_greed (who->map) / shopkeeper_approval (who->map, who);
276 } 279 }
277 280
278 /* we will also have an extra 0-5% variation between shops of the same type 281 /* 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 282 * for valuable items (below a value of 50 this effect wouldn't be very
280 * pointful, and could give fun with rounding. 283 * pointful, and could give fun with rounding.
281 */ 284 */
282 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution 285 //TODO: why use cosf at all, just % and scale linearly, gives more even distribution
283 if (val > 50) 286 if (val > 50)
284 val += float (val) * .05f * cosf ((tmp->uuid.seq & 0xffff) * float (M_PI * 2. / 0x10000)); 287 val *= 1 + .05f * cosf ((tmp->uuid.seq & 0xffff) * M_PI * 2. / 0x10000);
285 } 288 }
286 289
287 return (sint64) val; 290 return val;
288} 291}
289 292
290/* Find the coin type that is worth more the 'c'. Starts at the 293/* Find the coin type that is worth more the 'c'. Starts at the
291 * cointype placement. 294 * cointype placement.
292 */ 295 */
296{ 299{
297 archetype *coin; 300 archetype *coin;
298 301
299 do 302 do
300 { 303 {
301 if (coins[*cointype] == NULL) 304 if (!coins [*cointype])
302 return NULL; 305 return 0;
306
303 coin = archetype::find (coins[*cointype]); 307 coin = archetype::find (coins [*cointype]);
308
304 if (coin == NULL) 309 if (!coin)
305 return NULL; 310 return 0;
311
306 *cointype += 1; 312 *cointype += 1;
307 } 313 }
308 while (coin->value > c); 314 while (coin->value > c);
309 315
310 return coin; 316 return coin;
321 * 10,000 silver or something) 327 * 10,000 silver or something)
322 */ 328 */
323const char * 329const char *
324cost_string_from_value (sint64 cost, int approx) 330cost_string_from_value (sint64 cost, int approx)
325{ 331{
326 static char buf[MAX_BUF];
327 archetype *coin, *next_coin; 332 archetype *coin, *next_coin;
328 int num, cointype = 0; 333 int num, cointype = 0;
329 334
330 coin = find_next_coin (cost, &cointype); 335 coin = find_next_coin (cost, &cointype);
331 if (coin == NULL) 336 if (!coin)
332 return "nothing"; 337 return "nothing";
333 338
334 num = cost / coin->value; 339 num = cost / coin->value;
335 /* so long as nrof is 32 bit, this is true. 340 /* so long as nrof is 32 bit, this is true.
336 * If it takes more coins than a person can possibly carry, this 341 * If it takes more coins than a person can possibly carry, this
337 * is basically true. 342 * is basically true.
338 */ 343 */
339 if ((cost / coin->value) > UINT32_MAX) 344 if (cost / coin->value > UINT32_MAX)
340 {
341 strcpy (buf, "an unimaginable sum of money"); 345 return "an unimaginable sum of money";
342 return buf;
343 }
344 346
345 cost -= num * (sint64)coin->value; 347 cost -= num * (sint64)coin->value;
346 348
347 sprintf (buf, "%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name); 349 char *buf = format ("%d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name);
348 350
349 next_coin = find_next_coin (cost, &cointype); 351 next_coin = find_next_coin (cost, &cointype);
350 if (next_coin == NULL || approx) 352 if (!next_coin || approx)
351 return buf; 353 return buf;
352 354
353 coin = next_coin; 355 coin = next_coin;
354 num = cost / coin->value; 356 num = cost / coin->value;
355 cost -= num * (sint64)coin->value; 357 cost -= num * (sint64)coin->value;
356 358
357 sprintf (buf + strlen (buf), " and %d %s", num, num > 1 ? &coin->object::name_pl : &coin->object::name); 359 return format ("%s and %d %s", buf, num, num > 1 ? &coin->object::name_pl : &coin->object::name);
358
359 return buf;
360} 360}
361 361
362const char * 362const char *
363query_cost_string (const object *tmp, object *who, int flag) 363query_cost_string (const object *tmp, object *who, int flag)
364{ 364{
383 { 383 {
384 if (!idskill1 || !find_skill_by_number (who, idskill1)) 384 if (!idskill1 || !find_skill_by_number (who, idskill1))
385 { 385 {
386 if (!idskill2 || !find_skill_by_number (who, idskill2)) 386 if (!idskill2 || !find_skill_by_number (who, idskill2))
387 { 387 {
388 if (!find_skill_by_number (who, SK_BARGAINING)) 388 if (!find_skill_by_name (who, shstr_bargaining))
389 { 389 {
390 static char buf[MAX_BUF];
391 int num, cointype = 0; 390 int num, cointype = 0;
392 archetype *coin = find_next_coin (real_value, &cointype); 391 archetype *coin = find_next_coin (real_value, &cointype);
393 392
394 if (coin == NULL) 393 if (!coin)
395 return "nothing"; 394 return "nothing";
396 395
397 num = real_value / coin->value; 396 num = real_value / coin->value;
398 397
399 if (num == 1) 398 if (num == 1)
400 sprintf (buf, "about one %s", &coin->object::name); 399 return format ("about one %s", &coin->object::name);
401 else if (num < 5) 400 else if (num < 5)
402 sprintf (buf, "a few %s", &coin->object::name_pl); 401 return format ("a few %s", &coin->object::name_pl);
403 else if (num < 10) 402 else if (num < 10)
404 sprintf (buf, "several %s", &coin->object::name_pl); 403 return format ("several %s", &coin->object::name_pl);
405 else if (num < 25) 404 else if (num < 25)
406 sprintf (buf, "a moderate amount of %s", &coin->object::name_pl); 405 return format ("a moderate amount of %s", &coin->object::name_pl);
407 else if (num < 100) 406 else if (num < 100)
408 sprintf (buf, "lots of %s", &coin->object::name_pl); 407 return format ("lots of %s", &coin->object::name_pl);
409 else if (num < 1000) 408 else if (num < 1000)
410 sprintf (buf, "a great many %s", &coin->object::name_pl); 409 return format ("a great many %s", &coin->object::name_pl);
411 else 410 else
412 sprintf (buf, "a vast quantity of %s", &coin->object::name_pl); 411 return format ("a vast quantity of %s", &coin->object::name_pl);
413
414 return buf;
415 } 412 }
416 } 413 }
417 } 414 }
418 415
419 int hash = ((unsigned int) tmp->count * 174364621) & 1023;
420
421 if (approx_range) 416 if (approx_range)
422 { 417 {
418 int hash = tmp->random_seed () & 1023;
423 sint64 lo = (sint64) real_value - (approx_range * hash >> 10); 419 sint64 lo = real_value - (approx_range * hash >> 10);
424 static char buf[MAX_BUF];
425 420
426 sprintf (buf, "between %s", cost_string_from_value (lo, 1)); 421 return format ("between %s and %s",
427 sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1)); 422 cost_string_from_value (lo, 1),
428 423 cost_string_from_value (lo + approx_range, 1));
429 return buf;
430 } 424 }
431 } 425 }
432 426
433 return cost_string_from_value (real_value, 0); 427 return cost_string_from_value (real_value, 0);
434} 428}
506 * This determins the amount of exp (if any) gained for bargaining. 500 * This determins the amount of exp (if any) gained for bargaining.
507 */ 501 */
508 saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay; 502 saved_money = query_cost (op, pl, F_BUY | F_NO_BARGAIN | F_SHOP) - to_pay;
509 503
510 if (saved_money > 0) 504 if (saved_money > 0)
511 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE); 505 change_exp (pl, saved_money, shstr_bargaining, SK_EXP_NONE);
512 506
513 pay_from_container (pl, pl, to_pay); 507 pay_from_container (pl, pl, to_pay);
514 508
515 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 509 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
516 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && (!pouch->race || pouch->race.contains ("gold"))) 510 if (pouch->type == CONTAINER && pouch->flag [FLAG_APPLIED] && (!pouch->race || pouch->race.contains ("gold")))
681 675
682 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op) 676 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
683 { 677 {
684 if (op->flag [FLAG_UNPAID]) 678 if (op->flag [FLAG_UNPAID])
685 { 679 {
686 char buf[MAX_BUF];
687 snprintf (buf, MAX_BUF, "%s", query_cost_string (op, pl, F_BUY | F_SHOP)); 680 const char *buf = query_cost_string (op, pl, F_BUY | F_SHOP);
688 681
689 if (!pay_for_item (op, pl)) 682 if (!pay_for_item (op, pl))
690 { 683 {
691 sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl); 684 sint64 i = query_cost (op, pl, F_BUY | F_SHOP) - query_money (pl);
692 685
697 } 690 }
698 else 691 else
699 { 692 {
700 op->clr_flag (FLAG_UNPAID); 693 op->clr_flag (FLAG_UNPAID);
701 op->clr_flag (FLAG_PLAYER_SOLD); 694 op->clr_flag (FLAG_PLAYER_SOLD);
702 new_draw_info_format (NDI_UNIQUE, 0, op, "You paid %s for %s.", buf, query_name (op)); 695 new_draw_info_format (NDI_UNIQUE, 0, pl, "You paid %s for %s.", buf, query_name (op));
703 696
704 if (!merge_ob (op, op->env->inv)) 697 if (!merge_ob (op, op->env->inv))
705 esrv_update_item (UPD_FLAGS, pl, op); 698 esrv_update_item (UPD_FLAGS, pl, op);
706 699
707 goto next_item; 700 goto next_item;
829 * exp/10 -> 1 for each gold coin 822 * exp/10 -> 1 for each gold coin
830 */ 823 */
831 extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP); 824 extra_gain = amount - query_cost (op, pl, F_SELL | F_NO_BARGAIN | F_SHOP);
832 825
833 if (extra_gain > 0) 826 if (extra_gain > 0)
834 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); 827 change_exp (pl, extra_gain / 10, shstr_bargaining, SK_EXP_NONE);
835 828
836 pay_player (pl, amount); 829 pay_player (pl, amount);
837 830
838 new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.", 831 new_draw_info_format (NDI_UNIQUE, 0, pl, "You receive %s for %s.",
839 query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op)); 832 query_cost_string (op, pl, F_SELL | F_SHOP), query_name (op));
1070} 1063}
1071 1064
1072static void 1065static void
1073add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated) 1066add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1074{ 1067{
1075#if 0
1076 char buf[MAX_BUF];
1077#endif
1078 /* clear unpaid flag so that doesn't come up in query 1068 /* clear unpaid flag so that doesn't come up in query
1079 * string. We clear nrof so that we can better sort 1069 * string. We clear nrof so that we can better sort
1080 * the object names. 1070 * the object names.
1081 */ 1071 */
1082 1072

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