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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 1.83 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 int number = tmp->number_of ();
114 113
115 if (tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || 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
155 */ 154 */
156 if ((tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified || tmp->flag [FLAG_BEEN_APPLIED]) 155 if ((tmp->flag [FLAG_IDENTIFIED] || !tmp->need_identify () || identified || tmp->flag [FLAG_BEEN_APPLIED])
157 && tmp->magic && (!tmp->arch || !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] || !tmp->need_identify () || 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] && tmp->need_identify () && !identified) 250 if (flag == F_SELL && !tmp->flag [FLAG_IDENTIFIED] && tmp->need_identify () && !identified)
248 min_it (val, 600); 251 min_it (val, 1000);
249 252
250 /* 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 */
251 if (shop && who) 254 if (shop && who)
252 { 255 {
253 if (flag == F_SELL) 256 if (flag == F_SELL)
254 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);
255 else if (flag == F_BUY) 258 else if (flag == F_BUY)
256 { 259 {
257 /* 260 /*
258 * 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
259 * let the item be sold cheaper, according to the specialisation of 262 * let the item be sold cheaper, according to the specialisation of
266 * 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
267 * 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
268 * antiques in a junk shop in real life). 271 * antiques in a junk shop in real life).
269 */ 272 */
270 if (tmp->flag [FLAG_PLAYER_SOLD]) 273 if (tmp->flag [FLAG_PLAYER_SOLD])
271 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);
272 else 275 else
273 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);
274 } 279 }
275 280
276 /* 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
277 * 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
278 * pointful, and could give fun with rounding. 283 * pointful, and could give fun with rounding.
279 */ 284 */
280 //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
281 if (val > 50) 286 if (val > 50)
282 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);
283 } 288 }
284 289
285 return (sint64) val; 290 return val;
286} 291}
287 292
288/* 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
289 * cointype placement. 294 * cointype placement.
290 */ 295 */
294{ 299{
295 archetype *coin; 300 archetype *coin;
296 301
297 do 302 do
298 { 303 {
299 if (coins[*cointype] == NULL) 304 if (!coins [*cointype])
300 return NULL; 305 return 0;
306
301 coin = archetype::find (coins[*cointype]); 307 coin = archetype::find (coins [*cointype]);
308
302 if (coin == NULL) 309 if (!coin)
303 return NULL; 310 return 0;
311
304 *cointype += 1; 312 *cointype += 1;
305 } 313 }
306 while (coin->value > c); 314 while (coin->value > c);
307 315
308 return coin; 316 return coin;
319 * 10,000 silver or something) 327 * 10,000 silver or something)
320 */ 328 */
321const char * 329const char *
322cost_string_from_value (sint64 cost, int approx) 330cost_string_from_value (sint64 cost, int approx)
323{ 331{
324 static char buf[MAX_BUF];
325 archetype *coin, *next_coin; 332 archetype *coin, *next_coin;
326 int num, cointype = 0; 333 int num, cointype = 0;
327 334
328 coin = find_next_coin (cost, &cointype); 335 coin = find_next_coin (cost, &cointype);
329 if (coin == NULL) 336 if (!coin)
330 return "nothing"; 337 return "nothing";
331 338
332 num = cost / coin->value; 339 num = cost / coin->value;
333 /* so long as nrof is 32 bit, this is true. 340 /* so long as nrof is 32 bit, this is true.
334 * 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
335 * is basically true. 342 * is basically true.
336 */ 343 */
337 if ((cost / coin->value) > UINT32_MAX) 344 if (cost / coin->value > UINT32_MAX)
338 {
339 strcpy (buf, "an unimaginable sum of money"); 345 return "an unimaginable sum of money";
340 return buf;
341 }
342 346
343 cost -= num * (sint64)coin->value; 347 cost -= num * (sint64)coin->value;
344 348
345 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);
346 350
347 next_coin = find_next_coin (cost, &cointype); 351 next_coin = find_next_coin (cost, &cointype);
348 if (next_coin == NULL || approx) 352 if (!next_coin || approx)
349 return buf; 353 return buf;
350 354
351 coin = next_coin; 355 coin = next_coin;
352 num = cost / coin->value; 356 num = cost / coin->value;
353 cost -= num * (sint64)coin->value; 357 cost -= num * (sint64)coin->value;
354 358
355 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);
356
357 return buf;
358} 360}
359 361
360const char * 362const char *
361query_cost_string (const object *tmp, object *who, int flag) 363query_cost_string (const object *tmp, object *who, int flag)
362{ 364{
381 { 383 {
382 if (!idskill1 || !find_skill_by_number (who, idskill1)) 384 if (!idskill1 || !find_skill_by_number (who, idskill1))
383 { 385 {
384 if (!idskill2 || !find_skill_by_number (who, idskill2)) 386 if (!idskill2 || !find_skill_by_number (who, idskill2))
385 { 387 {
386 if (!find_skill_by_number (who, SK_BARGAINING)) 388 if (!find_skill_by_name (who, shstr_bargaining))
387 { 389 {
388 static char buf[MAX_BUF];
389 int num, cointype = 0; 390 int num, cointype = 0;
390 archetype *coin = find_next_coin (real_value, &cointype); 391 archetype *coin = find_next_coin (real_value, &cointype);
391 392
392 if (coin == NULL) 393 if (!coin)
393 return "nothing"; 394 return "nothing";
394 395
395 num = real_value / coin->value; 396 num = real_value / coin->value;
396 397
397 if (num == 1) 398 if (num == 1)
398 sprintf (buf, "about one %s", &coin->object::name); 399 return format ("about one %s", &coin->object::name);
399 else if (num < 5) 400 else if (num < 5)
400 sprintf (buf, "a few %s", &coin->object::name_pl); 401 return format ("a few %s", &coin->object::name_pl);
401 else if (num < 10) 402 else if (num < 10)
402 sprintf (buf, "several %s", &coin->object::name_pl); 403 return format ("several %s", &coin->object::name_pl);
403 else if (num < 25) 404 else if (num < 25)
404 sprintf (buf, "a moderate amount of %s", &coin->object::name_pl); 405 return format ("a moderate amount of %s", &coin->object::name_pl);
405 else if (num < 100) 406 else if (num < 100)
406 sprintf (buf, "lots of %s", &coin->object::name_pl); 407 return format ("lots of %s", &coin->object::name_pl);
407 else if (num < 1000) 408 else if (num < 1000)
408 sprintf (buf, "a great many %s", &coin->object::name_pl); 409 return format ("a great many %s", &coin->object::name_pl);
409 else 410 else
410 sprintf (buf, "a vast quantity of %s", &coin->object::name_pl); 411 return format ("a vast quantity of %s", &coin->object::name_pl);
411
412 return buf;
413 } 412 }
414 } 413 }
415 } 414 }
416 415
417 int hash = ((unsigned int) tmp->count * 174364621) & 1023;
418
419 if (approx_range) 416 if (approx_range)
420 { 417 {
418 int hash = tmp->random_seed () & 1023;
421 sint64 lo = (sint64) real_value - (approx_range * hash >> 10); 419 sint64 lo = real_value - (approx_range * hash >> 10);
422 static char buf[MAX_BUF];
423 420
424 sprintf (buf, "between %s", cost_string_from_value (lo, 1)); 421 return format ("between %s and %s",
425 sprintf (buf + strlen (buf), " and %s", cost_string_from_value (lo + approx_range, 1)); 422 cost_string_from_value (lo, 1),
426 423 cost_string_from_value (lo + approx_range, 1));
427 return buf;
428 } 424 }
429 } 425 }
430 426
431 return cost_string_from_value (real_value, 0); 427 return cost_string_from_value (real_value, 0);
432} 428}
504 * This determins the amount of exp (if any) gained for bargaining. 500 * This determins the amount of exp (if any) gained for bargaining.
505 */ 501 */
506 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;
507 503
508 if (saved_money > 0) 504 if (saved_money > 0)
509 change_exp (pl, saved_money, "bargaining", SK_EXP_NONE); 505 change_exp (pl, saved_money, shstr_bargaining, SK_EXP_NONE);
510 506
511 pay_from_container (pl, pl, to_pay); 507 pay_from_container (pl, pl, to_pay);
512 508
513 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below) 509 for (pouch = pl->inv; pouch && to_pay; pouch = pouch->below)
514 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")))
679 675
680 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op) 676 for (object::depth_iterator op = pl->begin (); op != pl->end (); ++op)
681 { 677 {
682 if (op->flag [FLAG_UNPAID]) 678 if (op->flag [FLAG_UNPAID])
683 { 679 {
684 char buf[MAX_BUF];
685 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);
686 681
687 if (!pay_for_item (op, pl)) 682 if (!pay_for_item (op, pl))
688 { 683 {
689 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);
690 685
695 } 690 }
696 else 691 else
697 { 692 {
698 op->clr_flag (FLAG_UNPAID); 693 op->clr_flag (FLAG_UNPAID);
699 op->clr_flag (FLAG_PLAYER_SOLD); 694 op->clr_flag (FLAG_PLAYER_SOLD);
700 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));
701 696
702 if (!merge_ob (op, op->env->inv)) 697 if (!merge_ob (op, op->env->inv))
703 esrv_update_item (UPD_FLAGS, pl, op); 698 esrv_update_item (UPD_FLAGS, pl, op);
704 699
705 goto next_item; 700 goto next_item;
827 * exp/10 -> 1 for each gold coin 822 * exp/10 -> 1 for each gold coin
828 */ 823 */
829 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);
830 825
831 if (extra_gain > 0) 826 if (extra_gain > 0)
832 change_exp (pl, extra_gain / 10, "bargaining", SK_EXP_NONE); 827 change_exp (pl, extra_gain / 10, shstr_bargaining, SK_EXP_NONE);
833 828
834 pay_player (pl, amount); 829 pay_player (pl, amount);
835 830
836 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.",
837 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));
1068} 1063}
1069 1064
1070static void 1065static void
1071add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated) 1066add_shop_item (object *tmp, shopinv * items, int *numitems, int *numallocated)
1072{ 1067{
1073#if 0
1074 char buf[MAX_BUF];
1075#endif
1076 /* clear unpaid flag so that doesn't come up in query 1068 /* clear unpaid flag so that doesn't come up in query
1077 * string. We clear nrof so that we can better sort 1069 * string. We clear nrof so that we can better sort
1078 * the object names. 1070 * the object names.
1079 */ 1071 */
1080 1072

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