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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * 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 |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | * 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 |
9 | * the terms of the Affero GNU General Public License as published by the |
… | |
… | |
29 | #include <sproto.h> |
29 | #include <sproto.h> |
30 | |
30 | |
31 | /* this is a measure of how effective store specialisation is. A general store |
31 | /* 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 |
32 | * 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 |
33 | * 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. |
34 | * therefore making this number higher, makes specialisation less effective. |
35 | * setting this value above 1 or to a negative value would have interesting, |
35 | * setting this value above 1 or to a negative value would have interesting, |
36 | * (though not useful) effects. |
36 | * (though not useful) effects. |
37 | */ |
37 | */ |
38 | #define SPECIALISATION_EFFECT .5 |
38 | #define SPECIALISATION_EFFECT .5 |
39 | |
39 | |
… | |
… | |
55 | * would not be done. |
55 | * would not be done. |
56 | * |
56 | * |
57 | * Added F_APPROX flag, which means that the price returned should be wrong by |
57 | * Added F_APPROX flag, which means that the price returned should be wrong by |
58 | * an amount related to the player's bargaining skill. |
58 | * an amount related to the player's bargaining skill. |
59 | * |
59 | * |
60 | * Added F_SHOP flag to mean that the specialisation of the shop on the player's |
60 | * 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 |
61 | * 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. |
62 | * specialise in what is being traded will give better prices than those that do not. |
63 | * |
63 | * |
64 | * CF 0.91.4 - This function got changed around a bit. Now the |
64 | * 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 |
65 | * 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 |
66 | * 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 |
67 | * divisions took place, the value got rounded to 0 (Being an int), and |
… | |
… | |
255 | { |
255 | { |
256 | if (flag == F_SELL) |
256 | if (flag == F_SELL) |
257 | 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); |
258 | else if (flag == F_BUY) |
258 | else if (flag == F_BUY) |
259 | { |
259 | { |
260 | /* |
260 | /* |
261 | * 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 |
262 | * let the item be sold cheaper, according to the specialisation of |
262 | * let the item be sold cheaper, according to the specialisation of |
263 | * the shop. If a player sold an item here, then his sale price was |
263 | * the shop. If a player sold an item here, then his sale price was |
264 | * multiplied by the specialisation ratio, to do the same to the buy |
264 | * multiplied by the specialisation ratio, to do the same to the buy |
265 | * price will not generate extra money. However, the |
265 | * price will not generate extra money. However, the |
266 | * same is not true of generated items, these have to /divide/ by the |
266 | * same is not true of generated items, these have to /divide/ by the |
267 | * specialisation, so that the price is never less than what they could |
267 | * specialisation, so that the price is never less than what they could |
268 | * be sold for (otherwise players could camp map resets to make money). |
268 | * be sold for (otherwise players could camp map resets to make money). |
269 | * 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 |
270 | * 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 |
271 | * antiques in a junk shop in real life). |
271 | * antiques in a junk shop in real life). |
272 | */ |
272 | */ |
273 | if (tmp->flag [FLAG_PLAYER_SOLD]) |
273 | if (tmp->flag [FLAG_PLAYER_SOLD]) |
274 | val *= shop_specialisation_ratio (tmp, who->map); |
274 | val *= shop_specialisation_ratio (tmp, who->map); |
275 | else |
275 | else |
276 | val /= shop_specialisation_ratio (tmp, who->map); |
276 | val /= shop_specialisation_ratio (tmp, who->map); |
277 | |
277 | |
278 | val *= shop_greed (who->map) / shopkeeper_approval (who->map, who); |
278 | val *= shop_greed (who->map) / shopkeeper_approval (who->map, who); |
279 | } |
279 | } |
280 | |
280 | |
281 | /* 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 |
282 | * 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 |
283 | * pointful, and could give fun with rounding. |
283 | * pointful, and could give fun with rounding. |
284 | */ |
284 | */ |
285 | //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 |
286 | if (val > 50) |
286 | if (val > 50) |
287 | val *= 1 + .05f * cosf ((tmp->uuid.seq & 0xffff) * M_PI * 2. / 0x10000); |
287 | val *= 1 + .05f * cosf ((tmp->uuid.seq & 0xffff) * M_PI * 2. / 0x10000); |
… | |
… | |
617 | coin_objs[i]->destroy (); |
617 | coin_objs[i]->destroy (); |
618 | } |
618 | } |
619 | |
619 | |
620 | /* Checks all unpaid items in op's inventory, adds up all the money they |
620 | /* Checks all unpaid items in op's inventory, adds up all the money they |
621 | * have, and checks that they can actually afford what they want to buy. |
621 | * have, and checks that they can actually afford what they want to buy. |
622 | * Returns 1 if they can, and 0 if they can't. also prints an appropriate message |
622 | * Returns 1 if they can, and 0 if they can't. also prints an appropriate message |
623 | * to the player |
623 | * to the player |
624 | */ |
624 | */ |
625 | int |
625 | int |
626 | can_pay (object *pl) |
626 | can_pay (object *pl) |
627 | { |
627 | { |
… | |
… | |
837 | |
837 | |
838 | return true; |
838 | return true; |
839 | } |
839 | } |
840 | |
840 | |
841 | /* returns a double that is the ratio of the price that a shop will offer for |
841 | /* returns a double that is the ratio of the price that a shop will offer for |
842 | * item based on the shops specialisation. Does not take account of greed, |
842 | * item based on the shops specialisation. Does not take account of greed, |
843 | * returned value is between SPECIALISATION_EFFECT and 1. |
843 | * returned value is between SPECIALISATION_EFFECT and 1. |
844 | */ |
844 | */ |
845 | static double |
845 | static double |
846 | shop_specialisation_ratio (const object *item, const maptile *map) |
846 | shop_specialisation_ratio (const object *item, const maptile *map) |
847 | { |
847 | { |
… | |
… | |
856 | } |
856 | } |
857 | |
857 | |
858 | if (!item->type) |
858 | if (!item->type) |
859 | { |
859 | { |
860 | LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type: %s\n", item->debug_desc ()); |
860 | LOG (llevError, "shop_specialisation_ratio: passed an item with an invalid type: %s\n", item->debug_desc ()); |
861 | /* |
861 | /* |
862 | * I'm not really sure what the /right/ thing to do here is, these types of |
862 | * I'm not really sure what the /right/ thing to do here is, these types of |
863 | * item shouldn't exist anyway, but returning the ratio is probably the best bet.." |
863 | * item shouldn't exist anyway, but returning the ratio is probably the best bet.." |
864 | */ |
864 | */ |
865 | return SPECIALISATION_EFFECT; |
865 | return SPECIALISATION_EFFECT; |
866 | } |
866 | } |
867 | |
867 | |
868 | if (map->shopitems) |
868 | if (map->shopitems) |
… | |
… | |
904 | ? DISLIKE_RATIO |
904 | ? DISLIKE_RATIO |
905 | : 1.; |
905 | : 1.; |
906 | } |
906 | } |
907 | |
907 | |
908 | /* limit the value of items based on the wealth of the shop. If the item is close |
908 | /* limit the value of items based on the wealth of the shop. If the item is close |
909 | * to the maximum value a shop will offer, we start to reduce it, if the item is |
909 | * to the maximum value a shop will offer, we start to reduce it, if the item is |
910 | * below the minimum value the shop is prepared to trade in, then we don't |
910 | * below the minimum value the shop is prepared to trade in, then we don't |
911 | * want it and offer nothing. If it isn't a shop, check whether we should do generic |
911 | * want it and offer nothing. If it isn't a shop, check whether we should do generic |
912 | * value reduction. |
912 | * value reduction. |
913 | * |
913 | * |
914 | */ |
914 | */ |
915 | static sint64 |
915 | static sint64 |