Also fixed the project includes so that we don't need to always use the indirect include path, ie: #include "../include/foo.h" -> #include "foo.h" I'm don't know much about make files - if I busted the linux build, mea culpa, but I think we're okay on that front too. For future reference, here's the most straightforward link on the topic of adding pch support to make files: http://www.mercs-eng.com/~hulud/index.php?2008/06/13/6-writing-a-good-makefile-for-a-c-project
107 lines
2.7 KiB
C++
107 lines
2.7 KiB
C++
#include "PrecompiledHeader.h"
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#include "PriceList.h"
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int PriceList::randomKey = 0;
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PriceList::PriceList(const char * _filename, MTGAllCards * _collection):collection(_collection){
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filename = _filename;
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std::ifstream file(_filename);
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std::string cardid;
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std::string price;
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if(file){
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while(std::getline(file,cardid)){
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std::getline(file,price);
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prices[atoi(cardid.c_str())]= atoi(price.c_str());
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}
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file.close();
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}
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if(randomKey == 0)
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randomKey = rand();
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}
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PriceList::~PriceList(){
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}
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int PriceList::save(){
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std::ofstream file(filename.c_str());
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char writer[20];
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if (file){
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map<int,int>::iterator it=prices.begin();
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while(it != prices.end()){
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sprintf(writer,"%i\n%i\n", (*it).first, (*it).second);
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it++;
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file<<writer;
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}
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file.close();
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}
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return 1;
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}
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int PriceList::getPrice(int cardId){
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map<int,int>::iterator it = prices.find(cardId);
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if (it != prices.end()) return (*it).second;
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char rarity = collection->getCardById(cardId)->getRarity();
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switch(rarity){
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case Constants::RARITY_M:
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return Constants::PRICE_1M;
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break;
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case Constants::RARITY_S:
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return Constants::PRICE_1S;
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break;
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case Constants::RARITY_R:
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return Constants::PRICE_1R;
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break;
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case Constants::RARITY_U:
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return Constants::PRICE_1U;
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break;
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case Constants::RARITY_C:
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return Constants::PRICE_1C;
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break;
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case Constants::RARITY_L:
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return Constants::PRICE_1L;
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break;
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default:
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return Constants::PRICE_1C;
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break;
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}
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}
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int PriceList::setPrice(int cardId, int price){
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prices[cardId] = price;
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return price;
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}
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int PriceList::getSellPrice(int cardid){
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return getPrice(cardid);
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}
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float PriceList::difficultyScalar(float price, int cardid){
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float badluck = (float)(abs(cardid + randomKey) % 201) / 100; //Float between 0 and 2.
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switch(options[Options::ECON_DIFFICULTY].number){
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case Constants::ECON_EASY:
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badluck -= 1.5; price /= 2; break; //Price from .25x to .75x, .25x more likely.
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case Constants::ECON_NORMAL: default:
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badluck /= 2; break; //price from 1x to 2x, even probability.
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case Constants::ECON_HARD:
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price *= 1.5; break; //price from 1.5x to 3x, 3x being twice as likely.
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case Constants::ECON_LUCK:
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badluck += .25; return price*badluck; break; //Price from .25x to 2.25x, randomly.
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}
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if(badluck > 1) badluck = 1;
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else if(badluck < -1) badluck = -1;
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return (price + price * badluck);
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}
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int PriceList::getPurchasePrice(int cardid){
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float p = difficultyScalar(getPrice(cardid),cardid);
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if(p < 2) p = 2; //Prevents "Sell for 0 credits"
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return (int)p;
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}
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int PriceList::getOtherPrice(int amt){
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float p = difficultyScalar(amt,0);
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if(p < 2) p = 2;
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return (int)p;
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}
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