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openmw-tes3mp/apps/openmw/mwmechanics/trading.cpp

84 lines
3.3 KiB
C++

#include "trading.hpp"
#include <components/misc/rng.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/world.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/esmstore.hpp"
#include "creaturestats.hpp"
namespace MWMechanics
{
Trading::Trading() {}
bool Trading::haggle(const MWWorld::Ptr& player, const MWWorld::Ptr& merchant, int playerOffer, int merchantOffer)
{
// accept if merchant offer is better than player offer
if ( playerOffer <= merchantOffer ) {
return true;
}
// reject if npc is a creature
if ( merchant.getTypeName() != typeid(ESM::NPC).name() ) {
return false;
}
const MWWorld::Store<ESM::GameSetting> &gmst =
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
// Is the player buying?
bool buying = (merchantOffer < 0);
int a = std::abs(merchantOffer);
int b = std::abs(playerOffer);
int d = (buying)
? int(100 * (a - b) / a)
: int(100 * (b - a) / b);
int clampedDisposition = MWBase::Environment::get().getMechanicsManager()->getDerivedDisposition(merchant);
const MWMechanics::CreatureStats &merchantStats = merchant.getClass().getCreatureStats(merchant);
const MWMechanics::CreatureStats &playerStats = player.getClass().getCreatureStats(player);
float a1 = static_cast<float>(player.getClass().getSkill(player, ESM::Skill::Mercantile));
float b1 = 0.1f * playerStats.getAttribute(ESM::Attribute::Luck).getModified();
float c1 = 0.2f * playerStats.getAttribute(ESM::Attribute::Personality).getModified();
float d1 = static_cast<float>(merchant.getClass().getSkill(merchant, ESM::Skill::Mercantile));
float e1 = 0.1f * merchantStats.getAttribute(ESM::Attribute::Luck).getModified();
float f1 = 0.2f * merchantStats.getAttribute(ESM::Attribute::Personality).getModified();
float dispositionTerm = gmst.find("fDispositionMod")->getFloat() * (clampedDisposition - 50);
float pcTerm = (dispositionTerm + a1 + b1 + c1) * playerStats.getFatigueTerm();
float npcTerm = (d1 + e1 + f1) * merchantStats.getFatigueTerm();
float x = gmst.find("fBargainOfferMulti")->getFloat() * d
+ gmst.find("fBargainOfferBase")->getFloat()
+ int(pcTerm - npcTerm);
int roll = Misc::Rng::rollDice(100) + 1;
// reject if roll fails
// (or if player tries to buy things and get money)
if ( roll > x || (merchantOffer < 0 && 0 < playerOffer) ) {
return false;
}
// apply skill gain on successful barter
float skillGain = 0.f;
int finalPrice = std::abs(playerOffer);
int initialMerchantOffer = std::abs(merchantOffer);
if ( !buying && (finalPrice > initialMerchantOffer) ) {
skillGain = floor(100.f * (finalPrice - initialMerchantOffer) / finalPrice);
}
else if ( buying && (finalPrice < initialMerchantOffer) ) {
skillGain = floor(100.f * (initialMerchantOffer - finalPrice) / initialMerchantOffer);
}
player.getClass().skillUsageSucceeded(player, ESM::Skill::Mercantile, 0, skillGain);
return true;
}
}