/**
* This room will handle craft shop like things, where you sell stuff to
* the store and it will sell it onto other players after taking
* a margin. This can be used for potions, pottery, swords, anything!
* @author Pinkfish
* @started Thu Feb 5 15:39:57 CST 1998
*/
#include <money.h>
#include <shops/craft_shop.h>
inherit "/std/shops/inherit/craft_shop";
private nosave function _cat_extra_sell_check;
private string _default_category;
#define DAY (24 * 60 * 60)
//
// Predefinitions.
//
protected void setup_category(function func,
int value,
string name,
object* sellables);
protected void choose_category(string category,
function func,
int value,
string name,
object* sellables,
string* categories);
int do_list_category(string category);
int do_change_category(object* obs, string category);
void create() {
::set_extra_sell_check( (: setup_category :) );
if (!_default_category) {
_default_category = "General";
}
::create();
} /* create() */
void init() {
string storeroom;
::init();
if (query_controller()) {
storeroom = file_name(query_controller()->query_sell_list());
add_command("change", "category of <indirect:object:" + storeroom +
"> to <string'category'>",
(: do_change_category($1, $4[1]) :));
}
add_command("list", "<string'category'>", (: do_list_category($4[0]) :));
} /* init() */
/**
* This method adds a category into the accept list immediately. This should
* really only be used for initialy setting up the shop.
* @param category the name of the category
*/
void add_shop_category(string category) {
query_controller()->add_category_accepted(category);
} /* add_shop_category() */
/**
* This method sets the description of the category.
* @param category the name of the category
* @param description the new description
*/
void set_category_description(string category, string description) {
query_controller()->set_category_description(category, description);
} /* set_category_description() */
/**
* This method sets the description of the category.
* @param category the name of the category
* @param info the new information
*/
void set_category_information(string category, string information) {
query_controller()->set_category_information(category, information);
} /* set_category_information() */
/**
* This method forcibly removes a category from the accepted list.
* @param category the category to remove
*/
void remove_shop_category(string category) {
query_controller()->remove_category_accepted(category);
} /* remove_shop_category() */
private void setup_default_category() {
if (!query_controller()->is_valid_category(_default_category) &&
_default_category) {
add_shop_category(_default_category);
}
} /* setup_default_category() */
/**
* This method returns the current default category for the shop.
* @return the default category
*/
string query_default_category() {
return _default_category;
} /* query_default_category() */
/** @ignore yes */
void set_controller(string name) {
::set_controller(name);
setup_default_category();
} /* set_controller() */
/**
* You should run this when you change the system to the category
* based system. It will go through and set anything without
* a category to have a category.
*/
void update_categories() {
object *obs;
object ob;
//
// Zip through an update all of the existing things to be in the
// default category.
//
obs = query_controller()->query_sell_list_obs();
foreach (ob in obs) {
if (!query_controller()->query_category_of_shop_object(ob)) {
query_controller()->change_category_of_shop_object(ob, _default_category);
}
}
} /* set_controller() */
/**
* This correctly cases the name.
* @return the correctly cases name, or 0 for failure
*/
string query_real_category_name(string in_cat) {
string* categories;
string cat;
categories = query_controller()->query_categories();
foreach (cat in categories) {
if (lower_case(cat)[0..strlen(in_cat)-1] == lower_case(in_cat)) {
return cat;
}
}
return 0;
} /* query_real_category_name() */
/**
* This method sets a category on the sellables. It is called from
* within the craft shop code itself.
* @param func the function to call on exit
* @param value the current value of the item
* @param name the name of object
* @param sellables the items for sale
*/
protected void setup_category(function func,
int value,
string name,
object* sellables) {
string* categories;
string cat;
int i;
//
// Check to see if this name/owner choice has a category already.
//
cat = query_controller()->query_category_of(name,
this_player()->query_name());
if (cat) {
evaluate(func, value, name, sellables, cat);
} else {
categories = query_controller()->query_categories();
if (sizeof(categories) == 1) {
write("There is only category, putting it into the default " +
categories[0] + ".\n");
evaluate(func, value, name, sellables, categories[0]);
} else {
write("Categories:\n");
for (i = 0; i < sizeof(categories); i++) {
write(sprintf("%c) %s\n", i + 'A', categories[i]));
}
write("Which category do you wish to put '" + name + "' into? ");
input_to((: choose_category :),
0,
func,
value,
name,
sellables,
categories);
}
}
} /* setup_category() */
private void complete_cat_sale(int value,
string name,
object* sellables,
string category,
function func) {
evaluate(func, value, name, sellables, category);
} /* complete_cat_sale() */
/**
* This method chooses which category to set the item in.
* @param category the category to choose
* @param func the function to call on exit
* @param value the current value of the item
* @param name the name of object
* @param sellables the items for sale
*/
protected void choose_category(string category,
function func,
int value,
string name,
object* sellables,
string* categories) {
string real_category;
if (!strlen(category)) {
write("Ok, stopping the sell.\n");
return ;
}
if (strlen(category) == 1) {
category = lower_case(category);
if (category[0] < 'a' ||
category[0] >= 'a' + sizeof(categories)) {
write("Sorry, " + category + " is out of range. Try again.\n");
write("Which category do you wish to put '" + name + "' into? ");
input_to((: choose_category :),
0,
func,
value,
name,
sellables,
categories);
return ;
} else {
real_category = categories[category[0] - 'a'];
}
} else {
real_category = query_real_category_name(category);
if (!real_category) {
write("Sorry, " + category + " is not a category.\n");
write("Which category do you wish to put '" + name + "' into? ");
input_to((: choose_category :),
0,
func,
value,
name,
sellables,
categories);
return ;
}
}
if (!real_category) {
setup_category(func, value, name, sellables);
} else {
if (_cat_extra_sell_check) {
evaluate(_cat_extra_sell_check,
(: complete_cat_sale :),
value, name, sellables, real_category, func);
} else {
complete_cat_sale(value, name, sellables, real_category, func);
}
}
} /* choose_category() */
/**
* This method lists a specific category of items.
* @param category the category to list
*/
int do_list_category(string category) {
string place;
string info;
object *obs;
object ob;
mixed *morestuff;
string ret;
string list;
// Check to make sure the shop is open.
if (!check_open(this_player(), "list")) {
return 0;
}
list = query_real_category_name(category);
if (!list ||
!query_controller()->is_valid_category(list)) {
add_failed_mess("The category " + category + " does not exist.\n");
return 0;
}
info = query_controller()->query_category_information(list);
/* Do a list of the wombles... */
obs = query_controller()->query_sell_list_obs();
if (!sizeof(obs)) {
add_failed_mess("The shop is empty.\n", ({ }));
return 0;
}
place = query_property("place");
if (!place) {
place = "default";
}
obs = filter(obs, (: query_controller()->query_category_of_shop_object($1) == $2:), list );
ret = "";
ret += list + ":\n";
if (info) {
ret += "$I$3=" + info + "\n";
}
morestuff = unique_array(obs, (: query_controller()->query_id_of_shop_object($1) :));
morestuff = sort_array(morestuff, (:
strcmp(query_controller()->query_id_of_shop_object($1[0]),
query_controller()->query_id_of_shop_object($2[0])) :) );
foreach (obs in morestuff) {
ob = obs[0];
ret += "$I$9=$C$ " + query_controller()->query_id_of_shop_object(ob) +
") $C$" + ob->short() + " for " +
MONEY_HAND->money_value_string(ob->query_value(), place) + "; " +
query_num(sizeof(obs)) + " left.\n";
}
write("$P$Shop list" + list + "$P$" + ret);
add_succeeded_mess( ({ "", "$N browses through the inventory.\n" }) );
return 1;
} /* do_list_category() */
/**
* @ignore yes
*/
int do_list() {
string place;
object *obs;
mixed *stuff;
mixed *morestuff;
string ret;
string* categories;
string cat;
string desc;
object ob;
// Check to make sure the shop is open.
if (!check_open(this_player(), "list")) {
return 0;
}
/* Do a list of the wombles... */
obs = query_controller()->query_sell_list_obs();
if (!sizeof(obs)) {
add_failed_mess("The shop is empty.\n", ({ }));
return 0;
}
place = query_property("place");
if (!place) {
place = "default";
}
categories = query_controller()->query_categories();
stuff = unique_array(obs, (: query_controller()->query_category_of_shop_object($1) :), 12 );
ret = "";
foreach (obs in stuff) {
if (!query_controller()->query_category_of_shop_object(obs[0])) {
cat = "No category";
foreach (ob in obs) {
query_controller()->change_category_of_shop_object(ob,
query_default_category());
}
cat = query_default_category();
} else {
cat = query_controller()->query_category_of_shop_object(obs[0]);
categories -= ({ query_controller()->query_category_of_shop_object(obs[0]) });
desc = query_controller()->query_category_description(cat);
}
morestuff = unique_array(obs, (: query_controller()->query_id_of_shop_object($1) :));
//morestuff = unique_array(obs, (: $1->query_short() :));
ret += "$I$3=" + cat + ": " + sizeof(morestuff) +
" different item" + (sizeof(morestuff)>1?"s":"") + " for sale.\n";
if (desc) {
ret += "$I$6= " + desc + "\n";
}
}
if (sizeof(categories) > 1) {
ret += "$I$0=The categories " + query_multiple_short(categories) +
" do not have anything for sale.\n";
} else if (sizeof(categories)) {
ret += "$I$0=The category " + query_multiple_short(categories) +
" does not have anything for sale.\n";
}
ret += "\n$I$0=Please list each category for the items in the category.\n";
write("$P$Shop list$P$" + ret);
add_succeeded_mess( ({ "", "$N browses through the inventory.\n" }) );
return 1;
} /* do_list() */
int do_change_category(object *obs, string new_category) {
object *frog;
// Check to make sure the shop is open.
if (!check_open(this_player(), "change")) {
return 0;
}
frog = filter(obs, (: $1->short() == $2->short() :), obs[0]);
if (sizeof(frog) != sizeof(obs)) {
add_failed_mess("You cannot change the category of more than one "
"type of object at once.\n", obs);
return 0;
}
if (!is_able_to_change(obs[0])) {
add_failed_mess("You do not own $I.\n", obs);
return 0;
}
new_category = query_real_category_name(new_category);
if (!new_category ||
!query_controller()->is_valid_category(new_category)) {
add_failed_mess("You must choose a category that exists.\n");
return 0;
}
if (query_controller()->change_category_of_shop_object(obs[0], new_category)) {
add_succeeded_mess(({ "You change the category of $I to " +
new_category + ".\n",
"$N changes the category of $I.\n" }),
({ obs[0] }) );
} else {
add_failed_mess("Unable to change to category " + new_category + ".\n", obs);
}
return 1;
} /* do_change_category() */
/**
* This method sets the extra sell function for the shop. The extra sell
* function is called after the sell process is almost finished. It can
* check for extra things needed in the sell process, like which page of
* the book to browse.
* @param func the extra sell function
* @see query_extra_sell_check()
* @see complete_sell()
*/
void set_extra_sell_check(function func) {
_cat_extra_sell_check = func;
} /* set_extra_sell_check() */
/**
* This method returns the extra sell check function.
* @return the extra sell check function
* @see set_extra_sell_check()
*/
function query_extra_sell_check() {
return _cat_extra_sell_check;
} /* query_extra_sell_check() */
/**
* This method sets the default category for the item. This must be setup
* for something useful to happen.
* @param category the default category
*/
void set_default_category(string category) {
_default_category = category;
} /* set_default_category() */