/* ************************************************************************
* File: shop.h Part of CircleMUD *
* Usage: shop file definitions, structures, constants *
* *
* All rights reserved. See license.doc for complete information. *
* *
* Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University *
* CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. *
************************************************************************ */
struct shop_buy_data {
int type;
char *keywords;
};
#define BUY_TYPE(i) ((i).type)
#define BUY_WORD(i) ((i).keywords)
struct shop_data {
room_vnum vnum; /* Virtual number of this shop */
obj_vnum *producing; /* Which item to produce (virtual) */
float profit_buy; /* Factor to multiply cost with */
float profit_sell; /* Factor to multiply cost with */
struct shop_buy_data *type; /* Which items to trade */
char *no_such_item1; /* Message if keeper hasn't got an item */
char *no_such_item2; /* Message if player hasn't got an item */
char *missing_cash1; /* Message if keeper hasn't got cash */
char *missing_cash2; /* Message if player hasn't got cash */
char *do_not_buy; /* If keeper dosn't buy such things */
char *message_buy; /* Message when player buys item */
char *message_sell; /* Message when player sells item */
int temper1; /* How does keeper react if no money */
bitvector_t bitvector; /* Can attack? Use bank? Cast here? */
mob_rnum keeper; /* The mobile who owns the shop (rnum) */
int with_who; /* Who does the shop trade with? */
room_vnum *in_room; /* Where is the shop? */
int open1, open2; /* When does the shop open? */
int close1, close2; /* When does the shop close? */
int bankAccount; /* Store all gold over 15000 (disabled) */
int lastsort; /* How many items are sorted in inven? */
SPECIAL (*func); /* Secondary spec_proc for shopkeeper */
};
#define MAX_TRADE 5 /* List maximums for compatibility */
#define MAX_PROD 5 /* with shops before v3.0 */
#define VERSION3_TAG "v3.0" /* The file has v3.0 shops in it! */
#define MAX_SHOP_OBJ 100 /* "Soft" maximum for list maximums */
/* Pretty general macros that could be used elsewhere */
#define IS_GOD(ch) (!IS_NPC(ch) && (GET_LEVEL(ch) >= LVL_GOD))
#define END_OF(buffer) ((buffer) + strlen((buffer)))
/* Possible states for objects trying to be sold */
#define OBJECT_DEAD 0
#define OBJECT_NOTOK 1
#define OBJECT_OK 2
#define OBJECT_NOVAL 3
/* Types of lists to read */
#define LIST_PRODUCE 0
#define LIST_TRADE 1
#define LIST_ROOM 2
/* Whom will we not trade with (bitvector for SHOP_TRADE_WITH()) */
#define TRADE_NOGOOD (1 << 0)
#define TRADE_NOEVIL (1 << 1)
#define TRADE_NONEUTRAL (1 << 2)
#define TRADE_NOMAGIC_USER (1 << 3)
#define TRADE_NOCLERIC (1 << 4)
#define TRADE_NOTHIEF (1 << 5)
#define TRADE_NOWARRIOR (1 << 6)
#define TRADE_NOHUMAN (1 << 7)
#define TRADE_NODWARF (1 << 8)
#define TRADE_NOELF (1 << 9)
#define TRADE_NOGNOME (1 << 10)
#define TRADE_NOHALF_ELF (1 << 11)
#define TRADE_NOHALFLING (1 << 12)
#define TRADE_NODROW_ELF (1 << 13)
#define TRADE_NOANIMAL (1 << 14)
#define TRADE_NOCONSTRUCT (1 << 15)
#define TRADE_NODEMON (1 << 16)
#define TRADE_NODRAGON (1 << 17)
#define TRADE_NOFISH (1 << 18)
#define TRADE_NOGIANT (1 << 19)
#define TRADE_NOGOBLIN (1 << 20)
#define TRADE_NOINSECT (1 << 21)
#define TRADE_NOORC (1 << 22)
#define TRADE_NOSNAKE (1 << 23)
#define TRADE_NOTROLL (1 << 24)
#define TRADE_NOHALF_ORC (1 << 25)
#define TRADE_NOMINOTAUR (1 << 26)
#define TRADE_NOKOBOLD (1 << 27)
#define TRADE_NOMINDFLAYER (1 << 28)
struct stack_data {
int data[100];
int len;
} ;
#define S_DATA(stack, index) ((stack)->data[(index)])
#define S_LEN(stack) ((stack)->len)
/* Which expression type we are now parsing */
#define OPER_OPEN_PAREN 0
#define OPER_CLOSE_PAREN 1
#define OPER_OR 2
#define OPER_AND 3
#define OPER_NOT 4
#define MAX_OPER 4
#define SHOP_NUM(i) (shop_index[(i)].vnum)
#define SHOP_KEEPER(i) (shop_index[(i)].keeper)
#define SHOP_OPEN1(i) (shop_index[(i)].open1)
#define SHOP_CLOSE1(i) (shop_index[(i)].close1)
#define SHOP_OPEN2(i) (shop_index[(i)].open2)
#define SHOP_CLOSE2(i) (shop_index[(i)].close2)
#define SHOP_ROOM(i, num) (shop_index[(i)].in_room[(num)])
#define SHOP_BUYTYPE(i, num) (BUY_TYPE(shop_index[(i)].type[(num)]))
#define SHOP_BUYWORD(i, num) (BUY_WORD(shop_index[(i)].type[(num)]))
#define SHOP_PRODUCT(i, num) (shop_index[(i)].producing[(num)])
#define SHOP_BANK(i) (shop_index[(i)].bankAccount)
#define SHOP_BROKE_TEMPER(i) (shop_index[(i)].temper1)
#define SHOP_BITVECTOR(i) (shop_index[(i)].bitvector)
#define SHOP_TRADE_WITH(i) (shop_index[(i)].with_who)
#define SHOP_SORT(i) (shop_index[(i)].lastsort)
#define SHOP_BUYPROFIT(i) (shop_index[(i)].profit_buy)
#define SHOP_SELLPROFIT(i) (shop_index[(i)].profit_sell)
#define SHOP_FUNC(i) (shop_index[(i)].func)
#define NOTRADE_GOOD(i) (IS_SET(SHOP_TRADE_WITH((i)), TRADE_NOGOOD))
#define NOTRADE_EVIL(i) (IS_SET(SHOP_TRADE_WITH((i)), TRADE_NOEVIL))
#define NOTRADE_NEUTRAL(i) (IS_SET(SHOP_TRADE_WITH((i)), TRADE_NONEUTRAL))
#define NOTRADE_MAGIC_USER(i) (IS_SET(SHOP_TRADE_WITH((i)), TRADE_NOMAGIC_USER))
#define NOTRADE_CLERIC(i) (IS_SET(SHOP_TRADE_WITH((i)), TRADE_NOCLERIC))
#define NOTRADE_THIEF(i) (IS_SET(SHOP_TRADE_WITH((i)), TRADE_NOTHIEF))
#define NOTRADE_WARRIOR(i) (IS_SET(SHOP_TRADE_WITH((i)), TRADE_NOWARRIOR))
#define NOTRADE_HUMAN(i) (IS_SET(SHOP_TRADE_WITH((i)), TRADE_NOHUMAN))
#define NOTRADE_DWARF(i) (IS_SET(SHOP_TRADE_WITH((i)), TRADE_NODWARF))
#define NOTRADE_ELF(i) (IS_SET(SHOP_TRADE_WITH((i)), TRADE_NOELF))
#define NOTRADE_GNOME(i) (IS_SET(SHOP_TRADE_WITH((i)), TRADE_NOGNOME))
#define WILL_START_FIGHT (1 << 0)
#define WILL_BANK_MONEY (1 << 1)
#define SHOP_KILL_CHARS(i) (IS_SET(SHOP_BITVECTOR(i), WILL_START_FIGHT))
#define SHOP_USES_BANK(i) (IS_SET(SHOP_BITVECTOR(i), WILL_BANK_MONEY))
#define MIN_OUTSIDE_BANK 5000
#define MAX_OUTSIDE_BANK 15000
#define MSG_NOT_OPEN_YET "Come back later!"
#define MSG_NOT_REOPEN_YET "Sorry, we have closed, but come back later."
#define MSG_CLOSED_FOR_DAY "Sorry, come back tomorrow."
#define MSG_NO_STEAL_HERE "$n is a bloody thief!"
#define MSG_NO_SEE_CHAR "I don't trade with someone I can't see!"
#define MSG_NO_SELL_ALIGN "Get out of here before I call the guards!"
#define MSG_NO_SELL_CLASS "We don't serve your kind here!"
#define MSG_NO_SELL_RACE "Get lost! We don't serve you kind here!"
#define MSG_NO_USED_WANDSTAFF "I don't buy used up wands or staves!"
#define MSG_CANT_KILL_KEEPER "Get out of here before I call the guards!"