/* ************************************************************************
* 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 {
int virtual; /* Virtual number of this shop */
int *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 */
int bitvector; /* Can attack? Use bank? Cast here? */
int keeper; /* The mobil who owns the shop (virtual)*/
int with_who; /* Who does the shop trade with? */
int *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 GET_OBJ_NUM(obj) (obj->item_number)
#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
#define TRADE_NOEVIL 2
#define TRADE_NONEUTRAL 4
#define TRADE_NOMAGIC_USER 8
#define TRADE_NOCLERIC 16
#define TRADE_NOTHIEF 32
#define TRADE_NOWARRIOR 64
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)].virtual)
#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 WILL_START_FIGHT 1
#define WILL_BANK_MONEY 2
#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_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!"