#pragma region License /* License (OLC-3) ~~~~~~~~~~~~~~~ Copyright 2024 Joshua Sigona Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions or derivations of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions or derivative works in binary form must reproduce the above copyright notice. This list of conditions and the following disclaimer must be reproduced in the documentation and/or other materials provided with the distribution. 3. Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. Portions of this software are copyright © 2024 The FreeType Project (www.freetype.org). Please see LICENSE_FT.txt for more information. All rights reserved. */ #pragma endregion #include "Menu.h" #include "Merchant.h" #include "AdventuresInLestoria.h" #include "util.h" INCLUDE_game INCLUDE_ITEM_CATEGORIES std::map>Merchant::merchants; std::map>>Merchant::sortedItems; MerchantFunctionPrimingData Merchant::purchaseFunctionPrimed("CanPurchaseItem()"); MerchantFunctionPrimingData Merchant::sellFunctionPrimed("CanSellItem()"); Merchant Merchant::travelingMerchant; const Merchant&Merchant::GetRandomMerchant(Chapter chapter){ const Merchant&newMerchant=merchants[chapter][util::random()%(merchants[chapter].size())]; return newMerchant; } const std::string&Merchant::GetDisplayName()const{ return displayName; } const std::vector>&Merchant::GetShopItems()const{ return shopItems; } const std::vector>&Merchant::GetShopItems(ITCategory category){ return sortedItems[category]; } Merchant&Merchant::AddMerchant(Chapter chapter,std::string_view keyName){ merchants[chapter].push_back({}); merchants[chapter].back().keyName=keyName; return merchants[chapter].back(); } void Merchant::AddItem(IT item,uint32_t amt,uint8_t enhancementLevel){ shopItems.push_back(std::make_shared(amt,item,enhancementLevel)); UpdateSortedItemsList(); if(&GetCurrentTravelingMerchant()==this){ Menu::MerchantInventorySlotsUpdated(ITEM_DATA[item].Category()); } } void Merchant::UpdateSortedItemsList(){ const Merchant&merchant=GetCurrentTravelingMerchant(); for(auto&[key,items]:ITEM_CATEGORIES){ sortedItems[key].clear(); } std::for_each(merchant.shopItems.begin(),merchant.shopItems.end(),[](const std::shared_ptritem){ sortedItems[item->Category()].push_back(item); }); } INCLUDE_DATA void Merchant::Initialize(){ for(int chapter=1;chapter<=6;chapter++){ std::string merchantChapterFilename="assets/"+"merchant_directory"_S+"Chapter "+std::to_string(chapter)+" Merchants.txt"; if(!std::filesystem::exists(merchantChapterFilename))ERR("WARNING! Could not find file "<1){ int qty=data[itemKey].GetInt(1); newMerchant.AddItem(itemName,qty); }else{ newMerchant.AddItem(itemName,INFINITE); } }else{ ERR("Could not find item "<foundItem; for(const std::shared_ptrit:shopItems){ if(it==item&&it->Amt()>=amt&&it->CanBePurchased()){ itemAvailable=true; foundItem=it; break; } } purchaseFunctionPrimed.amt=amt; purchaseFunctionPrimed.item=item; return purchaseFunctionPrimed= itemAvailable&& !foundItem.expired()&& game->GetPlayer()->GetMoney()>=foundItem.lock()->BuyValue()*amt; } bool Merchant::CanSellItem(std::weak_ptritem,uint32_t amt)const{ sellFunctionPrimed.amt=amt; sellFunctionPrimed.item=item.lock()->ActualName(); return sellFunctionPrimed= item.lock()->CanBeSold()&& item.lock()->Amt()>=amt; } void Merchant::PurchaseItem(IT item,uint32_t amt){ purchaseFunctionPrimed.Validate(item,amt); uint32_t totalCost=0U; bool finiteItemPurchased=false; for(std::shared_ptrit:shopItems){ if(it==item){ if(it->Amt()!=INFINITE){ it->SetAmt(it->Amt()-amt); finiteItemPurchased=true; } totalCost=it->BuyValue()*amt; break; } } if(finiteItemPurchased){ size_t removeCount=std::erase_if(shopItems,[](std::shared_ptr it){return it->Amt()==0;}); if(removeCount>1)ERR("WARNING! Somehow we sold more than one item???") if(removeCount){ UpdateSortedItemsList(); Menu::MerchantInventorySlotsUpdated(ITEM_DATA[item].Category()); } } Inventory::AddItem(item,amt); game->GetPlayer()->SetMoney(game->GetPlayer()->GetMoney()-totalCost); } void Merchant::SellItem(std::weak_ptritem,uint32_t amt){ sellFunctionPrimed.Validate(item.lock()->ActualName(),amt); uint32_t totalCost=0U; bool itemFound=false; for(std::shared_ptrit:shopItems){ if(it==item){ if(it->Amt()!=INFINITE){ it->SetAmt(it->Amt()+amt); } itemFound=true; break; } } if(!itemFound&&item.lock()->CanBePurchased()){ AddItem(item.lock()->ActualName(),amt); //This may not be a feature we include in future versions of the game. For now let's allow it. } totalCost=item.lock()->SellValue()*amt; //If the item is equipped on our character, remove it. EquipSlot equippedItemSlot=Inventory::GetSlotEquippedIn(item); if(equippedItemSlot!=EquipSlot::NONE)Inventory::UnequipItem(equippedItemSlot); int foundLoadoutSlot=-1; //If the item exists in our loadout, remove it. for(int i=0;iGetLoadoutSize();i++){ if(!ISBLANK(game->GetLoadoutItem(i))&&game->GetLoadoutItem(i).lock()->ActualName()==item.lock()->ActualName()){ game->ClearLoadoutItem(i); if(foundLoadoutSlot!=-1)ERR("WARNING! Found two loadout item slots with the same item! THIS SHOULD NOT BE HAPPENING!") foundLoadoutSlot=i; } } std::string itemName=item.lock()->ActualName(); //We need the item name since our reference to the item is about to be deleted. Inventory::RemoveItem(item,amt); game->GetPlayer()->SetMoney(game->GetPlayer()->GetMoney()+totalCost); //If we still have some in our inventory, we'll add them back in. if(foundLoadoutSlot!=-1&&Inventory::GetItemCount(itemName)>0){ game->SetLoadoutItem(foundLoadoutSlot,itemName); } sellFunctionPrimed=false; } void Merchant::RandomizeTravelingMerchant(){ SetTravelingMerchant(const_cast(GetRandomMerchant(game->GetCurrentChapter())).GetKeyName()); } Merchant&Merchant::GetCurrentTravelingMerchant(){ return travelingMerchant; } std::string_view Merchant::GetKeyName()const{ return keyName; } void Merchant::SetTravelingMerchant(std::string_view key){ for(auto&[merchantKey,merchantList]:merchants){ auto it=std::find_if(merchantList.begin(),merchantList.end(),[&](const Merchant&merchant){return merchant.GetKeyName()==key;}); if(it!=merchantList.end()){ travelingMerchant=*it; for(auto&[key,items]:ITEM_CATEGORIES){ Menu::MerchantInventorySlotsUpdated(key); } UpdateSortedItemsList(); return; } } LOG(std::format("WARNING! Could not set traveling merchant with key {}!",std::string(key))); LOG("Falling back to a randomized merchant."); RandomizeTravelingMerchant(); }