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Vending Drag-Drop Item Price Check

vending drag drop item price check

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#1 joecalis

joecalis

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Posted 17 May 2014 - 03:18 PM

So I tried modifying my vending skill to use Cashpoints instead of Zeny and coded it like this:

 

vending.c

at "vending_purchasereq"


 

/*==========================================* Purchase item(s) from a shop*------------------------------------------*/void vending_purchasereq(struct map_session_data* sd, int aid, unsigned int uid, const uint8* data, int count) {	int i, j, cursor, w, new_ = 0, blank, vend_list[MAX_VENDING];	double z;	double cashPoints;	struct s_vending vend[MAX_VENDING]; // against duplicate packets	struct map_session_data* vsd = map->id2sd(aid);	nullpo_retv(sd);	if( vsd == NULL || !vsd->state.vending || vsd->bl.id == sd->bl.id )		return; // invalid shop	if( vsd->vender_id != uid ) { // shop has changed		clif->buyvending(sd, 0, 0, 6); // store information was incorrect		return;	}	if( !searchstore->queryremote(sd, aid) && ( sd->bl.m != vsd->bl.m || !check_distance_bl(&sd->bl, &vsd->bl, AREA_SIZE) ) )		return; // shop too far away	searchstore->clearremote(sd);	if( count < 1 || count > MAX_VENDING || count > vsd->vend_num )		return; // invalid amount of purchased items	blank = pc->inventoryblank(sd); //number of free cells in the buyer's inventory	// duplicate item in vending to check hacker with multiple packets	memcpy(&vend, &vsd->vending, sizeof(vsd->vending)); // copy vending list	// some checks	z = 0.; // zeny counter	w = 0; // weight counter	for( i = 0; i < count; i++ ) {		short amount = *(uint16*)(data + 4*i + 0);		short idx = *(uint16*)(data + 4*i + 2);		idx -= 2;		if( amount <= 0 )			return;		// check of item index in the cart		if( idx < 0 || idx >= MAX_CART )			return;		ARR_FIND( 0, vsd->vend_num, j, vsd->vending[j].index == idx );		if( j == vsd->vend_num )			return; //picked non-existing item		else			vend_list[i] = j;		z += ((double)vsd->vending[j].value * (double)amount);		/*if( z > (double)sd->status.zeny || z < 0. || z > (double)MAX_ZENY ) {			clif->buyvending(sd, idx, amount, 1); // you don't have enough zeny			return;		}*/		cashPoints = pc_readaccountreg(sd,script->add_str("#CASHPOINTS"));		if( z > cashPoints || z < 0. || z > (double)MAX_ZENY ) {			clif->buyvending(sd, idx, amount, 1); // you don't have enough zeny			return;		}		cashPoints = pc_readaccountreg(vsd,script->add_str("#CASHPOINTS"));		if( z + (double)vsd->cashPoints > (double)MAX_ZENY && !battle_config.vending_over_max ) {			clif->buyvending(sd, idx, vsd->vending[j].amount, 4); // too much zeny = overflow			return;		}		w += itemdb_weight(vsd->status.cart[idx].nameid) * amount;		if( w + sd->weight > sd->max_weight ) {			clif->buyvending(sd, idx, amount, 2); // you can not buy, because overweight			return;		}				//Check to see if cart/vend info is in sync.		if( vend[j].amount > vsd->status.cart[idx].amount )			vend[j].amount = vsd->status.cart[idx].amount;				// if they try to add packets (example: get twice or more 2 apples if marchand has only 3 apples).		// here, we check cumulative amounts		if( vend[j].amount < amount ) {			// send more quantity is not a hack (an other player can have buy items just before)			clif->buyvending(sd, idx, vsd->vending[j].amount, 4); // not enough quantity			return;		}				vend[j].amount -= amount;		switch( pc->checkadditem(sd, vsd->status.cart[idx].nameid, amount) ) {			case ADDITEM_EXIST:				break;	//We'd add this item to the existing one (in buyers inventory)			case ADDITEM_NEW:				new_++;				if (new_ > blank)					return; //Buyer has no space in his inventory				break;			case ADDITEM_OVERAMOUNT:				return; //too many items		}	}	//pc->payzeny(sd, (int)z, LOG_TYPE_VENDING, vsd);	pc->paycash(sd, (int)z, 0);	/* if( battle_config.vending_tax )		z -= z * (battle_config.vending_tax/10000.); */	//pc->getzeny(vsd, (int)z, LOG_TYPE_VENDING, sd);	pc->getcash(vsd, (int)z, 0);	for( i = 0; i < count; i++ ) {		short amount = *(uint16*)(data + 4*i + 0);		short idx = *(uint16*)(data + 4*i + 2);		idx -= 2;		// vending item		pc->additem(sd, &vsd->status.cart[idx], amount, LOG_TYPE_VENDING);		vsd->vending[vend_list[i]].amount -= amount;		pc->cart_delitem(vsd, idx, amount, 0, LOG_TYPE_VENDING);		clif->vendingreport(vsd, idx, amount);		//print buyer's name		if( battle_config.buyer_name ) {			char temp[256];			sprintf(temp, msg_txt(265), sd->status.name);			clif_disp_onlyself(vsd,temp,strlen(temp));		}	}	// compact the vending list	for( i = 0, cursor = 0; i < vsd->vend_num; i++ ) {		if( vsd->vending[i].amount == 0 )			continue;				if( cursor != i ) { // speedup			vsd->vending[cursor].index = vsd->vending[i].index;			vsd->vending[cursor].amount = vsd->vending[i].amount;			vsd->vending[cursor].value = vsd->vending[i].value;		}		cursor++;	}	vsd->vend_num = cursor;	//Always save BOTH: buyer and customer	if( map->save_settings&2 ) {		chrif->save(sd,0);		chrif->save(vsd,0);	}	//check for @AUTOTRADE users [durf]	if( vsd->state.autotrade ) {		//see if there is anything left in the shop		ARR_FIND( 0, vsd->vend_num, i, vsd->vending[i].amount > 0 );		if( i == vsd->vend_num ) {			//Close Vending (this was automatically done by the client, we have to do it manually for autovenders) [Skotlex]			vending->close(vsd);			map->quit(vsd); //They have no reason to stay around anymore, do they?		} else			pc->autotrade_update(vsd,PAUC_REFRESH);	}} 

 

Everything is working fine, when I buy items it costs Cashpoints and the vendor gets Cashpoints too but the problem is,

when You drag and drop items you want to buy it checks the price as Zeny instead of Cashpoints, so if you have 0 zeny

when you try to buy something, the message "You do not have enough Zeny" shows at the chat and it wont transfer to the

"Buying box".

 

How do I make it so that It checks #CASHPOINTS instead of Zeny when I drag and drop items to the "Buying box".







Also tagged with one or more of these keywords: vending, drag, drop, item, price, check

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