%%%%%
%%
%% This file sets up the Money datatype and it's potential subtypes,
%% each of which would be a currency.  Money macros are almost never
%% used directly, and Money subtype macros are rarely used directly.
%% Instead, you often just use the \cash command; see below.
%%
%% You change how money prints by changing the mapping of Money.
%% Currency subtypes, whose mapping defaults to the equivalent of
%% \PARENTMAP, will follow Money's mapping automatically.
%%
%% Potential mappings of Money:
%%  \MYshortprint e.g. $5
%%  \MYmedprint   e.g. 5 Dollars
%%  \MYlongprint  e.g. Five Dollars
%%  \MYbillprint  e.g. Five Dollar Bill
%%
%%%%%

\DECLARESUBTYPE{Money}{TransElement}

\PRESETS{Money}{
  \s\MYname		{\MYshortprint}
  \F\MYcashsymbol
  \F\MYsinglestring
  \F\MYpluralstring
  \F\MYbillstring
  \FD\MYamountnum	{1}
  \FD\MYexchangerate	{1}
  \FD\MYamountstring	{\@commaform{\MYamountnum}}
  \FD\MYstring		{\MYpluralstring}
  \FS\MYshortprint	{\MYcashsymbol\@commaform{\MYamountnum}}
  \FS\MYmedprint	{\@commaform{\MYamountnum}\ \MYstring}
  \FS\MYlongprint	{\MYamountstring\ \MYstring}
  \FS\MYbillprint	{\MYamountstring\ \MYbillstring}
  \sd\MYlistmap		{\item\MYlongprint}
  }

\POSTSETS{Money}{
  \ifnum\MYamountnum=1\s\MYstring{\MYsinglestring}\fi
  }


%%%%%
%% A currency is a subtype of Money.  For a given currency, you should
%% define the datatype (along with values for how it's printed) and
%% macros for the given currency that each correspond to a type of
%% bill.
%%
%% It's generally a good idea, though not required, for each currency
%% to have a bill for 1.  It is a bad idea to have a bill for 0.
%%
%% The Dollar datatype is created as an example currency subtype.
%%
%% A simple way to create a new currency would be to copy all of the
%% code for Dollar, changing the values and macro names as
%% appropriate.
%%
%% If you want a currency to print with different formats, i.e. 100$
%% instead of $100 for \MYshortprint, just change them with \rs,
%% i.e. \rs\MYshortprint {\MYamountnum\MYcashsymbol}.  If you want all
%% currencies to behave in the same new manner (perhaps you only have
%% one currency), you can just change the original declaration in
%% Money above, i.e. \FS\MYshortprint {\MYamountnum\MYcashsymbol}.
%%
%% \newbill is a simple shortcut wrapper around \NEW, for specific
%% bills.
\def\newbill#1#2#3#4{\NEW{#1}{#2}{
  \s\MYamountnum{#3}\s\MYamountstring{#4}}}


\DECLARESUBTYPE{Dollar}{Money}
\PRESETS{Dollar}{
  \s\MYcashsymbol	{\$}
  \s\MYsinglestring	{Dollar}
  \s\MYpluralstring	{Dollars}
  \s\MYbillstring	{Dollar Bill}
  \s\MYexchangerate	{1}
  }
\newbill{Dollar}{\OneDollar}{1}{One}
\newbill{Dollar}{\FiveDollar}{5}{Five}
\newbill{Dollar}{\TenDollar}{10}{Ten}
\newbill{Dollar}{\TwentyDollar}{20}{Twenty}
\newbill{Dollar}{\HundredDollar}{100}{One Hundred}
\newbill{Dollar}{\FiveHundredDollar}{500}{Five Hundred}
\newbill{Dollar}{\ThousandDollar}{1000}{One Thousand}


%%%%%
%% \cash{<type>}{<num>}
%% \makenochange
%% \makechange
%% \makemorechange
%%
%% Most of the time, you use \cash to put money into game,
%% e.g. \cash{Dollar}{101}.  The meaning of \cash is changed by the
%% following 3 commands:
%%
%% \makenochange sets \cash such that it creates a single bill of the
%% given ammount, e.g. a 101 Dollar Bill.
%%
%% \makechange sets \cash such that it makes change of the money as
%% efficiently as possible, using the currency bill macros defined
%% above.  If you have 100 and 50 Dollar bills, \cash{Dollar}{150}
%% will generate a 100 and a 50.
%%
%% \makemorechange sets \cash such that it changes the money like
%% \makechange, except intentionally less efficiently, in order to get
%% more small bills.  Given 100, 20, and 1 Dollar bills,
%% \cash{Dollar}{1000} will generate 9 100s, 4 20s, and 20 1s.
%%
%% Change is always generated in the format
%% \multi{<num>}{\SomeBillMacro{}}
%%
%% \makenochange is in effect across GameTeX by default.
%% \makemorechange (or perhaps \makechange) is in effect for the
%% actual printing of bills.
%%
%% If exact change can't be made, not enough money will be generated
%% and a warning will be output to the screen, including the ammount
%% by which you are short.  This is why always having a bill with a
%% value of 1 can be a good idea.
%%
%% The money-changing algorithm does not perform generalized
%% factoring.  It merely steps from largest to smallest bill size,
%% determining how many bills it should make.  For example, given bill
%% sizes of 20, 17, and 1, it will change 34 into a a single 20 and
%% fourteen 1s, despite the fact that two 17s would also work.
\let\cash\empty
\def\makenochange{%
  \renewcommand*{\cash}[3][]{\INSTANCE{##2}{\s\MYamountnum{##3}}{}}}
\def\makechange{\def\cash{\moneychange}}
\def\makemorechange{\def\cash{\moneymorechange}}
\makenochange  %% default


%%%%%
%% \moneychange{<type>}{<num>} and \moneymorechange{<type>}{<num>} can
%% both be used directly, if desired.
\newcommand{\moneychange}[1][]{\@moneychange{}{#1}}
\newcommand{\moneymorechange}[1][]{\@moneychange{\advance\count0-1}{#1}}
\def\@moneychange#1#2#3#4{%
  \begingroup%
    \def\@billslist{#2}%
    \ifx\@billslist\empty%
      \def\@billslist{\EVERY{#3}{}}%
    \fi%
    \count0=#4\relax%
    \INSTANCE{#3}{}{\etoss{\multiply\count0by\?\MYexchangerate}}%
    \xdef\@mctotal{\the\count0}%
    \ifnum\@mctotal>0%
      \BRANCHTYPES{Money}{\MAP{\TYPE}{%
        \count0=\MYamountnum\relax%
        \multiply\count0by\MYexchangerate\relax%
        \edef\@tmp{\the\count0}%
        \count0=\@mctotal\relax%
        \divide\count0by\@tmp\relax%
        #1\relax%
        \edef\@numbills{\the\count0}%
        \ifnum\@numbills>0\relax%
          \multiply\count0by\MYamountnum\relax%
          \edef\@tmp{\the\count0}%
          \count0=\@mctotal\relax%
          \advance\count0-\@tmp\relax%
          \xdef\@mctotal{\the\count0}%
          \etoss{\stoss{\multi{\?\@numbills}{\?\ME{}}}}%
        \fi%
        \etoss{\def\@LAST{\?\ME}}}}%
      \def\@LAST##1{\typeout{^^J! no bills for making change}}%
      \SORT{Money}{num>}{\MYamountnum}{\@billslist}{}%
      \@LAST{%
        \count0=\MYamountnum\relax%
        \multiply\count0by\MYexchangerate\relax%
        \edef\@tmp{\the\count0}%
        \ifnum\@mctotal=\@tmp\relax%
          \etoss{\stoss{\?\ME{}}}%
          \gdef\@mctotal{0}%
        \else%
          \ifnum\@mctotal>\@tmp\relax%
            \etoss{\stoss{\?\ME{}}}%
            \count0=\@mctotal\relax%
            \advance\count0-\@tmp\relax%
            \xdef\@mctotal{\the\count0}%
          \fi%
          \typeout{^^J! #3 change off by \@mctotal\space reference units%
            ^^J \space\@mctotal\space is not a multiple of \@tmp^^J}%
        \fi}%
    \fi%
  \endgroup}


%%%%%
%% \moneyexchange{<fromnum>}{<fromtype>}{<totype>}
%%
\def\moneyexchange#1#2#3{%
  \begingroup%
    \count0=#1%
    \INSTANCE{#2}{}{\etoss{\multiply\count0by\?\MYexchangerate}}%
    \INSTANCE{#3}{}{\etoss{\divide\count0by\?\MYexchangerate}}%
    \edef\@tmp{\the\count0}%
    \etoss{\cash{#3}{\?\@tmp}}%
  \endgroup}


%%%%%
%% \moneytotal{<type>}{<bills etc.>}
%%
%% This is a possibly useful macro that takes a group of \cash,
%% \money(more)change, and even other \moneytotal commands, and
%% adds them up into a single \cash command.
\long\def\moneytotal#1#2{%
  \begingroup%
    \makenochange%
    \def\moneychange{\cash}%
    \def\moneymorechange{\cash}%
    \def\moneyexchange##1##2##3{\cash{##2}{##1}}%
    \def\moneytotal##1##2{##2}%
    \gdef\@mttotal{0}%
    \BRANCHTYPES{Money}{\MAP{\TYPE}{%
      \count0=\MYamountnum%
      \multiply\count0by\MYexchangerate%
      \edef\@tmp{\the\count0}%
      \count0=\@mttotal%
      \advance\count0by\@tmp%
      \xdef\@mttotal{\the\count0}}}%
    \setbox0=\vbox{#2}%
    \count0=\@mttotal%
    \INSTANCE{#1}{}{\etoss{\divide\count0by\?\MYexchangerate}}%
    \xdef\@mttotal{\the\count0}%
    \etoss{\cash{#1}{\?\@mttotal}}%
  \endgroup}

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
