1 #include "store/cmd-store.h"
2 #include "cmd-io/macro-util.h"
3 #include "core/stuff-handler.h"
4 #include "core/window-redrawer.h"
5 #include "flavor/flavor-describer.h"
6 #include "floor/cave.h"
7 #include "floor/floor-events.h"
8 #include "floor/floor-town.h"
9 #include "game-option/birth-options.h"
10 #include "game-option/input-options.h"
11 #include "inventory/inventory-object.h"
12 #include "inventory/inventory-slot-types.h"
13 #include "io/input-key-requester.h"
14 #include "main/music-definitions-table.h"
15 #include "main/sound-of-music.h"
16 #include "object/object-info.h"
17 #include "player-status/player-energy.h"
18 #include "store/home.h"
19 #include "store/store-key-processor.h"
20 #include "store/store-owners.h"
21 #include "store/store-util.h"
22 #include "store/store.h"
23 #include "system/dungeon-info.h"
24 #include "system/floor-type-definition.h"
25 #include "system/grid-type-definition.h"
26 #include "system/item-entity.h"
27 #include "system/player-type-definition.h"
28 #include "system/redrawing-flags-updater.h"
29 #include "system/terrain-type-definition.h"
30 #include "term/gameterm.h"
31 #include "term/screen-processor.h"
32 #include "util/bit-flags-calculator.h"
33 #include "view/display-messages.h"
34 #include "view/display-store.h"
35 #include "world/world.h"
40 * @brief 店舗処理全体のメインルーチン /
41 * Enter a store, and interact with it. *
42 * @param player_ptr プレイヤーへの参照ポインタ
45 * Note that we use the standard "request_command()" function
46 * to get a command, allowing us to use "command_arg" and all
47 * command macros and other nifty stuff, but we use the special
48 * "shopping" argument, to force certain commands to be converted
49 * into other commands, normally, we convert "p" (pray) and "m"
50 * (cast magic) into "g" (get), and "s" (search) into "d" (drop).
53 void do_cmd_store(PlayerType *player_ptr)
55 if (player_ptr->wild_mode) {
58 TermCenteredOffsetSetter tcos(MAIN_TERM_MIN_COLS, std::nullopt);
60 term_get_size(&w, &h);
62 xtra_stock = std::min(14 + 26, ((h > MAIN_TERM_MIN_ROWS) ? (h - MAIN_TERM_MIN_ROWS) : 0));
63 store_bottom = MIN_STOCK + xtra_stock;
65 auto *floor_ptr = player_ptr->current_floor_ptr;
66 const auto *g_ptr = &floor_ptr->grid_array[player_ptr->y][player_ptr->x];
67 if (!g_ptr->cave_has_flag(TerrainCharacteristics::STORE)) {
68 msg_print(_("ここには店がありません。", "You see no store here."));
73 // 施設の種類により、一時的に現在地 (player_ptr->town_num) を違う値に偽装して処理している。
74 // 我が家および博物館は全ての町で内容を共有するため、現在地を辺境の地 (1) にしている。
75 // ダンジョン内の店の場合、現在地を NO_TOWN にしている。
76 // inner_town_num は、施設内で C コマンドなどを使ったときにそのままでは現在地の偽装がバレる
77 // ため、それを糊塗するためのグローバル変数。
79 StoreSaleType store_num = i2enum<StoreSaleType>(terrains_info[g_ptr->feat].subtype);
80 old_town_num = player_ptr->town_num;
81 if ((store_num == StoreSaleType::HOME) || (store_num == StoreSaleType::MUSEUM)) {
82 player_ptr->town_num = 1;
85 if (floor_ptr->is_in_dungeon()) {
86 player_ptr->town_num = VALID_TOWNS;
89 inner_town_num = player_ptr->town_num;
90 auto &town = towns_info[player_ptr->town_num];
91 auto &store = town.stores[store_num];
92 if ((store.store_open >= w_ptr->game_turn) || ironman_shops) {
93 msg_print(_("ドアに鍵がかかっている。", "The doors are locked."));
94 player_ptr->town_num = old_town_num;
98 int maintain_num = (w_ptr->game_turn - store.last_visit) / (TURNS_PER_TICK * STORE_TICKS);
99 if (maintain_num > 10) {
103 store_maintenance(player_ptr, player_ptr->town_num, store_num, maintain_num);
105 store.last_visit = w_ptr->game_turn;
108 forget_lite(floor_ptr);
109 forget_view(floor_ptr);
110 w_ptr->character_icky_depth = 1;
114 get_com_no_macros = true;
115 cur_store_feat = g_ptr->feat;
116 st_ptr = &towns_info[player_ptr->town_num].stores[store_num];
117 ot_ptr = &owners.at(store_num)[st_ptr->owner];
119 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
120 display_store(player_ptr, store_num);
122 auto &rfu = RedrawingFlagsUpdater::get_instance();
123 while (!leave_store) {
125 clear_from(20 + xtra_stock);
126 prt(_(" ESC) 建物から出る", " ESC) Exit from Building."), 21 + xtra_stock, 0);
127 if (st_ptr->stock_num > store_bottom) {
128 prt(_(" -)前ページ", " -) Previous page"), 22 + xtra_stock, 0);
129 prt(_(" スペース) 次ページ", " SPACE) Next page"), 23 + xtra_stock, 0);
132 if (store_num == StoreSaleType::HOME) {
133 prt(_("g) アイテムを取る", "g) Get an item."), 21 + xtra_stock, 27);
134 prt(_("d) アイテムを置く", "d) Drop an item."), 22 + xtra_stock, 27);
135 prt(_("x) 家のアイテムを調べる", "x) eXamine an item in the home."), 23 + xtra_stock, 27);
136 } else if (store_num == StoreSaleType::MUSEUM) {
137 prt(_("d) アイテムを置く", "d) Drop an item."), 21 + xtra_stock, 27);
138 prt(_("r) アイテムの展示をやめる", "r) order to Remove an item."), 22 + xtra_stock, 27);
139 prt(_("x) 博物館のアイテムを調べる", "x) eXamine an item in the museum."), 23 + xtra_stock, 27);
141 prt(_("p) 商品を買う", "p) Purchase an item."), 21 + xtra_stock, 30);
142 prt(_("s) アイテムを売る", "s) Sell an item."), 22 + xtra_stock, 30);
143 prt(_("x) 商品を調べる", "x) eXamine an item in the shop"), 23 + xtra_stock, 30);
146 prt(_("i/e) 持ち物/装備の一覧", "i/e) Inventry/Equipment list"), 21 + xtra_stock, 56);
147 if (rogue_like_commands) {
148 prt(_("w/T) 装備する/はずす", "w/T) Wear/Take off equipment"), 22 + xtra_stock, 56);
150 prt(_("w/t) 装備する/はずす", "w/t) Wear/Take off equipment"), 22 + xtra_stock, 56);
153 prt(_("コマンド:", "You may: "), 20 + xtra_stock, 0);
154 InputKeyRequestor(player_ptr, true).request_command();
155 store_process_command(player_ptr, store_num);
156 w_ptr->character_icky_depth = 1;
157 handle_stuff(player_ptr);
158 if (player_ptr->inventory_list[INVEN_PACK].bi_id) {
159 INVENTORY_IDX item = INVEN_PACK;
160 auto *o_ptr = &player_ptr->inventory_list[item];
161 if (store_num != StoreSaleType::HOME) {
162 if (store_num == StoreSaleType::MUSEUM) {
163 msg_print(_("ザックからアイテムがあふれそうなので、あわてて博物館から出た...", "Your pack is so full that you flee the Museum..."));
165 msg_print(_("ザックからアイテムがあふれそうなので、あわてて店から出た...", "Your pack is so full that you flee the store..."));
169 } else if (!store_check_num(o_ptr, store_num)) {
170 msg_print(_("ザックからアイテムがあふれそうなので、あわてて家から出た...", "Your pack is so full that you flee your home..."));
176 msg_print(_("ザックからアイテムがあふれてしまった!", "Your pack overflows!"));
178 q_ptr->copy_from(o_ptr);
179 const auto item_name = describe_flavor(player_ptr, q_ptr, 0);
180 msg_format(_("%sが落ちた。(%c)", "You drop %s (%c)."), item_name.data(), index_to_label(item));
181 vary_item(player_ptr, item, -255);
182 handle_stuff(player_ptr);
184 item_pos = home_carry(player_ptr, q_ptr, store_num);
186 store_top = (item_pos / store_bottom) * store_bottom;
187 display_store_inventory(player_ptr, store_num);
192 if (rfu.has(StatusRedrawingFlag::BONUS)) {
193 display_store_inventory(player_ptr, store_num);
196 if (st_ptr->store_open >= w_ptr->game_turn) {
202 player_ptr->town_num = old_town_num;
204 select_floor_music(player_ptr);
205 PlayerEnergy(player_ptr).set_player_turn_energy(100);
206 w_ptr->character_icky_depth = 0;
209 get_com_no_macros = false;
214 const auto flags_srf = {
215 StatusRedrawingFlag::VIEW,
216 StatusRedrawingFlag::LITE,
217 StatusRedrawingFlag::MONSTER_LITE,
218 StatusRedrawingFlag::MONSTER_STATUSES,
220 rfu.set_flags(flags_srf);
221 const auto flags_mwrf = {
222 MainWindowRedrawingFlag::BASIC,
223 MainWindowRedrawingFlag::EXTRA,
224 MainWindowRedrawingFlag::EQUIPPY,
225 MainWindowRedrawingFlag::MAP,
227 rfu.set_flags(flags_mwrf);
228 player_ptr->window_flags |= PW_OVERHEAD | PW_DUNGEON;