1 #include "store/purchase-order.h"
2 #include "autopick/autopick.h"
3 #include "core/asking-player.h"
4 #include "core/stuff-handler.h"
5 #include "flavor/flavor-describer.h"
6 #include "flavor/object-flavor-types.h"
7 #include "game-option/birth-options.h"
8 #include "game-option/play-record-options.h"
9 #include "grid/feature.h"
10 #include "inventory/inventory-object.h"
11 #include "io/write-diary.h"
12 #include "main/sound-definitions-table.h"
13 #include "main/sound-of-music.h"
14 #include "object-enchant/item-feeling.h"
15 #include "object-enchant/special-object-flags.h"
16 #include "object/object-generator.h"
17 #include "object/object-info.h"
18 #include "object/object-stack.h"
19 #include "object/object-value.h"
20 #include "perception/object-perception.h"
21 #include "player-info/avatar.h"
22 #include "player/race-info-table.h"
23 #include "store/home.h"
24 #include "store/pricing.h"
25 #include "store/say-comments.h"
26 #include "store/store-util.h"
27 #include "store/store.h"
28 #include "term/screen-processor.h"
29 #include "util/int-char-converter.h"
30 #include "view/display-messages.h"
31 #include "view/display-store.h"
32 #include "world/world.h"
36 * @brief プレイヤーが購入する時の値切り処理メインルーチン /
37 * Haggling routine -RAK-
38 * @param player_ptr プレーヤーへの参照ポインタ
39 * @param o_ptr オブジェクトの構造体参照ポインタ
40 * @param price 最終価格を返す参照ポインタ
41 * @return プレイヤーの価格に対して店主が不服ならばTRUEを返す /
42 * Return TRUE if purchase is NOT successful
44 static std::optional<PRICE> prompt_to_buy(player_type *player_ptr, object_type *o_ptr)
46 auto price_ask = price_item(player_ptr, o_ptr, ot_ptr->inflate, FALSE);
47 auto is_low_price = price_ask < LOW_PRICE_THRESHOLD;
50 price_ask += price_ask / 10;
52 msg_print(_("すんなりとこの金額にまとまった。", "You quickly agree upon the price."));
55 price_ask *= o_ptr->number;
56 concptr s = format(_("買値 $%ld で買いますか?", "Do you buy for $%ld?"), static_cast<long>(price_ask));
57 if (get_check_strict(player_ptr, s, CHECK_DEFAULT_Y)) {
65 * @brief 店舗から購入する際のアイテム選択プロンプト
66 * @param item 店舗インベントリ番号(アドレス渡し)
67 * @param i 店舗インベントリストック数
68 * @return 選択したらtrue、しなかったらfalse
70 * 選択したインベントリ番号はitemに返る。
71 * ブラックマーケットの時は別のメッセージ。
73 static bool show_store_select_item(COMMAND_CODE *item, const int i)
77 switch (cur_store_num) {
79 sprintf(out_val, _("どのアイテムを取りますか? ", "Which item do you want to take? "));
82 sprintf(out_val, _("どれ? ", "Which item, huh? "));
85 sprintf(out_val, _("どの品物が欲しいんだい? ", "Which item are you interested in? "));
89 return get_stock(item, out_val, 0, i - 1) != 0;
94 * @param player_ptr プレイヤー情報の参照ポインタ
95 * @param o_ptr 取得元オブジェクト
96 * @param j_ptr 取得先オブジェクト(指定数量分)
97 * @param item_new 取得先インベントリ番号(アドレス渡し)
99 * @param i お店のストック数(アドレス渡し)
103 static void take_item_from_home(player_type *player_ptr, object_type *o_ptr, object_type *j_ptr, const COMMAND_CODE item)
105 const int amt = j_ptr->number;
106 distribute_charges(o_ptr, j_ptr, amt);
108 GAME_TEXT o_name[MAX_NLEN];
109 auto item_new = store_item_to_inventory(player_ptr, j_ptr);
110 describe_flavor(player_ptr, o_name, &player_ptr->inventory_list[item_new], 0);
111 handle_stuff(player_ptr);
112 msg_format(_("%s(%c)を取った。", "You have %s (%c)."), o_name, index_to_label(item_new));
114 auto i = st_ptr->stock_num;
115 store_item_increase(item, -amt);
116 store_item_optimize(item);
118 auto combined_or_reordered = combine_and_reorder_home(player_ptr, STORE_HOME);
120 if (i == st_ptr->stock_num) {
121 if (combined_or_reordered)
122 display_store_inventory(player_ptr);
124 display_entry(player_ptr, item);
128 if (st_ptr->stock_num == 0)
130 else if (store_top >= st_ptr->stock_num)
131 store_top -= store_bottom;
133 display_store_inventory(player_ptr);
134 chg_virtue(player_ptr, V_SACRIFICE, 1);
137 static void shuffle_store(player_type *player_ptr)
139 if (!one_in_(STORE_SHUFFLE)) {
140 msg_print(_("店主は新たな在庫を取り出した。", "The shopkeeper brings out some new stock."));
145 msg_print(_("店主は引退した。", "The shopkeeper retires."));
146 store_shuffle(player_ptr, cur_store_num);
148 sprintf(buf, "%s (%s)", ot_ptr->owner_name, race_info[ot_ptr->owner_race].title);
150 sprintf(buf, "%s (%ld)", f_info[cur_store_feat].name.c_str(), (long)(ot_ptr->max_cost));
154 static void switch_store_stock(player_type *player_ptr, const int i, const COMMAND_CODE item)
156 if (st_ptr->stock_num == 0) {
157 shuffle_store(player_ptr);
158 store_maintenance(player_ptr, player_ptr->town_num, cur_store_num, 10);
161 display_store_inventory(player_ptr);
165 if (st_ptr->stock_num != i) {
166 if (store_top >= st_ptr->stock_num)
167 store_top -= store_bottom;
169 display_store_inventory(player_ptr);
173 display_entry(player_ptr, item);
177 * @brief 店からの購入処理のメインルーチン /
178 * Buy an item from a store -RAK-
179 * @param player_ptr プレーヤーへの参照ポインタ
182 void store_purchase(player_type *player_ptr)
184 if (cur_store_num == STORE_MUSEUM) {
185 msg_print(_("博物館から取り出すことはできません。", "Items cannot be taken out of the Museum."));
189 if (st_ptr->stock_num <= 0) {
190 if (cur_store_num == STORE_HOME)
191 msg_print(_("我が家には何も置いてありません。", "Your home is empty."));
193 msg_print(_("現在商品の在庫を切らしています。", "I am currently out of stock."));
197 int i = (st_ptr->stock_num - store_top);
198 if (i > store_bottom)
202 if (!show_store_select_item(&item, i))
205 item = item + store_top;
207 o_ptr = &st_ptr->stock[item];
211 object_type *j_ptr = &forge;
212 object_copy(j_ptr, o_ptr);
215 * If a rod or wand, allocate total maximum timeouts or charges
216 * between those purchased and left on the shelf.
218 reduce_charges(j_ptr, o_ptr->number - amt);
220 if (!check_store_item_to_inventory(player_ptr, j_ptr)) {
221 msg_print(_("そんなにアイテムを持てない。", "You cannot carry that many different items."));
225 PRICE best = price_item(player_ptr, j_ptr, ot_ptr->inflate, FALSE);
226 if (o_ptr->number > 1) {
227 if ((cur_store_num != STORE_HOME) && (o_ptr->ident & IDENT_FIXED)) {
228 msg_format(_("一つにつき $%ldです。", "That costs %ld gold per item."), (long)(best));
231 amt = get_quantity(NULL, o_ptr->number);
237 object_copy(j_ptr, o_ptr);
240 * If a rod or wand, allocate total maximum timeouts or charges
241 * between those purchased and left on the shelf.
243 reduce_charges(j_ptr, o_ptr->number - amt);
245 if (!check_store_item_to_inventory(player_ptr, j_ptr)) {
246 msg_print(_("ザックにそのアイテムを入れる隙間がない。", "You cannot carry that many items."));
250 if (cur_store_num == STORE_HOME) {
251 take_item_from_home(player_ptr, o_ptr, j_ptr, item);
255 COMMAND_CODE item_new;
257 if (o_ptr->ident & (IDENT_FIXED)) {
258 price = (best * j_ptr->number);
260 GAME_TEXT o_name[MAX_NLEN];
261 describe_flavor(player_ptr, o_name, j_ptr, 0);
262 msg_format(_("%s(%c)を購入する。", "Buying %s (%c)."), o_name, I2A(item));
265 auto res = prompt_to_buy(player_ptr, j_ptr);
266 if (st_ptr->store_open >= current_world_ptr->game_turn)
274 if (price == (best * j_ptr->number))
275 o_ptr->ident |= (IDENT_FIXED);
277 if (player_ptr->au < price) {
278 msg_print(_("お金が足りません。", "You do not have enough gold."));
282 store_owner_says_comment(player_ptr);
283 if (cur_store_num == STORE_BLACK)
284 chg_virtue(player_ptr, V_JUSTICE, -1);
285 if ((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
286 chg_virtue(player_ptr, V_NATURE, -1);
289 player_ptr->au -= price;
290 store_prt_gold(player_ptr);
291 object_aware(player_ptr, j_ptr);
292 j_ptr->ident &= ~(IDENT_FIXED);
294 GAME_TEXT o_name[MAX_NLEN];
295 describe_flavor(player_ptr, o_name, j_ptr, 0);
296 msg_format(_("%sを $%ldで購入しました。", "You bought %s for %ld gold."), o_name, (long)price);
298 strcpy(record_o_name, o_name);
299 record_turn = current_world_ptr->game_turn;
302 exe_write_diary(player_ptr, DIARY_BUY, 0, o_name);
304 describe_flavor(player_ptr, o_name, o_ptr, OD_NAME_ONLY);
305 if (record_rand_art && o_ptr->art_name)
306 exe_write_diary(player_ptr, DIARY_ART, 0, o_name);
308 j_ptr->inscription = 0;
309 j_ptr->feeling = FEEL_NONE;
310 j_ptr->ident &= ~(IDENT_STORE);
311 item_new = store_item_to_inventory(player_ptr, j_ptr);
312 handle_stuff(player_ptr);
314 describe_flavor(player_ptr, o_name, &player_ptr->inventory_list[item_new], 0);
315 msg_format(_("%s(%c)を手に入れた。", "You have %s (%c)."), o_name, index_to_label(item_new));
317 autopick_alter_item(player_ptr, item_new, FALSE);
318 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
319 o_ptr->pval -= j_ptr->pval;
321 i = st_ptr->stock_num;
322 store_item_increase(item, -amt);
323 store_item_optimize(item);
324 switch_store_stock(player_ptr, i, item);