1 #include "store/sell-order.h"
2 #include "action/weapon-shield.h"
3 #include "autopick/autopick.h"
4 #include "avatar/avatar.h"
5 #include "core/asking-player.h"
6 #include "core/stuff-handler.h"
7 #include "core/window-redrawer.h"
8 #include "flavor/flavor-describer.h"
9 #include "flavor/object-flavor-types.h"
10 #include "floor/floor-object.h"
11 #include "game-option/birth-options.h"
12 #include "game-option/play-record-options.h"
13 #include "inventory/inventory-object.h"
14 #include "inventory/inventory-slot-types.h"
15 #include "io/write-diary.h"
16 #include "main/sound-definitions-table.h"
17 #include "main/sound-of-music.h"
18 #include "object-enchant/item-feeling.h"
19 #include "object-enchant/special-object-flags.h"
20 #include "object/item-tester-hooker.h"
21 #include "object/item-use-flags.h"
22 #include "object/object-info.h"
23 #include "object/object-stack.h"
24 #include "object/object-value.h"
25 #include "racial/racial-android.h"
26 #include "spell-kind/spells-perception.h"
27 #include "store/home.h"
28 #include "store/pricing.h"
29 #include "store/say-comments.h"
30 #include "store/service-checker.h"
31 #include "store/store-owners.h"
32 #include "store/store-util.h"
33 #include "store/store.h"
34 #include "system/item-entity.h"
35 #include "system/player-type-definition.h"
36 #include "system/redrawing-flags-updater.h"
37 #include "term/screen-processor.h"
38 #include "util/bit-flags-calculator.h"
39 #include "view/display-messages.h"
40 #include "view/display-store.h"
41 #include "view/object-describer.h"
42 #include "world/world.h"
46 * @brief プレイヤーが売却する時の確認プロンプト / Prompt to sell for the price
47 * @param player_ptr プレイヤーへの参照ポインタ
48 * @param o_ptr オブジェクトの構造体参照ポインタ
49 * @return 売るなら(true,売値)、売らないなら(false,0)のタプル
51 static std::optional<PRICE> prompt_to_sell(PlayerType *player_ptr, ItemEntity *o_ptr, StoreSaleType store_num)
53 auto price_ask = price_item(player_ptr, o_ptr, ot_ptr->inflate, true, store_num);
55 price_ask = std::min(price_ask, ot_ptr->max_cost);
56 price_ask *= o_ptr->number;
57 const auto s = format(_("売値 $%ld で売りますか?", "Do you sell for $%ld? "), static_cast<long>(price_ask));
58 if (get_check_strict(player_ptr, s, CHECK_DEFAULT_Y)) {
66 * @brief 店からの売却処理のメインルーチン /
67 * Sell an item to the store (or home)
68 * @param player_ptr プレイヤーへの参照ポインタ
70 void store_sell(PlayerType *player_ptr, StoreSaleType store_num)
72 concptr q; //!< @note プロンプトメッセージ
73 concptr s_none; //!< @note 売る/置くものがない場合のメッセージ
74 concptr s_full; //!< @note もう置けない場合のメッセージ
76 case StoreSaleType::HOME:
77 q = _("どのアイテムを置きますか? ", "Drop which item? ");
78 s_none = _("置けるアイテムを持っていません。", "You don't have any items to drop.");
79 s_full = _("我が家にはもう置く場所がない。", "Your home is full.");
81 case StoreSaleType::MUSEUM:
82 q = _("どのアイテムを寄贈しますか? ", "Give which item? ");
83 s_none = _("寄贈できるアイテムを持っていません。", "You don't have any items to give.");
84 s_full = _("博物館はもう満杯だ。", "The Museum is full.");
87 q = _("どのアイテムを売りますか? ", "Sell which item? ");
88 s_none = _("欲しい物がないですねえ。", "You have nothing that I want.");
89 s_full = _("すいませんが、店にはもう置く場所がありません。", "I have not the room in my store to keep it.");
94 const auto options = USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT;
95 auto *o_ptr = choose_object(player_ptr, &item, q, s_none, options, FuncItemTester(store_will_buy, player_ptr, store_num));
96 if (o_ptr == nullptr) {
100 if ((item >= INVEN_MAIN_HAND) && o_ptr->is_cursed()) {
101 msg_print(_("ふーむ、どうやらそれは呪われているようだね。", "Hmmm, it seems to be cursed."));
106 if (o_ptr->number > 1) {
107 amt = get_quantity(std::nullopt, o_ptr->number);
114 auto *q_ptr = &forge;
115 q_ptr->copy_from(o_ptr);
118 if (o_ptr->is_wand_rod()) {
119 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
122 if ((store_num != StoreSaleType::HOME) && (store_num != StoreSaleType::MUSEUM)) {
123 q_ptr->inscription.reset();
124 q_ptr->feeling = FEEL_NONE;
127 if (!store_check_num(q_ptr, store_num)) {
133 if ((store_num != StoreSaleType::HOME) && (store_num != StoreSaleType::MUSEUM)) {
134 const auto item_name = describe_flavor(player_ptr, q_ptr, 0);
135 msg_format(_("%s(%c)を売却する。", "Selling %s (%c)."), item_name.data(), index_to_label(item));
138 auto res = prompt_to_sell(player_ptr, q_ptr, store_num);
139 placed = res.has_value();
141 const auto price = res.value();
142 store_owner_says_comment(player_ptr, store_num);
145 if (store_num == StoreSaleType::BLACK) {
146 chg_virtue(player_ptr, Virtue::JUSTICE, -1);
149 const auto tval = o_ptr->bi_key.tval();
150 if ((tval == ItemKindType::BOTTLE) && (store_num != StoreSaleType::HOME)) {
151 chg_virtue(player_ptr, Virtue::NATURE, 1);
154 player_ptr->au += price;
155 store_prt_gold(player_ptr);
156 const auto dummy = q_ptr->get_price() * q_ptr->number;
158 identify_item(player_ptr, o_ptr);
160 q_ptr->copy_from(o_ptr);
162 q_ptr->ident |= IDENT_STORE;
164 if (o_ptr->is_wand_rod()) {
165 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
168 const auto value = q_ptr->get_price() * q_ptr->number;
169 const auto sold_item_name = describe_flavor(player_ptr, q_ptr, 0);
170 msg_format(_("%sを $%dで売却しました。", "You sold %s for %d gold."), sold_item_name.data(), price);
173 exe_write_diary(player_ptr, DIARY_SELL, 0, sold_item_name);
176 if (!((tval == ItemKindType::FIGURINE) && (value > 0))) {
177 purchase_analyze(player_ptr, price, value, dummy);
180 distribute_charges(o_ptr, q_ptr, amt);
182 inven_item_increase(player_ptr, item, -amt);
183 inven_item_describe(player_ptr, item);
184 if (o_ptr->number > 0) {
185 autopick_alter_item(player_ptr, item, false);
188 inven_item_optimize(player_ptr, item);
189 int item_pos = store_carry(q_ptr);
191 store_top = (item_pos / store_bottom) * store_bottom;
192 display_store_inventory(player_ptr, store_num);
195 } else if (store_num == StoreSaleType::MUSEUM) {
196 const auto museum_item_name = describe_flavor(player_ptr, q_ptr, OD_NAME_ONLY);
197 if (-1 == store_check_num(q_ptr, store_num)) {
198 msg_print(_("それと同じ品物は既に博物館にあるようです。", "The Museum already has one of those items."));
200 msg_print(_("博物館に寄贈したものは取り出すことができません!!", "You cannot take back items which have been donated to the Museum!!"));
203 if (!get_check(format(_("本当に%sを寄贈しますか?", "Really give %s to the Museum? "), museum_item_name.data()))) {
207 identify_item(player_ptr, q_ptr);
208 q_ptr->ident |= IDENT_FULL_KNOWN;
210 distribute_charges(o_ptr, q_ptr, amt);
211 msg_format(_("%sを置いた。(%c)", "You drop %s (%c)."), museum_item_name.data(), index_to_label(item));
214 vary_item(player_ptr, item, -amt);
216 int item_pos = home_carry(player_ptr, q_ptr, store_num);
218 store_top = (item_pos / store_bottom) * store_bottom;
219 display_store_inventory(player_ptr, store_num);
222 distribute_charges(o_ptr, q_ptr, amt);
223 const auto item_name = describe_flavor(player_ptr, q_ptr, 0);
224 msg_format(_("%sを置いた。(%c)", "You drop %s (%c)."), item_name.data(), index_to_label(item));
226 vary_item(player_ptr, item, -amt);
227 int item_pos = home_carry(player_ptr, q_ptr, store_num);
229 store_top = (item_pos / store_bottom) * store_bottom;
230 display_store_inventory(player_ptr, store_num);
234 auto &rfu = RedrawingFlagsUpdater::get_instance();
235 rfu.set_flag(StatusRedrawingFlag::BONUS);
236 set_bits(player_ptr->window_flags, PW_PLAYER);
237 handle_stuff(player_ptr);
239 if (placed && (item >= INVEN_MAIN_HAND)) {
240 calc_android_exp(player_ptr);
241 verify_equip_slot(player_ptr, item);