3 * @brief 店の処理 / Store commands
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research, and\n
8 * not for profit purposes provided that this copyright and statement are\n
9 * included in all such copies.\n
10 * 2014 Deskull rearranged comment for Doxygen.
17 static int cur_store_num = 0;
18 static int store_top = 0;
19 static int store_bottom = 0;
20 static int xtra_stock = 0;
21 static store_type *st_ptr = NULL;
22 static const owner_type *ot_ptr = NULL;
23 static s16b old_town_num = 0;
24 static s16b inner_town_num = 0;
25 #define RUMOR_CHANCE 8
27 #define MAX_COMMENT_1 6
29 static cptr comment_1[MAX_COMMENT_1] =
50 /*! ブラックマーケット追加メッセージ(承諾) */
51 static cptr comment_1_B[MAX_COMMENT_1] = {
60 #define MAX_COMMENT_2A 2
62 static cptr comment_2a[MAX_COMMENT_2A] =
65 "私の忍耐力を試しているのかい? $%s が最後だ。",
66 "我慢にも限度があるぞ。 $%s が最後だ。"
68 "You try my patience. %s is final.",
69 "My patience grows thin. %s is final."
74 #define MAX_COMMENT_2B 12
76 static cptr comment_2b[MAX_COMMENT_2B] =
79 " $%s ぐらいは出さなきゃダメだよ。",
82 "何て奴だ! $%s 以下はあり得ないぞ。",
83 "それじゃ少なすぎる! $%s は欲しいところだ。",
84 "バカにしている! $%s はもらわないと。",
86 "おいおい! $%s を考えてくれないか?",
87 "1000匹のオークのノミに苦しめられるがいい! $%s だ。",
88 "お前の大切なものに災いあれ! $%s でどうだ。",
89 "モルゴスに賞味されるがいい!本当は $%s なんだろう?",
90 "お前の母親はオーガか! $%s は出すつもりなんだろ?"
92 "I can take no less than %s gold pieces.",
93 "I will accept no less than %s gold pieces.",
94 "Ha! No less than %s gold pieces.",
95 "You knave! No less than %s gold pieces.",
96 "That's a pittance! I want %s gold pieces.",
97 "That's an insult! I want %s gold pieces.",
98 "As if! How about %s gold pieces?",
99 "My arse! How about %s gold pieces?",
100 "May the fleas of 1000 orcs molest you! Try %s gold pieces.",
101 "May your most favourite parts go moldy! Try %s gold pieces.",
102 "May Morgoth find you tasty! Perhaps %s gold pieces?",
103 "Your mother was an Ogre! Perhaps %s gold pieces?"
109 /*! ブラックマーケット用追加メッセージ(売るとき) */
110 static cptr comment_2b_B[MAX_COMMENT_2B] = {
111 "いくら俺様がお人好しとはいえ $%s が限界だね。嫌なら帰りな。",
112 "金がないのかい、あんた?まずは家に帰って $%s 揃えてきな。",
113 "物の価値が分からん奴だな。これは $%s が普通なんだよ。",
114 "俺の付けた値段に文句があるのか? $%s が限界だ。",
115 "ひょっとして新手の冗談かい? $%s 持ってないなら帰りな。",
116 "うちは他の店とは違うんだよ。$%s ぐらいは出しな。",
117 "買う気がないなら帰りな。 $%s だと言っているんだ。",
118 "話にならないね。 $%s くらい持っているんだろ?",
119 "は?なんだそりゃ? $%s の間違いか、ひょっとして?",
120 "出口はあっちだよ。それとも $%s 出せるのかい、あんたに。",
121 "命知らずな奴だな。 $%s 出せば今日の所は勘弁してやるよ。",
122 "うちの店は貧乏人お断りだ。 $%s ぐらい出せないのかい?"
125 #define MAX_COMMENT_3A 2
127 static cptr comment_3a[MAX_COMMENT_3A] =
130 "私の忍耐力を試しているのかい? $%s が最後だ。",
131 "我慢にも限度があるぞ。 $%s が最後だ。"
133 "You try my patience. %s is final.",
134 "My patience grows thin. %s is final."
140 #define MAX_COMMENT_3B 12
142 static cptr comment_3b[MAX_COMMENT_3B] =
145 "本音を言うと $%s でいいんだろ?",
147 " $%s ぐらいなら出してもいいが。",
148 " $%s 以上払うなんて考えられないね。",
149 "まあ落ちついて。 $%s でどうだい?",
150 "そのガラクタなら $%s で引き取るよ。",
151 "それじゃ高すぎる! $%s がいいとこだろ。",
152 "どうせいらないんだろ! $%s でいいだろ?",
153 "だめだめ! $%s がずっとお似合いだよ。",
154 "バカにしている! $%s がせいぜいだ。",
155 " $%s なら嬉しいところだがなあ。",
156 " $%s 、それ以上はビタ一文出さないよ!"
158 "Perhaps %s gold pieces?",
159 "How about %s gold pieces?",
160 "I will pay no more than %s gold pieces.",
161 "I can afford no more than %s gold pieces.",
162 "Be reasonable. How about %s gold pieces?",
163 "I'll buy it as scrap for %s gold pieces.",
164 "That is too much! How about %s gold pieces?",
165 "That looks war surplus! Say %s gold pieces?",
166 "Never! %s is more like it.",
167 "That's an insult! %s is more like it.",
168 "%s gold pieces and be thankful for it!",
169 "%s gold pieces and not a copper more!"
175 /*! ブラックマーケット用追加メッセージ(買い取り) */
176 static cptr comment_3b_B[MAX_COMMENT_3B] = {
177 " $%s ってところだね。そのどうしようもないガラクタは。",
178 "この俺が $%s って言っているんだから、その通りにした方が身のためだぞ。",
179 "俺の優しさに甘えるのもいい加減にしておけ。 $%s だ。",
180 "その品なら $%s で売ってくれているがね、常識ある紳士はみんな。",
181 "こりゃまた、がめつい奴だな。いくら俺が温厚とはいえ $%s が限界だ。",
182 " $%s だ。別に俺はそんなガラクタ欲しくはないんだから。",
183 "俺の鑑定額が気に入らないのか? $%s 、嫌なら帰りな。",
184 " $%s で引き取ってやるよ。喜んで受け取りな、貧乏人。",
185 "物の価値が分からん奴は始末におえんな。それは $%s なんだよ。",
186 "そんなに金が欲しいのか、あんた? $%s で満足できんのか?",
187 "入る店間違えてんじゃないのか? $%s で嫌なら他をあたってくれ。",
188 "俺の言い値にケチをつける奴がいるとは! その度胸に免じて $%s だ。"
191 #define MAX_COMMENT_4A 4
193 static cptr comment_4a[MAX_COMMENT_4A] =
196 "もうたくさんだ!何度も私をわずらわせないでくれ!",
197 "うがー!一日の我慢の限度を超えている!",
198 "もういい!時間の無駄以外のなにものでもない!",
199 "もうやってられないよ!顔も見たくない!"
201 "Enough! You have abused me once too often!",
202 "Arghhh! I have had enough abuse for one day!",
203 "That does it! You shall waste my time no more!",
204 "This is getting nowhere! I'm going to Londis!"
210 /*! ブラックマーケット用追加メッセージ(怒りの頂点) */
211 static cptr comment_4a_B[MAX_COMMENT_4A] = {
212 "なめやがって!温厚な俺様でも限界があるってことを知れ!",
213 "俺をここまで怒らせて...命があるだけでもありがたいと思え!",
214 "ふざけてるのか!冷やかしなら相手を見てからにしろ!",
215 "いいかげんにしろ!今度こんなまねしたらただじゃおかねえぞ!"
218 #define MAX_COMMENT_4B 4
220 static cptr comment_4b[MAX_COMMENT_4B] =
229 "Get out of my sight!",
230 "Begone, you scoundrel!",
237 /*! ブラックマーケット用追加メッセージ(追い出し) */
238 static cptr comment_4b_B[MAX_COMMENT_4B] = {
245 #define MAX_COMMENT_5 8
247 static cptr comment_5[MAX_COMMENT_5] =
261 "You will have to do better than that!",
262 "Do you wish to do business or not?",
263 "You've got to be kidding!",
264 "You'd better be kidding!",
265 "You try my patience.",
266 "Hmmm, nice weather we're having."
272 /*! ブラックマーケット用追加メッセージ(怒り) */
273 static cptr comment_5_B[MAX_COMMENT_5] = {
284 #define MAX_COMMENT_6 4
286 static cptr comment_6[MAX_COMMENT_6] =
294 "I must have heard you wrong.",
295 "I'm sorry, I missed that.",
296 "I'm sorry, what was that?",
297 "Sorry, what was that again?"
305 * @brief 取引成功時の店主のメッセージ処理 /
309 static void say_comment_1(void)
312 /* ブラックマーケットのときは別のメッセージを出す */
313 if ( cur_store_num == STORE_BLACK ) {
314 msg_print(comment_1_B[randint0(MAX_COMMENT_1)]);
317 msg_print(comment_1[randint0(MAX_COMMENT_1)]);
320 msg_print(comment_1[randint0(MAX_COMMENT_1)]);
324 if (one_in_(RUMOR_CHANCE))
327 msg_print("店主は耳うちした:");
329 msg_print("The shopkeeper whispers something into your ear:");
337 * @brief プレイヤーがアイテムを買う時の価格代案メッセージ処理 /
338 * Continue haggling (player is buying)
339 * @param value 店主の提示価格
340 * @param annoyed 店主のいらつき度
343 static void say_comment_2(s32b value, int annoyed)
347 /* Prepare a string to insert */
348 sprintf(tmp_val, "%ld", (long)value);
353 /* Formatted message */
354 msg_format(comment_2a[randint0(MAX_COMMENT_2A)], tmp_val);
360 /* Formatted message */
362 /* ブラックマーケットの時は別のメッセージを出す */
363 if ( cur_store_num == STORE_BLACK ){
364 msg_format(comment_2b_B[randint0(MAX_COMMENT_2B)], tmp_val);
367 msg_format(comment_2b[randint0(MAX_COMMENT_2B)], tmp_val);
370 msg_format(comment_2b[randint0(MAX_COMMENT_2B)], tmp_val);
378 * @brief プレイヤーがアイテムを売る時の価格代案メッセージ処理 /
379 * Continue haggling (player is selling)
380 * @param value 店主の提示価格
381 * @param annoyed 店主のいらつき度
384 static void say_comment_3(s32b value, int annoyed)
388 /* Prepare a string to insert */
389 sprintf(tmp_val, "%ld", (long)value);
394 /* Formatted message */
395 msg_format(comment_3a[randint0(MAX_COMMENT_3A)], tmp_val);
401 /* Formatted message */
403 /* ブラックマーケットの時は別のメッセージを出す */
404 if ( cur_store_num == STORE_BLACK ){
405 msg_format(comment_3b_B[randint0(MAX_COMMENT_3B)], tmp_val);
408 msg_format(comment_3b[randint0(MAX_COMMENT_3B)], tmp_val);
411 msg_format(comment_3b[randint0(MAX_COMMENT_3B)], tmp_val);
419 * @brief 店主がプレイヤーを追い出す時のメッセージ処理 /
420 * Kick 'da bum out. -RAK-
423 static void say_comment_4(void)
426 /* ブラックマーケットの時は別のメッセージを出す */
427 if ( cur_store_num == STORE_BLACK ){
428 msg_print(comment_4a_B[randint0(MAX_COMMENT_4A)]);
429 msg_print(comment_4b_B[randint0(MAX_COMMENT_4B)]);
432 msg_print(comment_4a[randint0(MAX_COMMENT_4A)]);
433 msg_print(comment_4b[randint0(MAX_COMMENT_4B)]);
436 msg_print(comment_4a[randint0(MAX_COMMENT_4A)]);
437 msg_print(comment_4b[randint0(MAX_COMMENT_4B)]);
444 * @brief 店主がプレイヤーに取り合わない時のメッセージ処理 /
445 * You are insulting me
448 static void say_comment_5(void)
451 /* ブラックマーケットの時は別のメッセージを出す */
452 if ( cur_store_num == STORE_BLACK ){
453 msg_print(comment_5_B[randint0(MAX_COMMENT_5)]);
456 msg_print(comment_5[randint0(MAX_COMMENT_5)]);
459 msg_print(comment_5[randint0(MAX_COMMENT_5)]);
466 * @brief 店主がプレイヤーの提示を理解できなかった時のメッセージ処理 /
467 * That makes no sense.
470 static void say_comment_6(void)
472 msg_print(comment_6[randint0(MAX_COMMENT_6)]);
476 #define MAX_COMMENT_7A 4
478 static cptr comment_7a[MAX_COMMENT_7A] =
483 "誰かがむせび泣く声が聞こえる...。",
488 "You hear someone sobbing...",
489 "The shopkeeper howls in agony!"
494 #define MAX_COMMENT_7B 4
496 static cptr comment_7b[MAX_COMMENT_7B] =
506 "The shopkeeper curses at you.",
507 "The shopkeeper glares at you."
512 #define MAX_COMMENT_7C 4
514 static cptr comment_7c[MAX_COMMENT_7C] =
523 "You've made my day!",
524 "The shopkeeper giggles.",
525 "The shopkeeper laughs loudly."
530 #define MAX_COMMENT_7D 4
532 static cptr comment_7d[MAX_COMMENT_7D] =
536 "こんなおいしい思いをしたら、真面目に働けなくなるなぁ。",
541 "I think I'll retire!",
542 "The shopkeeper jumps for joy.",
543 "The shopkeeper smiles gleefully."
550 * @brief 店主が交渉を終えた際の反応を返す処理 /
551 * Let a shop-keeper React to a purchase
552 * @param price アイテムの取引額
553 * @param value アイテムの実際価値
554 * @param guess 店主が当初予想していた価値
557 * We paid "price", it was worth "value", and we thought it was worth "guess"
559 static void purchase_analyze(s32b price, s32b value, s32b guess)
561 /* Item was worthless, but we bought it */
562 if ((value <= 0) && (price > value))
565 msg_print(comment_7a[randint0(MAX_COMMENT_7A)]);
567 chg_virtue(V_HONOUR, -1);
568 chg_virtue(V_JUSTICE, -1);
574 /* Item was cheaper than we thought, and we paid more than necessary */
575 else if ((value < guess) && (price > value))
578 msg_print(comment_7b[randint0(MAX_COMMENT_7B)]);
580 chg_virtue(V_JUSTICE, -1);
582 chg_virtue(V_HONOUR, -1);
588 /* Item was a good bargain, and we got away with it */
589 else if ((value > guess) && (value < (4 * guess)) && (price < value))
592 msg_print(comment_7c[randint0(MAX_COMMENT_7C)]);
595 chg_virtue(V_HONOUR, -1);
597 chg_virtue(V_HONOUR, 1);
603 /* Item was a great bargain, and we got away with it */
604 else if ((value > guess) && (price < value))
607 msg_print(comment_7d[randint0(MAX_COMMENT_7D)]);
610 chg_virtue(V_HONOUR, -1);
612 chg_virtue(V_HONOUR, 1);
614 if (10 * price < value)
615 chg_virtue(V_SACRIFICE, 1);
625 * We store the current "store feat" here so everyone can access it
627 static int cur_store_feat;
631 * Buying and selling adjustments for race combinations.
632 * Entry[owner][player] gives the basic "cost inflation".
634 static byte rgold_adj[MAX_RACES][MAX_RACES] =
636 /*Hum, HfE, Elf, Hal, Gno, Dwa, HfO, HfT, Dun, HiE, Barbarian,
637 HfOg, HGn, HTn, Cyc, Yek, Klc, Kbd, Nbl, DkE, Drc, Mind Flayer,
638 Imp, Glm, Skl, Zombie, Vampire, Spectre, Fairy, Beastman, Ent,
639 Angel, Demon, Kutar */
642 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
643 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
644 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
645 100, 120, 110, 105 },
648 { 110, 100, 100, 105, 110, 120, 125, 130, 110, 100, 110,
649 120, 115, 108, 115, 110, 110, 120, 120, 115, 115, 110,
650 120, 110, 110, 110, 120, 110, 100, 125, 100, 95, 140,
651 110, 115, 110, 110 },
654 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
655 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
656 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
657 110, 110, 105, 110 },
660 { 115, 110, 105, 95, 105, 110, 115, 130, 115, 105, 115,
661 125, 120, 120, 125, 115, 110, 120, 120, 120, 115, 115,
662 120, 110, 120, 120, 130, 110, 110, 130, 110, 95, 140,
663 115, 120, 105, 115 },
666 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
667 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
668 120, 101, 110, 110, 120, 120, 115, 130, 115, 95, 140,
669 115, 110, 110, 115 },
672 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
673 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
674 120, 105, 115, 115, 115, 115, 120, 130, 120, 95, 140,
675 115, 110, 115, 115 },
678 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
679 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
680 115, 125, 120, 120, 115, 120, 125, 115, 125, 95, 140,
681 115, 110, 115, 115 },
684 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
685 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
686 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
687 110, 110, 115, 110 },
690 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
691 120, 120, 105, 120, 115, 105, 115, 120, 110, 105, 105,
692 120, 105, 120, 120, 125, 120, 105, 135, 105, 95, 140,
693 100, 110, 110, 100 },
696 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
697 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
698 125, 115, 120, 120, 125, 120, 100, 125, 100, 95, 140,
699 110, 110, 105, 110 },
701 /* Human / Barbarian (copied from human) */
702 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
703 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
704 115, 105, 125, 125, 130, 125, 115, 120, 115, 95, 140,
705 100, 120, 110, 100 },
707 /* Half-Ogre: theoretical, copied from half-troll */
708 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
709 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
710 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
711 110, 110, 115, 110 },
713 /* Half-Giant: theoretical, copied from half-troll */
714 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
715 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
716 110, 115, 112, 112, 115, 112, 130, 120, 130, 95, 140,
717 110, 110, 115, 110 },
719 /* Half-Titan: theoretical, copied from High_Elf */
720 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
721 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
722 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
723 110, 110, 115, 110 },
725 /* Cyclops: theoretical, copied from half-troll */
726 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
727 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
728 110, 115, 112, 112, 115, 112, 130, 130, 130, 95, 140,
729 110, 110, 115, 110 },
731 /* Yeek: theoretical, copied from Half-Orc */
732 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
733 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
734 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
735 115, 110, 115, 115 },
737 /* Klackon: theoretical, copied from Gnome */
738 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
739 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
740 120, 101, 110, 110, 120, 120, 130, 130, 130, 95, 140,
741 115, 110, 115, 115 },
743 /* Kobold: theoretical, copied from Half-Orc */
744 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
745 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
746 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
747 115, 110, 115, 115 },
749 /* Nibelung: theoretical, copied from Dwarf */
750 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
751 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
752 120, 105, 115, 115, 120, 120, 130, 130, 130, 95, 140,
753 115, 135, 115, 115 },
756 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
757 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
758 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
759 110, 101, 115, 110 },
761 /* Draconian: theoretical, copied from High_Elf */
762 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
763 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
764 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
765 110, 110, 115, 110 },
767 /* Mind Flayer: theoretical, copied from High_Elf */
768 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
769 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
770 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
771 110, 110, 115, 110 },
773 /* Imp: theoretical, copied from High_Elf */
774 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
775 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
776 125, 115, 120, 120, 120, 120, 130, 130, 130, 120, 120,
777 110, 110, 115, 110 },
779 /* Golem: theoretical, copied from High_Elf */
780 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
781 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
782 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
783 110, 110, 115, 110 },
785 /* Skeleton: theoretical, copied from half-orc */
786 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
787 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
788 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
789 115, 110, 125, 115 },
791 /* Zombie: Theoretical, copied from half-orc */
792 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
793 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
794 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
795 115, 110, 125, 115 },
797 /* Vampire: Theoretical, copied from half-orc */
798 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
799 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
800 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
801 115, 110, 125, 115 },
803 /* Spectre: Theoretical, copied from half-orc */
804 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
805 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
806 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
807 115, 110, 125, 115 },
809 /* Sprite: Theoretical, copied from half-orc */
810 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
811 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
812 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
813 115, 110, 105, 115 },
815 /* Beastman: Theoretical, copied from half-orc */
816 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
817 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
818 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
819 115, 110, 115, 115 },
822 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
823 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
824 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
825 110, 110, 105, 110 },
828 { 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
829 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
830 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 160,
834 { 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
835 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
836 140, 140, 140, 140, 140, 140, 140, 140, 140, 160, 120,
837 140, 140, 140, 140 },
840 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
841 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
842 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
843 100, 120, 110, 100 },
846 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
847 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
848 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
849 110, 101, 115, 110 },
852 { 110, 110, 105, 105, 110, 115, 115, 115, 110, 105, 110,
853 115, 115, 115, 115, 115, 115, 115, 115, 115, 115, 115,
854 115, 115, 125, 125, 125, 125, 105, 115, 105, 95, 140,
855 110, 115, 100, 110 },
858 { 105, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
859 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
860 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
861 100, 120, 110, 100 },
868 * Determine the price of an item (qty one) in a store.
869 * @param o_ptr 店舗に並べるオブジェクト構造体の参照ポインタ
870 * @param greed 店主の強欲度
871 * @param flip TRUEならば店主にとっての買取価格、FALSEなら売出価格を計算
875 * This function takes into account the player's charisma, and the
876 * shop-keepers friendliness, and the shop-keeper's base greed, but
877 * never lets a shop-keeper lose money in a transaction.
878 * The "greed" value should exceed 100 when the player is "buying" the
879 * item, and should be less than 100 when the player is "selling" it.
880 * Hack -- the black market always charges twice as much as it should.
881 * Charisma adjustment runs from 80 to 130
882 * Racial adjustment runs from 95 to 130
883 * Since greed/charisma/racial adjustments are centered at 100, we need
884 * to adjust (by 200) to extract a usable multiplier. Note that the
885 * "greed" value is always something (?).
888 static s32b price_item(object_type *o_ptr, int greed, bool flip)
895 /* Get the value of one of the items */
896 price = object_value(o_ptr);
898 /* Worthless items */
899 if (price <= 0) return (0L);
902 /* Compute the racial factor */
903 factor = rgold_adj[ot_ptr->owner_race][p_ptr->prace];
905 /* Add in the charisma factor */
906 factor += adj_chr_gold[p_ptr->stat_ind[A_CHR]];
912 /* Adjust for greed */
913 adjust = 100 + (300 - (greed + factor));
915 /* Never get "silly" */
916 if (adjust > 100) adjust = 100;
918 /* Mega-Hack -- Black market sucks */
919 if (cur_store_num == STORE_BLACK)
922 /* Compute the final price (with rounding) */
923 /* Hack -- prevent underflow */
924 price = (price * adjust + 50L) / 100L;
927 /* Shop is selling */
930 /* Adjust for greed */
931 adjust = 100 + ((greed + factor) - 300);
933 /* Never get "silly" */
934 if (adjust < 100) adjust = 100;
936 /* Mega-Hack -- Black market sucks */
937 if (cur_store_num == STORE_BLACK)
940 /* Compute the final price (with rounding) */
941 /* Hack -- prevent overflow */
942 price = (s32b)(((u32b)price * (u32b)adjust + 50UL) / 100UL);
945 /* Note -- Never become "free" */
946 if (price <= 0L) return (1L);
948 /* Return the price */
954 * @brief 安価な消耗品の販売数を増やし、低確率で割引にする /
955 * Certain "cheap" objects should be created in "piles"
956 * @param o_ptr 店舗に並べるオブジェクト構造体の参照ポインタ
960 * Some objects can be sold at a "discount" (in small piles)
963 static void mass_produce(object_type *o_ptr)
968 s32b cost = object_value(o_ptr);
971 /* Analyze the type */
974 /* Food, Flasks, and Lites */
979 if (cost <= 5L) size += damroll(3, 5);
980 if (cost <= 20L) size += damroll(3, 5);
981 if (cost <= 50L) size += damroll(2, 2);
988 if (cost <= 60L) size += damroll(3, 5);
989 if (cost <= 240L) size += damroll(1, 5);
990 if (o_ptr->sval == SV_SCROLL_STAR_IDENTIFY) size += damroll(3, 5);
991 if (o_ptr->sval == SV_SCROLL_STAR_REMOVE_CURSE) size += damroll(1, 4);
996 case TV_SORCERY_BOOK:
1001 case TV_ARCANE_BOOK:
1003 case TV_DAEMON_BOOK:
1004 case TV_CRUSADE_BOOK:
1006 case TV_HISSATSU_BOOK:
1009 if (cost <= 50L) size += damroll(2, 3);
1010 if (cost <= 500L) size += damroll(1, 3);
1028 if (object_is_artifact(o_ptr)) break;
1029 if (object_is_ego(o_ptr)) break;
1030 if (cost <= 10L) size += damroll(3, 5);
1031 if (cost <= 100L) size += damroll(3, 5);
1040 if (cost <= 5L) size += damroll(5, 5);
1041 if (cost <= 50L) size += damroll(5, 5);
1042 if (cost <= 500L) size += damroll(5, 5);
1048 if (cost <= 100L) size += damroll(2, 2);
1049 if (cost <= 1000L) size += damroll(2, 2);
1062 * Because many rods (and a few wands and staffs) are useful mainly
1063 * in quantity, the Black Market will occasionally have a bunch of
1070 if ((cur_store_num == STORE_BLACK) && one_in_(3))
1072 if (cost < 1601L) size += damroll(1, 5);
1073 else if (cost < 3201L) size += damroll(1, 3);
1080 /* Pick a discount */
1085 else if (one_in_(25))
1089 else if (one_in_(150))
1093 else if (one_in_(300))
1097 else if (one_in_(500))
1103 if (o_ptr->art_name)
1105 if (cheat_peek && discount)
1108 msg_print("ランダムアーティファクトは値引きなし。");
1110 msg_print("No discount on random artifacts.");
1117 /* Save the discount */
1118 o_ptr->discount = discount;
1120 /* Save the total pile size */
1121 o_ptr->number = size - (size * discount / 100);
1123 /* Ensure that mass-produced rods and wands get the correct pvals. */
1124 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
1126 o_ptr->pval *= o_ptr->number;
1133 * @brief 店舗に並べた品を同一品であるかどうか判定する /
1134 * Determine if a store item can "absorb" another item
1135 * @param o_ptr 判定するオブジェクト構造体の参照ポインタ1
1136 * @param j_ptr 判定するオブジェクト構造体の参照ポインタ2
1137 * @return 同一扱いできるならTRUEを返す
1140 * See "object_similar()" for the same function for the "player"
1143 static bool store_object_similar(object_type *o_ptr, object_type *j_ptr)
1147 /* Hack -- Identical items cannot be stacked */
1148 if (o_ptr == j_ptr) return (0);
1150 /* Different objects cannot be stacked */
1151 if (o_ptr->k_idx != j_ptr->k_idx) return (0);
1153 /* Different charges (etc) cannot be stacked, unless wands or rods. */
1154 if ((o_ptr->pval != j_ptr->pval) && (o_ptr->tval != TV_WAND) && (o_ptr->tval != TV_ROD)) return (0);
1156 /* Require many identical values */
1157 if (o_ptr->to_h != j_ptr->to_h) return (0);
1158 if (o_ptr->to_d != j_ptr->to_d) return (0);
1159 if (o_ptr->to_a != j_ptr->to_a) return (0);
1161 /* Require identical "ego-item" names */
1162 if (o_ptr->name2 != j_ptr->name2) return (0);
1164 /* Artifacts don't stack! */
1165 if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return (0);
1167 /* Hack -- Identical art_flags! */
1168 for (i = 0; i < TR_FLAG_SIZE; i++)
1169 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return (0);
1171 /* Hack -- Never stack "powerful" items */
1172 if (o_ptr->xtra1 || j_ptr->xtra1) return (0);
1174 /* Hack -- Never stack recharging items */
1175 if (o_ptr->timeout || j_ptr->timeout) return (0);
1177 /* Require many identical values */
1178 if (o_ptr->ac != j_ptr->ac) return (0);
1179 if (o_ptr->dd != j_ptr->dd) return (0);
1180 if (o_ptr->ds != j_ptr->ds) return (0);
1182 /* Hack -- Never stack chests */
1183 if (o_ptr->tval == TV_CHEST) return (0);
1184 if (o_ptr->tval == TV_STATUE) return (0);
1185 if (o_ptr->tval == TV_CAPTURE) return (0);
1187 /* Require matching discounts */
1188 if (o_ptr->discount != j_ptr->discount) return (0);
1190 /* They match, so they must be similar */
1196 * @brief 店舗に並べた品を重ね合わせできるかどうか判定する /
1197 * Allow a store item to absorb another item
1198 * @param o_ptr 判定するオブジェクト構造体の参照ポインタ1
1199 * @param j_ptr 判定するオブジェクト構造体の参照ポインタ2
1200 * @return 重ね合わせできるならTRUEを返す
1203 * See "object_similar()" for the same function for the "player"
1206 static void store_object_absorb(object_type *o_ptr, object_type *j_ptr)
1208 int max_num = (o_ptr->tval == TV_ROD) ?
1209 MIN(99, MAX_SHORT / k_info[o_ptr->k_idx].pval) : 99;
1210 int total = o_ptr->number + j_ptr->number;
1211 int diff = (total > max_num) ? total - max_num : 0;
1213 /* Combine quantity, lose excess items */
1214 o_ptr->number = (total > max_num) ? max_num : total;
1216 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) together. -LM- */
1217 if (o_ptr->tval == TV_ROD)
1219 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1222 /* Hack -- if wands are stacking, combine the charges. -LM- */
1223 if (o_ptr->tval == TV_WAND)
1225 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1231 * @brief 店舗に品を置くスペースがあるかどうかの判定を返す /
1232 * Check to see if the shop will be carrying too many objects -RAK-
1233 * @param o_ptr 店舗に置きたいオブジェクト構造体の参照ポインタ
1234 * @return 置き場がないなら0、重ね合わせできるアイテムがあるなら-1、スペースがあるなら1を返す。
1237 * Note that the shop, just like a player, will not accept things
1238 * it cannot hold. Before, one could "nuke" potions this way.
1239 * Return value is now int:
1241 * -1 : Can be combined to existing slot.
1242 * 1 : Cannot be combined but there are empty spaces.
1245 static int store_check_num(object_type *o_ptr)
1250 /* The "home" acts like the player */
1251 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
1253 bool old_stack_force_notes = stack_force_notes;
1254 bool old_stack_force_costs = stack_force_costs;
1256 if (cur_store_num != STORE_HOME)
1258 stack_force_notes = FALSE;
1259 stack_force_costs = FALSE;
1262 /* Check all the items */
1263 for (i = 0; i < st_ptr->stock_num; i++)
1265 /* Get the existing item */
1266 j_ptr = &st_ptr->stock[i];
1268 /* Can the new object be combined with the old one? */
1269 if (object_similar(j_ptr, o_ptr))
1271 if (cur_store_num != STORE_HOME)
1273 stack_force_notes = old_stack_force_notes;
1274 stack_force_costs = old_stack_force_costs;
1281 if (cur_store_num != STORE_HOME)
1283 stack_force_notes = old_stack_force_notes;
1284 stack_force_costs = old_stack_force_costs;
1288 /* Normal stores do special stuff */
1291 /* Check all the items */
1292 for (i = 0; i < st_ptr->stock_num; i++)
1294 /* Get the existing item */
1295 j_ptr = &st_ptr->stock[i];
1297 /* Can the new object be combined with the old one? */
1298 if (store_object_similar(j_ptr, o_ptr)) return -1;
1302 /* Free space is always usable */
1304 * オプション powerup_home が設定されていると
1307 if ((cur_store_num == STORE_HOME) && ( powerup_home == FALSE )) {
1308 if (st_ptr->stock_num < ((st_ptr->stock_size) / 10)) {
1313 if (st_ptr->stock_num < st_ptr->stock_size) {
1318 /* But there was no room at the inn... */
1323 * @brief オブジェクトが祝福されているかの判定を返す /
1324 * @param o_ptr 判定したいオブジェクト構造体の参照ポインタ
1325 * @return アイテムが祝福されたアイテムならばTRUEを返す
1327 static bool is_blessed(object_type *o_ptr)
1329 u32b flgs[TR_FLAG_SIZE];
1330 object_flags(o_ptr, flgs);
1331 if (have_flag(flgs, TR_BLESSED)) return (TRUE);
1332 else return (FALSE);
1338 * @brief オブジェクトが所定の店舗で引き取れるかどうかを返す /
1339 * Determine if the current store will purchase the given item
1340 * @param o_ptr 判定したいオブジェクト構造体の参照ポインタ
1341 * @return アイテムが買い取れるならばTRUEを返す
1343 * Note that a shop-keeper must refuse to buy "worthless" items
1345 static bool store_will_buy(object_type *o_ptr)
1347 /* Hack -- The Home is simple */
1348 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) return (TRUE);
1350 /* Switch on the store */
1351 switch (cur_store_num)
1356 /* Analyze the type */
1357 switch (o_ptr->tval)
1360 if (o_ptr->sval != SV_POTION_WATER) return FALSE;
1372 case TV_BOTTLE: /* 'Green', recycling Angband */
1387 /* Analyze the type */
1388 switch (o_ptr->tval)
1409 /* Analyze the type */
1410 switch (o_ptr->tval)
1419 case TV_HISSATSU_BOOK:
1423 if(o_ptr->sval == SV_WIZSTAFF) return (FALSE);
1435 /* Analyze the type */
1436 switch (o_ptr->tval)
1439 case TV_CRUSADE_BOOK:
1449 monster_race *r_ptr = &r_info[o_ptr->pval];
1452 if (!(r_ptr->flags3 & RF3_EVIL))
1455 if (r_ptr->flags3 & RF3_GOOD) break;
1457 /* Accept animals */
1458 if (r_ptr->flags3 & RF3_ANIMAL) break;
1461 if (my_strchr("?!", r_ptr->d_char)) break;
1467 if (is_blessed(o_ptr)) break;
1476 case STORE_ALCHEMIST:
1478 /* Analyze the type */
1479 switch (o_ptr->tval)
1493 /* Analyze the type */
1494 switch (o_ptr->tval)
1496 case TV_SORCERY_BOOK:
1497 case TV_NATURE_BOOK:
1501 case TV_ARCANE_BOOK:
1503 case TV_DAEMON_BOOK:
1517 if(o_ptr->sval == SV_WIZSTAFF) break;
1518 else return (FALSE);
1525 /* Bookstore Shop */
1528 /* Analyze the type */
1529 switch (o_ptr->tval)
1531 case TV_SORCERY_BOOK:
1532 case TV_NATURE_BOOK:
1537 case TV_ARCANE_BOOK:
1539 case TV_DAEMON_BOOK:
1540 case TV_CRUSADE_BOOK:
1551 /* XXX XXX XXX Ignore "worthless" items */
1552 if (object_value(o_ptr) <= 0) return (FALSE);
1560 * @brief 現在の町の指定された店舗のアイテムを整理する /
1561 * Combine and reorder items in store.
1562 * @param store_num 店舗ID
1563 * @return 実際に整理が行われたならばTRUEを返す。
1565 bool combine_and_reorder_home(int store_num)
1569 object_type forge, *o_ptr, *j_ptr;
1570 bool flag = FALSE, combined;
1571 store_type *old_st_ptr = st_ptr;
1572 bool old_stack_force_notes = stack_force_notes;
1573 bool old_stack_force_costs = stack_force_costs;
1575 st_ptr = &town[1].store[store_num];
1576 if (store_num != STORE_HOME)
1578 stack_force_notes = FALSE;
1579 stack_force_costs = FALSE;
1586 /* Combine the items in the home (backwards) */
1587 for (i = st_ptr->stock_num - 1; i > 0; i--)
1590 o_ptr = &st_ptr->stock[i];
1592 /* Skip empty items */
1593 if (!o_ptr->k_idx) continue;
1595 /* Scan the items above that item */
1596 for (j = 0; j < i; j++)
1601 j_ptr = &st_ptr->stock[j];
1603 /* Skip empty items */
1604 if (!j_ptr->k_idx) continue;
1607 * Get maximum number of the stack if these
1608 * are similar, get zero otherwise.
1610 max_num = object_similar_part(j_ptr, o_ptr);
1612 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
1613 if (max_num && j_ptr->number < max_num)
1615 if (o_ptr->number + j_ptr->number <= max_num)
1617 /* Add together the item counts */
1618 object_absorb(j_ptr, o_ptr);
1620 /* One object is gone */
1621 st_ptr->stock_num--;
1623 /* Slide everything down */
1624 for (k = i; k < st_ptr->stock_num; k++)
1626 /* Structure copy */
1627 st_ptr->stock[k] = st_ptr->stock[k + 1];
1630 /* Erase the "final" slot */
1631 object_wipe(&st_ptr->stock[k]);
1635 int old_num = o_ptr->number;
1636 int remain = j_ptr->number + o_ptr->number - max_num;
1638 /* Add together the item counts */
1639 object_absorb(j_ptr, o_ptr);
1641 o_ptr->number = remain;
1643 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1644 if (o_ptr->tval == TV_ROD)
1646 o_ptr->pval = o_ptr->pval * remain / old_num;
1647 o_ptr->timeout = o_ptr->timeout * remain / old_num;
1650 /* Hack -- if wands are stacking, combine the charges. -LM- */
1651 else if (o_ptr->tval == TV_WAND)
1653 o_ptr->pval = o_ptr->pval * remain / old_num;
1670 /* Re-order the items in the home (forwards) */
1671 for (i = 0; i < st_ptr->stock_num; i++)
1674 o_ptr = &st_ptr->stock[i];
1676 /* Skip empty slots */
1677 if (!o_ptr->k_idx) continue;
1679 /* Get the "value" of the item */
1680 o_value = object_value(o_ptr);
1682 /* Scan every occupied slot */
1683 for (j = 0; j < st_ptr->stock_num; j++)
1685 if (object_sort_comp(o_ptr, o_value, &st_ptr->stock[j])) break;
1688 /* Never move down */
1689 if (j >= i) continue;
1694 /* Get local object */
1697 /* Save a copy of the moving item */
1698 object_copy(j_ptr, &st_ptr->stock[i]);
1700 /* Slide the objects */
1701 for (k = i; k > j; k--)
1703 /* Slide the item */
1704 object_copy(&st_ptr->stock[k], &st_ptr->stock[k - 1]);
1707 /* Insert the moving item */
1708 object_copy(&st_ptr->stock[j], j_ptr);
1711 st_ptr = old_st_ptr;
1712 if (store_num != STORE_HOME)
1714 stack_force_notes = old_stack_force_notes;
1715 stack_force_costs = old_stack_force_costs;
1723 * @brief 我が家にオブジェクトを加える /
1724 * Add the item "o_ptr" to the inventory of the "Home"
1725 * @param o_ptr 加えたいオブジェクトの構造体参照ポインタ
1729 * In all cases, return the slot (or -1) where the object was placed
1730 * Note that this is a hacked up version of "inven_carry()".
1731 * Also note that it may not correctly "adapt" to "knowledge" bacoming
1732 * known, the player may have to pick stuff up and drop it again.
1735 static int home_carry(object_type *o_ptr)
1741 bool old_stack_force_notes = stack_force_notes;
1742 bool old_stack_force_costs = stack_force_costs;
1744 if (cur_store_num != STORE_HOME)
1746 stack_force_notes = FALSE;
1747 stack_force_costs = FALSE;
1750 /* Check each existing item (try to combine) */
1751 for (slot = 0; slot < st_ptr->stock_num; slot++)
1753 /* Get the existing item */
1754 j_ptr = &st_ptr->stock[slot];
1756 /* The home acts just like the player */
1757 if (object_similar(j_ptr, o_ptr))
1759 /* Save the new number of items */
1760 object_absorb(j_ptr, o_ptr);
1762 if (cur_store_num != STORE_HOME)
1764 stack_force_notes = old_stack_force_notes;
1765 stack_force_costs = old_stack_force_costs;
1773 if (cur_store_num != STORE_HOME)
1775 stack_force_notes = old_stack_force_notes;
1776 stack_force_costs = old_stack_force_costs;
1781 * 隠し機能: オプション powerup_home が設定されていると
1785 if ((cur_store_num != STORE_HOME) || (powerup_home == TRUE)) {
1786 if (st_ptr->stock_num >= st_ptr->stock_size) {
1791 if (st_ptr->stock_num >= ((st_ptr->stock_size) / 10)) {
1797 /* Determine the "value" of the item */
1798 value = object_value(o_ptr);
1800 /* Check existing slots to see if we must "slide" */
1801 for (slot = 0; slot < st_ptr->stock_num; slot++)
1803 if (object_sort_comp(o_ptr, value, &st_ptr->stock[slot])) break;
1806 /* Slide the others up */
1807 for (i = st_ptr->stock_num; i > slot; i--)
1809 st_ptr->stock[i] = st_ptr->stock[i-1];
1812 /* More stuff now */
1813 st_ptr->stock_num++;
1815 /* Insert the new item */
1816 st_ptr->stock[slot] = *o_ptr;
1818 chg_virtue(V_SACRIFICE, -1);
1820 (void)combine_and_reorder_home(cur_store_num);
1822 /* Return the location */
1828 * @brief 店舗にオブジェクトを加える /
1829 * Add the item "o_ptr" to a real stores inventory.
1830 * @param o_ptr 加えたいオブジェクトの構造体参照ポインタ
1834 * In all cases, return the slot (or -1) where the object was placed
1835 * Note that this is a hacked up version of "inven_carry()".
1836 * Also note that it may not correctly "adapt" to "knowledge" bacoming
1837 * known, the player may have to pick stuff up and drop it again.
1840 static int store_carry(object_type *o_ptr)
1843 s32b value, j_value;
1847 /* Evaluate the object */
1848 value = object_value(o_ptr);
1850 /* Cursed/Worthless items "disappear" when sold */
1851 if (value <= 0) return (-1);
1853 /* All store items are fully *identified* */
1854 o_ptr->ident |= IDENT_MENTAL;
1856 /* Erase the inscription */
1857 o_ptr->inscription = 0;
1859 /* Erase the "feeling" */
1860 o_ptr->feeling = FEEL_NONE;
1862 /* Check each existing item (try to combine) */
1863 for (slot = 0; slot < st_ptr->stock_num; slot++)
1865 /* Get the existing item */
1866 j_ptr = &st_ptr->stock[slot];
1868 /* Can the existing items be incremented? */
1869 if (store_object_similar(j_ptr, o_ptr))
1871 /* Hack -- extra items disappear */
1872 store_object_absorb(j_ptr, o_ptr);
1880 if (st_ptr->stock_num >= st_ptr->stock_size) return (-1);
1883 /* Check existing slots to see if we must "slide" */
1884 for (slot = 0; slot < st_ptr->stock_num; slot++)
1887 j_ptr = &st_ptr->stock[slot];
1889 /* Objects sort by decreasing type */
1890 if (o_ptr->tval > j_ptr->tval) break;
1891 if (o_ptr->tval < j_ptr->tval) continue;
1893 /* Objects sort by increasing sval */
1894 if (o_ptr->sval < j_ptr->sval) break;
1895 if (o_ptr->sval > j_ptr->sval) continue;
1898 * Hack: otherwise identical rods sort by
1899 * increasing recharge time --dsb
1901 if (o_ptr->tval == TV_ROD)
1903 if (o_ptr->pval < j_ptr->pval) break;
1904 if (o_ptr->pval > j_ptr->pval) continue;
1907 /* Evaluate that slot */
1908 j_value = object_value(j_ptr);
1910 /* Objects sort by decreasing value */
1911 if (value > j_value) break;
1912 if (value < j_value) continue;
1915 /* Slide the others up */
1916 for (i = st_ptr->stock_num; i > slot; i--)
1918 st_ptr->stock[i] = st_ptr->stock[i-1];
1921 /* More stuff now */
1922 st_ptr->stock_num++;
1924 /* Insert the new item */
1925 st_ptr->stock[slot] = *o_ptr;
1927 /* Return the location */
1933 * @brief 店舗のオブジェクト数を増やす /
1934 * Add the item "o_ptr" to a real stores inventory.
1935 * @param item 増やしたいアイテムのID
1940 * Increase, by a given amount, the number of a certain item
1941 * in a certain store. This can result in zero items.
1944 static void store_item_increase(int item, int num)
1950 o_ptr = &st_ptr->stock[item];
1952 /* Verify the number */
1953 cnt = o_ptr->number + num;
1954 if (cnt > 255) cnt = 255;
1955 else if (cnt < 0) cnt = 0;
1956 num = cnt - o_ptr->number;
1958 /* Save the new number */
1959 o_ptr->number += num;
1964 * @brief 店舗のオブジェクト数を削除する /
1965 * Remove a slot if it is empty
1966 * @param item 削除したいアイテムのID
1969 static void store_item_optimize(int item)
1975 o_ptr = &st_ptr->stock[item];
1978 if (!o_ptr->k_idx) return;
1980 /* Must have no items */
1981 if (o_ptr->number) return;
1984 st_ptr->stock_num--;
1986 /* Slide everyone */
1987 for (j = item; j < st_ptr->stock_num; j++)
1989 st_ptr->stock[j] = st_ptr->stock[j + 1];
1992 /* Nuke the final slot */
1993 object_wipe(&st_ptr->stock[j]);
1997 * @brief ブラックマーケット用の無価値品の排除判定 /
1998 * This function will keep 'crap' out of the black market.
1999 * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
2000 * @return ブラックマーケットにとって無価値な品ならばTRUEを返す
2003 * Crap is defined as any item that is "available" elsewhere
2004 * Based on a suggestion by "Lee Vogt" <lvogt@cig.mcel.mot.com>
2007 static bool black_market_crap(object_type *o_ptr)
2011 /* Ego items are never crap */
2012 if (object_is_ego(o_ptr)) return (FALSE);
2014 /* Good items are never crap */
2015 if (o_ptr->to_a > 0) return (FALSE);
2016 if (o_ptr->to_h > 0) return (FALSE);
2017 if (o_ptr->to_d > 0) return (FALSE);
2019 /* Check all stores */
2020 for (i = 0; i < MAX_STORES; i++)
2022 if (i == STORE_HOME) continue;
2023 if (i == STORE_MUSEUM) continue;
2025 /* Check every item in the store */
2026 for (j = 0; j < town[p_ptr->town_num].store[i].stock_num; j++)
2028 object_type *j_ptr = &town[p_ptr->town_num].store[i].stock[j];
2030 /* Duplicate item "type", assume crappy */
2031 if (o_ptr->k_idx == j_ptr->k_idx) return (TRUE);
2041 * @brief 店舗の品揃え変化のためにアイテムを削除する /
2042 * Attempt to delete (some of) a random item from the store
2046 * Hack -- we attempt to "maintain" piles of items when possible.
2049 static void store_delete(void)
2053 /* Pick a random slot */
2054 what = randint0(st_ptr->stock_num);
2056 /* Determine how many items are here */
2057 num = st_ptr->stock[what].number;
2059 /* Hack -- sometimes, only destroy half the items */
2060 if (randint0(100) < 50) num = (num + 1) / 2;
2062 /* Hack -- sometimes, only destroy a single item */
2063 if (randint0(100) < 50) num = 1;
2065 /* Hack -- decrement the maximum timeouts and total charges of rods and wands. -LM- */
2066 if ((st_ptr->stock[what].tval == TV_ROD) || (st_ptr->stock[what].tval == TV_WAND))
2068 st_ptr->stock[what].pval -= num * st_ptr->stock[what].pval / st_ptr->stock[what].number;
2071 /* Actually destroy (part of) the item */
2072 store_item_increase(what, -num);
2073 store_item_optimize(what);
2078 * @brief 店舗の品揃え変化のためにアイテムを追加する /
2079 * Creates a random item and gives it to a store
2083 * This algorithm needs to be rethought. A lot.
2084 * Currently, "normal" stores use a pre-built array.
2085 * Note -- the "level" given to "obj_get_num()" is a "favored"
2086 * level, that is, there is a much higher chance of getting
2087 * items with a level approaching that of the given level...
2088 * Should we check for "permission" to have the given item?
2091 static void store_create(void)
2093 int i, tries, level;
2099 /* Paranoia -- no room left */
2100 if (st_ptr->stock_num >= st_ptr->stock_size) return;
2103 /* Hack -- consider up to four items */
2104 for (tries = 0; tries < 4; tries++)
2107 if (cur_store_num == STORE_BLACK)
2109 /* Pick a level for object/magic */
2110 level = 25 + randint0(25);
2112 /* Random item (usually of given level) */
2113 i = get_obj_num(level);
2115 /* Handle failure */
2122 /* Hack -- Pick an item to sell */
2123 i = st_ptr->table[randint0(st_ptr->table_num)];
2125 /* Hack -- fake level for apply_magic() */
2126 level = rand_range(1, STORE_OBJ_LEVEL);
2130 /* Get local object */
2133 /* Create a new object of the chosen kind */
2134 object_prep(q_ptr, i);
2136 /* Apply some "low-level" magic (no artifacts) */
2137 apply_magic(q_ptr, level, AM_NO_FIXED_ART);
2139 /* Require valid object */
2140 if (!store_will_buy(q_ptr)) continue;
2142 /* Hack -- Charge lite's */
2143 if (q_ptr->tval == TV_LITE)
2145 if (q_ptr->sval == SV_LITE_TORCH) q_ptr->xtra4 = FUEL_TORCH / 2;
2146 if (q_ptr->sval == SV_LITE_LANTERN) q_ptr->xtra4 = FUEL_LAMP / 2;
2150 /* The item is "known" */
2151 object_known(q_ptr);
2153 /* Mark it storebought */
2154 q_ptr->ident |= IDENT_STORE;
2156 /* Mega-Hack -- no chests in stores */
2157 if (q_ptr->tval == TV_CHEST) continue;
2159 /* Prune the black market */
2160 if (cur_store_num == STORE_BLACK)
2162 /* Hack -- No "crappy" items */
2163 if (black_market_crap(q_ptr)) continue;
2165 /* Hack -- No "cheap" items */
2166 if (object_value(q_ptr) < 10) continue;
2168 /* No "worthless" items */
2169 /* if (object_value(q_ptr) <= 0) continue; */
2172 /* Prune normal stores */
2175 /* No "worthless" items */
2176 if (object_value(q_ptr) <= 0) continue;
2180 /* Mass produce and/or Apply discount */
2181 mass_produce(q_ptr);
2183 /* Attempt to carry the (known) item */
2184 (void)store_carry(q_ptr);
2186 /* Definitely done */
2193 * @brief 店舗の割引対象外にするかどうかを判定 /
2194 * Eliminate need to bargain if player has haggled well in the past
2195 * @param minprice アイテムの最低販売価格
2196 * @return 割引を禁止するならTRUEを返す。
2198 static bool noneedtobargain(s32b minprice)
2200 s32b good = st_ptr->good_buy;
2201 s32b bad = st_ptr->bad_buy;
2203 /* Cheap items are "boring" */
2204 if (minprice < 10L) return (TRUE);
2206 /* Perfect haggling */
2207 if (good == MAX_SHORT) return (TRUE);
2209 /* Reward good haggles, punish bad haggles, notice price */
2210 if (good > ((3 * bad) + (5 + (minprice/50)))) return (TRUE);
2212 /* Return the flag */
2218 * @brief 店主の持つプレイヤーに対する売買の良し悪し経験を記憶する /
2219 * Update the bargain info
2220 * @param price 実際の取引価格
2221 * @param minprice 店主の提示した価格
2225 static void updatebargain(s32b price, s32b minprice, int num)
2227 /* Hack -- auto-haggle */
2228 if (!manual_haggle) return;
2230 /* Cheap items are "boring" */
2231 if ((minprice/num) < 10L) return;
2233 /* Count the successful haggles */
2234 if (price == minprice)
2236 /* Just count the good haggles */
2237 if (st_ptr->good_buy < MAX_SHORT)
2243 /* Count the failed haggles */
2246 /* Just count the bad haggles */
2247 if (st_ptr->bad_buy < MAX_SHORT)
2256 * @brief 店の商品リストを再表示する /
2257 * Re-displays a single store entry
2261 static void display_entry(int pos)
2267 char o_name[MAX_NLEN];
2274 o_ptr = &st_ptr->stock[pos];
2276 /* Get the "offset" */
2277 i = (pos % store_bottom);
2279 /* Label it, clear the line --(-- */
2280 (void)sprintf(out_val, "%c) ", ((i > 25) ? toupper(I2A(i - 26)) : I2A(i)));
2281 prt(out_val, i+6, 0);
2284 if (show_item_graph)
2286 byte a = object_attr(o_ptr);
2287 char c = object_char(o_ptr);
2289 Term_queue_bigchar(cur_col, i + 6, a, c, 0, 0);
2290 if (use_bigtile) cur_col++;
2295 /* Describe an item in the home */
2296 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
2300 /* Leave room for weights, if necessary -DRS- */
2301 if (show_weights) maxwid -= 10;
2303 /* Describe the object */
2304 object_desc(o_name, o_ptr, 0);
2305 o_name[maxwid] = '\0';
2306 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, cur_col);
2311 /* Only show the weight of an individual item */
2312 int wgt = o_ptr->weight;
2314 sprintf(out_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
2315 put_str(out_val, i+6, 67);
2317 (void)sprintf(out_val, "%3d.%d lb", wgt / 10, wgt % 10);
2318 put_str(out_val, i+6, 68);
2324 /* Describe an item (fully) in a store */
2327 /* Must leave room for the "price" */
2330 /* Leave room for weights, if necessary -DRS- */
2331 if (show_weights) maxwid -= 7;
2333 /* Describe the object (fully) */
2334 object_desc(o_name, o_ptr, 0);
2335 o_name[maxwid] = '\0';
2336 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, cur_col);
2341 /* Only show the weight of an individual item */
2342 int wgt = o_ptr->weight;
2344 sprintf(out_val, "%3d.%1d", lbtokg1(wgt) , lbtokg2(wgt) );
2345 put_str(out_val, i+6, 60);
2347 (void)sprintf(out_val, "%3d.%d", wgt / 10, wgt % 10);
2348 put_str(out_val, i+6, 61);
2353 /* Display a "fixed" cost */
2354 if (o_ptr->ident & (IDENT_FIXED))
2356 /* Extract the "minimum" price */
2357 x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2359 /* Actually draw the price (not fixed) */
2361 (void)sprintf(out_val, "%9ld固", (long)x);
2363 (void)sprintf(out_val, "%9ld F", (long)x);
2366 put_str(out_val, i+6, 68);
2369 /* Display a "taxed" cost */
2370 else if (!manual_haggle)
2372 /* Extract the "minimum" price */
2373 x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2375 /* Hack -- Apply Sales Tax if needed */
2376 if (!noneedtobargain(x)) x += x / 10;
2378 /* Actually draw the price (with tax) */
2379 (void)sprintf(out_val, "%9ld ", (long)x);
2380 put_str(out_val, i+6, 68);
2383 /* Display a "haggle" cost */
2386 /* Extrect the "maximum" price */
2387 x = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
2389 /* Actually draw the price (not fixed) */
2390 (void)sprintf(out_val, "%9ld ", (long)x);
2391 put_str(out_val, i+6, 68);
2398 * @brief 店の商品リストを表示する /
2399 * Displays a store's inventory -RAK-
2402 * All prices are listed as "per individual object". -BEN-
2404 static void display_inventory(void)
2408 /* Display the next 12 items */
2409 for (k = 0; k < store_bottom; k++)
2411 /* Do not display "dead" items */
2412 if (store_top + k >= st_ptr->stock_num) break;
2414 /* Display that line */
2415 display_entry(store_top + k);
2418 /* Erase the extra lines and the "more" prompt */
2419 for (i = k; i < store_bottom + 1; i++) prt("", i + 6, 0);
2421 /* Assume "no current page" */
2423 put_str(" ", 5, 20);
2425 put_str(" ", 5, 20);
2429 /* Visual reminder of "more items" */
2430 if (st_ptr->stock_num > store_bottom)
2432 /* Show "more" reminder (after the last item) */
2434 prt("-続く-", k + 6, 3);
2436 prt("-more-", k + 6, 3);
2440 /* Indicate the "current page" */
2441 /* Trailing spaces are to display (Page xx) and (Page x) */
2443 put_str(format("(%dページ) ", store_top/store_bottom + 1), 5, 20);
2445 put_str(format("(Page %d) ", store_top/store_bottom + 1), 5, 20);
2450 if (cur_store_num == STORE_HOME || cur_store_num == STORE_MUSEUM)
2452 k = st_ptr->stock_size;
2454 if (cur_store_num == STORE_HOME && !powerup_home) k /= 10;
2456 put_str(format("アイテム数: %4d/%4d", st_ptr->stock_num, k), 19 + xtra_stock, 27);
2458 put_str(format("Objects: %4d/%4d", st_ptr->stock_num, k), 19 + xtra_stock, 30);
2465 * @brief プレイヤーの所持金を表示する /
2466 * Displays players gold -RAK-
2470 static void store_prt_gold(void)
2475 prt("手持ちのお金: ", 19 + xtra_stock, 53);
2477 prt("Gold Remaining: ", 19 + xtra_stock, 53);
2481 sprintf(out_val, "%9ld", (long)p_ptr->au);
2482 prt(out_val, 19 + xtra_stock, 68);
2486 * @brief 店舗情報全体を表示するメインルーチン /
2487 * Displays store (after clearing screen) -RAK-
2491 static void display_store(void)
2499 /* The "Home" is special */
2500 if (cur_store_num == STORE_HOME)
2502 /* Put the owner name */
2504 put_str("我が家", 3, 31);
2506 put_str("Your Home", 3, 30);
2510 /* Label the item descriptions */
2512 put_str("アイテムの一覧", 5, 4);
2514 put_str("Item Description", 5, 3);
2518 /* If showing weights, show label */
2522 put_str("重さ", 5, 72);
2524 put_str("Weight", 5, 70);
2530 /* The "Home" is special */
2531 else if (cur_store_num == STORE_MUSEUM)
2533 /* Put the owner name */
2535 put_str("博物館", 3, 31);
2537 put_str("Museum", 3, 30);
2541 /* Label the item descriptions */
2543 put_str("アイテムの一覧", 5, 4);
2545 put_str("Item Description", 5, 3);
2549 /* If showing weights, show label */
2553 put_str("重さ", 5, 72);
2555 put_str("Weight", 5, 70);
2564 cptr store_name = (f_name + f_info[cur_store_feat].name);
2565 cptr owner_name = (ot_ptr->owner_name);
2566 cptr race_name = race_info[ot_ptr->owner_race].title;
2568 /* Put the owner name and race */
2569 sprintf(buf, "%s (%s)", owner_name, race_name);
2570 put_str(buf, 3, 10);
2572 /* Show the max price in the store (above prices) */
2573 sprintf(buf, "%s (%ld)", store_name, (long)(ot_ptr->max_cost));
2576 /* Label the item descriptions */
2578 put_str("商品の一覧", 5, 7);
2580 put_str("Item Description", 5, 3);
2584 /* If showing weights, show label */
2588 put_str("重さ", 5, 62);
2590 put_str("Weight", 5, 60);
2595 /* Label the asking price (in stores) */
2597 put_str("価格", 5, 73);
2599 put_str("Price", 5, 72);
2604 /* Display the current gold */
2607 /* Draw in the inventory */
2608 display_inventory();
2614 * @brief 店舗からアイテムを選択する /
2615 * Get the ID of a store item and return its value -RAK-
2616 * @param com_val 選択IDを返す参照ポインタ
2617 * @param pmt メッセージキャプション
2620 * @return 実際に選択したらTRUE、キャンセルしたらFALSE
2622 static int get_stock(int *com_val, cptr pmt, int i, int j)
2628 #ifdef ALLOW_REPEAT /* TNB */
2630 /* Get the item index */
2631 if (repeat_pull(com_val))
2633 /* Verify the item */
2634 if ((*com_val >= i) && (*com_val <= j))
2641 #endif /* ALLOW_REPEAT -- TNB */
2643 /* Paranoia XXX XXX XXX */
2647 /* Assume failure */
2650 /* Build the prompt */
2652 hi = (j > 25) ? toupper(I2A(j - 26)) : I2A(j);
2654 (void)sprintf(out_val, "(%s:%c-%c, ESCで中断) %s",
2655 (((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) ? "アイテム" : "商品"),
2658 (void)sprintf(out_val, "(Items %c-%c, ESC to exit) %s",
2663 /* Ask until done */
2669 if (!get_com(out_val, &command, FALSE)) break;
2672 if (islower(command))
2674 else if (isupper(command))
2675 k = A2I(tolower(command)) + 26;
2679 /* Legal responses */
2680 if ((k >= i) && (k <= j))
2690 /* Clear the prompt */
2694 if (command == ESCAPE) return (FALSE);
2696 #ifdef ALLOW_REPEAT /* TNB */
2698 repeat_push(*com_val);
2700 #endif /* ALLOW_REPEAT -- TNB */
2708 * @brief 店主の不満度を増やし、プレイヤーを締め出す判定と処理を行う /
2709 * Increase the insult counter and get angry if too many -RAK-
2710 * @return プレイヤーを締め出す場合TRUEを返す
2712 static int increase_insults(void)
2714 /* Increase insults */
2715 st_ptr->insult_cur++;
2717 /* Become insulted */
2718 if (st_ptr->insult_cur > ot_ptr->insult_max)
2724 st_ptr->insult_cur = 0;
2725 st_ptr->good_buy = 0;
2726 st_ptr->bad_buy = 0;
2729 st_ptr->store_open = turn + TURNS_PER_TICK*TOWN_DAWN/8 + randint1(TURNS_PER_TICK*TOWN_DAWN/8);
2741 * @brief 店主の不満度を減らす /
2742 * Decrease insults -RAK-
2743 * @return プレイヤーを締め出す場合TRUEを返す
2745 static void decrease_insults(void)
2747 /* Decrease insults */
2748 if (st_ptr->insult_cur) st_ptr->insult_cur--;
2753 * @brief 店主の不満度が増えた場合のみのメッセージを表示する /
2754 * Have insulted while haggling -RAK-
2755 * @return プレイヤーを締め出す場合TRUEを返す
2757 static int haggle_insults(void)
2759 /* Increase insults */
2760 if (increase_insults()) return (TRUE);
2762 /* Display and flush insult */
2771 * Mega-Hack -- Enable "increments"
2773 static bool allow_inc = FALSE;
2776 * Mega-Hack -- Last "increment" during haggling
2778 static s32b last_inc = 0L;
2782 * @brief 交渉価格を確認と認証の是非を行う /
2785 * @param poffer 別途価格提示をした場合の値を返す参照ポインタ
2786 * @param price 現在の交渉価格
2787 * @param final 最終確定価格ならばTRUE
2788 * @return プレイヤーを締め出す場合TRUEを返す
2790 static int get_haggle(cptr pmt, s32b *poffer, s32b price, int final)
2800 /* Clear old increment if necessary */
2801 if (!allow_inc) last_inc = 0L;
2808 sprintf(buf, "%s [承諾] ", pmt);
2810 sprintf(buf, "%s [accept] ", pmt);
2815 /* Old (negative) increment, and not final */
2816 else if (last_inc < 0)
2819 sprintf(buf, "%s [-$%ld] ", pmt, (long)(ABS(last_inc)));
2821 sprintf(buf, "%s [-%ld] ", pmt, (long)(ABS(last_inc)));
2826 /* Old (positive) increment, and not final */
2827 else if (last_inc > 0)
2830 sprintf(buf, "%s [+$%ld] ", pmt, (long)(ABS(last_inc)));
2832 sprintf(buf, "%s [+%ld] ", pmt, (long)(ABS(last_inc)));
2840 sprintf(buf, "%s ", pmt);
2844 /* Paranoia XXX XXX XXX */
2848 /* Ask until done */
2853 /* Display prompt */
2857 strcpy(out_val, "");
2860 * Ask the user for a response.
2861 * Don't allow to use numpad as cursor key.
2863 res = askfor_aux(out_val, 32, FALSE);
2869 if (!res) return FALSE;
2871 /* Skip leading spaces */
2872 for (p = out_val; *p == ' '; p++) /* loop */;
2874 /* Empty response */
2877 /* Accept current price */
2885 /* Use previous increment */
2886 if (allow_inc && last_inc)
2888 *poffer += last_inc;
2893 /* Normal response */
2896 /* Extract a number */
2899 /* Handle "incremental" number */
2900 if ((*p == '+' || *p == '-'))
2902 /* Allow increments */
2905 /* Use the given "increment" */
2912 /* Handle normal number */
2915 /* Use the given "number" */
2924 msg_print("値がおかしいです。");
2926 msg_print("Invalid response.");
2938 * @brief 店主がプレイヤーからの交渉価格を判断する /
2939 * Receive an offer (from the player)
2941 * @param poffer 店主からの交渉価格を返す参照ポインタ
2942 * @param last_offer 現在の交渉価格
2943 * @param factor 店主の価格基準倍率
2944 * @param price アイテムの実価値
2945 * @param final 最終価格確定ならばTRUE
2946 * @return プレイヤーの価格に対して不服ならばTRUEを返す /
2947 * Return TRUE if offer is NOT okay
2949 static bool receive_offer(cptr pmt, s32b *poffer,
2950 s32b last_offer, int factor,
2951 s32b price, int final)
2953 /* Haggle till done */
2956 /* Get a haggle (or cancel) */
2957 if (!get_haggle(pmt, poffer, price, final)) return (TRUE);
2959 /* Acceptable offer */
2960 if (((*poffer) * factor) >= (last_offer * factor)) break;
2962 /* Insult, and check for kicked out */
2963 if (haggle_insults()) return (TRUE);
2965 /* Reject offer (correctly) */
2966 (*poffer) = last_offer;
2975 * @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 /
2976 * Haggling routine -RAK-
2977 * @param o_ptr オブジェクトの構造体参照ポインタ
2978 * @param price 最終価格を返す参照ポインタ
2979 * @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 /
2980 * Return TRUE if purchase is NOT successful
2982 static bool purchase_haggle(object_type *o_ptr, s32b *price)
2984 s32b cur_ask, final_ask;
2985 s32b last_offer, offer;
2987 s32b min_per, max_per;
2988 int flag, loop_flag, noneed;
2989 int annoyed = 0, final = FALSE;
2991 bool cancel = FALSE;
2996 cptr pmt = "Asking";
3006 /* Extract the starting offer and the final offer */
3007 cur_ask = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
3008 final_ask = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
3010 /* Determine if haggling is necessary */
3011 noneed = noneedtobargain(final_ask);
3013 /* No need to haggle */
3014 if (noneed || !manual_haggle)
3016 /* No need to haggle */
3019 /* Message summary */
3021 msg_print("結局この金額にまとまった。");
3023 msg_print("You eventually agree upon the price.");
3029 /* No haggle option */
3032 /* Message summary */
3034 msg_print("すんなりとこの金額にまとまった。");
3036 msg_print("You quickly agree upon the price.");
3041 /* Apply Sales Tax */
3042 final_ask += final_ask / 10;
3046 cur_ask = final_ask;
3048 /* Go to final offer */
3052 pmt = "Final Offer";
3059 /* Haggle for the whole pile */
3060 cur_ask *= o_ptr->number;
3061 final_ask *= o_ptr->number;
3064 /* Haggle parameters */
3065 min_per = ot_ptr->haggle_per;
3066 max_per = min_per * 3;
3068 /* Mega-Hack -- artificial "last offer" value */
3069 last_offer = object_value(o_ptr) * o_ptr->number;
3070 last_offer = last_offer * (200 - (int)(ot_ptr->max_inflate)) / 100L;
3071 if (last_offer <= 0) last_offer = 1;
3076 /* No incremental haggling yet */
3079 /* Haggle until done */
3080 for (flag = FALSE; !flag; )
3084 while (!flag && loop_flag)
3086 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
3087 put_str(out_val, 1, 0);
3089 cancel = receive_offer("提示する金額? ",
3091 cancel = receive_offer("What do you offer? ",
3094 &offer, last_offer, 1, cur_ask, final);
3100 else if (offer > cur_ask)
3105 else if (offer == cur_ask)
3118 x1 = 100 * (offer - last_offer) / (cur_ask - last_offer);
3121 if (haggle_insults())
3127 else if (x1 > max_per)
3130 if (x1 < max_per) x1 = max_per;
3132 x2 = rand_range(x1-2, x1+2);
3133 x3 = ((cur_ask - offer) * x2 / 100L) + 1;
3134 /* don't let the price go up */
3139 if (cur_ask < final_ask)
3142 cur_ask = final_ask;
3146 pmt = "Final Offer";
3152 (void)(increase_insults());
3157 else if (offer >= cur_ask)
3169 (void)sprintf(out_val, "前回の提示金額: $%ld",
3171 (void)sprintf(out_val, "Your last offer: %ld",
3175 put_str(out_val, 1, 39);
3176 say_comment_2(cur_ask, annoyed);
3182 if (cancel) return (TRUE);
3184 /* Update bargaining info */
3185 updatebargain(*price, final_ask, o_ptr->number);
3193 * @brief プレイヤーが売却する時の値切り処理メインルーチン /
3194 * Haggling routine -RAK-
3195 * @param o_ptr オブジェクトの構造体参照ポインタ
3196 * @param price 最終価格を返す参照ポインタ
3197 * @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 /
3198 * Return TRUE if purchase is NOT successful
3200 static bool sell_haggle(object_type *o_ptr, s32b *price)
3202 s32b purse, cur_ask, final_ask;
3203 s32b last_offer = 0, offer = 0;
3205 s32b min_per, max_per;
3206 int flag, loop_flag, noneed;
3207 int annoyed = 0, final = FALSE;
3208 bool cancel = FALSE;
3221 /* Obtain the starting offer and the final offer */
3222 cur_ask = price_item(o_ptr, ot_ptr->max_inflate, TRUE);
3223 final_ask = price_item(o_ptr, ot_ptr->min_inflate, TRUE);
3225 /* Determine if haggling is necessary */
3226 noneed = noneedtobargain(final_ask);
3228 /* Get the owner's payout limit */
3229 purse = (s32b)(ot_ptr->max_cost);
3231 /* No need to haggle */
3232 if (noneed || !manual_haggle || (final_ask >= purse))
3234 /* Apply Sales Tax (if needed) */
3235 if (!manual_haggle && !noneed)
3237 final_ask -= final_ask / 10;
3240 /* No reason to haggle */
3241 if (final_ask >= purse)
3245 msg_print("即座にこの金額にまとまった。");
3247 msg_print("You instantly agree upon the price.");
3252 /* Offer full purse */
3256 /* No need to haggle */
3261 msg_print("結局この金額にまとまった。");
3263 msg_print("You eventually agree upon the price.");
3269 /* No haggle option */
3272 /* Message summary */
3274 msg_print("すんなりとこの金額にまとまった。");
3276 msg_print("You quickly agree upon the price.");
3283 cur_ask = final_ask;
3290 pmt = "Final Offer";
3295 /* Haggle for the whole pile */
3296 cur_ask *= o_ptr->number;
3297 final_ask *= o_ptr->number;
3300 /* XXX XXX XXX Display commands */
3302 /* Haggling parameters */
3303 min_per = ot_ptr->haggle_per;
3304 max_per = min_per * 3;
3306 /* Mega-Hack -- artificial "last offer" value */
3307 last_offer = object_value(o_ptr) * o_ptr->number;
3308 last_offer = last_offer * ot_ptr->max_inflate / 100L;
3313 /* No incremental haggling yet */
3317 for (flag = FALSE; !flag; )
3323 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
3324 put_str(out_val, 1, 0);
3326 cancel = receive_offer("提示する価格? ",
3328 cancel = receive_offer("What price do you ask? ",
3331 &offer, last_offer, -1, cur_ask, final);
3337 else if (offer < cur_ask)
3340 /* rejected, reset offer for incremental haggling */
3343 else if (offer == cur_ask)
3354 if (flag || !loop_flag) break;
3359 x1 = 100 * (last_offer - offer) / (last_offer - cur_ask);
3362 if (haggle_insults())
3368 else if (x1 > max_per)
3371 if (x1 < max_per) x1 = max_per;
3373 x2 = rand_range(x1-2, x1+2);
3374 x3 = ((offer - cur_ask) * x2 / 100L) + 1;
3375 /* don't let the price go down */
3379 if (cur_ask > final_ask)
3381 cur_ask = final_ask;
3386 pmt = "Final Offer";
3394 /* 追加 $0 で買い取られてしまうのを防止 By FIRST*/
3397 (void)(increase_insults());
3400 else if (offer <= cur_ask)
3411 (void)sprintf(out_val,
3413 "前回の提示価格 $%ld", (long)last_offer);
3415 "Your last bid %ld", (long)last_offer);
3418 put_str(out_val, 1, 39);
3419 say_comment_3(cur_ask, annoyed);
3425 if (cancel) return (TRUE);
3427 /* Update bargaining info */
3428 updatebargain(*price, final_ask, o_ptr->number);
3436 * @brief 店からの購入処理のメインルーチン /
3437 * Buy an item from a store -RAK-
3440 static void store_purchase(void)
3452 char o_name[MAX_NLEN];
3456 if (cur_store_num == STORE_MUSEUM)
3459 msg_print("博物館から取り出すことはできません。");
3461 msg_print("Museum.");
3467 if (st_ptr->stock_num <= 0)
3469 if (cur_store_num == STORE_HOME)
3471 msg_print("我が家には何も置いてありません。");
3473 msg_print("Your home is empty.");
3478 msg_print("現在商品の在庫を切らしています。");
3480 msg_print("I am currently out of stock.");
3487 /* Find the number of objects on this and following pages */
3488 i = (st_ptr->stock_num - store_top);
3490 /* And then restrict it to the current page */
3491 if (i > store_bottom) i = store_bottom;
3495 /* ブラックマーケットの時は別のメッセージ */
3496 switch( cur_store_num ) {
3498 sprintf(out_val, "どのアイテムを取りますか? ");
3501 sprintf(out_val, "どれ? ");
3504 sprintf(out_val, "どの品物が欲しいんだい? ");
3508 if (cur_store_num == STORE_HOME)
3510 sprintf(out_val, "Which item do you want to take? ");
3514 sprintf(out_val, "Which item are you interested in? ");
3519 /* Get the item number to be bought */
3520 if (!get_stock(&item, out_val, 0, i - 1)) return;
3522 /* Get the actual index */
3523 item = item + store_top;
3525 /* Get the actual item */
3526 o_ptr = &st_ptr->stock[item];
3528 /* Assume the player wants just one of them */
3531 /* Get local object */
3534 /* Get a copy of the object */
3535 object_copy(j_ptr, o_ptr);
3538 * If a rod or wand, allocate total maximum timeouts or charges
3539 * between those purchased and left on the shelf.
3541 reduce_charges(j_ptr, o_ptr->number - amt);
3543 /* Modify quantity */
3544 j_ptr->number = amt;
3546 /* Hack -- require room in pack */
3547 if (!inven_carry_okay(j_ptr))
3550 msg_print("そんなにアイテムを持てない。");
3552 msg_print("You cannot carry that many different items.");
3558 /* Determine the "best" price (per item) */
3559 best = price_item(j_ptr, ot_ptr->min_inflate, FALSE);
3561 /* Find out how many the player wants */
3562 if (o_ptr->number > 1)
3564 /* Hack -- note cost of "fixed" items */
3565 if ((cur_store_num != STORE_HOME) &&
3566 (o_ptr->ident & IDENT_FIXED))
3569 msg_format("一つにつき $%ldです。", (long)(best));
3571 msg_format("That costs %ld gold per item.", (long)(best));
3576 /* Get a quantity */
3577 amt = get_quantity(NULL, o_ptr->number);
3579 /* Allow user abort */
3580 if (amt <= 0) return;
3583 /* Get local object */
3586 /* Get desired object */
3587 object_copy(j_ptr, o_ptr);
3590 * If a rod or wand, allocate total maximum timeouts or charges
3591 * between those purchased and left on the shelf.
3593 reduce_charges(j_ptr, o_ptr->number - amt);
3595 /* Modify quantity */
3596 j_ptr->number = amt;
3598 /* Hack -- require room in pack */
3599 if (!inven_carry_okay(j_ptr))
3602 msg_print("ザックにそのアイテムを入れる隙間がない。");
3604 msg_print("You cannot carry that many items.");
3610 /* Attempt to buy it */
3611 if (cur_store_num != STORE_HOME)
3613 /* Fixed price, quick buy */
3614 if (o_ptr->ident & (IDENT_FIXED))
3619 /* Go directly to the "best" deal */
3620 price = (best * j_ptr->number);
3626 /* Describe the object (fully) */
3627 object_desc(o_name, j_ptr, 0);
3631 msg_format("%s(%c)を購入する。", o_name, I2A(item));
3633 msg_format("Buying %s (%c).", o_name, I2A(item));
3638 /* Haggle for a final price */
3639 choice = purchase_haggle(j_ptr, &price);
3641 /* Hack -- Got kicked out */
3642 if (st_ptr->store_open >= turn) return;
3645 /* Player wants it */
3648 /* Fix the item price (if "correctly" haggled) */
3649 if (price == (best * j_ptr->number)) o_ptr->ident |= (IDENT_FIXED);
3651 /* Player can afford it */
3652 if (p_ptr->au >= price)
3657 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
3658 chg_virtue(V_JUSTICE, -1);
3659 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
3660 chg_virtue(V_NATURE, -1);
3668 /* Spend the money */
3671 /* Update the display */
3674 /* Hack -- buying an item makes you aware of it */
3675 object_aware(j_ptr);
3677 /* Hack -- clear the "fixed" flag from the item */
3678 j_ptr->ident &= ~(IDENT_FIXED);
3680 /* Describe the transaction */
3681 object_desc(o_name, j_ptr, 0);
3685 msg_format("%sを $%ldで購入しました。", o_name, (long)price);
3687 msg_format("You bought %s for %ld gold.", o_name, (long)price);
3690 strcpy(record_o_name, o_name);
3693 if (record_buy) do_cmd_write_nikki(NIKKI_BUY, 0, o_name);
3694 object_desc(o_name, o_ptr, OD_NAME_ONLY);
3695 if(record_rand_art && o_ptr->art_name)
3696 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
3698 /* Erase the inscription */
3699 j_ptr->inscription = 0;
3701 /* Erase the "feeling" */
3702 j_ptr->feeling = FEEL_NONE;
3703 j_ptr->ident &= ~(IDENT_STORE);
3704 /* Give it to the player */
3705 item_new = inven_carry(j_ptr);
3707 /* Describe the final result */
3708 object_desc(o_name, &inventory[item_new], 0);
3712 msg_format("%s(%c)を手に入れた。", o_name, index_to_label(item_new));
3714 msg_format("You have %s (%c).",
3715 o_name, index_to_label(item_new));
3718 /* Auto-inscription */
3719 autopick_alter_item(item_new, FALSE);
3721 /* Now, reduce the original stack's pval. */
3722 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3724 o_ptr->pval -= j_ptr->pval;
3730 /* Note how many slots the store used to have */
3731 i = st_ptr->stock_num;
3733 /* Remove the bought items from the store */
3734 store_item_increase(item, -amt);
3735 store_item_optimize(item);
3737 /* Store is empty */
3738 if (st_ptr->stock_num == 0)
3741 if (one_in_(STORE_SHUFFLE))
3746 msg_print("店主は引退した。");
3748 msg_print("The shopkeeper retires.");
3752 /* Shuffle the store */
3753 store_shuffle(cur_store_num);
3756 sprintf(buf, "%s (%s)",
3757 ot_ptr->owner_name, race_info[ot_ptr->owner_race].title);
3758 put_str(buf, 3, 10);
3759 sprintf(buf, "%s (%ld)",
3760 (f_name + f_info[cur_store_feat].name), (long)(ot_ptr->max_cost));
3769 msg_print("店主は新たな在庫を取り出した。");
3771 msg_print("The shopkeeper brings out some new stock.");
3777 for (i = 0; i < 10; i++)
3779 /* Maintain the store */
3780 store_maint(p_ptr->town_num, cur_store_num);
3786 /* Redraw everything */
3787 display_inventory();
3790 /* The item is gone */
3791 else if (st_ptr->stock_num != i)
3793 /* Pick the correct screen */
3794 if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
3796 /* Redraw everything */
3797 display_inventory();
3800 /* Item is still here */
3803 /* Redraw the item */
3804 display_entry(item);
3808 /* Player cannot afford it */
3811 /* Simple message (no insult) */
3813 msg_print("お金が足りません。");
3815 msg_print("You do not have enough gold.");
3822 /* Home is much easier */
3825 bool combined_or_reordered;
3827 /* Distribute charges of wands/rods */
3828 distribute_charges(o_ptr, j_ptr, amt);
3830 /* Give it to the player */
3831 item_new = inven_carry(j_ptr);
3833 /* Describe just the result */
3834 object_desc(o_name, &inventory[item_new], 0);
3838 msg_format("%s(%c)を取った。",
3840 msg_format("You have %s (%c).",
3842 o_name, index_to_label(item_new));
3847 /* Take note if we take the last one */
3848 i = st_ptr->stock_num;
3850 /* Remove the items from the home */
3851 store_item_increase(item, -amt);
3852 store_item_optimize(item);
3854 combined_or_reordered = combine_and_reorder_home(STORE_HOME);
3856 /* Hack -- Item is still here */
3857 if (i == st_ptr->stock_num)
3859 /* Redraw everything */
3860 if (combined_or_reordered) display_inventory();
3862 /* Redraw the item */
3863 else display_entry(item);
3866 /* The item is gone */
3870 if (st_ptr->stock_num == 0) store_top = 0;
3872 /* Nothing left on that screen */
3873 else if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
3875 /* Redraw everything */
3876 display_inventory();
3878 chg_virtue(V_SACRIFICE, 1);
3882 /* Not kicked out */
3888 * @brief 店からの売却処理のメインルーチン /
3889 * Sell an item to the store (or home)
3892 static void store_sell(void)
3898 s32b price, value, dummy;
3907 char o_name[MAX_NLEN];
3910 /* Prepare a prompt */
3911 if (cur_store_num == STORE_HOME)
3913 q = "どのアイテムを置きますか? ";
3915 q = "Drop which item? ";
3918 else if (cur_store_num == STORE_MUSEUM)
3920 q = "どのアイテムを寄贈しますか? ";
3922 q = "Give which item? ";
3927 q = "どのアイテムを売りますか? ";
3929 q = "Sell which item? ";
3933 item_tester_no_ryoute = TRUE;
3934 /* Only allow items the store will buy */
3935 item_tester_hook = store_will_buy;
3938 /* 我が家でおかしなメッセージが出るオリジナルのバグを修正 */
3939 if (cur_store_num == STORE_HOME)
3942 s = "置けるアイテムを持っていません。";
3944 s = "You don't have any item to drop.";
3947 else if (cur_store_num == STORE_MUSEUM)
3950 s = "寄贈できるアイテムを持っていません。";
3952 s = "You don't have any item to give.";
3960 s = "You have nothing that I want.";
3964 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return;
3966 /* Get the item (in the pack) */
3969 o_ptr = &inventory[item];
3972 /* Get the item (on the floor) */
3975 o_ptr = &o_list[0 - item];
3979 /* Hack -- Cannot remove cursed items */
3980 if ((item >= INVEN_RARM) && object_is_cursed(o_ptr))
3984 msg_print("ふーむ、どうやらそれは呪われているようだね。");
3986 msg_print("Hmmm, it seems to be cursed.");
3995 /* Assume one item */
3998 /* Find out how many the player wants (letter means "all") */
3999 if (o_ptr->number > 1)
4001 /* Get a quantity */
4002 amt = get_quantity(NULL, o_ptr->number);
4004 /* Allow user abort */
4005 if (amt <= 0) return;
4008 /* Get local object */
4011 /* Get a copy of the object */
4012 object_copy(q_ptr, o_ptr);
4014 /* Modify quantity */
4015 q_ptr->number = amt;
4018 * Hack -- If a rod or wand, allocate total maximum
4019 * timeouts or charges to those being sold. -LM-
4021 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
4023 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
4026 /* Get a full description */
4027 object_desc(o_name, q_ptr, 0);
4029 /* Remove any inscription, feeling for stores */
4030 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
4032 q_ptr->inscription = 0;
4033 q_ptr->feeling = FEEL_NONE;
4036 /* Is there room in the store (or the home?) */
4037 if (!store_check_num(q_ptr))
4039 if (cur_store_num == STORE_HOME)
4041 msg_print("我が家にはもう置く場所がない。");
4043 msg_print("Your home is full.");
4046 else if (cur_store_num == STORE_MUSEUM)
4048 msg_print("博物館はもう満杯だ。");
4050 msg_print("Museum is full.");
4055 msg_print("すいませんが、店にはもう置く場所がありません。");
4057 msg_print("I have not the room in my store to keep it.");
4065 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
4067 /* Describe the transaction */
4069 msg_format("%s(%c)を売却する。", o_name, index_to_label(item));
4071 msg_format("Selling %s (%c).", o_name, index_to_label(item));
4077 choice = sell_haggle(q_ptr, &price);
4080 if (st_ptr->store_open >= turn) return;
4092 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
4093 chg_virtue(V_JUSTICE, -1);
4095 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
4096 chg_virtue(V_NATURE, 1);
4099 /* Get some money */
4102 /* Update the display */
4105 /* Get the "apparent" value */
4106 dummy = object_value(q_ptr) * q_ptr->number;
4109 identify_item(o_ptr);
4111 /* Get local object */
4114 /* Get a copy of the object */
4115 object_copy(q_ptr, o_ptr);
4117 /* Modify quantity */
4118 q_ptr->number = amt;
4120 /* Make it look like to be known */
4121 q_ptr->ident |= IDENT_STORE;
4124 * Hack -- If a rod or wand, let the shopkeeper know just
4125 * how many charges he really paid for. -LM-
4127 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
4129 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
4132 /* Get the "actual" value */
4133 value = object_value(q_ptr) * q_ptr->number;
4135 /* Get the description all over again */
4136 object_desc(o_name, q_ptr, 0);
4138 /* Describe the result (in message buffer) */
4140 msg_format("%sを $%ldで売却しました。", o_name, (long)price);
4142 msg_format("You sold %s for %ld gold.", o_name, (long)price);
4145 if (record_sell) do_cmd_write_nikki(NIKKI_SELL, 0, o_name);
4147 if (!((o_ptr->tval == TV_FIGURINE) && (value > 0)))
4149 /* Analyze the prices (and comment verbally) unless a figurine*/
4150 purchase_analyze(price, value, dummy);
4154 * Hack -- Allocate charges between those wands or rods sold
4155 * and retained, unless all are being sold. -LM-
4157 distribute_charges(o_ptr, q_ptr, amt);
4159 /* Reset timeouts of the sold items */
4162 /* Take the item from the player, describe the result */
4163 inven_item_increase(item, -amt);
4164 inven_item_describe(item);
4166 /* If items remain, auto-inscribe before optimizing */
4167 if (o_ptr->number > 0)
4168 autopick_alter_item(item, FALSE);
4170 inven_item_optimize(item);
4175 /* The store gets that (known) item */
4176 item_pos = store_carry(q_ptr);
4178 /* Re-display if item is now in store */
4181 store_top = (item_pos / store_bottom) * store_bottom;
4182 display_inventory();
4187 /* Player is at museum */
4188 else if (cur_store_num == STORE_MUSEUM)
4190 char o2_name[MAX_NLEN];
4191 object_desc(o2_name, q_ptr, OD_NAME_ONLY);
4193 if (-1 == store_check_num(q_ptr))
4196 msg_print("それと同じ品物は既に博物館にあるようです。");
4198 msg_print("The same object as it is already in the Museum.");
4204 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!!");
4206 msg_print("You cannot take items which is given to the Museum back!!");
4210 if (!get_check(format("本当に%sを寄贈しますか?", o2_name))) return;
4212 if (!get_check(format("Really give %s to the Museum? ", o2_name))) return;
4216 identify_item(q_ptr);
4217 q_ptr->ident |= IDENT_MENTAL;
4219 /* Distribute charges of wands/rods */
4220 distribute_charges(o_ptr, q_ptr, amt);
4224 msg_format("%sを置いた。(%c)", o_name, index_to_label(item));
4226 msg_format("You drop %s (%c).", o_name, index_to_label(item));
4231 /* Take it from the players inventory */
4232 inven_item_increase(item, -amt);
4233 inven_item_describe(item);
4234 inven_item_optimize(item);
4239 /* Let the home carry it */
4240 item_pos = home_carry(q_ptr);
4242 /* Update store display */
4245 store_top = (item_pos / store_bottom) * store_bottom;
4246 display_inventory();
4249 /* Player is at home */
4252 /* Distribute charges of wands/rods */
4253 distribute_charges(o_ptr, q_ptr, amt);
4257 msg_format("%sを置いた。(%c)", o_name, index_to_label(item));
4259 msg_format("You drop %s (%c).", o_name, index_to_label(item));
4264 /* Take it from the players inventory */
4265 inven_item_increase(item, -amt);
4266 inven_item_describe(item);
4267 inven_item_optimize(item);
4272 /* Let the home carry it */
4273 item_pos = home_carry(q_ptr);
4275 /* Update store display */
4278 store_top = (item_pos / store_bottom) * store_bottom;
4279 display_inventory();
4283 if ((choice == 0) && (item >= INVEN_RARM))
4292 * @brief 店のアイテムを調べるコマンドのメインルーチン /
4293 * Examine an item in a store -JDL-
4296 static void store_examine(void)
4301 char o_name[MAX_NLEN];
4306 if (st_ptr->stock_num <= 0)
4308 if (cur_store_num == STORE_HOME)
4310 msg_print("我が家には何も置いてありません。");
4312 msg_print("Your home is empty.");
4315 else if (cur_store_num == STORE_MUSEUM)
4317 msg_print("博物館には何も置いてありません。");
4319 msg_print("Museum is empty.");
4324 msg_print("現在商品の在庫を切らしています。");
4326 msg_print("I am currently out of stock.");
4333 /* Find the number of objects on this and following pages */
4334 i = (st_ptr->stock_num - store_top);
4336 /* And then restrict it to the current page */
4337 if (i > store_bottom) i = store_bottom;
4341 sprintf(out_val, "どれを調べますか?");
4343 sprintf(out_val, "Which item do you want to examine? ");
4347 /* Get the item number to be examined */
4348 if (!get_stock(&item, out_val, 0, i - 1)) return;
4350 /* Get the actual index */
4351 item = item + store_top;
4353 /* Get the actual item */
4354 o_ptr = &st_ptr->stock[item];
4356 /* Require full knowledge */
4357 if (!(o_ptr->ident & IDENT_MENTAL))
4359 /* This can only happen in the home */
4361 msg_print("このアイテムについて特に知っていることはない。");
4363 msg_print("You have no special knowledge about that item.");
4370 object_desc(o_name, o_ptr, 0);
4374 msg_format("%sを調べている...", o_name);
4376 msg_format("Examining %s...", o_name);
4380 /* Describe it fully */
4381 if (!screen_object(o_ptr, SCROBJ_FORCE_DETAIL))
4383 msg_print("特に変わったところはないようだ。");
4385 msg_print("You see nothing special.");
4394 * @brief 博物館のアイテムを除去するコマンドのメインルーチン /
4395 * Remove an item from museum (Originally from TOband)
4398 static void museum_remove_object(void)
4403 char o_name[MAX_NLEN];
4407 if (st_ptr->stock_num <= 0)
4410 msg_print("博物館には何も置いてありません。");
4412 msg_print("Museum is empty.");
4418 /* Find the number of objects on this and following pages */
4419 i = st_ptr->stock_num - store_top;
4421 /* And then restrict it to the current page */
4422 if (i > store_bottom) i = store_bottom;
4426 sprintf(out_val, "どのアイテムの展示をやめさせますか?");
4428 sprintf(out_val, "Which item do you want to order to remove? ");
4431 /* Get the item number to be removed */
4432 if (!get_stock(&item, out_val, 0, i - 1)) return;
4434 /* Get the actual index */
4435 item = item + store_top;
4437 /* Get the actual item */
4438 o_ptr = &st_ptr->stock[item];
4441 object_desc(o_name, o_ptr, 0);
4444 msg_print("展示をやめさせたアイテムは二度と見ることはできません!");
4445 if (!get_check(format("本当に%sの展示をやめさせますか?", o_name))) return;
4447 msg_print("You cannot see items which is removed from the Museum!");
4448 if (!get_check(format("Really order to remove %s from the Museum? ", o_name))) return;
4453 msg_format("%sの展示をやめさせた。", o_name);
4455 msg_format("You ordered to remove %s.", o_name);
4458 /* Remove the items from the home */
4459 store_item_increase(item, -o_ptr->number);
4460 store_item_optimize(item);
4462 (void)combine_and_reorder_home(STORE_MUSEUM);
4464 /* The item is gone */
4467 if (st_ptr->stock_num == 0) store_top = 0;
4469 /* Nothing left on that screen */
4470 else if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
4472 /* Redraw everything */
4473 display_inventory();
4480 * Hack -- set this to leave the store
4482 static bool leave_store = FALSE;
4486 * @brief 店舗処理コマンド選択のメインルーチン /
4487 * Process a command in a store
4491 * Note that we must allow the use of a few "special" commands
4492 * in the stores which are not allowed in the dungeon, and we
4493 * must disable some commands which are allowed in the dungeon
4494 * but not in the stores, to prevent chaos.
4497 static void store_process_command(void)
4499 #ifdef ALLOW_REPEAT /* TNB */
4501 /* Handle repeating the last command */
4504 #endif /* ALLOW_REPEAT -- TNB */
4506 if (rogue_like_commands && command_cmd == 'l')
4508 command_cmd = 'x'; /* hack! */
4511 /* Parse the command */
4512 switch (command_cmd)
4522 /* 1 ページ戻るコマンド: 我が家のページ数が多いので重宝するはず By BUG */
4525 if (st_ptr->stock_num <= store_bottom) {
4527 msg_print("これで全部です。");
4529 msg_print("Entire inventory is shown.");
4533 store_top -= store_bottom;
4534 if ( store_top < 0 )
4535 store_top = ((st_ptr->stock_num - 1 )/store_bottom) * store_bottom;
4536 if ( (cur_store_num == STORE_HOME) && (powerup_home == FALSE) )
4537 if ( store_top >= store_bottom ) store_top = store_bottom;
4538 display_inventory();
4546 if (st_ptr->stock_num <= store_bottom)
4549 msg_print("これで全部です。");
4551 msg_print("Entire inventory is shown.");
4557 store_top += store_bottom;
4559 * 隠しオプション(powerup_home)がセットされていないときは
4560 * 我が家では 2 ページまでしか表示しない
4562 if ((cur_store_num == STORE_HOME) &&
4563 (powerup_home == FALSE) &&
4564 (st_ptr->stock_num >= STORE_INVEN_MAX))
4566 if (store_top >= (STORE_INVEN_MAX - 1))
4573 if (store_top >= st_ptr->stock_num) store_top = 0;
4576 display_inventory();
4589 /* Get (purchase) */
4616 /*** Inventory Commands ***/
4618 /* Wear/wield equipment */
4625 /* Take off equipment */
4632 /* Destroy an item */
4639 /* Equipment list */
4646 /* Inventory list */
4654 /*** Various commands ***/
4656 /* Identify an object */
4663 /* Hack -- toggle windows */
4666 toggle_inven_equip();
4672 /*** Use various objects ***/
4677 if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4678 (p_ptr->pclass == CLASS_BERSERKER) ||
4679 (p_ptr->pclass == CLASS_NINJA) ||
4680 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4681 ) do_cmd_mind_browse();
4682 else if (p_ptr->pclass == CLASS_SMITH)
4684 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4685 do_cmd_magic_eater(TRUE, FALSE);
4686 else if (p_ptr->pclass == CLASS_SNIPER)
4687 do_cmd_snipe_browse();
4688 else do_cmd_browse();
4692 /* Inscribe an object */
4699 /* Uninscribe an object */
4702 do_cmd_uninscribe();
4708 /*** Help and Such ***/
4717 /* Identify symbol */
4720 do_cmd_query_symbol();
4724 /* Character description */
4727 p_ptr->town_num = old_town_num;
4728 do_cmd_change_name();
4729 p_ptr->town_num = inner_town_num;
4735 /*** System Commands ***/
4737 /* Hack -- User interface */
4744 /* Single line from a pref file */
4747 p_ptr->town_num = old_town_num;
4749 p_ptr->town_num = inner_town_num;
4753 /* Interact with macros */
4756 p_ptr->town_num = old_town_num;
4758 p_ptr->town_num = inner_town_num;
4762 /* Interact with visuals */
4765 p_ptr->town_num = old_town_num;
4767 p_ptr->town_num = inner_town_num;
4771 /* Interact with colors */
4774 p_ptr->town_num = old_town_num;
4776 p_ptr->town_num = inner_town_num;
4780 /* Interact with options */
4784 (void)combine_and_reorder_home(STORE_HOME);
4790 /*** Misc Commands ***/
4806 /* Repeat level feeling */
4813 /* Show previous message */
4816 do_cmd_message_one();
4820 /* Show previous messages */
4833 /* Check artifacts, uniques etc. */
4840 /* Load "screen dump" */
4843 do_cmd_load_screen();
4847 /* Save "screen dump" */
4850 do_cmd_save_screen();
4854 /* Hack -- Unknown command */
4857 if ((cur_store_num == STORE_MUSEUM) && (command_cmd == 'r'))
4859 museum_remove_object();
4864 msg_print("そのコマンドは店の中では使えません。");
4866 msg_print("That command does not work in stores.");
4877 * @brief 店舗処理全体のメインルーチン /
4878 * Enter a store, and interact with it. *
4882 * Note that we use the standard "request_command()" function
4883 * to get a command, allowing us to use "command_arg" and all
4884 * command macros and other nifty stuff, but we use the special
4885 * "shopping" argument, to force certain commands to be converted
4886 * into other commands, normally, we convert "p" (pray) and "m"
4887 * (cast magic) into "g" (get), and "s" (search) into "d" (drop).
4890 void do_cmd_store(void)
4896 bool need_redraw_store_inv; /* To redraw missiles damage and prices in store */
4900 Term_get_size(&w, &h);
4902 /* Calculate stocks per 1 page */
4903 xtra_stock = MIN(14+26, ((h > 24) ? (h - 24) : 0));
4904 store_bottom = MIN_STOCK + xtra_stock;
4906 /* Access the player grid */
4907 c_ptr = &cave[p_ptr->y][p_ptr->x];
4909 /* Verify a store */
4910 if (!cave_have_flag_grid(c_ptr, FF_STORE))
4913 msg_print("ここには店がありません。");
4915 msg_print("You see no store here.");
4921 /* Extract the store code */
4922 which = f_info[c_ptr->feat].subtype;
4924 old_town_num = p_ptr->town_num;
4925 if ((which == STORE_HOME) || (which == STORE_MUSEUM)) p_ptr->town_num = 1;
4926 if (dun_level) p_ptr->town_num = NO_TOWN;
4927 inner_town_num = p_ptr->town_num;
4929 /* Hack -- Check the "locked doors" */
4930 if ((town[p_ptr->town_num].store[which].store_open >= turn) ||
4934 msg_print("ドアに鍵がかかっている。");
4936 msg_print("The doors are locked.");
4939 p_ptr->town_num = old_town_num;
4943 /* Calculate the number of store maintainances since the last visit */
4944 maintain_num = (turn - town[p_ptr->town_num].store[which].last_visit) / (TURNS_PER_TICK * STORE_TICKS);
4946 /* Maintain the store max. 10 times */
4947 if (maintain_num > 10) maintain_num = 10;
4951 /* Maintain the store */
4952 for (i = 0; i < maintain_num; i++)
4953 store_maint(p_ptr->town_num, which);
4955 /* Save the visit */
4956 town[p_ptr->town_num].store[which].last_visit = turn;
4959 /* Forget the lite */
4962 /* Forget the view */
4966 /* Hack -- Character is in "icky" mode */
4967 character_icky = TRUE;
4970 /* No command argument */
4973 /* No repeated command */
4976 /* No automatic command */
4979 /* Do not expand macros */
4980 get_com_no_macros = TRUE;
4982 /* Save the store number */
4983 cur_store_num = which;
4985 /* Hack -- save the store feature */
4986 cur_store_feat = c_ptr->feat;
4988 /* Save the store and owner pointers */
4989 st_ptr = &town[p_ptr->town_num].store[cur_store_num];
4990 ot_ptr = &owners[cur_store_num][st_ptr->owner];
4993 /* Start at the beginning */
4996 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4998 /* Display the store */
5002 leave_store = FALSE;
5004 /* Interact with player */
5005 while (!leave_store)
5007 /* Hack -- Clear line 1 */
5011 clear_from(20 + xtra_stock);
5014 /* Basic commands */
5016 prt(" ESC) 建物から出る", 21 + xtra_stock, 0);
5018 prt(" ESC) Exit from Building.", 21 + xtra_stock, 0);
5022 /* Browse if necessary */
5023 if (st_ptr->stock_num > store_bottom)
5026 prt(" -)前ページ", 22 + xtra_stock, 0);
5027 prt(" スペース) 次ページ", 23 + xtra_stock, 0);
5029 prt(" -) Previous page", 22 + xtra_stock, 0);
5030 prt(" SPACE) Next page", 23 + xtra_stock, 0);
5036 if (cur_store_num == STORE_HOME)
5039 prt("g) アイテムを取る", 21 + xtra_stock, 27);
5040 prt("d) アイテムを置く", 22 + xtra_stock, 27);
5041 prt("x) 家のアイテムを調べる", 23 + xtra_stock, 27);
5043 prt("g) Get an item.", 21 + xtra_stock, 27);
5044 prt("d) Drop an item.", 22 + xtra_stock, 27);
5045 prt("x) eXamine an item in the home.", 23 + xtra_stock, 27);
5049 /* Museum commands */
5050 else if (cur_store_num == STORE_MUSEUM)
5053 prt("d) アイテムを置く", 21 + xtra_stock, 27);
5054 prt("r) アイテムの展示をやめる", 22 + xtra_stock, 27);
5055 prt("x) 博物館のアイテムを調べる", 23 + xtra_stock, 27);
5057 prt("d) Drop an item.", 21 + xtra_stock, 27);
5058 prt("r) order to Remove an item.", 22 + xtra_stock, 27);
5059 prt("x) eXamine an item in the museum.", 23 + xtra_stock, 27);
5063 /* Shop commands XXX XXX XXX */
5067 prt("p) 商品を買う", 21 + xtra_stock, 30);
5068 prt("s) アイテムを売る", 22 + xtra_stock, 30);
5069 prt("x) 商品を調べる", 23 + xtra_stock,30);
5071 prt("p) Purchase an item.", 21 + xtra_stock, 30);
5072 prt("s) Sell an item.", 22 + xtra_stock, 30);
5073 prt("x) eXamine an item in the shop", 23 + xtra_stock,30);
5080 prt("i/e) 持ち物/装備の一覧", 21 + xtra_stock, 56);
5082 if (rogue_like_commands)
5084 prt("w/T) 装備する/はずす", 22 + xtra_stock, 56);
5088 prt("w/t) 装備する/はずす", 22 + xtra_stock, 56);
5091 prt("i/e) Inventry/Equipment list", 21 + xtra_stock, 56);
5093 if (rogue_like_commands)
5095 prt("w/T) Wear/Take off equipment", 22 + xtra_stock, 56);
5099 prt("w/t) Wear/Take off equipment", 22 + xtra_stock, 56);
5104 prt("コマンド:", 20 + xtra_stock, 0);
5106 prt("You may: ", 20 + xtra_stock, 0);
5111 request_command(TRUE);
5113 /* Process the command */
5114 store_process_command();
5117 * Hack -- To redraw missiles damage and prices in store
5118 * If player's charisma changes, or if player changes a bow, PU_BONUS is set
5120 need_redraw_store_inv = (p_ptr->update & PU_BONUS) ? TRUE : FALSE;
5122 /* Hack -- Character is still in "icky" mode */
5123 character_icky = TRUE;
5131 /* XXX XXX XXX Pack Overflow */
5132 if (inventory[INVEN_PACK].k_idx)
5134 int item = INVEN_PACK;
5136 object_type *o_ptr = &inventory[item];
5138 /* Hack -- Flee from the store */
5139 if (cur_store_num != STORE_HOME)
5143 if (cur_store_num == STORE_MUSEUM)
5144 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...");
5146 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...");
5148 if (cur_store_num == STORE_MUSEUM)
5149 msg_print("Your pack is so full that you flee the Museum...");
5151 msg_print("Your pack is so full that you flee the store...");
5159 /* Hack -- Flee from the home */
5160 else if (!store_check_num(o_ptr))
5164 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...");
5166 msg_print("Your pack is so full that you flee your home...");
5174 /* Hack -- Drop items into the home */
5182 char o_name[MAX_NLEN];
5185 /* Give a message */
5187 msg_print("ザックからアイテムがあふれてしまった!");
5189 msg_print("Your pack overflows!");
5193 /* Get local object */
5196 /* Grab a copy of the item */
5197 object_copy(q_ptr, o_ptr);
5200 object_desc(o_name, q_ptr, 0);
5204 msg_format("%sが落ちた。(%c)", o_name, index_to_label(item));
5206 msg_format("You drop %s (%c).", o_name, index_to_label(item));
5210 /* Remove it from the players inventory */
5211 inven_item_increase(item, -255);
5212 inven_item_describe(item);
5213 inven_item_optimize(item);
5218 /* Let the home carry it */
5219 item_pos = home_carry(q_ptr);
5221 /* Redraw the home */
5224 store_top = (item_pos / store_bottom) * store_bottom;
5225 display_inventory();
5230 /* Hack -- Redisplay store prices if charisma changes */
5231 /* Hack -- Redraw missiles damage if player changes bow */
5232 if (need_redraw_store_inv) display_inventory();
5234 /* Hack -- get kicked out of the store */
5235 if (st_ptr->store_open >= turn) leave_store = TRUE;
5238 select_floor_music();
5240 p_ptr->town_num = old_town_num;
5242 /* Free turn XXX XXX XXX */
5243 p_ptr->energy_use = 100;
5246 /* Hack -- Character is no longer in "icky" mode */
5247 character_icky = FALSE;
5250 /* Hack -- Cancel automatic command */
5253 /* Hack -- Cancel "see" mode */
5254 command_see = FALSE;
5256 /* Allow expanding macros */
5257 get_com_no_macros = FALSE;
5259 /* Flush messages XXX XXX XXX */
5263 /* Clear the screen */
5267 /* Update everything */
5268 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
5269 p_ptr->update |= (PU_MONSTERS);
5271 /* Redraw entire screen */
5272 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY);
5275 p_ptr->redraw |= (PR_MAP);
5278 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5284 * @brief 現在の町の店主を交代させる /
5285 * Shuffle one of the stores.
5286 * @param which 店舗種類のID
5289 void store_shuffle(int which)
5295 if (which == STORE_HOME) return;
5296 if (which == STORE_MUSEUM) return;
5299 /* Save the store index */
5300 cur_store_num = which;
5302 /* Activate that store */
5303 st_ptr = &town[p_ptr->town_num].store[cur_store_num];
5306 /* Pick a new owner */
5309 st_ptr->owner = (byte)randint0(MAX_OWNERS);
5310 if (j == st_ptr->owner) continue;
5311 for (i = 1;i < max_towns; i++)
5313 if (i == p_ptr->town_num) continue;
5314 if (st_ptr->owner == town[i].store[cur_store_num].owner) break;
5316 if (i == max_towns) break;
5319 /* Activate the new owner */
5320 ot_ptr = &owners[cur_store_num][st_ptr->owner];
5323 /* Reset the owner data */
5324 st_ptr->insult_cur = 0;
5325 st_ptr->store_open = 0;
5326 st_ptr->good_buy = 0;
5327 st_ptr->bad_buy = 0;
5330 /* Hack -- discount all the items */
5331 for (i = 0; i < st_ptr->stock_num; i++)
5336 o_ptr = &st_ptr->stock[i];
5338 if (!object_is_artifact(o_ptr))
5340 /* Hack -- Sell all non-artifact old items for "half price" */
5341 o_ptr->discount = 50;
5343 /* Hack -- Items are no longer "fixed price" */
5344 o_ptr->ident &= ~(IDENT_FIXED);
5346 /* Mega-Hack -- Note that the item is "on sale" */
5348 o_ptr->inscription = quark_add("売出中");
5350 o_ptr->inscription = quark_add("on sale");
5358 * @brief 店の品揃えを変化させる /
5359 * Maintain the inventory at the stores.
5360 * @param town_num 町のID
5361 * @param store_num 店舗種類のID
5364 void store_maint(int town_num, int store_num)
5368 cur_store_num = store_num;
5371 if (store_num == STORE_HOME) return;
5372 if (store_num == STORE_MUSEUM) return;
5374 /* Activate that store */
5375 st_ptr = &town[town_num].store[store_num];
5377 /* Activate the owner */
5378 ot_ptr = &owners[store_num][st_ptr->owner];
5380 /* Store keeper forgives the player */
5381 st_ptr->insult_cur = 0;
5383 /* Mega-Hack -- prune the black market */
5384 if (store_num == STORE_BLACK)
5386 /* Destroy crappy black market items */
5387 for (j = st_ptr->stock_num - 1; j >= 0; j--)
5389 object_type *o_ptr = &st_ptr->stock[j];
5391 /* Destroy crappy items */
5392 if (black_market_crap(o_ptr))
5394 /* Destroy the item */
5395 store_item_increase(j, 0 - o_ptr->number);
5396 store_item_optimize(j);
5402 /* Choose the number of slots to keep */
5403 j = st_ptr->stock_num;
5405 /* Sell a few items */
5406 j = j - randint1(STORE_TURNOVER);
5408 /* Never keep more than "STORE_MAX_KEEP" slots */
5409 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
5411 /* Always "keep" at least "STORE_MIN_KEEP" items */
5412 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
5414 /* Hack -- prevent "underflow" */
5417 /* Destroy objects until only "j" slots are left */
5418 while (st_ptr->stock_num > j) store_delete();
5421 /* Choose the number of slots to fill */
5422 j = st_ptr->stock_num;
5424 /* Buy some more items */
5425 j = j + randint1(STORE_TURNOVER);
5427 /* Never keep more than "STORE_MAX_KEEP" slots */
5428 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
5430 /* Always "keep" at least "STORE_MIN_KEEP" items */
5431 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
5433 /* Hack -- prevent "overflow" */
5434 if (j >= st_ptr->stock_size) j = st_ptr->stock_size - 1;
5436 /* Acquire some new items */
5437 while (st_ptr->stock_num < j) store_create();
5442 * @brief 店舗情報を初期化する /
5443 * Initialize the stores
5444 * @param town_num 町のID
5445 * @param store_num 店舗種類のID
5448 void store_init(int town_num, int store_num)
5452 cur_store_num = store_num;
5454 /* Activate that store */
5455 st_ptr = &town[town_num].store[store_num];
5463 st_ptr->owner = (byte)randint0(MAX_OWNERS);
5464 for (i = 1;i < max_towns; i++)
5466 if (i == town_num) continue;
5467 if (st_ptr->owner == town[i].store[store_num].owner) break;
5469 if (i == max_towns) break;
5472 /* Activate the new owner */
5473 ot_ptr = &owners[store_num][st_ptr->owner];
5476 /* Initialize the store */
5477 st_ptr->store_open = 0;
5478 st_ptr->insult_cur = 0;
5479 st_ptr->good_buy = 0;
5480 st_ptr->bad_buy = 0;
5482 /* Nothing in stock */
5483 st_ptr->stock_num = 0;
5486 * MEGA-HACK - Last visit to store is
5487 * BEFORE player birth to enable store restocking
5489 st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
5491 /* Clear any old items */
5492 for (k = 0; k < st_ptr->stock_size; k++)
5494 object_wipe(&st_ptr->stock[k]);
5500 * @brief アイテムを町のブラックマーケットに移動させる /
5501 * @param o_ptr 移動させたいオブジェクトの構造体参照ポインタ
5504 void move_to_black_market(object_type *o_ptr)
5507 if (!p_ptr->town_num) return;
5509 st_ptr = &town[p_ptr->town_num].store[STORE_BLACK];
5511 o_ptr->ident |= IDENT_STORE;
5513 (void)store_carry(o_ptr);
5515 object_wipe(o_ptr); /* Don't leave a bogus object behind... */