4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Store commands */
17 /* ²¼¤ÎÊý¤«¤é°ÜÆ°¤·¤Æ¤¤Þ¤·¤¿ */
18 static int cur_store_num = 0;
19 static int store_top = 0;
20 static store_type *st_ptr = NULL;
21 static 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 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÄɲåá¥Ã¥»¡¼¥¸¡Ê¾µÂú¡Ë */
51 static cptr comment_1_B[MAX_COMMENT_1] = {
52 "¤Þ¤¢¡¢¤½¤ì¤Ç¤¤¤¤¤ä¡£",
53 "º£Æü¤Ï¤½¤ì¤Ç´ªÊÛ¤·¤Æ¤ä¤ë¡£",
60 #define MAX_COMMENT_2A 2
62 static cptr comment_2a[MAX_COMMENT_2A] =
65 "»ä¤ÎǦÂÑÎϤò»î¤·¤Æ¤¤¤ë¤Î¤«¤¤¡© $%s ¤¬ºÇ¸å¤À¡£",
66 "²æËý¤Ë¤â¸ÂÅÙ¤¬¤¢¤ë¤¾¡£ $%s ¤¬ºÇ¸å¤À¡£"
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 ¤°¤é¤¤¤Ï½Ð¤µ¤Ê¤¤ã¥À¥á¤À¤è¡£",
80 " $%s ¤Ê¤é¼õ¤±¼è¤Ã¤Æ¤â¤¤¤¤¤¬¡£",
81 "¥Ï¡ª $%s °Ê²¼¤Ï¤Ê¤¤¤Í¡£",
82 "²¿¤ÆÅÛ¤À¡ª $%s °Ê²¼¤Ï¤¢¤êÆÀ¤Ê¤¤¤¾¡£",
83 "¤½¤ì¤¸¤ã¾¯¤Ê¤¹¤®¤ë¡ª $%s ¤ÏÍߤ·¤¤¤È¤³¤í¤À¡£",
84 "¥Ð¥«¤Ë¤·¤Æ¤¤¤ë¡ª $%s ¤Ï¤â¤é¤ï¤Ê¤¤¤È¡£",
85 "±³¤À¤í¤¦¡ª $%s ¤Ç¤É¤¦¤À¤¤¡©",
86 "¤ª¤¤¤ª¤¤¡ª $%s ¤ò¹Í¤¨¤Æ¤¯¤ì¤Ê¤¤¤«¡©",
87 "1000ɤ¤Î¥ª¡¼¥¯¤Î¥Î¥ß¤Ë¶ì¤·¤á¤é¤ì¤ë¤¬¤¤¤¤¡ª $%s ¤À¡£",
88 "¤ªÁ°¤ÎÂçÀڤʤâ¤Î¤ËºÒ¤¤¤¢¤ì¡ª $%s ¤Ç¤É¤¦¤À¡£",
89 "¥â¥ë¥´¥¹¤Ë¾ÞÌ£¤µ¤ì¤ë¤¬¤¤¤¤¡ªËÜÅö¤Ï $%s ¤Ê¤ó¤À¤í¤¦¡©",
90 "¤ªÁ°¤ÎÊì¿Æ¤Ï¥ª¡¼¥¬¤«¡ª $%s ¤Ï½Ð¤¹¤Ä¤â¤ê¤Ê¤ó¤À¤í¡©"
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 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÇä¤ë¤È¤¡Ë */
110 static cptr comment_2b_B[MAX_COMMENT_2B] = {
111 "¤¤¤¯¤é²¶Íͤ¬¤ª¿Í¹¥¤·¤È¤Ï¤¤¤¨ $%s ¤¬¸Â³¦¤À¤Í¡£·ù¤Ê¤éµ¢¤ê¤Ê¡£",
112 "¶â¤¬¤Ê¤¤¤Î¤«¤¤¡¢¤¢¤ó¤¿¡©¤Þ¤º¤Ï²È¤Ëµ¢¤Ã¤Æ $%s ·¤¨¤Æ¤¤Ê¡£",
113 "ʪ¤Î²ÁÃͤ¬Ê¬¤«¤é¤óÅÛ¤À¤Ê¡£¤³¤ì¤Ï $%s ¤¬ÉáÄ̤ʤó¤À¤è¡£",
114 "²¶¤ÎÉÕ¤±¤¿ÃÍÃʤËʸ¶ç¤¬¤¢¤ë¤Î¤«¡© $%s ¤¬¸Â³¦¤À¡£",
115 "¤Ò¤ç¤Ã¤È¤·¤Æ¿·¼ê¤Î¾éÃ̤«¤¤¡© $%s »ý¤Ã¤Æ¤Ê¤¤¤Ê¤éµ¢¤ê¤Ê¡£",
116 "¤¦¤Á¤Ï¾¤ÎŹ¤È¤Ï°ã¤¦¤ó¤À¤è¡£$%s ¤°¤é¤¤¤Ï½Ð¤·¤Ê¡£",
117 "Ç㤦µ¤¤¬¤Ê¤¤¤Ê¤éµ¢¤ê¤Ê¡£ $%s ¤À¤È¸À¤Ã¤Æ¤¤¤ë¤ó¤À¡£",
118 "Ïäˤʤé¤Ê¤¤¤Í¡£ $%s ¤¯¤é¤¤»ý¤Ã¤Æ¤¤¤ë¤ó¤À¤í¡©",
119 "¤Ï¡©¤Ê¤ó¤À¤½¤ê¤ã¡© $%s ¤Î´Ö°ã¤¤¤«¡¢¤Ò¤ç¤Ã¤È¤·¤Æ¡©",
120 "½Ð¸ý¤Ï¤¢¤Ã¤Á¤À¤è¡£¤½¤ì¤È¤â $%s ½Ð¤»¤ë¤Î¤«¤¤¡¢¤¢¤ó¤¿¤Ë¡£",
121 "Ì¿ÃΤ餺¤ÊÅÛ¤À¤Ê¡£ $%s ½Ð¤»¤Ðº£Æü¤Î½ê¤Ï´ªÊÛ¤·¤Æ¤ä¤ë¤è¡£",
122 "¤¦¤Á¤ÎŹ¤ÏÉÏ˳¿Í¤ªÃǤê¤À¡£ $%s ¤°¤é¤¤½Ð¤»¤Ê¤¤¤Î¤«¤¤¡©"
125 #define MAX_COMMENT_3A 2
127 static cptr comment_3a[MAX_COMMENT_3A] =
130 "»ä¤ÎǦÂÑÎϤò»î¤·¤Æ¤¤¤ë¤Î¤«¤¤¡© $%s ¤¬ºÇ¸å¤À¡£",
131 "²æËý¤Ë¤â¸ÂÅÙ¤¬¤¢¤ë¤¾¡£ $%s ¤¬ºÇ¸å¤À¡£"
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 "Ëܲ»¤ò¸À¤¦¤È $%s ¤Ç¤¤¤¤¤ó¤À¤í¡©",
147 " $%s ¤°¤é¤¤¤Ê¤é½Ð¤·¤Æ¤â¤¤¤¤¤¬¡£",
148 " $%s °Ê¾åʧ¤¦¤Ê¤ó¤Æ¹Í¤¨¤é¤ì¤Ê¤¤¤Í¡£",
149 "¤Þ¤¢Íî¤Á¤Ä¤¤¤Æ¡£ $%s ¤Ç¤É¤¦¤À¤¤¡©",
150 "¤½¤Î¥¬¥é¥¯¥¿¤Ê¤é $%s ¤Ç°ú¤¼è¤ë¤è¡£",
151 "¤½¤ì¤¸¤ã¹â¤¹¤®¤ë¡ª $%s ¤¬¤¤¤¤¤È¤³¤À¤í¡£",
152 "¤É¤¦¤»¤¤¤é¤Ê¤¤¤ó¤À¤í¡ª $%s ¤Ç¤¤¤¤¤À¤í¡©",
153 "¤À¤á¤À¤á¡ª $%s ¤¬¤º¤Ã¤È¤ª»÷¹ç¤¤¤À¤è¡£",
154 "¥Ð¥«¤Ë¤·¤Æ¤¤¤ë¡ª $%s ¤¬¤»¤¤¤¼¤¤¤À¡£",
155 " $%s ¤Ê¤é´ò¤·¤¤¤È¤³¤í¤À¤¬¤Ê¤¢¡£",
156 " $%s ¡¢¤½¤ì°Ê¾å¤Ï¥Ó¥¿°ìʸ½Ð¤µ¤Ê¤¤¤è¡ª"
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 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÇ㤤¼è¤ê¡Ë */
176 static cptr comment_3b_B[MAX_COMMENT_3B] = {
177 " $%s ¤Ã¤Æ¤È¤³¤í¤À¤Í¡£¤½¤Î¤É¤¦¤·¤è¤¦¤â¤Ê¤¤¥¬¥é¥¯¥¿¤Ï¡£",
178 "¤³¤Î²¶¤¬ $%s ¤Ã¤Æ¸À¤Ã¤Æ¤¤¤ë¤ó¤À¤«¤é¡¢¤½¤ÎÄ̤ê¤Ë¤·¤¿Êý¤¬¿È¤Î¤¿¤á¤À¤¾¡£",
179 "²¶¤ÎÍ¥¤·¤µ¤Ë´Å¤¨¤ë¤Î¤â¤¤¤¤²Ã¸º¤Ë¤·¤Æ¤ª¤±¡£ $%s ¤À¡£",
180 "¤½¤ÎÉʤʤé $%s ¤ÇÇä¤Ã¤Æ¤¯¤ì¤Æ¤¤¤ë¤¬¤Í¡¢¾ï¼±¤¢¤ë¿Â»Î¤Ï¤ß¤ó¤Ê¡£",
181 "¤³¤ê¤ã¤Þ¤¿¡¢¤¬¤á¤Ä¤¤ÅÛ¤À¤Ê¡£¤¤¤¯¤é²¶¤¬²¹¸ü¤È¤Ï¤¤¤¨ $%s ¤¬¸Â³¦¤À¡£",
182 " $%s ¤À¡£Ê̤˲¶¤Ï¤½¤ó¤Ê¥¬¥é¥¯¥¿Íߤ·¤¯¤Ï¤Ê¤¤¤ó¤À¤«¤é¡£",
183 "²¶¤Î´ÕÄê³Û¤¬µ¤¤ËÆþ¤é¤Ê¤¤¤Î¤«¡© $%s ¡¢·ù¤Ê¤éµ¢¤ê¤Ê¡£",
184 " $%s ¤Ç°ú¤¼è¤Ã¤Æ¤ä¤ë¤è¡£´î¤ó¤Ç¼õ¤±¼è¤ê¤Ê¡¢ÉÏ˳¿Í¡£",
185 "ʪ¤Î²ÁÃͤ¬Ê¬¤«¤é¤óÅۤϻÏËö¤Ë¤ª¤¨¤ó¤Ê¡£¤½¤ì¤Ï $%s ¤Ê¤ó¤À¤è¡£",
186 "¤½¤ó¤Ê¤Ë¶â¤¬Íߤ·¤¤¤Î¤«¡¢¤¢¤ó¤¿¡© $%s ¤ÇËþ¤Ǥ¤ó¤Î¤«¡©",
187 "Æþ¤ëŹ´Ö°ã¤¨¤Æ¤ó¤¸¤ã¤Ê¤¤¤Î¤«¡© $%s ¤Ç·ù¤Ê¤é¾¤ò¤¢¤¿¤Ã¤Æ¤¯¤ì¡£",
188 "²¶¤Î¸À¤¤Ãͤ˥±¥Á¤ò¤Ä¤±¤ëÅÛ¤¬¤¤¤ë¤È¤Ï¡ª ¤½¤ÎÅÙ¶»¤ËÌȤ¸¤Æ $%s ¤À¡£"
191 #define MAX_COMMENT_4A 4
193 static cptr comment_4a[MAX_COMMENT_4A] =
196 "¤â¤¦¤¿¤¯¤µ¤ó¤À¡ª²¿ÅÙ¤â»ä¤ò¤ï¤º¤é¤ï¤»¤Ê¤¤¤Ç¤¯¤ì¡ª",
197 "¤¦¤¬¡¼¡ª°ìÆü¤Î²æËý¤Î¸ÂÅÙ¤òĶ¤¨¤Æ¤¤¤ë¡ª",
198 "¤â¤¦¤¤¤¤¡ª»þ´Ö¤Î̵Â̰ʳ°¤Î¤Ê¤Ë¤â¤Î¤Ç¤â¤Ê¤¤¡ª",
199 "¤â¤¦¤ä¤Ã¤Æ¤é¤ì¤Ê¤¤¤è¡ª´é¤â¸«¤¿¤¯¤Ê¤¤¡ª"
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 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÅܤê¤ÎĺÅÀ¡Ë */
211 static cptr comment_4a_B[MAX_COMMENT_4A] = {
212 "¤Ê¤á¤ä¤¬¤Ã¤Æ¡ª²¹¸ü¤Ê²¶ÍͤǤâ¸Â³¦¤¬¤¢¤ë¤Ã¤Æ¤³¤È¤òÃΤ졪",
213 "²¶¤ò¤³¤³¤Þ¤ÇÅܤ餻¤Æ...Ì¿¤¬¤¢¤ë¤À¤±¤Ç¤â¤¢¤ê¤¬¤¿¤¤¤È»×¤¨¡ª",
214 "¤Õ¤¶¤±¤Æ¤ë¤Î¤«¡ªÎä¤ä¤«¤·¤Ê¤éÁê¼ê¤ò¸«¤Æ¤«¤é¤Ë¤·¤í¡ª",
215 "¤¤¤¤¤«¤²¤ó¤Ë¤·¤í¡ªº£ÅÙ¤³¤ó¤Ê¤Þ¤Í¤·¤¿¤é¤¿¤À¤¸¤ã¤ª¤«¤Í¤¨¤¾¡ª"
218 #define MAX_COMMENT_4B 4
220 static cptr comment_4b[MAX_COMMENT_4B] =
224 "²¶¤ÎÁ°¤«¤é¾Ã¤¨¼º¤»¤í¡ª",
225 "¤É¤Ã¤«¤Ë¹Ô¤Ã¤Á¤Þ¤¨¡ª",
226 "½Ð¤í¡¢½Ð¤í¡¢½Ð¤Æ¹Ô¤±¡ª"
229 "Get out of my sight!",
230 "Begone, you scoundrel!",
237 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÄɤ¤½Ð¤·¡Ë */
238 static cptr comment_4b_B[MAX_COMMENT_4B] = {
239 "ÆóÅ٤Ȥ¦¤Á¤ËÍè¤ë¤ó¤¸¤ã¤Í¤¨¡ª¡ª",
240 "¤È¤Ã¤È¤È¡¢¤É¤Ã¤«¤Ø¼º¤»¤í¡ª¡ª",
241 "º£¤¹¤°¾Ã¤¨¼º¤»¤í¡ª¡ª",
242 "½Ð¤Æ¤¤¤±¡ª½Ð¤Æ¤¤¤±¡ª¡ª"
245 #define MAX_COMMENT_5 8
247 static cptr comment_5[MAX_COMMENT_5] =
252 "¤â¤Ã¤È¿¿ÌÌÌܤ˸À¤Ã¤Æ¤¯¤ì¡ª",
253 "¸ò¾Ä¤¹¤ëµ¤¤¬¤¢¤ë¤Î¤«¤¤¡©",
254 "Îä¤ä¤«¤·¤ËÍ褿¤Î¤«¡ª",
257 "¤Õ¡¼¤à¡¢Îɤ¤Å·µ¤¤À¡£"
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 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÅܤê¡Ë */
273 static cptr comment_5_B[MAX_COMMENT_5] = {
274 "»þ´Ö¤Î̵Â̤À¤Ê¡¢¤³¤ì¤Ï¡£",
275 "Ìñ²ð¤Ê¤ªµÒÍͤÀ¤Ê¡ª",
276 "Ïä·¤Æʬ¤«¤ëÁê¼ê¤¸¤ã¤Ê¤µ¤½¤¦¤À¡£",
277 "Äˤ¤Ìܤˤ¢¤¤¤¿¤¤¤é¤·¤¤¤Ê¡ª",
278 "¤Ê¤ó¤Æ¶¯ÍߤÊÅÛ¤À¡ª",
280 "¤É¤¦¤·¤è¤¦¤â¤Ê¤¤ÉÏ˳¿Í¤À¡ª",
281 "·ö²Þ¤òÇä¤Ã¤Æ¤¤¤ë¤Î¤«¡©"
284 #define MAX_COMMENT_6 4
286 static cptr comment_6[MAX_COMMENT_6] =
289 "¤É¤¦¤ä¤éʹ¤´Ö°ã¤¨¤¿¤é¤·¤¤¡£",
290 "¼ºÎé¡¢¤è¤¯Ê¹¤³¤¨¤Ê¤«¤Ã¤¿¤è¡£",
291 "¤¹¤Þ¤Ê¤¤¡¢²¿¤À¤Ã¤Æ¡©",
292 "°¤¤¡¢¤â¤¦°ìÅÙ¸À¤Ã¤Æ¤¯¤ì¤ë¡©"
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?"
307 static void say_comment_1(void)
312 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î¤È¤¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
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("Ź¼ç¤Ï¼ª¤¦¤Á¤·¤¿:");
329 msg_print("The shopkeeper whispers something into your ear:");
334 if (!get_rnd_line_jonly("rumors_j.txt", 0, rumour, 10))
336 if (!get_rnd_line("rumors.txt", 0, rumour))
345 * Continue haggling (player is buying)
347 static void say_comment_2(s32b value, int annoyed)
351 /* Prepare a string to insert */
352 sprintf(tmp_val, "%ld", (long)value);
357 /* Formatted message */
358 msg_format(comment_2a[randint0(MAX_COMMENT_2A)], tmp_val);
364 /* Formatted message */
366 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
367 if ( cur_store_num == STORE_BLACK ){
368 msg_format(comment_2b_B[randint0(MAX_COMMENT_2B)], tmp_val);
371 msg_format(comment_2b[randint0(MAX_COMMENT_2B)], tmp_val);
374 msg_format(comment_2b[randint0(MAX_COMMENT_2B)], tmp_val);
382 * Continue haggling (player is selling)
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 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
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 * Kick 'da bum out. -RAK-
421 static void say_comment_4(void)
424 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
425 if ( cur_store_num == STORE_BLACK ){
426 msg_print(comment_4a_B[randint0(MAX_COMMENT_4A)]);
427 msg_print(comment_4b_B[randint0(MAX_COMMENT_4B)]);
430 msg_print(comment_4a[randint0(MAX_COMMENT_4A)]);
431 msg_print(comment_4b[randint0(MAX_COMMENT_4B)]);
434 msg_print(comment_4a[randint0(MAX_COMMENT_4A)]);
435 msg_print(comment_4b[randint0(MAX_COMMENT_4B)]);
442 * You are insulting me
444 static void say_comment_5(void)
447 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
448 if ( cur_store_num == STORE_BLACK ){
449 msg_print(comment_5_B[randint0(MAX_COMMENT_5)]);
452 msg_print(comment_5[randint0(MAX_COMMENT_5)]);
455 msg_print(comment_5[randint0(MAX_COMMENT_5)]);
462 * That makes no sense.
464 static void say_comment_6(void)
466 msg_print(comment_6[randint0(MAX_COMMENT_6)]);
472 * Messages for reacting to purchase prices.
475 #define MAX_COMMENT_7A 4
477 static cptr comment_7a[MAX_COMMENT_7A] =
482 "狼¤¬¤à¤»¤Óµã¤¯À¼¤¬Ê¹¤³¤¨¤ë...¡£",
483 "Ź¼ç¤¬²ù¤·¤²¤Ë¤ï¤á¤¤¤Æ¤¤¤ë¡ª"
487 "You hear someone sobbing...",
488 "The shopkeeper howls in agony!"
493 #define MAX_COMMENT_7B 4
495 static cptr comment_7b[MAX_COMMENT_7B] =
500 "Ź¼ç¤¬º¨¤á¤·¤½¤¦¤Ë¸«¤Æ¤¤¤ë¡£",
505 "The shopkeeper curses at you.",
506 "The shopkeeper glares at you."
511 #define MAX_COMMENT_7C 4
513 static cptr comment_7c[MAX_COMMENT_7C] =
517 "·¯¤¬Å·»È¤Ë¸«¤¨¤ë¤è¡ª",
518 "Ź¼ç¤¬¥¯¥¹¥¯¥¹¾Ð¤Ã¤Æ¤¤¤ë¡£",
519 "Ź¼ç¤¬ÂçÀ¼¤Ç¾Ð¤Ã¤Æ¤¤¤ë¡£"
522 "You've made my day!",
523 "The shopkeeper giggles.",
524 "The shopkeeper laughs loudly."
529 #define MAX_COMMENT_7D 4
531 static cptr comment_7d[MAX_COMMENT_7D] =
535 "¤³¤ó¤Ê¤ª¤¤¤·¤¤»×¤¤¤ò¤·¤¿¤é¡¢¿¿ÌÌÌܤËƯ¤±¤Ê¤¯¤Ê¤ë¤Ê¤¡¡£",
536 "Ź¼ç¤Ï´ò¤·¤¯¤ÆÄ·¤Í²ó¤Ã¤Æ¤¤¤ë¡£",
537 "Ź¼ç¤ÏËþÌ̤˾Фߤò¤¿¤¿¤¨¤Æ¤¤¤ë¡£"
540 "I think I'll retire!",
541 "The shopkeeper jumps for joy.",
542 "The shopkeeper smiles gleefully."
549 * Let a shop-keeper React to a purchase
551 * We paid "price", it was worth "value", and we thought it was worth "guess"
553 static void purchase_analyze(s32b price, s32b value, s32b guess)
555 /* Item was worthless, but we bought it */
556 if ((value <= 0) && (price > value))
559 msg_print(comment_7a[randint0(MAX_COMMENT_7A)]);
561 chg_virtue(V_HONOUR, -1);
562 chg_virtue(V_JUSTICE, -1);
568 /* Item was cheaper than we thought, and we paid more than necessary */
569 else if ((value < guess) && (price > value))
572 msg_print(comment_7b[randint0(MAX_COMMENT_7B)]);
574 chg_virtue(V_JUSTICE, -1);
576 chg_virtue(V_HONOUR, -1);
582 /* Item was a good bargain, and we got away with it */
583 else if ((value > guess) && (value < (4 * guess)) && (price < value))
586 msg_print(comment_7c[randint0(MAX_COMMENT_7C)]);
589 chg_virtue(V_HONOUR, -1);
591 chg_virtue(V_HONOUR, 1);
597 /* Item was a great bargain, and we got away with it */
598 else if ((value > guess) && (price < value))
601 msg_print(comment_7d[randint0(MAX_COMMENT_7D)]);
604 chg_virtue(V_HONOUR, -1);
606 chg_virtue(V_HONOUR, 1);
608 if (10 * price < value)
609 chg_virtue(V_SACRIFICE, 1);
621 /* ÆüËܸìÈǤξì¹ç¤Ï¾å¤ÎÊý¤Ë°ÜÆ°¤·¤Æ¤¢¤ê¤Þ¤¹ */
624 * We store the current "store number" here so everyone can access it
626 static int cur_store_num = 7;
629 * We store the current "store page" here so everyone can access it
631 static int store_top = 0;
634 * We store the current "store pointer" here so everyone can access it
636 static store_type *st_ptr = NULL;
639 * We store the current "owner type" here so everyone can access it
641 static owner_type *ot_ptr = NULL;
645 * We store the current "store feat" here so everyone can access it
647 static int cur_store_feat;
656 * Buying and selling adjustments for race combinations.
657 * Entry[owner][player] gives the basic "cost inflation".
659 static byte rgold_adj[MAX_RACES][MAX_RACES] =
661 /*Hum, HfE, Elf, Hal, Gno, Dwa, HfO, HfT, Dun, HiE, Barbarian,
662 HfOg, HGn, HTn, Cyc, Yek, Klc, Kbd, Nbl, DkE, Drc, Mind Flayer,
663 Imp, Glm, Skl, Zombie, Vampire, Spectre, Fairy, Beastman, Ent,
667 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
668 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
669 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
670 100, 120, 110, 105 },
673 { 110, 100, 100, 105, 110, 120, 125, 130, 110, 100, 110,
674 120, 115, 108, 115, 110, 110, 120, 120, 115, 115, 110,
675 120, 110, 110, 110, 120, 110, 100, 125, 100, 95, 140,
676 110, 115, 110, 110 },
679 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
680 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
681 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
682 110, 110, 105, 110 },
685 { 115, 110, 105, 95, 105, 110, 115, 130, 115, 105, 115,
686 125, 120, 120, 125, 115, 110, 120, 120, 120, 115, 115,
687 120, 110, 120, 120, 130, 110, 110, 130, 110, 95, 140,
688 115, 120, 105, 115 },
691 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
692 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
693 120, 101, 110, 110, 120, 120, 115, 130, 115, 95, 140,
694 115, 110, 110, 115 },
697 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
698 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
699 120, 105, 115, 115, 115, 115, 120, 130, 120, 95, 140,
700 115, 110, 115, 115 },
703 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
704 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
705 115, 125, 120, 120, 115, 120, 125, 115, 125, 95, 140,
706 115, 110, 115, 115 },
709 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
710 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
711 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
712 110, 110, 115, 110 },
715 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
716 120, 120, 105, 120, 115, 105, 115, 120, 110, 105, 105,
717 120, 105, 120, 120, 125, 120, 105, 135, 105, 95, 140,
718 100, 110, 110, 100 },
721 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
722 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
723 125, 115, 120, 120, 125, 120, 100, 125, 100, 95, 140,
724 110, 110, 105, 110 },
726 /* Human / Barbarian (copied from human) */
727 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
728 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
729 115, 105, 125, 125, 130, 125, 115, 120, 115, 95, 140,
730 100, 120, 110, 100 },
732 /* Half-Ogre: theoretical, copied from half-troll */
733 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
734 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
735 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
736 110, 110, 115, 110 },
738 /* Half-Giant: theoretical, copied from half-troll */
739 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
740 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
741 110, 115, 112, 112, 115, 112, 130, 120, 130, 95, 140,
742 110, 110, 115, 110 },
744 /* Half-Titan: theoretical, copied from High_Elf */
745 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
746 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
747 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
748 110, 110, 115, 110 },
750 /* Cyclops: theoretical, copied from half-troll */
751 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
752 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
753 110, 115, 112, 112, 115, 112, 130, 130, 130, 95, 140,
754 110, 110, 115, 110 },
756 /* Yeek: theoretical, copied from Half-Orc */
757 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
758 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
759 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
760 115, 110, 115, 115 },
762 /* Klackon: theoretical, copied from Gnome */
763 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
764 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
765 120, 101, 110, 110, 120, 120, 130, 130, 130, 95, 140,
766 115, 110, 115, 115 },
768 /* Kobold: theoretical, copied from Half-Orc */
769 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
770 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
771 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
772 115, 110, 115, 115 },
774 /* Nibelung: theoretical, copied from Dwarf */
775 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
776 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
777 120, 105, 115, 115, 120, 120, 130, 130, 130, 95, 140,
778 115, 135, 115, 115 },
781 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
782 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
783 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
784 110, 101, 115, 110 },
786 /* Draconian: theoretical, copied from High_Elf */
787 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
788 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
789 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
790 110, 110, 115, 110 },
792 /* Mind Flayer: theoretical, copied from High_Elf */
793 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
794 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
795 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
796 110, 110, 115, 110 },
798 /* Imp: theoretical, copied from High_Elf */
799 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
800 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
801 125, 115, 120, 120, 120, 120, 130, 130, 130, 120, 120,
802 110, 110, 115, 110 },
804 /* Golem: theoretical, copied from High_Elf */
805 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
806 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
807 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
808 110, 110, 115, 110 },
810 /* Skeleton: theoretical, copied from half-orc */
811 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
812 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
813 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
814 115, 110, 125, 115 },
816 /* Zombie: Theoretical, copied from half-orc */
817 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
818 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
819 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
820 115, 110, 125, 115 },
822 /* Vampire: Theoretical, copied from half-orc */
823 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
824 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
825 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
826 115, 110, 125, 115 },
828 /* Spectre: Theoretical, copied from half-orc */
829 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
830 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
831 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
832 115, 110, 125, 115 },
834 /* Sprite: Theoretical, copied from half-orc */
835 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
836 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
837 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
838 115, 110, 105, 115 },
840 /* Beastman: Theoretical, copied from half-orc */
841 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
842 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
843 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
844 115, 110, 115, 115 },
847 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
848 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
849 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
850 110, 110, 105, 110 },
853 { 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
854 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
855 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 160,
859 { 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
860 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
861 140, 140, 140, 140, 140, 140, 140, 140, 140, 160, 120,
862 140, 140, 140, 140 },
865 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
866 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
867 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
868 100, 120, 110, 100 },
871 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
872 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
873 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
874 110, 101, 115, 110 },
877 { 110, 110, 105, 105, 110, 115, 115, 115, 110, 105, 110,
878 115, 115, 115, 115, 115, 115, 115, 115, 115, 115, 115,
879 115, 115, 125, 125, 125, 125, 105, 115, 105, 95, 140,
880 110, 115, 100, 110 },
883 { 105, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
884 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
885 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
886 100, 120, 110, 100 },
893 * Determine the price of an item (qty one) in a store.
895 * This function takes into account the player's charisma, and the
896 * shop-keepers friendliness, and the shop-keeper's base greed, but
897 * never lets a shop-keeper lose money in a transaction.
899 * The "greed" value should exceed 100 when the player is "buying" the
900 * item, and should be less than 100 when the player is "selling" it.
902 * Hack -- the black market always charges twice as much as it should.
904 * Charisma adjustment runs from 80 to 130
905 * Racial adjustment runs from 95 to 130
907 * Since greed/charisma/racial adjustments are centered at 100, we need
908 * to adjust (by 200) to extract a usable multiplier. Note that the
909 * "greed" value is always something (?).
911 static s32b price_item(object_type *o_ptr, int greed, bool flip)
918 /* Get the value of one of the items */
919 price = object_value(o_ptr);
921 /* Worthless items */
922 if (price <= 0) return (0L);
925 /* Compute the racial factor */
926 factor = rgold_adj[ot_ptr->owner_race][p_ptr->prace];
928 /* Add in the charisma factor */
929 factor += adj_chr_gold[p_ptr->stat_ind[A_CHR]];
935 /* Adjust for greed */
936 adjust = 100 + (300 - (greed + factor));
938 /* Never get "silly" */
939 if (adjust > 100) adjust = 100;
941 /* Mega-Hack -- Black market sucks */
942 if (cur_store_num == STORE_BLACK)
945 /* Compute the final price (with rounding) */
946 /* Hack -- prevent underflow */
947 price = (price * adjust + 50L) / 100L;
950 /* Shop is selling */
953 /* Adjust for greed */
954 adjust = 100 + ((greed + factor) - 300);
956 /* Never get "silly" */
957 if (adjust < 100) adjust = 100;
959 /* Mega-Hack -- Black market sucks */
960 if (cur_store_num == STORE_BLACK)
963 /* Compute the final price (with rounding) */
964 /* Hack -- prevent overflow */
965 price = (s32b)(((u32b)price * (u32b)adjust + 50UL) / 100UL);
968 /* Note -- Never become "free" */
969 if (price <= 0L) return (1L);
971 /* Return the price */
977 * Certain "cheap" objects should be created in "piles"
978 * Some objects can be sold at a "discount" (in small piles)
980 static void mass_produce(object_type *o_ptr)
985 s32b cost = object_value(o_ptr);
988 /* Analyze the type */
991 /* Food, Flasks, and Lites */
996 if (cost <= 5L) size += damroll(3, 5);
997 if (cost <= 20L) size += damroll(3, 5);
998 if (cost <= 50L) size += damroll(2, 2);
1005 if (cost <= 60L) size += damroll(3, 5);
1006 if (cost <= 240L) size += damroll(1, 5);
1007 if (o_ptr->sval == SV_SCROLL_STAR_IDENTIFY) size += damroll(3, 5);
1008 if (o_ptr->sval == SV_SCROLL_STAR_REMOVE_CURSE) size += damroll(1, 4);
1013 case TV_SORCERY_BOOK:
1014 case TV_NATURE_BOOK:
1018 case TV_ARCANE_BOOK:
1020 case TV_DAEMON_BOOK:
1021 case TV_CRUSADE_BOOK:
1023 case TV_HISSATSU_BOOK:
1025 if (cost <= 50L) size += damroll(2, 3);
1026 if (cost <= 500L) size += damroll(1, 3);
1044 if (object_is_artifact(o_ptr)) break;
1045 if (object_is_ego(o_ptr)) break;
1046 if (cost <= 10L) size += damroll(3, 5);
1047 if (cost <= 100L) size += damroll(3, 5);
1056 if (cost <= 5L) size += damroll(5, 5);
1057 if (cost <= 50L) size += damroll(5, 5);
1058 if (cost <= 500L) size += damroll(5, 5);
1064 if (cost <= 100L) size += damroll(2, 2);
1065 if (cost <= 1000L) size += damroll(2, 2);
1078 * Because many rods (and a few wands and staffs) are useful mainly
1079 * in quantity, the Black Market will occasionally have a bunch of
1086 if ((cur_store_num == STORE_BLACK) && one_in_(3))
1088 if (cost < 1601L) size += damroll(1, 5);
1089 else if (cost < 3201L) size += damroll(1, 3);
1092 /* Ensure that mass-produced rods and wands get the correct pvals. */
1093 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
1095 o_ptr->pval *= size;
1102 /* Pick a discount */
1107 else if (one_in_(25))
1111 else if (one_in_(150))
1115 else if (one_in_(300))
1119 else if (one_in_(500))
1125 if (o_ptr->art_name)
1127 if (cheat_peek && discount)
1130 msg_print("¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÏÃÍ°ú¤¤Ê¤·¡£");
1132 msg_print("No discount on random artifacts.");
1139 /* Save the discount */
1140 o_ptr->discount = discount;
1142 /* Save the total pile size */
1143 o_ptr->number = size - (size * discount / 100);
1149 * Determine if a store item can "absorb" another item
1151 * See "object_similar()" for the same function for the "player"
1153 static bool store_object_similar(object_type *o_ptr, object_type *j_ptr)
1157 /* Hack -- Identical items cannot be stacked */
1158 if (o_ptr == j_ptr) return (0);
1160 /* Different objects cannot be stacked */
1161 if (o_ptr->k_idx != j_ptr->k_idx) return (0);
1163 /* Different charges (etc) cannot be stacked, unless wands or rods. */
1164 if ((o_ptr->pval != j_ptr->pval) && (o_ptr->tval != TV_WAND) && (o_ptr->tval != TV_ROD)) return (0);
1166 /* Require many identical values */
1167 if (o_ptr->to_h != j_ptr->to_h) return (0);
1168 if (o_ptr->to_d != j_ptr->to_d) return (0);
1169 if (o_ptr->to_a != j_ptr->to_a) return (0);
1171 /* Require identical "ego-item" names */
1172 if (o_ptr->name2 != j_ptr->name2) return (0);
1174 /* Artifacts don't stack! */
1175 if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return (0);
1177 /* Hack -- Identical art_flags! */
1178 for (i = 0; i < TR_FLAG_SIZE; i++)
1179 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return (0);
1181 /* Hack -- Never stack "powerful" items */
1182 if (o_ptr->xtra1 || j_ptr->xtra1) return (0);
1184 /* Hack -- Never stack recharging items */
1185 if (o_ptr->timeout || j_ptr->timeout) return (0);
1187 /* Require many identical values */
1188 if (o_ptr->ac != j_ptr->ac) return (0);
1189 if (o_ptr->dd != j_ptr->dd) return (0);
1190 if (o_ptr->ds != j_ptr->ds) return (0);
1192 /* Hack -- Never stack chests */
1193 if (o_ptr->tval == TV_CHEST) return (0);
1194 if (o_ptr->tval == TV_STATUE) return (0);
1195 if (o_ptr->tval == TV_CAPTURE) return (0);
1197 /* Require matching discounts */
1198 if (o_ptr->discount != j_ptr->discount) return (0);
1200 /* They match, so they must be similar */
1206 * Allow a store item to absorb another item
1208 static void store_object_absorb(object_type *o_ptr, object_type *j_ptr)
1210 int max_num = (o_ptr->tval == TV_ROD) ?
1211 MIN(99, MAX_SHORT / k_info[o_ptr->k_idx].pval) : 99;
1212 int total = o_ptr->number + j_ptr->number;
1213 int diff = (total > max_num) ? total - max_num : 0;
1215 /* Combine quantity, lose excess items */
1216 o_ptr->number = (total > max_num) ? max_num : total;
1218 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) together. -LM- */
1219 if (o_ptr->tval == TV_ROD)
1221 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1224 /* Hack -- if wands are stacking, combine the charges. -LM- */
1225 if (o_ptr->tval == TV_WAND)
1227 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1233 * Check to see if the shop will be carrying too many objects -RAK-
1234 * Note that the shop, just like a player, will not accept things
1235 * it cannot hold. Before, one could "nuke" potions this way.
1237 * Return value is now int:
1239 * -1 : Can be combined to existing slot.
1240 * 1 : Cannot be combined but there are empty spaces.
1242 static int store_check_num(object_type *o_ptr)
1247 /* The "home" acts like the player */
1248 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
1250 /* Check all the items */
1251 for (i = 0; i < st_ptr->stock_num; i++)
1253 /* Get the existing item */
1254 j_ptr = &st_ptr->stock[i];
1256 /* Can the new object be combined with the old one? */
1257 if (object_similar(j_ptr, o_ptr)) return -1;
1261 /* Normal stores do special stuff */
1264 /* Check all the items */
1265 for (i = 0; i < st_ptr->stock_num; i++)
1267 /* Get the existing item */
1268 j_ptr = &st_ptr->stock[i];
1270 /* Can the new object be combined with the old one? */
1271 if (store_object_similar(j_ptr, o_ptr)) return -1;
1275 /* Free space is always usable */
1277 * ¥ª¥×¥·¥ç¥ó powerup_home ¤¬ÀßÄꤵ¤ì¤Æ¤¤¤ë¤È
1278 * ²æ¤¬²È¤¬ 20 ¥Ú¡¼¥¸¤Þ¤Ç»È¤¨¤ë
1280 if ((cur_store_num == STORE_HOME) && ( powerup_home == FALSE )) {
1281 if (st_ptr->stock_num < ((st_ptr->stock_size) / 10)) {
1286 if (st_ptr->stock_num < st_ptr->stock_size) {
1291 /* But there was no room at the inn... */
1296 static bool is_blessed(object_type *o_ptr)
1298 u32b flgs[TR_FLAG_SIZE];
1299 object_flags(o_ptr, flgs);
1300 if (have_flag(flgs, TR_BLESSED)) return (TRUE);
1301 else return (FALSE);
1307 * Determine if the current store will purchase the given item
1309 * Note that a shop-keeper must refuse to buy "worthless" items
1311 static bool store_will_buy(object_type *o_ptr)
1313 /* Hack -- The Home is simple */
1314 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) return (TRUE);
1316 /* Switch on the store */
1317 switch (cur_store_num)
1322 /* Analyze the type */
1323 switch (o_ptr->tval)
1326 if (o_ptr->sval != SV_POTION_WATER) return FALSE;
1338 case TV_BOTTLE: /* 'Green', recycling Angband */
1353 /* Analyze the type */
1354 switch (o_ptr->tval)
1375 /* Analyze the type */
1376 switch (o_ptr->tval)
1385 case TV_HISSATSU_BOOK:
1389 if(o_ptr->sval == SV_WIZSTAFF) return (FALSE);
1401 /* Analyze the type */
1402 switch (o_ptr->tval)
1405 case TV_CRUSADE_BOOK:
1415 monster_race *r_ptr = &r_info[o_ptr->pval];
1418 if (!(r_ptr->flags3 & RF3_EVIL))
1421 if (r_ptr->flags3 & RF3_GOOD) break;
1423 /* Accept animals */
1424 if (r_ptr->flags3 & RF3_ANIMAL) break;
1427 if (my_strchr("?!", r_ptr->d_char)) break;
1433 if (is_blessed(o_ptr)) break;
1442 case STORE_ALCHEMIST:
1444 /* Analyze the type */
1445 switch (o_ptr->tval)
1459 /* Analyze the type */
1460 switch (o_ptr->tval)
1462 case TV_SORCERY_BOOK:
1463 case TV_NATURE_BOOK:
1467 case TV_ARCANE_BOOK:
1469 case TV_DAEMON_BOOK:
1482 if(o_ptr->sval == SV_WIZSTAFF) break;
1483 else return (FALSE);
1490 /* Bookstore Shop */
1493 /* Analyze the type */
1494 switch (o_ptr->tval)
1496 case TV_SORCERY_BOOK:
1497 case TV_NATURE_BOOK:
1502 case TV_ARCANE_BOOK:
1504 case TV_DAEMON_BOOK:
1505 case TV_CRUSADE_BOOK:
1515 /* XXX XXX XXX Ignore "worthless" items */
1516 if (object_value(o_ptr) <= 0) return (FALSE);
1525 * Add the item "o_ptr" to the inventory of the "Home"
1527 * In all cases, return the slot (or -1) where the object was placed
1529 * Note that this is a hacked up version of "inven_carry()".
1531 * Also note that it may not correctly "adapt" to "knowledge" bacoming
1532 * known, the player may have to pick stuff up and drop it again.
1534 static int home_carry(object_type *o_ptr)
1537 s32b value, j_value;
1542 /* Check each existing item (try to combine) */
1543 for (slot = 0; slot < st_ptr->stock_num; slot++)
1545 /* Get the existing item */
1546 j_ptr = &st_ptr->stock[slot];
1548 /* The home acts just like the player */
1549 if (object_similar(j_ptr, o_ptr))
1551 /* Save the new number of items */
1552 object_absorb(j_ptr, o_ptr);
1561 * ±£¤·µ¡Ç½: ¥ª¥×¥·¥ç¥ó powerup_home ¤¬ÀßÄꤵ¤ì¤Æ¤¤¤ë¤È
1562 * ²æ¤¬²È¤¬ 20 ¥Ú¡¼¥¸¤Þ¤Ç»È¤¨¤ë
1565 if ( powerup_home == TRUE) {
1566 if (st_ptr->stock_num >= st_ptr->stock_size) {
1571 if (st_ptr->stock_num >= ((st_ptr->stock_size) / 10)) {
1577 /* Determine the "value" of the item */
1578 value = object_value(o_ptr);
1580 /* Check existing slots to see if we must "slide" */
1581 for (slot = 0; slot < st_ptr->stock_num; slot++)
1584 j_ptr = &st_ptr->stock[slot];
1586 /* Hack -- readable books always come first */
1587 if ((o_ptr->tval == mp_ptr->spell_book) &&
1588 (j_ptr->tval != mp_ptr->spell_book)) break;
1589 if ((j_ptr->tval == mp_ptr->spell_book) &&
1590 (o_ptr->tval != mp_ptr->spell_book)) continue;
1592 /* Objects sort by decreasing type */
1593 if (o_ptr->tval > j_ptr->tval) break;
1594 if (o_ptr->tval < j_ptr->tval) continue;
1596 /* Can happen in the home */
1597 if (!object_is_aware(o_ptr)) continue;
1598 if (!object_is_aware(j_ptr)) break;
1600 /* Objects sort by increasing sval */
1601 if (o_ptr->sval < j_ptr->sval) break;
1602 if (o_ptr->sval > j_ptr->sval) continue;
1604 /* Objects in the home can be unknown */
1605 if (!object_is_known(o_ptr)) continue;
1606 if (!object_is_known(j_ptr)) break;
1609 * Hack: otherwise identical rods sort by
1610 * increasing recharge time --dsb
1612 if (o_ptr->tval == TV_ROD)
1614 if (o_ptr->pval < j_ptr->pval) break;
1615 if (o_ptr->pval > j_ptr->pval) continue;
1617 if ((o_ptr->tval == TV_CORPSE) || (o_ptr->tval == TV_FIGURINE) || (o_ptr->tval == TV_STATUE))
1619 if (r_info[o_ptr->pval].level < r_info[j_ptr->pval].level) break;
1620 if ((r_info[o_ptr->pval].level == r_info[j_ptr->pval].level) && (o_ptr->pval < j_ptr->pval)) break;
1623 /* Objects sort by decreasing value */
1624 j_value = object_value(j_ptr);
1625 if (value > j_value) break;
1626 if (value < j_value) continue;
1629 /* Slide the others up */
1630 for (i = st_ptr->stock_num; i > slot; i--)
1632 st_ptr->stock[i] = st_ptr->stock[i-1];
1635 /* More stuff now */
1636 st_ptr->stock_num++;
1638 /* Insert the new item */
1639 st_ptr->stock[slot] = *o_ptr;
1641 chg_virtue(V_SACRIFICE, -1);
1643 /* Return the location */
1649 * Add the item "o_ptr" to a real stores inventory.
1651 * If the item is "worthless", it is thrown away (except in the home).
1653 * If the item cannot be combined with an object already in the inventory,
1654 * make a new slot for it, and calculate its "per item" price. Note that
1655 * this price will be negative, since the price will not be "fixed" yet.
1656 * Adding an item to a "fixed" price stack will not change the fixed price.
1658 * In all cases, return the slot (or -1) where the object was placed
1660 static int store_carry(object_type *o_ptr)
1663 s32b value, j_value;
1667 /* Evaluate the object */
1668 value = object_value(o_ptr);
1670 /* Cursed/Worthless items "disappear" when sold */
1671 if (value <= 0) return (-1);
1673 /* All store items are fully *identified* */
1674 o_ptr->ident |= IDENT_MENTAL;
1676 /* Erase the inscription */
1677 o_ptr->inscription = 0;
1679 /* Erase the "feeling" */
1680 o_ptr->feeling = FEEL_NONE;
1682 /* Check each existing item (try to combine) */
1683 for (slot = 0; slot < st_ptr->stock_num; slot++)
1685 /* Get the existing item */
1686 j_ptr = &st_ptr->stock[slot];
1688 /* Can the existing items be incremented? */
1689 if (store_object_similar(j_ptr, o_ptr))
1691 /* Hack -- extra items disappear */
1692 store_object_absorb(j_ptr, o_ptr);
1700 if (st_ptr->stock_num >= st_ptr->stock_size) return (-1);
1703 /* Check existing slots to see if we must "slide" */
1704 for (slot = 0; slot < st_ptr->stock_num; slot++)
1707 j_ptr = &st_ptr->stock[slot];
1709 /* Objects sort by decreasing type */
1710 if (o_ptr->tval > j_ptr->tval) break;
1711 if (o_ptr->tval < j_ptr->tval) continue;
1713 /* Objects sort by increasing sval */
1714 if (o_ptr->sval < j_ptr->sval) break;
1715 if (o_ptr->sval > j_ptr->sval) continue;
1718 * Hack: otherwise identical rods sort by
1719 * increasing recharge time --dsb
1721 if (o_ptr->tval == TV_ROD)
1723 if (o_ptr->pval < j_ptr->pval) break;
1724 if (o_ptr->pval > j_ptr->pval) continue;
1727 /* Evaluate that slot */
1728 j_value = object_value(j_ptr);
1730 /* Objects sort by decreasing value */
1731 if (value > j_value) break;
1732 if (value < j_value) continue;
1735 /* Slide the others up */
1736 for (i = st_ptr->stock_num; i > slot; i--)
1738 st_ptr->stock[i] = st_ptr->stock[i-1];
1741 /* More stuff now */
1742 st_ptr->stock_num++;
1744 /* Insert the new item */
1745 st_ptr->stock[slot] = *o_ptr;
1747 /* Return the location */
1753 * Increase, by a given amount, the number of a certain item
1754 * in a certain store. This can result in zero items.
1756 static void store_item_increase(int item, int num)
1762 o_ptr = &st_ptr->stock[item];
1764 /* Verify the number */
1765 cnt = o_ptr->number + num;
1766 if (cnt > 255) cnt = 255;
1767 else if (cnt < 0) cnt = 0;
1768 num = cnt - o_ptr->number;
1770 /* Save the new number */
1771 o_ptr->number += num;
1776 * Remove a slot if it is empty
1778 static void store_item_optimize(int item)
1784 o_ptr = &st_ptr->stock[item];
1787 if (!o_ptr->k_idx) return;
1789 /* Must have no items */
1790 if (o_ptr->number) return;
1793 st_ptr->stock_num--;
1795 /* Slide everyone */
1796 for (j = item; j < st_ptr->stock_num; j++)
1798 st_ptr->stock[j] = st_ptr->stock[j + 1];
1801 /* Nuke the final slot */
1802 object_wipe(&st_ptr->stock[j]);
1807 * This function will keep 'crap' out of the black market.
1808 * Crap is defined as any item that is "available" elsewhere
1809 * Based on a suggestion by "Lee Vogt" <lvogt@cig.mcel.mot.com>
1811 static bool black_market_crap(object_type *o_ptr)
1815 /* Ego items are never crap */
1816 if (object_is_ego(o_ptr)) return (FALSE);
1818 /* Good items are never crap */
1819 if (o_ptr->to_a > 0) return (FALSE);
1820 if (o_ptr->to_h > 0) return (FALSE);
1821 if (o_ptr->to_d > 0) return (FALSE);
1823 /* Check all stores */
1824 for (i = 0; i < MAX_STORES; i++)
1826 if (i == STORE_HOME) continue;
1827 if (i == STORE_MUSEUM) continue;
1829 /* Check every item in the store */
1830 for (j = 0; j < town[p_ptr->town_num].store[i].stock_num; j++)
1832 object_type *j_ptr = &town[p_ptr->town_num].store[i].stock[j];
1834 /* Duplicate item "type", assume crappy */
1835 if (o_ptr->k_idx == j_ptr->k_idx) return (TRUE);
1845 * Attempt to delete (some of) a random item from the store
1846 * Hack -- we attempt to "maintain" piles of items when possible.
1848 static void store_delete(void)
1852 /* Pick a random slot */
1853 what = randint0(st_ptr->stock_num);
1855 /* Determine how many items are here */
1856 num = st_ptr->stock[what].number;
1858 /* Hack -- sometimes, only destroy half the items */
1859 if (randint0(100) < 50) num = (num + 1) / 2;
1861 /* Hack -- sometimes, only destroy a single item */
1862 if (randint0(100) < 50) num = 1;
1864 /* Hack -- decrement the maximum timeouts and total charges of rods and wands. -LM- */
1865 if ((st_ptr->stock[what].tval == TV_ROD) || (st_ptr->stock[what].tval == TV_WAND))
1867 st_ptr->stock[what].pval -= num * st_ptr->stock[what].pval / st_ptr->stock[what].number;
1870 /* Actually destroy (part of) the item */
1871 store_item_increase(what, -num);
1872 store_item_optimize(what);
1877 * Creates a random item and gives it to a store
1878 * This algorithm needs to be rethought. A lot.
1879 * Currently, "normal" stores use a pre-built array.
1881 * Note -- the "level" given to "obj_get_num()" is a "favored"
1882 * level, that is, there is a much higher chance of getting
1883 * items with a level approaching that of the given level...
1885 * Should we check for "permission" to have the given item?
1887 static void store_create(void)
1889 int i, tries, level;
1895 /* Paranoia -- no room left */
1896 if (st_ptr->stock_num >= st_ptr->stock_size) return;
1899 /* Hack -- consider up to four items */
1900 for (tries = 0; tries < 4; tries++)
1903 if (cur_store_num == STORE_BLACK)
1905 /* Pick a level for object/magic */
1906 level = 25 + randint0(25);
1908 /* Random item (usually of given level) */
1909 i = get_obj_num(level);
1911 /* Handle failure */
1918 /* Hack -- Pick an item to sell */
1919 i = st_ptr->table[randint0(st_ptr->table_num)];
1921 /* Hack -- fake level for apply_magic() */
1922 level = rand_range(1, STORE_OBJ_LEVEL);
1926 /* Get local object */
1929 /* Create a new object of the chosen kind */
1930 object_prep(q_ptr, i);
1932 /* Apply some "low-level" magic (no artifacts) */
1933 apply_magic(q_ptr, level, AM_NO_FIXED_ART);
1935 /* Require valid object */
1936 if (!store_will_buy(q_ptr)) continue;
1938 /* Hack -- Charge lite's */
1939 if (q_ptr->tval == TV_LITE)
1941 if (q_ptr->sval == SV_LITE_TORCH) q_ptr->xtra4 = FUEL_TORCH / 2;
1942 if (q_ptr->sval == SV_LITE_LANTERN) q_ptr->xtra4 = FUEL_LAMP / 2;
1946 /* The item is "known" */
1947 object_known(q_ptr);
1949 /* Mark it storebought */
1950 q_ptr->ident |= IDENT_STORE;
1952 /* Mega-Hack -- no chests in stores */
1953 if (q_ptr->tval == TV_CHEST) continue;
1955 /* Prune the black market */
1956 if (cur_store_num == STORE_BLACK)
1958 /* Hack -- No "crappy" items */
1959 if (black_market_crap(q_ptr)) continue;
1961 /* Hack -- No "cheap" items */
1962 if (object_value(q_ptr) < 10) continue;
1964 /* No "worthless" items */
1965 /* if (object_value(q_ptr) <= 0) continue; */
1968 /* Prune normal stores */
1971 /* No "worthless" items */
1972 if (object_value(q_ptr) <= 0) continue;
1976 /* Mass produce and/or Apply discount */
1977 mass_produce(q_ptr);
1979 /* Attempt to carry the (known) item */
1980 (void)store_carry(q_ptr);
1982 /* Definitely done */
1990 * Eliminate need to bargain if player has haggled well in the past
1992 static bool noneedtobargain(s32b minprice)
1994 s32b good = st_ptr->good_buy;
1995 s32b bad = st_ptr->bad_buy;
1997 /* Cheap items are "boring" */
1998 if (minprice < 10L) return (TRUE);
2000 /* Perfect haggling */
2001 if (good == MAX_SHORT) return (TRUE);
2003 /* Reward good haggles, punish bad haggles, notice price */
2004 if (good > ((3 * bad) + (5 + (minprice/50)))) return (TRUE);
2006 /* Return the flag */
2012 * Update the bargain info
2014 static void updatebargain(s32b price, s32b minprice, int num)
2016 /* Hack -- auto-haggle */
2017 if (!manual_haggle) return;
2019 /* Cheap items are "boring" */
2020 if ((minprice/num) < 10L) return;
2022 /* Count the successful haggles */
2023 if (price == minprice)
2025 /* Just count the good haggles */
2026 if (st_ptr->good_buy < MAX_SHORT)
2032 /* Count the failed haggles */
2035 /* Just count the bad haggles */
2036 if (st_ptr->bad_buy < MAX_SHORT)
2046 * Re-displays a single store entry
2048 static void display_entry(int pos)
2054 char o_name[MAX_NLEN];
2061 o_ptr = &st_ptr->stock[pos];
2063 /* Get the "offset" */
2066 /* Label it, clear the line --(-- */
2067 (void)sprintf(out_val, "%c) ", I2A(i));
2068 prt(out_val, i+6, 0);
2071 if (show_item_graph)
2073 byte a = object_attr(o_ptr);
2074 char c = object_char(o_ptr);
2081 Term_queue_bigchar(cur_col, i + 6, a, c, 0, 0);
2085 /* Describe an item in the home */
2086 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
2090 /* Leave room for weights, if necessary -DRS- */
2091 if (show_weights) maxwid -= 10;
2093 /* Describe the object */
2094 object_desc(o_name, o_ptr, 0);
2095 o_name[maxwid] = '\0';
2096 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, cur_col);
2101 /* Only show the weight of an individual item */
2102 int wgt = o_ptr->weight;
2104 sprintf(out_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
2105 put_str(out_val, i+6, 67);
2107 (void)sprintf(out_val, "%3d.%d lb", wgt / 10, wgt % 10);
2108 put_str(out_val, i+6, 68);
2114 /* Describe an item (fully) in a store */
2117 /* Must leave room for the "price" */
2120 /* Leave room for weights, if necessary -DRS- */
2121 if (show_weights) maxwid -= 7;
2123 /* Describe the object (fully) */
2124 object_desc(o_name, o_ptr, 0);
2125 o_name[maxwid] = '\0';
2126 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, cur_col);
2131 /* Only show the weight of an individual item */
2132 int wgt = o_ptr->weight;
2134 sprintf(out_val, "%3d.%1d", lbtokg1(wgt) , lbtokg2(wgt) );
2135 put_str(out_val, i+6, 60);
2137 (void)sprintf(out_val, "%3d.%d", wgt / 10, wgt % 10);
2138 put_str(out_val, i+6, 61);
2143 /* Display a "fixed" cost */
2144 if (o_ptr->ident & (IDENT_FIXED))
2146 /* Extract the "minimum" price */
2147 x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2149 /* Actually draw the price (not fixed) */
2151 (void)sprintf(out_val, "%9ld¸Ç", (long)x);
2153 (void)sprintf(out_val, "%9ld F", (long)x);
2156 put_str(out_val, i+6, 68);
2159 /* Display a "taxed" cost */
2160 else if (!manual_haggle)
2162 /* Extract the "minimum" price */
2163 x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2165 /* Hack -- Apply Sales Tax if needed */
2166 if (!noneedtobargain(x)) x += x / 10;
2168 /* Actually draw the price (with tax) */
2169 (void)sprintf(out_val, "%9ld ", (long)x);
2170 put_str(out_val, i+6, 68);
2173 /* Display a "haggle" cost */
2176 /* Extrect the "maximum" price */
2177 x = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
2179 /* Actually draw the price (not fixed) */
2180 (void)sprintf(out_val, "%9ld ", (long)x);
2181 put_str(out_val, i+6, 68);
2188 * Displays a store's inventory -RAK-
2189 * All prices are listed as "per individual object". -BEN-
2191 static void display_inventory(void)
2195 /* Display the next 12 items */
2196 for (k = 0; k < 12; k++)
2198 /* Do not display "dead" items */
2199 if (store_top + k >= st_ptr->stock_num) break;
2201 /* Display that line */
2202 display_entry(store_top + k);
2205 /* Erase the extra lines and the "more" prompt */
2206 for (i = k; i < 13; i++) prt("", i + 6, 0);
2208 /* Assume "no current page" */
2210 put_str(" ", 5, 20);
2212 put_str(" ", 5, 20);
2216 /* Visual reminder of "more items" */
2217 if (st_ptr->stock_num > 12)
2219 /* Show "more" reminder (after the last item) */
2221 prt("-³¤¯-", k + 6, 3);
2223 prt("-more-", k + 6, 3);
2227 /* Indicate the "current page" */
2228 /* Trailing spaces are to display (Page xx) and (Page x) */
2230 put_str(format("(%d¥Ú¡¼¥¸) ", store_top/12 + 1), 5, 20);
2232 put_str(format("(Page %d) ", store_top/12 + 1), 5, 20);
2240 * Displays players gold -RAK-
2242 static void store_prt_gold(void)
2247 prt("¼ê»ý¤Á¤Î¤ª¶â: ", 19, 53);
2249 prt("Gold Remaining: ", 19, 53);
2253 sprintf(out_val, "%9ld", (long)p_ptr->au);
2254 prt(out_val, 19, 68);
2259 * Displays store (after clearing screen) -RAK-
2261 static void display_store(void)
2269 /* The "Home" is special */
2270 if (cur_store_num == STORE_HOME)
2272 /* Put the owner name */
2274 put_str("²æ¤¬²È", 3, 31);
2276 put_str("Your Home", 3, 30);
2280 /* Label the item descriptions */
2282 put_str("¥¢¥¤¥Æ¥à¤Î°ìÍ÷", 5, 4);
2284 put_str("Item Description", 5, 3);
2288 /* If showing weights, show label */
2292 put_str("½Å¤µ", 5, 72);
2294 put_str("Weight", 5, 70);
2300 /* The "Home" is special */
2301 else if (cur_store_num == STORE_MUSEUM)
2303 /* Put the owner name */
2305 put_str("Çîʪ´Û", 3, 31);
2307 put_str("Museum", 3, 30);
2311 /* Label the item descriptions */
2313 put_str("¥¢¥¤¥Æ¥à¤Î°ìÍ÷", 5, 4);
2315 put_str("Item Description", 5, 3);
2319 /* If showing weights, show label */
2323 put_str("½Å¤µ", 5, 72);
2325 put_str("Weight", 5, 70);
2334 cptr store_name = (f_name + f_info[cur_store_feat].name);
2335 cptr owner_name = (ot_ptr->owner_name);
2336 cptr race_name = race_info[ot_ptr->owner_race].title;
2338 /* Put the owner name and race */
2339 sprintf(buf, "%s (%s)", owner_name, race_name);
2340 put_str(buf, 3, 10);
2342 /* Show the max price in the store (above prices) */
2343 sprintf(buf, "%s (%ld)", store_name, (long)(ot_ptr->max_cost));
2346 /* Label the item descriptions */
2348 put_str("¾¦ÉʤΰìÍ÷", 5, 7);
2350 put_str("Item Description", 5, 3);
2354 /* If showing weights, show label */
2358 put_str("½Å¤µ", 5, 62);
2360 put_str("Weight", 5, 60);
2365 /* Label the asking price (in stores) */
2367 put_str("²Á³Ê", 5, 73);
2369 put_str("Price", 5, 72);
2374 /* Display the current gold */
2377 /* Draw in the inventory */
2378 display_inventory();
2384 * Get the ID of a store item and return its value -RAK-
2386 static int get_stock(int *com_val, cptr pmt, int i, int j)
2392 #ifdef ALLOW_REPEAT /* TNB */
2394 /* Get the item index */
2395 if (repeat_pull(com_val))
2397 /* Verify the item */
2398 if ((*com_val >= i) && (*com_val <= j))
2405 #endif /* ALLOW_REPEAT -- TNB */
2407 /* Paranoia XXX XXX XXX */
2411 /* Assume failure */
2414 /* Build the prompt */
2416 (void)sprintf(out_val, "(%s:%c-%c, ESC¤ÇÃæÃÇ) %s",
2417 (((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) ? "¥¢¥¤¥Æ¥à" : "¾¦ÉÊ"),
2418 I2A(i), I2A(j), pmt);
2420 (void)sprintf(out_val, "(Items %c-%c, ESC to exit) %s",
2421 I2A(i), I2A(j), pmt);
2425 /* Ask until done */
2431 if (!get_com(out_val, &command, FALSE)) break;
2434 k = (islower(command) ? A2I(command) : -1);
2436 /* Legal responses */
2437 if ((k >= i) && (k <= j))
2447 /* Clear the prompt */
2451 if (command == ESCAPE) return (FALSE);
2453 #ifdef ALLOW_REPEAT /* TNB */
2455 repeat_push(*com_val);
2457 #endif /* ALLOW_REPEAT -- TNB */
2465 * Increase the insult counter and get angry if too many -RAK-
2467 static int increase_insults(void)
2469 /* Increase insults */
2470 st_ptr->insult_cur++;
2472 /* Become insulted */
2473 if (st_ptr->insult_cur > ot_ptr->insult_max)
2479 st_ptr->insult_cur = 0;
2480 st_ptr->good_buy = 0;
2481 st_ptr->bad_buy = 0;
2484 st_ptr->store_open = turn + TURNS_PER_TICK*TOWN_DAWN/8 + randint1(TURNS_PER_TICK*TOWN_DAWN/8);
2496 * Decrease insults -RAK-
2498 static void decrease_insults(void)
2500 /* Decrease insults */
2501 if (st_ptr->insult_cur) st_ptr->insult_cur--;
2506 * Have insulted while haggling -RAK-
2508 static int haggle_insults(void)
2510 /* Increase insults */
2511 if (increase_insults()) return (TRUE);
2513 /* Display and flush insult */
2522 * Mega-Hack -- Enable "increments"
2524 static bool allow_inc = FALSE;
2527 * Mega-Hack -- Last "increment" during haggling
2529 static s32b last_inc = 0L;
2535 static int get_haggle(cptr pmt, s32b *poffer, s32b price, int final)
2545 /* Clear old increment if necessary */
2546 if (!allow_inc) last_inc = 0L;
2553 sprintf(buf, "%s [¾µÂú] ", pmt);
2555 sprintf(buf, "%s [accept] ", pmt);
2560 /* Old (negative) increment, and not final */
2561 else if (last_inc < 0)
2564 sprintf(buf, "%s [-$%ld] ", pmt, (long)(ABS(last_inc)));
2566 sprintf(buf, "%s [-%ld] ", pmt, (long)(ABS(last_inc)));
2571 /* Old (positive) increment, and not final */
2572 else if (last_inc > 0)
2575 sprintf(buf, "%s [+$%ld] ", pmt, (long)(ABS(last_inc)));
2577 sprintf(buf, "%s [+%ld] ", pmt, (long)(ABS(last_inc)));
2585 sprintf(buf, "%s ", pmt);
2589 /* Paranoia XXX XXX XXX */
2593 /* Ask until done */
2598 /* Display prompt */
2602 strcpy(out_val, "");
2605 * Ask the user for a response.
2606 * Don't allow to use numpad as cursor key.
2608 res = askfor_aux(out_val, 32, FALSE);
2614 if (!res) return FALSE;
2616 /* Skip leading spaces */
2617 for (p = out_val; *p == ' '; p++) /* loop */;
2619 /* Empty response */
2622 /* Accept current price */
2630 /* Use previous increment */
2631 if (allow_inc && last_inc)
2633 *poffer += last_inc;
2638 /* Normal response */
2641 /* Extract a number */
2644 /* Handle "incremental" number */
2645 if ((*p == '+' || *p == '-'))
2647 /* Allow increments */
2650 /* Use the given "increment" */
2657 /* Handle normal number */
2660 /* Use the given "number" */
2669 msg_print("Ãͤ¬¤ª¤«¤·¤¤¤Ç¤¹¡£");
2671 msg_print("Invalid response.");
2683 * Receive an offer (from the player)
2685 * Return TRUE if offer is NOT okay
2687 static bool receive_offer(cptr pmt, s32b *poffer,
2688 s32b last_offer, int factor,
2689 s32b price, int final)
2691 /* Haggle till done */
2694 /* Get a haggle (or cancel) */
2695 if (!get_haggle(pmt, poffer, price, final)) return (TRUE);
2697 /* Acceptable offer */
2698 if (((*poffer) * factor) >= (last_offer * factor)) break;
2700 /* Insult, and check for kicked out */
2701 if (haggle_insults()) return (TRUE);
2703 /* Reject offer (correctly) */
2704 (*poffer) = last_offer;
2713 * Haggling routine -RAK-
2715 * Return TRUE if purchase is NOT successful
2717 static bool purchase_haggle(object_type *o_ptr, s32b *price)
2719 s32b cur_ask, final_ask;
2720 s32b last_offer, offer;
2722 s32b min_per, max_per;
2723 int flag, loop_flag, noneed;
2724 int annoyed = 0, final = FALSE;
2726 bool cancel = FALSE;
2729 cptr pmt = "Ä󼨲Á³Ê";
2731 cptr pmt = "Asking";
2741 /* Extract the starting offer and the final offer */
2742 cur_ask = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
2743 final_ask = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2745 /* Determine if haggling is necessary */
2746 noneed = noneedtobargain(final_ask);
2748 /* No need to haggle */
2749 if (noneed || !manual_haggle)
2751 /* No need to haggle */
2754 /* Message summary */
2756 msg_print("·ë¶É¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2758 msg_print("You eventually agree upon the price.");
2764 /* No haggle option */
2767 /* Message summary */
2769 msg_print("¤¹¤ó¤Ê¤ê¤È¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2771 msg_print("You quickly agree upon the price.");
2776 /* Apply Sales Tax */
2777 final_ask += final_ask / 10;
2781 cur_ask = final_ask;
2783 /* Go to final offer */
2785 pmt = "ºÇ½ªÄ󼨲Á³Ê";
2787 pmt = "Final Offer";
2794 /* Haggle for the whole pile */
2795 cur_ask *= o_ptr->number;
2796 final_ask *= o_ptr->number;
2799 /* Haggle parameters */
2800 min_per = ot_ptr->haggle_per;
2801 max_per = min_per * 3;
2803 /* Mega-Hack -- artificial "last offer" value */
2804 last_offer = object_value(o_ptr) * o_ptr->number;
2805 last_offer = last_offer * (200 - (int)(ot_ptr->max_inflate)) / 100L;
2806 if (last_offer <= 0) last_offer = 1;
2811 /* No incremental haggling yet */
2814 /* Haggle until done */
2815 for (flag = FALSE; !flag; )
2819 while (!flag && loop_flag)
2821 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
2822 put_str(out_val, 1, 0);
2824 cancel = receive_offer("Ä󼨤¹¤ë¶â³Û? ",
2826 cancel = receive_offer("What do you offer? ",
2829 &offer, last_offer, 1, cur_ask, final);
2835 else if (offer > cur_ask)
2840 else if (offer == cur_ask)
2853 x1 = 100 * (offer - last_offer) / (cur_ask - last_offer);
2856 if (haggle_insults())
2862 else if (x1 > max_per)
2865 if (x1 < max_per) x1 = max_per;
2867 x2 = rand_range(x1-2, x1+2);
2868 x3 = ((cur_ask - offer) * x2 / 100L) + 1;
2869 /* don't let the price go up */
2874 if (cur_ask < final_ask)
2877 cur_ask = final_ask;
2879 pmt = "ºÇ½ªÄ󼨲Á³Ê";
2881 pmt = "Final Offer";
2887 (void)(increase_insults());
2892 else if (offer >= cur_ask)
2904 (void)sprintf(out_val, "Á°²ó¤ÎÄ󼨶â³Û: $%ld",
2906 (void)sprintf(out_val, "Your last offer: %ld",
2910 put_str(out_val, 1, 39);
2911 say_comment_2(cur_ask, annoyed);
2917 if (cancel) return (TRUE);
2919 /* Update bargaining info */
2920 updatebargain(*price, final_ask, o_ptr->number);
2928 * Haggling routine -RAK-
2930 * Return TRUE if purchase is NOT successful
2932 static bool sell_haggle(object_type *o_ptr, s32b *price)
2934 s32b purse, cur_ask, final_ask;
2935 s32b last_offer = 0, offer = 0;
2937 s32b min_per, max_per;
2938 int flag, loop_flag, noneed;
2939 int annoyed = 0, final = FALSE;
2940 bool cancel = FALSE;
2942 cptr pmt = "Ä󼨶â³Û";
2953 /* Obtain the starting offer and the final offer */
2954 cur_ask = price_item(o_ptr, ot_ptr->max_inflate, TRUE);
2955 final_ask = price_item(o_ptr, ot_ptr->min_inflate, TRUE);
2957 /* Determine if haggling is necessary */
2958 noneed = noneedtobargain(final_ask);
2960 /* Get the owner's payout limit */
2961 purse = (s32b)(ot_ptr->max_cost);
2963 /* No need to haggle */
2964 if (noneed || !manual_haggle || (final_ask >= purse))
2966 /* Apply Sales Tax (if needed) */
2967 if (!manual_haggle && !noneed)
2969 final_ask -= final_ask / 10;
2972 /* No reason to haggle */
2973 if (final_ask >= purse)
2977 msg_print("¨ºÂ¤Ë¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2979 msg_print("You instantly agree upon the price.");
2984 /* Offer full purse */
2988 /* No need to haggle */
2993 msg_print("·ë¶É¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2995 msg_print("You eventually agree upon the price.");
3001 /* No haggle option */
3004 /* Message summary */
3006 msg_print("¤¹¤ó¤Ê¤ê¤È¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
3008 msg_print("You quickly agree upon the price.");
3015 cur_ask = final_ask;
3020 pmt = "ºÇ½ªÄ󼨶â³Û";
3022 pmt = "Final Offer";
3027 /* Haggle for the whole pile */
3028 cur_ask *= o_ptr->number;
3029 final_ask *= o_ptr->number;
3032 /* XXX XXX XXX Display commands */
3034 /* Haggling parameters */
3035 min_per = ot_ptr->haggle_per;
3036 max_per = min_per * 3;
3038 /* Mega-Hack -- artificial "last offer" value */
3039 last_offer = object_value(o_ptr) * o_ptr->number;
3040 last_offer = last_offer * ot_ptr->max_inflate / 100L;
3045 /* No incremental haggling yet */
3049 for (flag = FALSE; !flag; )
3055 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
3056 put_str(out_val, 1, 0);
3058 cancel = receive_offer("Ä󼨤¹¤ë²Á³Ê? ",
3060 cancel = receive_offer("What price do you ask? ",
3063 &offer, last_offer, -1, cur_ask, final);
3069 else if (offer < cur_ask)
3072 /* rejected, reset offer for incremental haggling */
3075 else if (offer == cur_ask)
3086 if (flag || !loop_flag) break;
3091 x1 = 100 * (last_offer - offer) / (last_offer - cur_ask);
3094 if (haggle_insults())
3100 else if (x1 > max_per)
3103 if (x1 < max_per) x1 = max_per;
3105 x2 = rand_range(x1-2, x1+2);
3106 x3 = ((offer - cur_ask) * x2 / 100L) + 1;
3107 /* don't let the price go down */
3111 if (cur_ask > final_ask)
3113 cur_ask = final_ask;
3116 pmt = "ºÇ½ªÄ󼨶â³Û";
3118 pmt = "Final Offer";
3126 /* Äɲà $0 ¤ÇÇ㤤¼è¤é¤ì¤Æ¤·¤Þ¤¦¤Î¤òËÉ»ß By FIRST*/
3129 (void)(increase_insults());
3132 else if (offer <= cur_ask)
3143 (void)sprintf(out_val,
3145 "Á°²ó¤ÎÄ󼨲Á³Ê $%ld", (long)last_offer);
3147 "Your last bid %ld", (long)last_offer);
3150 put_str(out_val, 1, 39);
3151 say_comment_3(cur_ask, annoyed);
3157 if (cancel) return (TRUE);
3159 /* Update bargaining info */
3160 updatebargain(*price, final_ask, o_ptr->number);
3168 * Buy an item from a store -RAK-
3170 static void store_purchase(void)
3182 char o_name[MAX_NLEN];
3187 if (cur_store_num == STORE_MUSEUM)
3190 msg_print("Çîʪ´Û¤«¤é¼è¤ê½Ð¤¹¤³¤È¤Ï¤Ç¤¤Þ¤»¤ó¡£");
3192 msg_print("Museum.");
3198 if (st_ptr->stock_num <= 0)
3200 if (cur_store_num == STORE_HOME)
3202 msg_print("²æ¤¬²È¤Ë¤Ï²¿¤âÃÖ¤¤¤Æ¤¢¤ê¤Þ¤»¤ó¡£");
3204 msg_print("Your home is empty.");
3209 msg_print("¸½ºß¾¦Éʤκ߸ˤòÀڤ餷¤Æ¤¤¤Þ¤¹¡£");
3211 msg_print("I am currently out of stock.");
3218 /* Find the number of objects on this and following pages */
3219 i = (st_ptr->stock_num - store_top);
3221 /* And then restrict it to the current page */
3226 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸ */
3227 switch( cur_store_num ) {
3229 sprintf(out_val, "¤É¤Î¥¢¥¤¥Æ¥à¤ò¼è¤ê¤Þ¤¹¤«? ");
3232 sprintf(out_val, "¤É¤ì? ");
3235 sprintf(out_val, "¤É¤ÎÉÊʪ¤¬Íߤ·¤¤¤ó¤À¤¤? ");
3239 if (cur_store_num == STORE_HOME)
3241 sprintf(out_val, "Which item do you want to take? ");
3245 sprintf(out_val, "Which item are you interested in? ");
3250 /* Get the item number to be bought */
3251 if (!get_stock(&item, out_val, 0, i - 1)) return;
3253 /* Get the actual index */
3254 item = item + store_top;
3256 /* Get the actual item */
3257 o_ptr = &st_ptr->stock[item];
3259 /* Assume the player wants just one of them */
3262 /* Get local object */
3265 /* Get a copy of the object */
3266 object_copy(j_ptr, o_ptr);
3269 * If a rod or wand, allocate total maximum timeouts or charges
3270 * between those purchased and left on the shelf.
3272 reduce_charges(j_ptr, o_ptr->number - amt);
3274 /* Modify quantity */
3275 j_ptr->number = amt;
3277 /* Hack -- require room in pack */
3278 if (!inven_carry_okay(j_ptr))
3281 msg_print("¤½¤ó¤Ê¤Ë¥¢¥¤¥Æ¥à¤ò»ý¤Æ¤Ê¤¤¡£");
3283 msg_print("You cannot carry that many different items.");
3289 /* Determine the "best" price (per item) */
3290 best = price_item(j_ptr, ot_ptr->min_inflate, FALSE);
3292 /* Find out how many the player wants */
3293 if (o_ptr->number > 1)
3295 /* Hack -- note cost of "fixed" items */
3296 if ((cur_store_num != STORE_HOME) &&
3297 (o_ptr->ident & IDENT_FIXED))
3300 msg_format("°ì¤Ä¤Ë¤Ä¤ $%ld¤Ç¤¹¡£", (long)(best));
3302 msg_format("That costs %ld gold per item.", (long)(best));
3307 /* Get a quantity */
3308 amt = get_quantity(NULL, o_ptr->number);
3310 /* Allow user abort */
3311 if (amt <= 0) return;
3314 /* Get local object */
3317 /* Get desired object */
3318 object_copy(j_ptr, o_ptr);
3321 * If a rod or wand, allocate total maximum timeouts or charges
3322 * between those purchased and left on the shelf.
3324 reduce_charges(j_ptr, o_ptr->number - amt);
3326 /* Modify quantity */
3327 j_ptr->number = amt;
3329 /* Hack -- require room in pack */
3330 if (!inven_carry_okay(j_ptr))
3333 msg_print("¥¶¥Ã¥¯¤Ë¤½¤Î¥¢¥¤¥Æ¥à¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£");
3335 msg_print("You cannot carry that many items.");
3341 /* Attempt to buy it */
3342 if (cur_store_num != STORE_HOME)
3344 /* Fixed price, quick buy */
3345 if (o_ptr->ident & (IDENT_FIXED))
3350 /* Go directly to the "best" deal */
3351 price = (best * j_ptr->number);
3357 /* Describe the object (fully) */
3358 object_desc(o_name, j_ptr, 0);
3362 msg_format("%s(%c)¤ò¹ØÆþ¤¹¤ë¡£", o_name, I2A(item));
3364 msg_format("Buying %s (%c).", o_name, I2A(item));
3369 /* Haggle for a final price */
3370 choice = purchase_haggle(j_ptr, &price);
3372 /* Hack -- Got kicked out */
3373 if (st_ptr->store_open >= turn) return;
3376 /* Player wants it */
3379 /* Fix the item price (if "correctly" haggled) */
3380 if (price == (best * j_ptr->number)) o_ptr->ident |= (IDENT_FIXED);
3382 /* Player can afford it */
3383 if (p_ptr->au >= price)
3388 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
3389 chg_virtue(V_JUSTICE, -1);
3390 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
3391 chg_virtue(V_NATURE, -1);
3399 /* Spend the money */
3402 /* Update the display */
3405 /* Hack -- buying an item makes you aware of it */
3406 object_aware(j_ptr);
3408 /* Hack -- clear the "fixed" flag from the item */
3409 j_ptr->ident &= ~(IDENT_FIXED);
3411 /* Describe the transaction */
3412 object_desc(o_name, j_ptr, 0);
3416 msg_format("%s¤ò $%ld¤Ç¹ØÆþ¤·¤Þ¤·¤¿¡£", o_name, (long)price);
3418 msg_format("You bought %s for %ld gold.", o_name, (long)price);
3421 strcpy(record_o_name, o_name);
3424 if (record_buy) do_cmd_write_nikki(NIKKI_BUY, 0, o_name);
3425 object_desc(o_name, o_ptr, OD_NAME_ONLY);
3426 if(record_rand_art && o_ptr->art_name)
3427 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
3429 /* Erase the inscription */
3430 j_ptr->inscription = 0;
3432 /* Erase the "feeling" */
3433 j_ptr->feeling = FEEL_NONE;
3434 j_ptr->ident &= ~(IDENT_STORE);
3435 /* Give it to the player */
3436 item_new = inven_carry(j_ptr);
3438 /* Describe the final result */
3439 object_desc(o_name, &inventory[item_new], 0);
3443 msg_format("%s(%c)¤ò¼ê¤ËÆþ¤ì¤¿¡£", o_name, index_to_label(item_new));
3445 msg_format("You have %s (%c).",
3446 o_name, index_to_label(item_new));
3449 /* Auto-inscription */
3450 autopick_alter_item(item_new, FALSE);
3452 /* Now, reduce the original stack's pval. */
3453 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3455 o_ptr->pval -= j_ptr->pval;
3461 /* Note how many slots the store used to have */
3462 i = st_ptr->stock_num;
3464 /* Remove the bought items from the store */
3465 store_item_increase(item, -amt);
3466 store_item_optimize(item);
3468 /* Store is empty */
3469 if (st_ptr->stock_num == 0)
3472 if (one_in_(STORE_SHUFFLE))
3477 msg_print("Ź¼ç¤Ï°úÂष¤¿¡£");
3479 msg_print("The shopkeeper retires.");
3483 /* Shuffle the store */
3484 store_shuffle(cur_store_num);
3487 sprintf(buf, "%s (%s)",
3488 ot_ptr->owner_name, race_info[ot_ptr->owner_race].title);
3489 put_str(buf, 3, 10);
3490 sprintf(buf, "%s (%ld)",
3491 (f_name + f_info[cur_store_feat].name), (long)(ot_ptr->max_cost));
3500 msg_print("Ź¼ç¤Ï¿·¤¿¤Êºß¸Ë¤ò¼è¤ê½Ð¤·¤¿¡£");
3502 msg_print("The shopkeeper brings out some new stock.");
3508 for (i = 0; i < 10; i++)
3510 /* Maintain the store */
3511 store_maint(p_ptr->town_num, cur_store_num);
3517 /* Redraw everything */
3518 display_inventory();
3521 /* The item is gone */
3522 else if (st_ptr->stock_num != i)
3524 /* Pick the correct screen */
3525 if (store_top >= st_ptr->stock_num) store_top -= 12;
3527 /* Redraw everything */
3528 display_inventory();
3531 /* Item is still here */
3534 /* Redraw the item */
3535 display_entry(item);
3539 /* Player cannot afford it */
3542 /* Simple message (no insult) */
3544 msg_print("¤ª¶â¤¬Â¤ê¤Þ¤»¤ó¡£");
3546 msg_print("You do not have enough gold.");
3553 /* Home is much easier */
3556 /* Distribute charges of wands/rods */
3557 distribute_charges(o_ptr, j_ptr, amt);
3559 /* Give it to the player */
3560 item_new = inven_carry(j_ptr);
3562 /* Describe just the result */
3563 object_desc(o_name, &inventory[item_new], 0);
3567 msg_format("%s(%c)¤ò¼è¤Ã¤¿¡£",
3569 msg_format("You have %s (%c).",
3571 o_name, index_to_label(item_new));
3576 /* Take note if we take the last one */
3577 i = st_ptr->stock_num;
3579 /* Remove the items from the home */
3580 store_item_increase(item, -amt);
3581 store_item_optimize(item);
3583 /* Hack -- Item is still here */
3584 if (i == st_ptr->stock_num)
3586 /* Redraw the item */
3587 display_entry(item);
3590 /* The item is gone */
3594 if (st_ptr->stock_num == 0) store_top = 0;
3596 /* Nothing left on that screen */
3597 else if (store_top >= st_ptr->stock_num) store_top -= 12;
3599 /* Redraw everything */
3600 display_inventory();
3602 chg_virtue(V_SACRIFICE, 1);
3606 /* Not kicked out */
3612 * Sell an item to the store (or home)
3614 static void store_sell(void)
3620 s32b price, value, dummy;
3629 char o_name[MAX_NLEN];
3632 /* Prepare a prompt */
3633 if (cur_store_num == STORE_HOME)
3635 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÃÖ¤¤Þ¤¹¤«? ";
3637 q = "Drop which item? ";
3640 else if (cur_store_num == STORE_MUSEUM)
3642 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò´ó£¤·¤Þ¤¹¤«? ";
3644 q = "Give which item? ";
3649 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÇä¤ê¤Þ¤¹¤«? ";
3651 q = "Sell which item? ";
3655 item_tester_no_ryoute = TRUE;
3656 /* Only allow items the store will buy */
3657 item_tester_hook = store_will_buy;
3660 /* ²æ¤¬²È¤Ç¤ª¤«¤·¤Ê¥á¥Ã¥»¡¼¥¸¤¬½Ð¤ë¥ª¥ê¥¸¥Ê¥ë¤Î¥Ð¥°¤ò½¤Àµ */
3661 if (cur_store_num == STORE_HOME)
3664 s = "ÃÖ¤±¤ë¥¢¥¤¥Æ¥à¤ò»ý¤Ã¤Æ¤¤¤Þ¤»¤ó¡£";
3666 s = "You don't have any item to drop.";
3669 else if (cur_store_num == STORE_MUSEUM)
3672 s = "´ó£¤Ç¤¤ë¥¢¥¤¥Æ¥à¤ò»ý¤Ã¤Æ¤¤¤Þ¤»¤ó¡£";
3674 s = "You don't have any item to give.";
3680 s = "Íߤ·¤¤Êª¤¬¤Ê¤¤¤Ç¤¹¤Í¤¨¡£";
3682 s = "You have nothing that I want.";
3686 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return;
3688 /* Get the item (in the pack) */
3691 o_ptr = &inventory[item];
3694 /* Get the item (on the floor) */
3697 o_ptr = &o_list[0 - item];
3701 /* Hack -- Cannot remove cursed items */
3702 if ((item >= INVEN_RARM) && object_is_cursed(o_ptr))
3706 msg_print("¤Õ¡¼¤à¡¢¤É¤¦¤ä¤é¤½¤ì¤Ï¼ö¤ï¤ì¤Æ¤¤¤ë¤è¤¦¤À¤Í¡£");
3708 msg_print("Hmmm, it seems to be cursed.");
3717 /* Assume one item */
3720 /* Find out how many the player wants (letter means "all") */
3721 if (o_ptr->number > 1)
3723 /* Get a quantity */
3724 amt = get_quantity(NULL, o_ptr->number);
3726 /* Allow user abort */
3727 if (amt <= 0) return;
3730 /* Get local object */
3733 /* Get a copy of the object */
3734 object_copy(q_ptr, o_ptr);
3736 /* Modify quantity */
3737 q_ptr->number = amt;
3740 * Hack -- If a rod or wand, allocate total maximum
3741 * timeouts or charges to those being sold. -LM-
3743 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3745 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
3748 /* Get a full description */
3749 object_desc(o_name, q_ptr, 0);
3751 /* Remove any inscription, feeling for stores */
3752 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
3754 q_ptr->inscription = 0;
3755 q_ptr->feeling = FEEL_NONE;
3758 /* Is there room in the store (or the home?) */
3759 if (!store_check_num(q_ptr))
3761 if (cur_store_num == STORE_HOME)
3763 msg_print("²æ¤¬²È¤Ë¤Ï¤â¤¦ÃÖ¤¯¾ì½ê¤¬¤Ê¤¤¡£");
3765 msg_print("Your home is full.");
3768 else if (cur_store_num == STORE_MUSEUM)
3770 msg_print("Çîʪ´Û¤Ï¤â¤¦ËþÇÕ¤À¡£");
3772 msg_print("Museum is full.");
3777 msg_print("¤¹¤¤¤Þ¤»¤ó¤¬¡¢Å¹¤Ë¤Ï¤â¤¦ÃÖ¤¯¾ì½ê¤¬¤¢¤ê¤Þ¤»¤ó¡£");
3779 msg_print("I have not the room in my store to keep it.");
3787 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
3789 /* Describe the transaction */
3791 msg_format("%s(%c)¤òÇäµÑ¤¹¤ë¡£", o_name, index_to_label(item));
3793 msg_format("Selling %s (%c).", o_name, index_to_label(item));
3799 choice = sell_haggle(q_ptr, &price);
3802 if (st_ptr->store_open >= turn) return;
3814 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
3815 chg_virtue(V_JUSTICE, -1);
3817 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
3818 chg_virtue(V_NATURE, 1);
3821 /* Get some money */
3824 /* Update the display */
3827 /* Get the "apparent" value */
3828 dummy = object_value(q_ptr) * q_ptr->number;
3831 identify_item(o_ptr);
3833 /* Get local object */
3836 /* Get a copy of the object */
3837 object_copy(q_ptr, o_ptr);
3839 /* Modify quantity */
3840 q_ptr->number = amt;
3842 /* Make it look like to be known */
3843 q_ptr->ident |= IDENT_STORE;
3846 * Hack -- If a rod or wand, let the shopkeeper know just
3847 * how many charges he really paid for. -LM-
3849 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3851 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
3854 /* Get the "actual" value */
3855 value = object_value(q_ptr) * q_ptr->number;
3857 /* Get the description all over again */
3858 object_desc(o_name, q_ptr, 0);
3860 /* Describe the result (in message buffer) */
3862 msg_format("%s¤ò $%ld¤ÇÇäµÑ¤·¤Þ¤·¤¿¡£", o_name, (long)price);
3864 msg_format("You sold %s for %ld gold.", o_name, (long)price);
3867 if (record_sell) do_cmd_write_nikki(NIKKI_SELL, 0, o_name);
3869 if (!((o_ptr->tval == TV_FIGURINE) && (value > 0)))
3871 /* Analyze the prices (and comment verbally) unless a figurine*/
3872 purchase_analyze(price, value, dummy);
3876 * Hack -- Allocate charges between those wands or rods sold
3877 * and retained, unless all are being sold. -LM-
3879 distribute_charges(o_ptr, q_ptr, amt);
3881 /* Reset timeouts of the sold items */
3884 /* Take the item from the player, describe the result */
3885 inven_item_increase(item, -amt);
3886 inven_item_describe(item);
3888 /* If items remain, auto-inscribe before optimizing */
3889 if (o_ptr->number > 0)
3890 autopick_alter_item(item, FALSE);
3892 inven_item_optimize(item);
3897 /* The store gets that (known) item */
3898 item_pos = store_carry(q_ptr);
3900 /* Re-display if item is now in store */
3903 store_top = (item_pos / 12) * 12;
3904 display_inventory();
3909 /* Player is at museum */
3910 else if (cur_store_num == STORE_MUSEUM)
3912 char o2_name[MAX_NLEN];
3913 object_desc(o2_name, q_ptr, OD_NAME_ONLY);
3915 if (-1 == store_check_num(q_ptr))
3918 msg_print("¤½¤ì¤ÈƱ¤¸ÉÊʪ¤Ï´û¤ËÇîʪ´Û¤Ë¤¢¤ë¤è¤¦¤Ç¤¹¡£");
3920 msg_print("The same object as it is already in the Museum.");
3926 msg_print("Çîʪ´Û¤Ë´ó£¤·¤¿¤â¤Î¤Ï¼è¤ê½Ð¤¹¤³¤È¤¬¤Ç¤¤Þ¤»¤ó¡ª¡ª");
3928 msg_print("You cannot take items which is given to the Museum back!!");
3932 if (!get_check(format("ËÜÅö¤Ë%s¤ò´ó£¤·¤Þ¤¹¤«¡©", o2_name))) return;
3934 if (!get_check(format("Really give %s to the Museum? ", o2_name))) return;
3938 identify_item(q_ptr);
3939 q_ptr->ident |= IDENT_MENTAL;
3941 /* Distribute charges of wands/rods */
3942 distribute_charges(o_ptr, q_ptr, amt);
3946 msg_format("%s¤òÃÖ¤¤¤¿¡£(%c)", o_name, index_to_label(item));
3948 msg_format("You drop %s (%c).", o_name, index_to_label(item));
3953 /* Take it from the players inventory */
3954 inven_item_increase(item, -amt);
3955 inven_item_describe(item);
3956 inven_item_optimize(item);
3961 /* Let the home carry it */
3962 item_pos = home_carry(q_ptr);
3964 /* Update store display */
3967 store_top = (item_pos / 12) * 12;
3968 display_inventory();
3971 /* Player is at home */
3974 /* Distribute charges of wands/rods */
3975 distribute_charges(o_ptr, q_ptr, amt);
3979 msg_format("%s¤òÃÖ¤¤¤¿¡£(%c)", o_name, index_to_label(item));
3981 msg_format("You drop %s (%c).", o_name, index_to_label(item));
3986 /* Take it from the players inventory */
3987 inven_item_increase(item, -amt);
3988 inven_item_describe(item);
3989 inven_item_optimize(item);
3994 /* Let the home carry it */
3995 item_pos = home_carry(q_ptr);
3997 /* Update store display */
4000 store_top = (item_pos / 12) * 12;
4001 display_inventory();
4005 if ((choice == 0) && (item >= INVEN_RARM))
4014 * Examine an item in a store -JDL-
4016 static void store_examine(void)
4021 char o_name[MAX_NLEN];
4026 if (st_ptr->stock_num <= 0)
4028 if (cur_store_num == STORE_HOME)
4030 msg_print("²æ¤¬²È¤Ë¤Ï²¿¤âÃÖ¤¤¤Æ¤¢¤ê¤Þ¤»¤ó¡£");
4032 msg_print("Your home is empty.");
4035 else if (cur_store_num == STORE_MUSEUM)
4037 msg_print("Çîʪ´Û¤Ë¤Ï²¿¤âÃÖ¤¤¤Æ¤¢¤ê¤Þ¤»¤ó¡£");
4039 msg_print("Museum is empty.");
4044 msg_print("¸½ºß¾¦Éʤκ߸ˤòÀڤ餷¤Æ¤¤¤Þ¤¹¡£");
4046 msg_print("I am currently out of stock.");
4053 /* Find the number of objects on this and following pages */
4054 i = (st_ptr->stock_num - store_top);
4056 /* And then restrict it to the current page */
4061 sprintf(out_val, "¤É¤ì¤òÄ´¤Ù¤Þ¤¹¤«¡©");
4063 sprintf(out_val, "Which item do you want to examine? ");
4067 /* Get the item number to be examined */
4068 if (!get_stock(&item, out_val, 0, i - 1)) return;
4070 /* Get the actual index */
4071 item = item + store_top;
4073 /* Get the actual item */
4074 o_ptr = &st_ptr->stock[item];
4076 /* Require full knowledge */
4077 if (!(o_ptr->ident & IDENT_MENTAL))
4079 /* This can only happen in the home */
4081 msg_print("¤³¤Î¥¢¥¤¥Æ¥à¤Ë¤Ä¤¤¤ÆÆäËÃΤäƤ¤¤ë¤³¤È¤Ï¤Ê¤¤¡£");
4083 msg_print("You have no special knowledge about that item.");
4090 object_desc(o_name, o_ptr, 0);
4094 msg_format("%s¤òÄ´¤Ù¤Æ¤¤¤ë...", o_name);
4096 msg_format("Examining %s...", o_name);
4100 /* Describe it fully */
4101 if (!screen_object(o_ptr, SCROBJ_FORCE_DETAIL))
4103 msg_print("ÆäËÊѤï¤Ã¤¿¤È¤³¤í¤Ï¤Ê¤¤¤è¤¦¤À¡£");
4105 msg_print("You see nothing special.");
4114 * Remove an item from museum (Originally from TOband)
4116 static void museum_remove_object(void)
4121 char o_name[MAX_NLEN];
4125 if (st_ptr->stock_num <= 0)
4128 msg_print("Çîʪ´Û¤Ë¤Ï²¿¤âÃÖ¤¤¤Æ¤¢¤ê¤Þ¤»¤ó¡£");
4130 msg_print("Museum is empty.");
4136 /* Find the number of objects on this and following pages */
4137 i = st_ptr->stock_num - store_top;
4139 /* And then restrict it to the current page */
4144 sprintf(out_val, "¤É¤Î¥¢¥¤¥Æ¥à¤ÎŸ¼¨¤ò¤ä¤á¤µ¤»¤Þ¤¹¤«¡©");
4146 sprintf(out_val, "Which item do you want to order to remove? ");
4149 /* Get the item number to be removed */
4150 if (!get_stock(&item, out_val, 0, i - 1)) return;
4152 /* Get the actual index */
4153 item = item + store_top;
4155 /* Get the actual item */
4156 o_ptr = &st_ptr->stock[item];
4159 object_desc(o_name, o_ptr, 0);
4162 msg_print("Ÿ¼¨¤ò¤ä¤á¤µ¤»¤¿¥¢¥¤¥Æ¥à¤ÏÆóÅ٤ȸ«¤ë¤³¤È¤Ï¤Ç¤¤Þ¤»¤ó¡ª");
4163 if (!get_check(format("ËÜÅö¤Ë%s¤ÎŸ¼¨¤ò¤ä¤á¤µ¤»¤Þ¤¹¤«¡©", o_name))) return;
4165 msg_print("You cannot see items which is removed from the Museum!");
4166 if (!get_check(format("Really order to remove %s from the Museum? ", o_name))) return;
4171 msg_format("%s¤ÎŸ¼¨¤ò¤ä¤á¤µ¤»¤¿¡£", o_name);
4173 msg_format("You ordered to remove %s.", o_name);
4176 /* Remove the items from the home */
4177 store_item_increase(item, -o_ptr->number);
4178 store_item_optimize(item);
4180 /* The item is gone */
4183 if (st_ptr->stock_num == 0) store_top = 0;
4185 /* Nothing left on that screen */
4186 else if (store_top >= st_ptr->stock_num) store_top -= 12;
4188 /* Redraw everything */
4189 display_inventory();
4196 * Hack -- set this to leave the store
4198 static bool leave_store = FALSE;
4202 * Process a command in a store
4204 * Note that we must allow the use of a few "special" commands
4205 * in the stores which are not allowed in the dungeon, and we
4206 * must disable some commands which are allowed in the dungeon
4207 * but not in the stores, to prevent chaos.
4209 static void store_process_command(void)
4211 #ifdef ALLOW_REPEAT /* TNB */
4213 /* Handle repeating the last command */
4216 #endif /* ALLOW_REPEAT -- TNB */
4218 if (rogue_like_commands && command_cmd == 'l')
4220 command_cmd = 'x'; /* hack! */
4223 /* Parse the command */
4224 switch (command_cmd)
4234 /* 1 ¥Ú¡¼¥¸Ìá¤ë¥³¥Þ¥ó¥É: ²æ¤¬²È¤Î¥Ú¡¼¥¸¿ô¤¬Â¿¤¤¤Î¤Ç½ÅÊõ¤¹¤ë¤Ï¤º By BUG */
4237 if (st_ptr->stock_num <= 12) {
4239 msg_print("¤³¤ì¤ÇÁ´Éô¤Ç¤¹¡£");
4241 msg_print("Entire inventory is shown.");
4246 if ( store_top < 0 )
4247 store_top = ((st_ptr->stock_num - 1 )/12) * 12;
4248 if ( (cur_store_num == STORE_HOME) && (powerup_home == FALSE) )
4249 if ( store_top >= 12 ) store_top = 12;
4250 display_inventory();
4258 if (st_ptr->stock_num <= 12)
4261 msg_print("¤³¤ì¤ÇÁ´Éô¤Ç¤¹¡£");
4263 msg_print("Entire inventory is shown.");
4271 * ±£¤·¥ª¥×¥·¥ç¥ó(powerup_home)¤¬¥»¥Ã¥È¤µ¤ì¤Æ¤¤¤Ê¤¤¤È¤¤Ï
4272 * ²æ¤¬²È¤Ç¤Ï 2 ¥Ú¡¼¥¸¤Þ¤Ç¤·¤«É½¼¨¤·¤Ê¤¤
4274 if ((cur_store_num == STORE_HOME) &&
4275 (powerup_home == FALSE) &&
4276 (st_ptr->stock_num >= STORE_INVEN_MAX))
4278 if (store_top >= (STORE_INVEN_MAX - 1))
4285 if (store_top >= st_ptr->stock_num) store_top = 0;
4288 display_inventory();
4301 /* Get (purchase) */
4328 /*** Inventory Commands ***/
4330 /* Wear/wield equipment */
4337 /* Take off equipment */
4344 /* Destroy an item */
4351 /* Equipment list */
4358 /* Inventory list */
4366 /*** Various commands ***/
4368 /* Identify an object */
4375 /* Hack -- toggle windows */
4378 toggle_inven_equip();
4384 /*** Use various objects ***/
4389 if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4390 (p_ptr->pclass == CLASS_BERSERKER) ||
4391 (p_ptr->pclass == CLASS_NINJA) ||
4392 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4393 ) do_cmd_mind_browse();
4394 else if (p_ptr->pclass == CLASS_SMITH)
4396 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4397 do_cmd_magic_eater(TRUE);
4398 else do_cmd_browse();
4402 /* Inscribe an object */
4409 /* Uninscribe an object */
4412 do_cmd_uninscribe();
4418 /*** Help and Such ***/
4427 /* Identify symbol */
4430 do_cmd_query_symbol();
4434 /* Character description */
4437 p_ptr->town_num = old_town_num;
4438 do_cmd_change_name();
4439 p_ptr->town_num = inner_town_num;
4445 /*** System Commands ***/
4447 /* Hack -- User interface */
4454 /* Single line from a pref file */
4457 p_ptr->town_num = old_town_num;
4459 p_ptr->town_num = inner_town_num;
4463 /* Interact with macros */
4466 p_ptr->town_num = old_town_num;
4468 p_ptr->town_num = inner_town_num;
4472 /* Interact with visuals */
4475 p_ptr->town_num = old_town_num;
4477 p_ptr->town_num = inner_town_num;
4481 /* Interact with colors */
4484 p_ptr->town_num = old_town_num;
4486 p_ptr->town_num = inner_town_num;
4490 /* Interact with options */
4497 /*** Misc Commands ***/
4513 /* Repeat level feeling */
4520 /* Show previous message */
4523 do_cmd_message_one();
4527 /* Show previous messages */
4540 /* Check artifacts, uniques etc. */
4547 /* Load "screen dump" */
4550 do_cmd_load_screen();
4554 /* Save "screen dump" */
4557 do_cmd_save_screen();
4561 /* Hack -- Unknown command */
4564 if ((cur_store_num == STORE_MUSEUM) && (command_cmd == 'r'))
4566 museum_remove_object();
4571 msg_print("¤½¤Î¥³¥Þ¥ó¥É¤ÏŹ¤ÎÃæ¤Ç¤Ï»È¤¨¤Þ¤»¤ó¡£");
4573 msg_print("That command does not work in stores.");
4584 * Enter a store, and interact with it.
4586 * Note that we use the standard "request_command()" function
4587 * to get a command, allowing us to use "command_arg" and all
4588 * command macros and other nifty stuff, but we use the special
4589 * "shopping" argument, to force certain commands to be converted
4590 * into other commands, normally, we convert "p" (pray) and "m"
4591 * (cast magic) into "g" (get), and "s" (search) into "d" (drop).
4593 void do_cmd_store(void)
4599 bool need_redraw_store_inv; /* To redraw missiles damage and prices in store */
4602 /* Access the player grid */
4603 c_ptr = &cave[py][px];
4605 /* Verify a store */
4606 if (!cave_have_flag_grid(c_ptr, FF_STORE))
4609 msg_print("¤³¤³¤Ë¤ÏŹ¤¬¤¢¤ê¤Þ¤»¤ó¡£");
4611 msg_print("You see no store here.");
4617 /* Extract the store code */
4618 which = f_info[c_ptr->feat].subtype;
4620 old_town_num = p_ptr->town_num;
4621 if ((which == STORE_HOME) || (which == STORE_MUSEUM)) p_ptr->town_num = 1;
4622 if (dun_level) p_ptr->town_num = NO_TOWN;
4623 inner_town_num = p_ptr->town_num;
4625 /* Hack -- Check the "locked doors" */
4626 if ((town[p_ptr->town_num].store[which].store_open >= turn) ||
4630 msg_print("¥É¥¢¤Ë¸°¤¬¤«¤«¤Ã¤Æ¤¤¤ë¡£");
4632 msg_print("The doors are locked.");
4635 p_ptr->town_num = old_town_num;
4639 /* Calculate the number of store maintainances since the last visit */
4640 maintain_num = (turn - town[p_ptr->town_num].store[which].last_visit) / (TURNS_PER_TICK * STORE_TICKS);
4642 /* Maintain the store max. 10 times */
4643 if (maintain_num > 10) maintain_num = 10;
4647 /* Maintain the store */
4648 for (i = 0; i < maintain_num; i++)
4649 store_maint(p_ptr->town_num, which);
4651 /* Save the visit */
4652 town[p_ptr->town_num].store[which].last_visit = turn;
4655 /* Forget the lite */
4658 /* Forget the view */
4662 /* Hack -- Character is in "icky" mode */
4663 character_icky = TRUE;
4666 /* No command argument */
4669 /* No repeated command */
4672 /* No automatic command */
4676 /* Save the store number */
4677 cur_store_num = which;
4679 /* Hack -- save the store feature */
4680 cur_store_feat = c_ptr->feat;
4682 /* Save the store and owner pointers */
4683 st_ptr = &town[p_ptr->town_num].store[cur_store_num];
4684 ot_ptr = &owners[cur_store_num][st_ptr->owner];
4687 /* Start at the beginning */
4690 /* Display the store */
4694 leave_store = FALSE;
4696 /* Interact with player */
4697 while (!leave_store)
4699 /* Hack -- Clear line 1 */
4706 /* Basic commands */
4708 prt(" ESC) ·úʪ¤«¤é½Ð¤ë", 21, 0);
4710 prt(" ESC) Exit from Building.", 21, 0);
4714 /* Browse if necessary */
4715 if (st_ptr->stock_num > 12)
4718 prt(" -)Á°¥Ú¡¼¥¸", 22, 0);
4719 prt(" ¥¹¥Ú¡¼¥¹) ¼¡¥Ú¡¼¥¸", 23, 0);
4721 prt(" -) Previous page", 22, 0);
4722 prt(" SPACE) Next page", 23, 0);
4728 if (cur_store_num == STORE_HOME)
4731 prt("g) ¥¢¥¤¥Æ¥à¤ò¼è¤ë", 21, 27);
4732 prt("d) ¥¢¥¤¥Æ¥à¤òÃÖ¤¯", 22, 27);
4733 prt("x) ²È¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤ë", 23,27);
4735 prt("g) Get an item.", 21, 27);
4736 prt("d) Drop an item.", 22, 27);
4737 prt("x) eXamine an item in the home.", 23,27);
4741 /* Museum commands */
4742 else if (cur_store_num == STORE_MUSEUM)
4745 prt("d) ¥¢¥¤¥Æ¥à¤òÃÖ¤¯", 21, 27);
4746 prt("r) ¥¢¥¤¥Æ¥à¤ÎŸ¼¨¤ò¤ä¤á¤ë", 22, 27);
4747 prt("x) Çîʪ´Û¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤ë", 23, 27);
4749 prt("d) Drop an item.", 21, 27);
4750 prt("r) order to Remove an item.", 22, 27);
4751 prt("x) eXamine an item in the museum.", 23, 27);
4755 /* Shop commands XXX XXX XXX */
4759 prt("p) ¾¦ÉʤòÇ㤦", 21, 30);
4760 prt("s) ¥¢¥¤¥Æ¥à¤òÇä¤ë", 22, 30);
4761 prt("x) ¾¦ÉʤòÄ´¤Ù¤ë", 23,30);
4763 prt("p) Purchase an item.", 21, 30);
4764 prt("s) Sell an item.", 22, 30);
4765 prt("x) eXamine an item in the shop", 23,30);
4770 /* ´ðËÜŪ¤Ê¥³¥Þ¥ó¥É¤ÎÄɲÃɽ¼¨ */
4772 prt("i/e) »ý¤Áʪ/ÁõÈ÷¤Î°ìÍ÷", 21, 56);
4774 if (rogue_like_commands)
4776 prt("w/T) ÁõÈ÷¤¹¤ë/¤Ï¤º¤¹", 22, 56);
4780 prt("w/t) ÁõÈ÷¤¹¤ë/¤Ï¤º¤¹", 22, 56);
4783 prt("i/e) Inventry/Equipment list", 21, 56);
4785 if (rogue_like_commands)
4787 prt("w/T) Wear/Take off equipment", 22, 56);
4791 prt("w/t) Wear/Take off equipment", 22, 56);
4796 prt("¥³¥Þ¥ó¥É:", 20, 0);
4798 prt("You may: ", 20, 0);
4803 request_command(TRUE);
4805 /* Process the command */
4806 store_process_command();
4809 * Hack -- To redraw missiles damage and prices in store
4810 * If player's charisma changes, or if player changes a bow, PU_BONUS is set
4812 need_redraw_store_inv = (p_ptr->update & PU_BONUS) ? TRUE : FALSE;
4814 /* Hack -- Character is still in "icky" mode */
4815 character_icky = TRUE;
4823 /* XXX XXX XXX Pack Overflow */
4824 if (inventory[INVEN_PACK].k_idx)
4826 int item = INVEN_PACK;
4828 object_type *o_ptr = &inventory[item];
4830 /* Hack -- Flee from the store */
4831 if (cur_store_num != STORE_HOME)
4835 if (cur_store_num == STORE_MUSEUM)
4836 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤½¤¦¤Ê¤Î¤Ç¡¢¤¢¤ï¤Æ¤ÆÇîʪ´Û¤«¤é½Ð¤¿...");
4838 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤½¤¦¤Ê¤Î¤Ç¡¢¤¢¤ï¤Æ¤ÆŹ¤«¤é½Ð¤¿...");
4840 if (cur_store_num == STORE_MUSEUM)
4841 msg_print("Your pack is so full that you flee the Museum...");
4843 msg_print("Your pack is so full that you flee the store...");
4851 /* Hack -- Flee from the home */
4852 else if (!store_check_num(o_ptr))
4856 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤½¤¦¤Ê¤Î¤Ç¡¢¤¢¤ï¤Æ¤Æ²È¤«¤é½Ð¤¿...");
4858 msg_print("Your pack is so full that you flee your home...");
4866 /* Hack -- Drop items into the home */
4874 char o_name[MAX_NLEN];
4877 /* Give a message */
4879 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
4881 msg_print("Your pack overflows!");
4885 /* Get local object */
4888 /* Grab a copy of the item */
4889 object_copy(q_ptr, o_ptr);
4892 object_desc(o_name, q_ptr, 0);
4896 msg_format("%s¤¬Íî¤Á¤¿¡£(%c)", o_name, index_to_label(item));
4898 msg_format("You drop %s (%c).", o_name, index_to_label(item));
4902 /* Remove it from the players inventory */
4903 inven_item_increase(item, -255);
4904 inven_item_describe(item);
4905 inven_item_optimize(item);
4910 /* Let the home carry it */
4911 item_pos = home_carry(q_ptr);
4913 /* Redraw the home */
4916 store_top = (item_pos / 12) * 12;
4917 display_inventory();
4922 /* Hack -- Redisplay store prices if charisma changes */
4923 /* Hack -- Redraw missiles damage if player changes bow */
4924 if (need_redraw_store_inv) display_inventory();
4926 /* Hack -- get kicked out of the store */
4927 if (st_ptr->store_open >= turn) leave_store = TRUE;
4930 p_ptr->town_num = old_town_num;
4932 /* Free turn XXX XXX XXX */
4936 /* Hack -- Character is no longer in "icky" mode */
4937 character_icky = FALSE;
4940 /* Hack -- Cancel automatic command */
4943 /* Hack -- Cancel "see" mode */
4944 command_see = FALSE;
4947 /* Flush messages XXX XXX XXX */
4951 /* Clear the screen */
4955 /* Update everything */
4956 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
4957 p_ptr->update |= (PU_MONSTERS);
4959 /* Redraw entire screen */
4960 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY);
4963 p_ptr->redraw |= (PR_MAP);
4966 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4972 * Shuffle one of the stores.
4974 void store_shuffle(int which)
4980 if (which == STORE_HOME) return;
4981 if (which == STORE_MUSEUM) return;
4984 /* Save the store index */
4985 cur_store_num = which;
4987 /* Activate that store */
4988 st_ptr = &town[p_ptr->town_num].store[cur_store_num];
4991 /* Pick a new owner */
4994 st_ptr->owner = (byte)randint0(MAX_OWNERS);
4995 if (j == st_ptr->owner) continue;
4996 for (i = 1;i < max_towns; i++)
4998 if (i == p_ptr->town_num) continue;
4999 if (st_ptr->owner == town[i].store[cur_store_num].owner) break;
5001 if (i == max_towns) break;
5004 /* Activate the new owner */
5005 ot_ptr = &owners[cur_store_num][st_ptr->owner];
5008 /* Reset the owner data */
5009 st_ptr->insult_cur = 0;
5010 st_ptr->store_open = 0;
5011 st_ptr->good_buy = 0;
5012 st_ptr->bad_buy = 0;
5015 /* Hack -- discount all the items */
5016 for (i = 0; i < st_ptr->stock_num; i++)
5021 o_ptr = &st_ptr->stock[i];
5023 if (!object_is_artifact(o_ptr))
5025 /* Hack -- Sell all non-artifact old items for "half price" */
5026 o_ptr->discount = 50;
5028 /* Hack -- Items are no longer "fixed price" */
5029 o_ptr->ident &= ~(IDENT_FIXED);
5031 /* Mega-Hack -- Note that the item is "on sale" */
5033 o_ptr->inscription = quark_add("Çä½ÐÃæ");
5035 o_ptr->inscription = quark_add("on sale");
5043 * Maintain the inventory at the stores.
5045 void store_maint(int town_num, int store_num)
5049 cur_store_num = store_num;
5052 if (store_num == STORE_HOME) return;
5053 if (store_num == STORE_MUSEUM) return;
5055 /* Activate that store */
5056 st_ptr = &town[town_num].store[store_num];
5058 /* Activate the owner */
5059 ot_ptr = &owners[store_num][st_ptr->owner];
5061 /* Store keeper forgives the player */
5062 st_ptr->insult_cur = 0;
5064 /* Mega-Hack -- prune the black market */
5065 if (store_num == STORE_BLACK)
5067 /* Destroy crappy black market items */
5068 for (j = st_ptr->stock_num - 1; j >= 0; j--)
5070 object_type *o_ptr = &st_ptr->stock[j];
5072 /* Destroy crappy items */
5073 if (black_market_crap(o_ptr))
5075 /* Destroy the item */
5076 store_item_increase(j, 0 - o_ptr->number);
5077 store_item_optimize(j);
5083 /* Choose the number of slots to keep */
5084 j = st_ptr->stock_num;
5086 /* Sell a few items */
5087 j = j - randint1(STORE_TURNOVER);
5089 /* Never keep more than "STORE_MAX_KEEP" slots */
5090 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
5092 /* Always "keep" at least "STORE_MIN_KEEP" items */
5093 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
5095 /* Hack -- prevent "underflow" */
5098 /* Destroy objects until only "j" slots are left */
5099 while (st_ptr->stock_num > j) store_delete();
5102 /* Choose the number of slots to fill */
5103 j = st_ptr->stock_num;
5105 /* Buy some more items */
5106 j = j + randint1(STORE_TURNOVER);
5108 /* Never keep more than "STORE_MAX_KEEP" slots */
5109 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
5111 /* Always "keep" at least "STORE_MIN_KEEP" items */
5112 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
5114 /* Hack -- prevent "overflow" */
5115 if (j >= st_ptr->stock_size) j = st_ptr->stock_size - 1;
5117 /* Acquire some new items */
5118 while (st_ptr->stock_num < j) store_create();
5123 * Initialize the stores
5125 void store_init(int town_num, int store_num)
5129 cur_store_num = store_num;
5131 /* Activate that store */
5132 st_ptr = &town[town_num].store[store_num];
5140 st_ptr->owner = (byte)randint0(MAX_OWNERS);
5141 for (i = 1;i < max_towns; i++)
5143 if (i == town_num) continue;
5144 if (st_ptr->owner == town[i].store[store_num].owner) break;
5146 if (i == max_towns) break;
5149 /* Activate the new owner */
5150 ot_ptr = &owners[store_num][st_ptr->owner];
5153 /* Initialize the store */
5154 st_ptr->store_open = 0;
5155 st_ptr->insult_cur = 0;
5156 st_ptr->good_buy = 0;
5157 st_ptr->bad_buy = 0;
5159 /* Nothing in stock */
5160 st_ptr->stock_num = 0;
5163 * MEGA-HACK - Last visit to store is
5164 * BEFORE player birth to enable store restocking
5166 st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
5168 /* Clear any old items */
5169 for (k = 0; k < st_ptr->stock_size; k++)
5171 object_wipe(&st_ptr->stock[k]);
5176 void move_to_black_market(object_type *o_ptr)
5179 if (!p_ptr->town_num) return;
5181 st_ptr = &town[p_ptr->town_num].store[STORE_BLACK];
5183 o_ptr->ident |= IDENT_STORE;
5185 (void)store_carry(o_ptr);
5187 object_wipe(o_ptr); /* Don't leave a bogus object behind... */