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:
1019 case TV_ENCHANT_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 (o_ptr->art_name) break;
1045 if (o_ptr->name2) 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 "artifact" names */
1172 if (o_ptr->name1 != j_ptr->name1) return (0);
1174 /* Require identical "ego-item" names */
1175 if (o_ptr->name2 != j_ptr->name2) return (0);
1177 /* Random artifacts don't stack !*/
1178 if (o_ptr->art_name || j_ptr->art_name) return (0);
1180 /* Hack -- Identical art_flags! */
1181 for (i = 0; i < TR_FLAG_SIZE; i++)
1182 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return (0);
1184 /* Hack -- Never stack "powerful" items */
1185 if (o_ptr->xtra1 || j_ptr->xtra1) return (0);
1187 /* Hack -- Never stack recharging items */
1188 if (o_ptr->timeout || j_ptr->timeout) return (0);
1190 /* Require many identical values */
1191 if (o_ptr->ac != j_ptr->ac) return (0);
1192 if (o_ptr->dd != j_ptr->dd) return (0);
1193 if (o_ptr->ds != j_ptr->ds) return (0);
1195 /* Hack -- Never stack chests */
1196 if (o_ptr->tval == TV_CHEST) return (0);
1197 if (o_ptr->tval == TV_STATUE) return (0);
1198 if (o_ptr->tval == TV_CAPTURE) return (0);
1200 /* Require matching discounts */
1201 if (o_ptr->discount != j_ptr->discount) return (0);
1203 /* They match, so they must be similar */
1209 * Allow a store item to absorb another item
1211 static void store_object_absorb(object_type *o_ptr, object_type *j_ptr)
1213 int max_num = (o_ptr->tval == TV_ROD) ?
1214 MIN(99, MAX_SHORT / k_info[o_ptr->k_idx].pval) : 99;
1215 int total = o_ptr->number + j_ptr->number;
1216 int diff = (total > max_num) ? total - max_num : 0;
1218 /* Combine quantity, lose excess items */
1219 o_ptr->number = (total > max_num) ? max_num : total;
1221 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) together. -LM- */
1222 if (o_ptr->tval == TV_ROD)
1224 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1227 /* Hack -- if wands are stacking, combine the charges. -LM- */
1228 if (o_ptr->tval == TV_WAND)
1230 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1236 * Check to see if the shop will be carrying too many objects -RAK-
1237 * Note that the shop, just like a player, will not accept things
1238 * it cannot hold. Before, one could "nuke" potions this way.
1240 * Return value is now int:
1242 * -1 : Can be combined to existing slot.
1243 * 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 /* Check all the items */
1254 for (i = 0; i < st_ptr->stock_num; i++)
1256 /* Get the existing item */
1257 j_ptr = &st_ptr->stock[i];
1259 /* Can the new object be combined with the old one? */
1260 if (object_similar(j_ptr, o_ptr)) return -1;
1264 /* Normal stores do special stuff */
1267 /* Check all the items */
1268 for (i = 0; i < st_ptr->stock_num; i++)
1270 /* Get the existing item */
1271 j_ptr = &st_ptr->stock[i];
1273 /* Can the new object be combined with the old one? */
1274 if (store_object_similar(j_ptr, o_ptr)) return -1;
1278 /* Free space is always usable */
1280 * ¥ª¥×¥·¥ç¥ó powerup_home ¤¬ÀßÄꤵ¤ì¤Æ¤¤¤ë¤È
1281 * ²æ¤¬²È¤¬ 20 ¥Ú¡¼¥¸¤Þ¤Ç»È¤¨¤ë
1283 if ((cur_store_num == STORE_HOME) && ( powerup_home == FALSE )) {
1284 if (st_ptr->stock_num < ((st_ptr->stock_size) / 10)) {
1289 if (st_ptr->stock_num < st_ptr->stock_size) {
1294 /* But there was no room at the inn... */
1299 static bool is_blessed(object_type *o_ptr)
1301 u32b flgs[TR_FLAG_SIZE];
1302 object_flags(o_ptr, flgs);
1303 if (have_flag(flgs, TR_BLESSED)) return (TRUE);
1304 else return (FALSE);
1310 * Determine if the current store will purchase the given item
1312 * Note that a shop-keeper must refuse to buy "worthless" items
1314 static bool store_will_buy(object_type *o_ptr)
1316 /* Hack -- The Home is simple */
1317 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) return (TRUE);
1319 /* Switch on the store */
1320 switch (cur_store_num)
1325 /* Analyze the type */
1326 switch (o_ptr->tval)
1329 if (o_ptr->sval != SV_POTION_WATER) return FALSE;
1341 case TV_BOTTLE: /* 'Green', recycling Angband */
1356 /* Analyze the type */
1357 switch (o_ptr->tval)
1378 /* Analyze the type */
1379 switch (o_ptr->tval)
1388 case TV_HISSATSU_BOOK:
1392 if(o_ptr->sval == SV_WIZSTAFF) return (FALSE);
1404 /* Analyze the type */
1405 switch (o_ptr->tval)
1408 case TV_CRUSADE_BOOK:
1418 monster_race *r_ptr = &r_info[o_ptr->pval];
1421 if (!(r_ptr->flags3 & RF3_EVIL))
1424 if (r_ptr->flags3 & RF3_GOOD) break;
1426 /* Accept animals */
1427 if (r_ptr->flags3 & RF3_ANIMAL) break;
1430 if (my_strchr("?!", r_ptr->d_char)) break;
1436 if (is_blessed(o_ptr)) break;
1445 case STORE_ALCHEMIST:
1447 /* Analyze the type */
1448 switch (o_ptr->tval)
1462 /* Analyze the type */
1463 switch (o_ptr->tval)
1465 case TV_SORCERY_BOOK:
1466 case TV_NATURE_BOOK:
1470 case TV_ARCANE_BOOK:
1471 case TV_ENCHANT_BOOK:
1472 case TV_DAEMON_BOOK:
1485 if(o_ptr->sval == SV_WIZSTAFF) break;
1486 else return (FALSE);
1493 /* Bookstore Shop */
1496 /* Analyze the type */
1497 switch (o_ptr->tval)
1499 case TV_SORCERY_BOOK:
1500 case TV_NATURE_BOOK:
1505 case TV_ARCANE_BOOK:
1506 case TV_ENCHANT_BOOK:
1507 case TV_DAEMON_BOOK:
1508 case TV_CRUSADE_BOOK:
1518 /* XXX XXX XXX Ignore "worthless" items */
1519 if (object_value(o_ptr) <= 0) return (FALSE);
1528 * Add the item "o_ptr" to the inventory of the "Home"
1530 * In all cases, return the slot (or -1) where the object was placed
1532 * Note that this is a hacked up version of "inven_carry()".
1534 * Also note that it may not correctly "adapt" to "knowledge" bacoming
1535 * known, the player may have to pick stuff up and drop it again.
1537 static int home_carry(object_type *o_ptr)
1540 s32b value, j_value;
1545 /* Check each existing item (try to combine) */
1546 for (slot = 0; slot < st_ptr->stock_num; slot++)
1548 /* Get the existing item */
1549 j_ptr = &st_ptr->stock[slot];
1551 /* The home acts just like the player */
1552 if (object_similar(j_ptr, o_ptr))
1554 /* Save the new number of items */
1555 object_absorb(j_ptr, o_ptr);
1564 * ±£¤·µ¡Ç½: ¥ª¥×¥·¥ç¥ó powerup_home ¤¬ÀßÄꤵ¤ì¤Æ¤¤¤ë¤È
1565 * ²æ¤¬²È¤¬ 20 ¥Ú¡¼¥¸¤Þ¤Ç»È¤¨¤ë
1568 if ( powerup_home == TRUE) {
1569 if (st_ptr->stock_num >= st_ptr->stock_size) {
1574 if (st_ptr->stock_num >= ((st_ptr->stock_size) / 10)) {
1580 /* Determine the "value" of the item */
1581 value = object_value(o_ptr);
1583 /* Check existing slots to see if we must "slide" */
1584 for (slot = 0; slot < st_ptr->stock_num; slot++)
1587 j_ptr = &st_ptr->stock[slot];
1589 /* Hack -- readable books always come first */
1590 if ((o_ptr->tval == mp_ptr->spell_book) &&
1591 (j_ptr->tval != mp_ptr->spell_book)) break;
1592 if ((j_ptr->tval == mp_ptr->spell_book) &&
1593 (o_ptr->tval != mp_ptr->spell_book)) continue;
1595 /* Objects sort by decreasing type */
1596 if (o_ptr->tval > j_ptr->tval) break;
1597 if (o_ptr->tval < j_ptr->tval) continue;
1599 /* Can happen in the home */
1600 if (!object_aware_p(o_ptr)) continue;
1601 if (!object_aware_p(j_ptr)) break;
1603 /* Objects sort by increasing sval */
1604 if (o_ptr->sval < j_ptr->sval) break;
1605 if (o_ptr->sval > j_ptr->sval) continue;
1607 /* Objects in the home can be unknown */
1608 if (!object_known_p(o_ptr)) continue;
1609 if (!object_known_p(j_ptr)) break;
1612 * Hack: otherwise identical rods sort by
1613 * increasing recharge time --dsb
1615 if (o_ptr->tval == TV_ROD)
1617 if (o_ptr->pval < j_ptr->pval) break;
1618 if (o_ptr->pval > j_ptr->pval) continue;
1620 if ((o_ptr->tval == TV_CORPSE) || (o_ptr->tval == TV_FIGURINE) || (o_ptr->tval == TV_STATUE))
1622 if (r_info[o_ptr->pval].level < r_info[j_ptr->pval].level) break;
1623 if ((r_info[o_ptr->pval].level == r_info[j_ptr->pval].level) && (o_ptr->pval < j_ptr->pval)) break;
1626 /* Objects sort by decreasing value */
1627 j_value = object_value(j_ptr);
1628 if (value > j_value) break;
1629 if (value < j_value) continue;
1632 /* Slide the others up */
1633 for (i = st_ptr->stock_num; i > slot; i--)
1635 st_ptr->stock[i] = st_ptr->stock[i-1];
1638 /* More stuff now */
1639 st_ptr->stock_num++;
1641 /* Insert the new item */
1642 st_ptr->stock[slot] = *o_ptr;
1644 chg_virtue(V_SACRIFICE, -1);
1646 /* Return the location */
1652 * Add the item "o_ptr" to a real stores inventory.
1654 * If the item is "worthless", it is thrown away (except in the home).
1656 * If the item cannot be combined with an object already in the inventory,
1657 * make a new slot for it, and calculate its "per item" price. Note that
1658 * this price will be negative, since the price will not be "fixed" yet.
1659 * Adding an item to a "fixed" price stack will not change the fixed price.
1661 * In all cases, return the slot (or -1) where the object was placed
1663 static int store_carry(object_type *o_ptr)
1666 s32b value, j_value;
1670 /* Evaluate the object */
1671 value = object_value(o_ptr);
1673 /* Cursed/Worthless items "disappear" when sold */
1674 if (value <= 0) return (-1);
1676 /* All store items are fully *identified* */
1677 o_ptr->ident |= IDENT_MENTAL;
1679 /* Erase the inscription */
1680 o_ptr->inscription = 0;
1682 /* Erase the "feeling" */
1683 o_ptr->feeling = FEEL_NONE;
1685 /* Check each existing item (try to combine) */
1686 for (slot = 0; slot < st_ptr->stock_num; slot++)
1688 /* Get the existing item */
1689 j_ptr = &st_ptr->stock[slot];
1691 /* Can the existing items be incremented? */
1692 if (store_object_similar(j_ptr, o_ptr))
1694 /* Hack -- extra items disappear */
1695 store_object_absorb(j_ptr, o_ptr);
1703 if (st_ptr->stock_num >= st_ptr->stock_size) return (-1);
1706 /* Check existing slots to see if we must "slide" */
1707 for (slot = 0; slot < st_ptr->stock_num; slot++)
1710 j_ptr = &st_ptr->stock[slot];
1712 /* Objects sort by decreasing type */
1713 if (o_ptr->tval > j_ptr->tval) break;
1714 if (o_ptr->tval < j_ptr->tval) continue;
1716 /* Objects sort by increasing sval */
1717 if (o_ptr->sval < j_ptr->sval) break;
1718 if (o_ptr->sval > j_ptr->sval) continue;
1721 * Hack: otherwise identical rods sort by
1722 * increasing recharge time --dsb
1724 if (o_ptr->tval == TV_ROD)
1726 if (o_ptr->pval < j_ptr->pval) break;
1727 if (o_ptr->pval > j_ptr->pval) continue;
1730 /* Evaluate that slot */
1731 j_value = object_value(j_ptr);
1733 /* Objects sort by decreasing value */
1734 if (value > j_value) break;
1735 if (value < j_value) continue;
1738 /* Slide the others up */
1739 for (i = st_ptr->stock_num; i > slot; i--)
1741 st_ptr->stock[i] = st_ptr->stock[i-1];
1744 /* More stuff now */
1745 st_ptr->stock_num++;
1747 /* Insert the new item */
1748 st_ptr->stock[slot] = *o_ptr;
1750 /* Return the location */
1756 * Increase, by a given amount, the number of a certain item
1757 * in a certain store. This can result in zero items.
1759 static void store_item_increase(int item, int num)
1765 o_ptr = &st_ptr->stock[item];
1767 /* Verify the number */
1768 cnt = o_ptr->number + num;
1769 if (cnt > 255) cnt = 255;
1770 else if (cnt < 0) cnt = 0;
1771 num = cnt - o_ptr->number;
1773 /* Save the new number */
1774 o_ptr->number += num;
1779 * Remove a slot if it is empty
1781 static void store_item_optimize(int item)
1787 o_ptr = &st_ptr->stock[item];
1790 if (!o_ptr->k_idx) return;
1792 /* Must have no items */
1793 if (o_ptr->number) return;
1796 st_ptr->stock_num--;
1798 /* Slide everyone */
1799 for (j = item; j < st_ptr->stock_num; j++)
1801 st_ptr->stock[j] = st_ptr->stock[j + 1];
1804 /* Nuke the final slot */
1805 object_wipe(&st_ptr->stock[j]);
1810 * This function will keep 'crap' out of the black market.
1811 * Crap is defined as any item that is "available" elsewhere
1812 * Based on a suggestion by "Lee Vogt" <lvogt@cig.mcel.mot.com>
1814 static bool black_market_crap(object_type *o_ptr)
1818 /* Ego items are never crap */
1819 if (o_ptr->name2) return (FALSE);
1821 /* Good items are never crap */
1822 if (o_ptr->to_a > 0) return (FALSE);
1823 if (o_ptr->to_h > 0) return (FALSE);
1824 if (o_ptr->to_d > 0) return (FALSE);
1826 /* Check all stores */
1827 for (i = 0; i < MAX_STORES; i++)
1829 if (i == STORE_HOME) continue;
1830 if (i == STORE_MUSEUM) continue;
1832 /* Check every item in the store */
1833 for (j = 0; j < town[p_ptr->town_num].store[i].stock_num; j++)
1835 object_type *j_ptr = &town[p_ptr->town_num].store[i].stock[j];
1837 /* Duplicate item "type", assume crappy */
1838 if (o_ptr->k_idx == j_ptr->k_idx) return (TRUE);
1848 * Attempt to delete (some of) a random item from the store
1849 * Hack -- we attempt to "maintain" piles of items when possible.
1851 static void store_delete(void)
1855 /* Pick a random slot */
1856 what = randint0(st_ptr->stock_num);
1858 /* Determine how many items are here */
1859 num = st_ptr->stock[what].number;
1861 /* Hack -- sometimes, only destroy half the items */
1862 if (randint0(100) < 50) num = (num + 1) / 2;
1864 /* Hack -- sometimes, only destroy a single item */
1865 if (randint0(100) < 50) num = 1;
1867 /* Hack -- decrement the maximum timeouts and total charges of rods and wands. -LM- */
1868 if ((st_ptr->stock[what].tval == TV_ROD) || (st_ptr->stock[what].tval == TV_WAND))
1870 st_ptr->stock[what].pval -= num * st_ptr->stock[what].pval / st_ptr->stock[what].number;
1873 /* Actually destroy (part of) the item */
1874 store_item_increase(what, -num);
1875 store_item_optimize(what);
1880 * Creates a random item and gives it to a store
1881 * This algorithm needs to be rethought. A lot.
1882 * Currently, "normal" stores use a pre-built array.
1884 * Note -- the "level" given to "obj_get_num()" is a "favored"
1885 * level, that is, there is a much higher chance of getting
1886 * items with a level approaching that of the given level...
1888 * Should we check for "permission" to have the given item?
1890 static void store_create(void)
1892 int i, tries, level;
1898 /* Paranoia -- no room left */
1899 if (st_ptr->stock_num >= st_ptr->stock_size) return;
1902 /* Hack -- consider up to four items */
1903 for (tries = 0; tries < 4; tries++)
1906 if (cur_store_num == STORE_BLACK)
1908 /* Pick a level for object/magic */
1909 level = 25 + randint0(25);
1911 /* Random item (usually of given level) */
1912 i = get_obj_num(level);
1914 /* Handle failure */
1921 /* Hack -- Pick an item to sell */
1922 i = st_ptr->table[randint0(st_ptr->table_num)];
1924 /* Hack -- fake level for apply_magic() */
1925 level = rand_range(1, STORE_OBJ_LEVEL);
1929 /* Get local object */
1932 /* Create a new object of the chosen kind */
1933 object_prep(q_ptr, i);
1935 /* Apply some "low-level" magic (no artifacts) */
1936 apply_magic(q_ptr, level, AM_NO_FIXED_ART);
1938 /* Require valid object */
1939 if (!store_will_buy(q_ptr)) continue;
1941 /* Hack -- Charge lite's */
1942 if (q_ptr->tval == TV_LITE)
1944 if (q_ptr->sval == SV_LITE_TORCH) q_ptr->xtra4 = FUEL_TORCH / 2;
1945 if (q_ptr->sval == SV_LITE_LANTERN) q_ptr->xtra4 = FUEL_LAMP / 2;
1949 /* The item is "known" */
1950 object_known(q_ptr);
1952 /* Mark it storebought */
1953 q_ptr->ident |= IDENT_STORE;
1955 /* Mega-Hack -- no chests in stores */
1956 if (q_ptr->tval == TV_CHEST) continue;
1958 /* Prune the black market */
1959 if (cur_store_num == STORE_BLACK)
1961 /* Hack -- No "crappy" items */
1962 if (black_market_crap(q_ptr)) continue;
1964 /* Hack -- No "cheap" items */
1965 if (object_value(q_ptr) < 10) continue;
1967 /* No "worthless" items */
1968 /* if (object_value(q_ptr) <= 0) continue; */
1971 /* Prune normal stores */
1974 /* No "worthless" items */
1975 if (object_value(q_ptr) <= 0) continue;
1979 /* Mass produce and/or Apply discount */
1980 mass_produce(q_ptr);
1982 /* Attempt to carry the (known) item */
1983 (void)store_carry(q_ptr);
1985 /* Definitely done */
1993 * Eliminate need to bargain if player has haggled well in the past
1995 static bool noneedtobargain(s32b minprice)
1997 s32b good = st_ptr->good_buy;
1998 s32b bad = st_ptr->bad_buy;
2000 /* Cheap items are "boring" */
2001 if (minprice < 10L) return (TRUE);
2003 /* Perfect haggling */
2004 if (good == MAX_SHORT) return (TRUE);
2006 /* Reward good haggles, punish bad haggles, notice price */
2007 if (good > ((3 * bad) + (5 + (minprice/50)))) return (TRUE);
2009 /* Return the flag */
2015 * Update the bargain info
2017 static void updatebargain(s32b price, s32b minprice, int num)
2019 /* Hack -- auto-haggle */
2020 if (!manual_haggle) return;
2022 /* Cheap items are "boring" */
2023 if ((minprice/num) < 10L) return;
2025 /* Count the successful haggles */
2026 if (price == minprice)
2028 /* Just count the good haggles */
2029 if (st_ptr->good_buy < MAX_SHORT)
2035 /* Count the failed haggles */
2038 /* Just count the bad haggles */
2039 if (st_ptr->bad_buy < MAX_SHORT)
2049 * Re-displays a single store entry
2051 static void display_entry(int pos)
2057 char o_name[MAX_NLEN];
2064 o_ptr = &st_ptr->stock[pos];
2066 /* Get the "offset" */
2069 /* Label it, clear the line --(-- */
2070 (void)sprintf(out_val, "%c) ", I2A(i));
2071 prt(out_val, i+6, 0);
2074 if (show_item_graph)
2076 byte a = object_attr(o_ptr);
2077 char c = object_char(o_ptr);
2084 Term_queue_bigchar(cur_col, i + 6, a, c, 0, 0);
2088 /* Describe an item in the home */
2089 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
2093 /* Leave room for weights, if necessary -DRS- */
2094 if (show_weights) maxwid -= 10;
2096 /* Describe the object */
2097 object_desc(o_name, o_ptr, 0);
2098 o_name[maxwid] = '\0';
2099 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, cur_col);
2104 /* Only show the weight of an individual item */
2105 int wgt = o_ptr->weight;
2107 sprintf(out_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
2108 put_str(out_val, i+6, 67);
2110 (void)sprintf(out_val, "%3d.%d lb", wgt / 10, wgt % 10);
2111 put_str(out_val, i+6, 68);
2117 /* Describe an item (fully) in a store */
2120 /* Must leave room for the "price" */
2123 /* Leave room for weights, if necessary -DRS- */
2124 if (show_weights) maxwid -= 7;
2126 /* Describe the object (fully) */
2127 object_desc(o_name, o_ptr, 0);
2128 o_name[maxwid] = '\0';
2129 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, cur_col);
2134 /* Only show the weight of an individual item */
2135 int wgt = o_ptr->weight;
2137 sprintf(out_val, "%3d.%1d", lbtokg1(wgt) , lbtokg2(wgt) );
2138 put_str(out_val, i+6, 60);
2140 (void)sprintf(out_val, "%3d.%d", wgt / 10, wgt % 10);
2141 put_str(out_val, i+6, 61);
2146 /* Display a "fixed" cost */
2147 if (o_ptr->ident & (IDENT_FIXED))
2149 /* Extract the "minimum" price */
2150 x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2152 /* Actually draw the price (not fixed) */
2154 (void)sprintf(out_val, "%9ld¸Ç", (long)x);
2156 (void)sprintf(out_val, "%9ld F", (long)x);
2159 put_str(out_val, i+6, 68);
2162 /* Display a "taxed" cost */
2163 else if (!manual_haggle)
2165 /* Extract the "minimum" price */
2166 x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2168 /* Hack -- Apply Sales Tax if needed */
2169 if (!noneedtobargain(x)) x += x / 10;
2171 /* Actually draw the price (with tax) */
2172 (void)sprintf(out_val, "%9ld ", (long)x);
2173 put_str(out_val, i+6, 68);
2176 /* Display a "haggle" cost */
2179 /* Extrect the "maximum" price */
2180 x = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
2182 /* Actually draw the price (not fixed) */
2183 (void)sprintf(out_val, "%9ld ", (long)x);
2184 put_str(out_val, i+6, 68);
2191 * Displays a store's inventory -RAK-
2192 * All prices are listed as "per individual object". -BEN-
2194 static void display_inventory(void)
2198 /* Display the next 12 items */
2199 for (k = 0; k < 12; k++)
2201 /* Do not display "dead" items */
2202 if (store_top + k >= st_ptr->stock_num) break;
2204 /* Display that line */
2205 display_entry(store_top + k);
2208 /* Erase the extra lines and the "more" prompt */
2209 for (i = k; i < 13; i++) prt("", i + 6, 0);
2211 /* Assume "no current page" */
2213 put_str(" ", 5, 20);
2215 put_str(" ", 5, 20);
2219 /* Visual reminder of "more items" */
2220 if (st_ptr->stock_num > 12)
2222 /* Show "more" reminder (after the last item) */
2224 prt("-³¤¯-", k + 6, 3);
2226 prt("-more-", k + 6, 3);
2230 /* Indicate the "current page" */
2231 /* Trailing spaces are to display (Page xx) and (Page x) */
2233 put_str(format("(%d¥Ú¡¼¥¸) ", store_top/12 + 1), 5, 20);
2235 put_str(format("(Page %d) ", store_top/12 + 1), 5, 20);
2243 * Displays players gold -RAK-
2245 static void store_prt_gold(void)
2250 prt("¼ê»ý¤Á¤Î¤ª¶â: ", 19, 53);
2252 prt("Gold Remaining: ", 19, 53);
2256 sprintf(out_val, "%9ld", (long)p_ptr->au);
2257 prt(out_val, 19, 68);
2262 * Displays store (after clearing screen) -RAK-
2264 static void display_store(void)
2272 /* The "Home" is special */
2273 if (cur_store_num == STORE_HOME)
2275 /* Put the owner name */
2277 put_str("²æ¤¬²È", 3, 31);
2279 put_str("Your Home", 3, 30);
2283 /* Label the item descriptions */
2285 put_str("¥¢¥¤¥Æ¥à¤Î°ìÍ÷", 5, 4);
2287 put_str("Item Description", 5, 3);
2291 /* If showing weights, show label */
2295 put_str("½Å¤µ", 5, 72);
2297 put_str("Weight", 5, 70);
2303 /* The "Home" is special */
2304 else if (cur_store_num == STORE_MUSEUM)
2306 /* Put the owner name */
2308 put_str("Çîʪ´Û", 3, 31);
2310 put_str("Museum", 3, 30);
2314 /* Label the item descriptions */
2316 put_str("¥¢¥¤¥Æ¥à¤Î°ìÍ÷", 5, 4);
2318 put_str("Item Description", 5, 3);
2322 /* If showing weights, show label */
2326 put_str("½Å¤µ", 5, 72);
2328 put_str("Weight", 5, 70);
2337 cptr store_name = (f_name + f_info[cur_store_feat].name);
2338 cptr owner_name = (ot_ptr->owner_name);
2339 cptr race_name = race_info[ot_ptr->owner_race].title;
2341 /* Put the owner name and race */
2342 sprintf(buf, "%s (%s)", owner_name, race_name);
2343 put_str(buf, 3, 10);
2345 /* Show the max price in the store (above prices) */
2346 sprintf(buf, "%s (%ld)", store_name, (long)(ot_ptr->max_cost));
2349 /* Label the item descriptions */
2351 put_str("¾¦ÉʤΰìÍ÷", 5, 7);
2353 put_str("Item Description", 5, 3);
2357 /* If showing weights, show label */
2361 put_str("½Å¤µ", 5, 62);
2363 put_str("Weight", 5, 60);
2368 /* Label the asking price (in stores) */
2370 put_str("²Á³Ê", 5, 73);
2372 put_str("Price", 5, 72);
2377 /* Display the current gold */
2380 /* Draw in the inventory */
2381 display_inventory();
2387 * Get the ID of a store item and return its value -RAK-
2389 static int get_stock(int *com_val, cptr pmt, int i, int j)
2395 #ifdef ALLOW_REPEAT /* TNB */
2397 /* Get the item index */
2398 if (repeat_pull(com_val))
2400 /* Verify the item */
2401 if ((*com_val >= i) && (*com_val <= j))
2408 #endif /* ALLOW_REPEAT -- TNB */
2410 /* Paranoia XXX XXX XXX */
2414 /* Assume failure */
2417 /* Build the prompt */
2419 (void)sprintf(out_val, "(%s:%c-%c, ESC¤ÇÃæÃÇ) %s",
2420 (((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) ? "¥¢¥¤¥Æ¥à" : "¾¦ÉÊ"),
2421 I2A(i), I2A(j), pmt);
2423 (void)sprintf(out_val, "(Items %c-%c, ESC to exit) %s",
2424 I2A(i), I2A(j), pmt);
2428 /* Ask until done */
2434 if (!get_com(out_val, &command, FALSE)) break;
2437 k = (islower(command) ? A2I(command) : -1);
2439 /* Legal responses */
2440 if ((k >= i) && (k <= j))
2450 /* Clear the prompt */
2454 if (command == ESCAPE) return (FALSE);
2456 #ifdef ALLOW_REPEAT /* TNB */
2458 repeat_push(*com_val);
2460 #endif /* ALLOW_REPEAT -- TNB */
2468 * Increase the insult counter and get angry if too many -RAK-
2470 static int increase_insults(void)
2472 /* Increase insults */
2473 st_ptr->insult_cur++;
2475 /* Become insulted */
2476 if (st_ptr->insult_cur > ot_ptr->insult_max)
2482 st_ptr->insult_cur = 0;
2483 st_ptr->good_buy = 0;
2484 st_ptr->bad_buy = 0;
2487 st_ptr->store_open = turn + TURNS_PER_TICK*TOWN_DAWN/8 + randint1(TURNS_PER_TICK*TOWN_DAWN/8);
2499 * Decrease insults -RAK-
2501 static void decrease_insults(void)
2503 /* Decrease insults */
2504 if (st_ptr->insult_cur) st_ptr->insult_cur--;
2509 * Have insulted while haggling -RAK-
2511 static int haggle_insults(void)
2513 /* Increase insults */
2514 if (increase_insults()) return (TRUE);
2516 /* Display and flush insult */
2525 * Mega-Hack -- Enable "increments"
2527 static bool allow_inc = FALSE;
2530 * Mega-Hack -- Last "increment" during haggling
2532 static s32b last_inc = 0L;
2538 static int get_haggle(cptr pmt, s32b *poffer, s32b price, int final)
2548 /* Clear old increment if necessary */
2549 if (!allow_inc) last_inc = 0L;
2556 sprintf(buf, "%s [¾µÂú] ", pmt);
2558 sprintf(buf, "%s [accept] ", pmt);
2563 /* Old (negative) increment, and not final */
2564 else if (last_inc < 0)
2567 sprintf(buf, "%s [-$%ld] ", pmt, (long)(ABS(last_inc)));
2569 sprintf(buf, "%s [-%ld] ", pmt, (long)(ABS(last_inc)));
2574 /* Old (positive) increment, and not final */
2575 else if (last_inc > 0)
2578 sprintf(buf, "%s [+$%ld] ", pmt, (long)(ABS(last_inc)));
2580 sprintf(buf, "%s [+%ld] ", pmt, (long)(ABS(last_inc)));
2588 sprintf(buf, "%s ", pmt);
2592 /* Paranoia XXX XXX XXX */
2596 /* Ask until done */
2601 /* Display prompt */
2605 strcpy(out_val, "");
2608 * Ask the user for a response.
2609 * Don't allow to use numpad as cursor key.
2611 res = askfor_aux(out_val, 32, FALSE);
2617 if (!res) return FALSE;
2619 /* Skip leading spaces */
2620 for (p = out_val; *p == ' '; p++) /* loop */;
2622 /* Empty response */
2625 /* Accept current price */
2633 /* Use previous increment */
2634 if (allow_inc && last_inc)
2636 *poffer += last_inc;
2641 /* Normal response */
2644 /* Extract a number */
2647 /* Handle "incremental" number */
2648 if ((*p == '+' || *p == '-'))
2650 /* Allow increments */
2653 /* Use the given "increment" */
2660 /* Handle normal number */
2663 /* Use the given "number" */
2672 msg_print("Ãͤ¬¤ª¤«¤·¤¤¤Ç¤¹¡£");
2674 msg_print("Invalid response.");
2686 * Receive an offer (from the player)
2688 * Return TRUE if offer is NOT okay
2690 static bool receive_offer(cptr pmt, s32b *poffer,
2691 s32b last_offer, int factor,
2692 s32b price, int final)
2694 /* Haggle till done */
2697 /* Get a haggle (or cancel) */
2698 if (!get_haggle(pmt, poffer, price, final)) return (TRUE);
2700 /* Acceptable offer */
2701 if (((*poffer) * factor) >= (last_offer * factor)) break;
2703 /* Insult, and check for kicked out */
2704 if (haggle_insults()) return (TRUE);
2706 /* Reject offer (correctly) */
2707 (*poffer) = last_offer;
2716 * Haggling routine -RAK-
2718 * Return TRUE if purchase is NOT successful
2720 static bool purchase_haggle(object_type *o_ptr, s32b *price)
2722 s32b cur_ask, final_ask;
2723 s32b last_offer, offer;
2725 s32b min_per, max_per;
2726 int flag, loop_flag, noneed;
2727 int annoyed = 0, final = FALSE;
2729 bool cancel = FALSE;
2732 cptr pmt = "Ä󼨲Á³Ê";
2734 cptr pmt = "Asking";
2744 /* Extract the starting offer and the final offer */
2745 cur_ask = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
2746 final_ask = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2748 /* Determine if haggling is necessary */
2749 noneed = noneedtobargain(final_ask);
2751 /* No need to haggle */
2752 if (noneed || !manual_haggle)
2754 /* No need to haggle */
2757 /* Message summary */
2759 msg_print("·ë¶É¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2761 msg_print("You eventually agree upon the price.");
2767 /* No haggle option */
2770 /* Message summary */
2772 msg_print("¤¹¤ó¤Ê¤ê¤È¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2774 msg_print("You quickly agree upon the price.");
2779 /* Apply Sales Tax */
2780 final_ask += final_ask / 10;
2784 cur_ask = final_ask;
2786 /* Go to final offer */
2788 pmt = "ºÇ½ªÄ󼨲Á³Ê";
2790 pmt = "Final Offer";
2797 /* Haggle for the whole pile */
2798 cur_ask *= o_ptr->number;
2799 final_ask *= o_ptr->number;
2802 /* Haggle parameters */
2803 min_per = ot_ptr->haggle_per;
2804 max_per = min_per * 3;
2806 /* Mega-Hack -- artificial "last offer" value */
2807 last_offer = object_value(o_ptr) * o_ptr->number;
2808 last_offer = last_offer * (200 - (int)(ot_ptr->max_inflate)) / 100L;
2809 if (last_offer <= 0) last_offer = 1;
2814 /* No incremental haggling yet */
2817 /* Haggle until done */
2818 for (flag = FALSE; !flag; )
2822 while (!flag && loop_flag)
2824 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
2825 put_str(out_val, 1, 0);
2827 cancel = receive_offer("Ä󼨤¹¤ë¶â³Û? ",
2829 cancel = receive_offer("What do you offer? ",
2832 &offer, last_offer, 1, cur_ask, final);
2838 else if (offer > cur_ask)
2843 else if (offer == cur_ask)
2856 x1 = 100 * (offer - last_offer) / (cur_ask - last_offer);
2859 if (haggle_insults())
2865 else if (x1 > max_per)
2868 if (x1 < max_per) x1 = max_per;
2870 x2 = rand_range(x1-2, x1+2);
2871 x3 = ((cur_ask - offer) * x2 / 100L) + 1;
2872 /* don't let the price go up */
2877 if (cur_ask < final_ask)
2880 cur_ask = final_ask;
2882 pmt = "ºÇ½ªÄ󼨲Á³Ê";
2884 pmt = "Final Offer";
2890 (void)(increase_insults());
2895 else if (offer >= cur_ask)
2907 (void)sprintf(out_val, "Á°²ó¤ÎÄ󼨶â³Û: $%ld",
2909 (void)sprintf(out_val, "Your last offer: %ld",
2913 put_str(out_val, 1, 39);
2914 say_comment_2(cur_ask, annoyed);
2920 if (cancel) return (TRUE);
2922 /* Update bargaining info */
2923 updatebargain(*price, final_ask, o_ptr->number);
2931 * Haggling routine -RAK-
2933 * Return TRUE if purchase is NOT successful
2935 static bool sell_haggle(object_type *o_ptr, s32b *price)
2937 s32b purse, cur_ask, final_ask;
2938 s32b last_offer = 0, offer = 0;
2940 s32b min_per, max_per;
2941 int flag, loop_flag, noneed;
2942 int annoyed = 0, final = FALSE;
2943 bool cancel = FALSE;
2945 cptr pmt = "Ä󼨶â³Û";
2956 /* Obtain the starting offer and the final offer */
2957 cur_ask = price_item(o_ptr, ot_ptr->max_inflate, TRUE);
2958 final_ask = price_item(o_ptr, ot_ptr->min_inflate, TRUE);
2960 /* Determine if haggling is necessary */
2961 noneed = noneedtobargain(final_ask);
2963 /* Get the owner's payout limit */
2964 purse = (s32b)(ot_ptr->max_cost);
2966 /* No need to haggle */
2967 if (noneed || !manual_haggle || (final_ask >= purse))
2969 /* Apply Sales Tax (if needed) */
2970 if (!manual_haggle && !noneed)
2972 final_ask -= final_ask / 10;
2975 /* No reason to haggle */
2976 if (final_ask >= purse)
2980 msg_print("¨ºÂ¤Ë¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2982 msg_print("You instantly agree upon the price.");
2987 /* Offer full purse */
2991 /* No need to haggle */
2996 msg_print("·ë¶É¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2998 msg_print("You eventually agree upon the price.");
3004 /* No haggle option */
3007 /* Message summary */
3009 msg_print("¤¹¤ó¤Ê¤ê¤È¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
3011 msg_print("You quickly agree upon the price.");
3018 cur_ask = final_ask;
3023 pmt = "ºÇ½ªÄ󼨶â³Û";
3025 pmt = "Final Offer";
3030 /* Haggle for the whole pile */
3031 cur_ask *= o_ptr->number;
3032 final_ask *= o_ptr->number;
3035 /* XXX XXX XXX Display commands */
3037 /* Haggling parameters */
3038 min_per = ot_ptr->haggle_per;
3039 max_per = min_per * 3;
3041 /* Mega-Hack -- artificial "last offer" value */
3042 last_offer = object_value(o_ptr) * o_ptr->number;
3043 last_offer = last_offer * ot_ptr->max_inflate / 100L;
3048 /* No incremental haggling yet */
3052 for (flag = FALSE; !flag; )
3058 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
3059 put_str(out_val, 1, 0);
3061 cancel = receive_offer("Ä󼨤¹¤ë²Á³Ê? ",
3063 cancel = receive_offer("What price do you ask? ",
3066 &offer, last_offer, -1, cur_ask, final);
3072 else if (offer < cur_ask)
3075 /* rejected, reset offer for incremental haggling */
3078 else if (offer == cur_ask)
3089 if (flag || !loop_flag) break;
3094 x1 = 100 * (last_offer - offer) / (last_offer - cur_ask);
3097 if (haggle_insults())
3103 else if (x1 > max_per)
3106 if (x1 < max_per) x1 = max_per;
3108 x2 = rand_range(x1-2, x1+2);
3109 x3 = ((offer - cur_ask) * x2 / 100L) + 1;
3110 /* don't let the price go down */
3114 if (cur_ask > final_ask)
3116 cur_ask = final_ask;
3119 pmt = "ºÇ½ªÄ󼨶â³Û";
3121 pmt = "Final Offer";
3129 /* Äɲà $0 ¤ÇÇ㤤¼è¤é¤ì¤Æ¤·¤Þ¤¦¤Î¤òËÉ»ß By FIRST*/
3132 (void)(increase_insults());
3135 else if (offer <= cur_ask)
3146 (void)sprintf(out_val,
3148 "Á°²ó¤ÎÄ󼨲Á³Ê $%ld", (long)last_offer);
3150 "Your last bid %ld", (long)last_offer);
3153 put_str(out_val, 1, 39);
3154 say_comment_3(cur_ask, annoyed);
3160 if (cancel) return (TRUE);
3162 /* Update bargaining info */
3163 updatebargain(*price, final_ask, o_ptr->number);
3171 * Buy an item from a store -RAK-
3173 static void store_purchase(void)
3185 char o_name[MAX_NLEN];
3190 if (cur_store_num == STORE_MUSEUM)
3193 msg_print("Çîʪ´Û¤«¤é¼è¤ê½Ð¤¹¤³¤È¤Ï¤Ç¤¤Þ¤»¤ó¡£");
3195 msg_print("Museum.");
3201 if (st_ptr->stock_num <= 0)
3203 if (cur_store_num == STORE_HOME)
3205 msg_print("²æ¤¬²È¤Ë¤Ï²¿¤âÃÖ¤¤¤Æ¤¢¤ê¤Þ¤»¤ó¡£");
3207 msg_print("Your home is empty.");
3212 msg_print("¸½ºß¾¦Éʤκ߸ˤòÀڤ餷¤Æ¤¤¤Þ¤¹¡£");
3214 msg_print("I am currently out of stock.");
3221 /* Find the number of objects on this and following pages */
3222 i = (st_ptr->stock_num - store_top);
3224 /* And then restrict it to the current page */
3229 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸ */
3230 switch( cur_store_num ) {
3232 sprintf(out_val, "¤É¤Î¥¢¥¤¥Æ¥à¤ò¼è¤ê¤Þ¤¹¤«? ");
3235 sprintf(out_val, "¤É¤ì? ");
3238 sprintf(out_val, "¤É¤ÎÉÊʪ¤¬Íߤ·¤¤¤ó¤À¤¤? ");
3242 if (cur_store_num == STORE_HOME)
3244 sprintf(out_val, "Which item do you want to take? ");
3248 sprintf(out_val, "Which item are you interested in? ");
3253 /* Get the item number to be bought */
3254 if (!get_stock(&item, out_val, 0, i - 1)) return;
3256 /* Get the actual index */
3257 item = item + store_top;
3259 /* Get the actual item */
3260 o_ptr = &st_ptr->stock[item];
3262 /* Assume the player wants just one of them */
3265 /* Get local object */
3268 /* Get a copy of the object */
3269 object_copy(j_ptr, o_ptr);
3272 * If a rod or wand, allocate total maximum timeouts or charges
3273 * between those purchased and left on the shelf.
3275 reduce_charges(j_ptr, o_ptr->number - amt);
3277 /* Modify quantity */
3278 j_ptr->number = amt;
3280 /* Hack -- require room in pack */
3281 if (!inven_carry_okay(j_ptr))
3284 msg_print("¤½¤ó¤Ê¤Ë¥¢¥¤¥Æ¥à¤ò»ý¤Æ¤Ê¤¤¡£");
3286 msg_print("You cannot carry that many different items.");
3292 /* Determine the "best" price (per item) */
3293 best = price_item(j_ptr, ot_ptr->min_inflate, FALSE);
3295 /* Find out how many the player wants */
3296 if (o_ptr->number > 1)
3298 /* Hack -- note cost of "fixed" items */
3299 if ((cur_store_num != STORE_HOME) &&
3300 (o_ptr->ident & IDENT_FIXED))
3303 msg_format("°ì¤Ä¤Ë¤Ä¤ $%ld¤Ç¤¹¡£", (long)(best));
3305 msg_format("That costs %ld gold per item.", (long)(best));
3310 /* Get a quantity */
3311 amt = get_quantity(NULL, o_ptr->number);
3313 /* Allow user abort */
3314 if (amt <= 0) return;
3317 /* Get local object */
3320 /* Get desired object */
3321 object_copy(j_ptr, o_ptr);
3324 * If a rod or wand, allocate total maximum timeouts or charges
3325 * between those purchased and left on the shelf.
3327 reduce_charges(j_ptr, o_ptr->number - amt);
3329 /* Modify quantity */
3330 j_ptr->number = amt;
3332 /* Hack -- require room in pack */
3333 if (!inven_carry_okay(j_ptr))
3336 msg_print("¥¶¥Ã¥¯¤Ë¤½¤Î¥¢¥¤¥Æ¥à¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£");
3338 msg_print("You cannot carry that many items.");
3344 /* Attempt to buy it */
3345 if (cur_store_num != STORE_HOME)
3347 /* Fixed price, quick buy */
3348 if (o_ptr->ident & (IDENT_FIXED))
3353 /* Go directly to the "best" deal */
3354 price = (best * j_ptr->number);
3360 /* Describe the object (fully) */
3361 object_desc(o_name, j_ptr, 0);
3365 msg_format("%s(%c)¤ò¹ØÆþ¤¹¤ë¡£", o_name, I2A(item));
3367 msg_format("Buying %s (%c).", o_name, I2A(item));
3372 /* Haggle for a final price */
3373 choice = purchase_haggle(j_ptr, &price);
3375 /* Hack -- Got kicked out */
3376 if (st_ptr->store_open >= turn) return;
3379 /* Player wants it */
3382 /* Fix the item price (if "correctly" haggled) */
3383 if (price == (best * j_ptr->number)) o_ptr->ident |= (IDENT_FIXED);
3385 /* Player can afford it */
3386 if (p_ptr->au >= price)
3391 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
3392 chg_virtue(V_JUSTICE, -1);
3393 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
3394 chg_virtue(V_NATURE, -1);
3402 /* Spend the money */
3405 /* Update the display */
3408 /* Hack -- buying an item makes you aware of it */
3409 object_aware(j_ptr);
3411 /* Hack -- clear the "fixed" flag from the item */
3412 j_ptr->ident &= ~(IDENT_FIXED);
3414 /* Describe the transaction */
3415 object_desc(o_name, j_ptr, 0);
3419 msg_format("%s¤ò $%ld¤Ç¹ØÆþ¤·¤Þ¤·¤¿¡£", o_name, (long)price);
3421 msg_format("You bought %s for %ld gold.", o_name, (long)price);
3424 strcpy(record_o_name, o_name);
3427 if (record_buy) do_cmd_write_nikki(NIKKI_BUY, 0, o_name);
3428 object_desc(o_name, o_ptr, OD_NAME_ONLY);
3429 if(record_rand_art && o_ptr->art_name)
3430 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
3432 /* Erase the inscription */
3433 j_ptr->inscription = 0;
3435 /* Erase the "feeling" */
3436 j_ptr->feeling = FEEL_NONE;
3437 j_ptr->ident &= ~(IDENT_STORE);
3438 /* Give it to the player */
3439 item_new = inven_carry(j_ptr);
3441 /* Describe the final result */
3442 object_desc(o_name, &inventory[item_new], 0);
3446 msg_format("%s(%c)¤ò¼ê¤ËÆþ¤ì¤¿¡£", o_name, index_to_label(item_new));
3448 msg_format("You have %s (%c).",
3449 o_name, index_to_label(item_new));
3452 /* Auto-inscription */
3453 autopick_alter_item(item_new, FALSE);
3455 /* Now, reduce the original stack's pval. */
3456 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3458 o_ptr->pval -= j_ptr->pval;
3464 /* Note how many slots the store used to have */
3465 i = st_ptr->stock_num;
3467 /* Remove the bought items from the store */
3468 store_item_increase(item, -amt);
3469 store_item_optimize(item);
3471 /* Store is empty */
3472 if (st_ptr->stock_num == 0)
3475 if (one_in_(STORE_SHUFFLE))
3480 msg_print("Ź¼ç¤Ï°úÂष¤¿¡£");
3482 msg_print("The shopkeeper retires.");
3486 /* Shuffle the store */
3487 store_shuffle(cur_store_num);
3490 sprintf(buf, "%s (%s)",
3491 ot_ptr->owner_name, race_info[ot_ptr->owner_race].title);
3492 put_str(buf, 3, 10);
3493 sprintf(buf, "%s (%ld)",
3494 (f_name + f_info[cur_store_feat].name), (long)(ot_ptr->max_cost));
3503 msg_print("Ź¼ç¤Ï¿·¤¿¤Êºß¸Ë¤ò¼è¤ê½Ð¤·¤¿¡£");
3505 msg_print("The shopkeeper brings out some new stock.");
3511 for (i = 0; i < 10; i++)
3513 /* Maintain the store */
3514 store_maint(p_ptr->town_num, cur_store_num);
3520 /* Redraw everything */
3521 display_inventory();
3524 /* The item is gone */
3525 else if (st_ptr->stock_num != i)
3527 /* Pick the correct screen */
3528 if (store_top >= st_ptr->stock_num) store_top -= 12;
3530 /* Redraw everything */
3531 display_inventory();
3534 /* Item is still here */
3537 /* Redraw the item */
3538 display_entry(item);
3542 /* Player cannot afford it */
3545 /* Simple message (no insult) */
3547 msg_print("¤ª¶â¤¬Â¤ê¤Þ¤»¤ó¡£");
3549 msg_print("You do not have enough gold.");
3556 /* Home is much easier */
3559 /* Distribute charges of wands/rods */
3560 distribute_charges(o_ptr, j_ptr, amt);
3562 /* Give it to the player */
3563 item_new = inven_carry(j_ptr);
3565 /* Describe just the result */
3566 object_desc(o_name, &inventory[item_new], 0);
3570 msg_format("%s(%c)¤ò¼è¤Ã¤¿¡£",
3572 msg_format("You have %s (%c).",
3574 o_name, index_to_label(item_new));
3579 /* Take note if we take the last one */
3580 i = st_ptr->stock_num;
3582 /* Remove the items from the home */
3583 store_item_increase(item, -amt);
3584 store_item_optimize(item);
3586 /* Hack -- Item is still here */
3587 if (i == st_ptr->stock_num)
3589 /* Redraw the item */
3590 display_entry(item);
3593 /* The item is gone */
3597 if (st_ptr->stock_num == 0) store_top = 0;
3599 /* Nothing left on that screen */
3600 else if (store_top >= st_ptr->stock_num) store_top -= 12;
3602 /* Redraw everything */
3603 display_inventory();
3605 chg_virtue(V_SACRIFICE, 1);
3609 /* Not kicked out */
3615 * Sell an item to the store (or home)
3617 static void store_sell(void)
3623 s32b price, value, dummy;
3632 char o_name[MAX_NLEN];
3635 /* Prepare a prompt */
3636 if (cur_store_num == STORE_HOME)
3638 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÃÖ¤¤Þ¤¹¤«? ";
3640 q = "Drop which item? ";
3643 else if (cur_store_num == STORE_MUSEUM)
3645 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò´ó£¤·¤Þ¤¹¤«? ";
3647 q = "Give which item? ";
3652 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÇä¤ê¤Þ¤¹¤«? ";
3654 q = "Sell which item? ";
3658 item_tester_no_ryoute = TRUE;
3659 /* Only allow items the store will buy */
3660 item_tester_hook = store_will_buy;
3663 /* ²æ¤¬²È¤Ç¤ª¤«¤·¤Ê¥á¥Ã¥»¡¼¥¸¤¬½Ð¤ë¥ª¥ê¥¸¥Ê¥ë¤Î¥Ð¥°¤ò½¤Àµ */
3664 if (cur_store_num == STORE_HOME)
3667 s = "ÃÖ¤±¤ë¥¢¥¤¥Æ¥à¤ò»ý¤Ã¤Æ¤¤¤Þ¤»¤ó¡£";
3669 s = "You don't have any item to drop.";
3672 else if (cur_store_num == STORE_MUSEUM)
3675 s = "´ó£¤Ç¤¤ë¥¢¥¤¥Æ¥à¤ò»ý¤Ã¤Æ¤¤¤Þ¤»¤ó¡£";
3677 s = "You don't have any item to give.";
3683 s = "Íߤ·¤¤Êª¤¬¤Ê¤¤¤Ç¤¹¤Í¤¨¡£";
3685 s = "You have nothing that I want.";
3689 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return;
3691 /* Get the item (in the pack) */
3694 o_ptr = &inventory[item];
3697 /* Get the item (on the floor) */
3700 o_ptr = &o_list[0 - item];
3704 /* Hack -- Cannot remove cursed items */
3705 if ((item >= INVEN_RARM) && cursed_p(o_ptr))
3709 msg_print("¤Õ¡¼¤à¡¢¤É¤¦¤ä¤é¤½¤ì¤Ï¼ö¤ï¤ì¤Æ¤¤¤ë¤è¤¦¤À¤Í¡£");
3711 msg_print("Hmmm, it seems to be cursed.");
3720 /* Assume one item */
3723 /* Find out how many the player wants (letter means "all") */
3724 if (o_ptr->number > 1)
3726 /* Get a quantity */
3727 amt = get_quantity(NULL, o_ptr->number);
3729 /* Allow user abort */
3730 if (amt <= 0) return;
3733 /* Get local object */
3736 /* Get a copy of the object */
3737 object_copy(q_ptr, o_ptr);
3739 /* Modify quantity */
3740 q_ptr->number = amt;
3743 * Hack -- If a rod or wand, allocate total maximum
3744 * timeouts or charges to those being sold. -LM-
3746 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3748 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
3751 /* Get a full description */
3752 object_desc(o_name, q_ptr, 0);
3754 /* Remove any inscription, feeling for stores */
3755 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
3757 q_ptr->inscription = 0;
3758 q_ptr->feeling = FEEL_NONE;
3761 /* Is there room in the store (or the home?) */
3762 if (!store_check_num(q_ptr))
3764 if (cur_store_num == STORE_HOME)
3766 msg_print("²æ¤¬²È¤Ë¤Ï¤â¤¦ÃÖ¤¯¾ì½ê¤¬¤Ê¤¤¡£");
3768 msg_print("Your home is full.");
3771 else if (cur_store_num == STORE_MUSEUM)
3773 msg_print("Çîʪ´Û¤Ï¤â¤¦ËþÇÕ¤À¡£");
3775 msg_print("Museum is full.");
3780 msg_print("¤¹¤¤¤Þ¤»¤ó¤¬¡¢Å¹¤Ë¤Ï¤â¤¦ÃÖ¤¯¾ì½ê¤¬¤¢¤ê¤Þ¤»¤ó¡£");
3782 msg_print("I have not the room in my store to keep it.");
3790 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
3792 /* Describe the transaction */
3794 msg_format("%s(%c)¤òÇäµÑ¤¹¤ë¡£", o_name, index_to_label(item));
3796 msg_format("Selling %s (%c).", o_name, index_to_label(item));
3802 choice = sell_haggle(q_ptr, &price);
3805 if (st_ptr->store_open >= turn) return;
3817 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
3818 chg_virtue(V_JUSTICE, -1);
3820 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
3821 chg_virtue(V_NATURE, 1);
3824 /* Get some money */
3827 /* Update the display */
3830 /* Get the "apparent" value */
3831 dummy = object_value(q_ptr) * q_ptr->number;
3834 identify_item(o_ptr);
3836 /* Get local object */
3839 /* Get a copy of the object */
3840 object_copy(q_ptr, o_ptr);
3842 /* Modify quantity */
3843 q_ptr->number = amt;
3845 /* Make it look like to be known */
3846 q_ptr->ident |= IDENT_STORE;
3849 * Hack -- If a rod or wand, let the shopkeeper know just
3850 * how many charges he really paid for. -LM-
3852 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3854 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
3857 /* Get the "actual" value */
3858 value = object_value(q_ptr) * q_ptr->number;
3860 /* Get the description all over again */
3861 object_desc(o_name, q_ptr, 0);
3863 /* Describe the result (in message buffer) */
3865 msg_format("%s¤ò $%ld¤ÇÇäµÑ¤·¤Þ¤·¤¿¡£", o_name, (long)price);
3867 msg_format("You sold %s for %ld gold.", o_name, (long)price);
3870 if (record_sell) do_cmd_write_nikki(NIKKI_SELL, 0, o_name);
3872 if (!((o_ptr->tval == TV_FIGURINE) && (value > 0)))
3874 /* Analyze the prices (and comment verbally) unless a figurine*/
3875 purchase_analyze(price, value, dummy);
3879 * Hack -- Allocate charges between those wands or rods sold
3880 * and retained, unless all are being sold. -LM-
3882 distribute_charges(o_ptr, q_ptr, amt);
3884 /* Reset timeouts of the sold items */
3887 /* Take the item from the player, describe the result */
3888 inven_item_increase(item, -amt);
3889 inven_item_describe(item);
3891 /* If items remain, auto-inscribe before optimizing */
3892 if (o_ptr->number > 0)
3893 autopick_alter_item(item, FALSE);
3895 inven_item_optimize(item);
3900 /* The store gets that (known) item */
3901 item_pos = store_carry(q_ptr);
3903 /* Re-display if item is now in store */
3906 store_top = (item_pos / 12) * 12;
3907 display_inventory();
3912 /* Player is at museum */
3913 else if (cur_store_num == STORE_MUSEUM)
3915 char o2_name[MAX_NLEN];
3916 object_desc(o2_name, q_ptr, OD_NAME_ONLY);
3918 if (-1 == store_check_num(q_ptr))
3921 msg_print("¤½¤ì¤ÈƱ¤¸ÉÊʪ¤Ï´û¤ËÇîʪ´Û¤Ë¤¢¤ë¤è¤¦¤Ç¤¹¡£");
3923 msg_print("The same object as it is already in the Museum.");
3929 msg_print("Çîʪ´Û¤Ë´ó£¤·¤¿¤â¤Î¤Ï¼è¤ê½Ð¤¹¤³¤È¤¬¤Ç¤¤Þ¤»¤ó¡ª¡ª");
3931 msg_print("You cannot take items which is given to the Museum back!!");
3935 if (!get_check(format("ËÜÅö¤Ë%s¤ò´ó£¤·¤Þ¤¹¤«¡©", o2_name))) return;
3937 if (!get_check(format("Really give %s to the Museum? ", o2_name))) return;
3941 identify_item(q_ptr);
3942 q_ptr->ident |= IDENT_MENTAL;
3944 /* Distribute charges of wands/rods */
3945 distribute_charges(o_ptr, q_ptr, amt);
3949 msg_format("%s¤òÃÖ¤¤¤¿¡£(%c)", o_name, index_to_label(item));
3951 msg_format("You drop %s (%c).", o_name, index_to_label(item));
3956 /* Take it from the players inventory */
3957 inven_item_increase(item, -amt);
3958 inven_item_describe(item);
3959 inven_item_optimize(item);
3964 /* Let the home carry it */
3965 item_pos = home_carry(q_ptr);
3967 /* Update store display */
3970 store_top = (item_pos / 12) * 12;
3971 display_inventory();
3974 /* Player is at home */
3977 /* Distribute charges of wands/rods */
3978 distribute_charges(o_ptr, q_ptr, amt);
3982 msg_format("%s¤òÃÖ¤¤¤¿¡£(%c)", o_name, index_to_label(item));
3984 msg_format("You drop %s (%c).", o_name, index_to_label(item));
3989 /* Take it from the players inventory */
3990 inven_item_increase(item, -amt);
3991 inven_item_describe(item);
3992 inven_item_optimize(item);
3997 /* Let the home carry it */
3998 item_pos = home_carry(q_ptr);
4000 /* Update store display */
4003 store_top = (item_pos / 12) * 12;
4004 display_inventory();
4007 if (item >= INVEN_RARM) calc_android_exp();
4008 if ((choice == 0) && ((item == INVEN_RARM) || (item == INVEN_LARM))) kamaenaoshi(item);
4013 * Examine an item in a store -JDL-
4015 static void store_examine(void)
4020 char o_name[MAX_NLEN];
4025 if (st_ptr->stock_num <= 0)
4027 if (cur_store_num == STORE_HOME)
4029 msg_print("²æ¤¬²È¤Ë¤Ï²¿¤âÃÖ¤¤¤Æ¤¢¤ê¤Þ¤»¤ó¡£");
4031 msg_print("Your home is empty.");
4034 else if (cur_store_num == STORE_MUSEUM)
4036 msg_print("Çîʪ´Û¤Ë¤Ï²¿¤âÃÖ¤¤¤Æ¤¢¤ê¤Þ¤»¤ó¡£");
4038 msg_print("Museum is empty.");
4043 msg_print("¸½ºß¾¦Éʤκ߸ˤòÀڤ餷¤Æ¤¤¤Þ¤¹¡£");
4045 msg_print("I am currently out of stock.");
4052 /* Find the number of objects on this and following pages */
4053 i = (st_ptr->stock_num - store_top);
4055 /* And then restrict it to the current page */
4060 sprintf(out_val, "¤É¤ì¤òÄ´¤Ù¤Þ¤¹¤«¡©");
4062 sprintf(out_val, "Which item do you want to examine? ");
4066 /* Get the item number to be examined */
4067 if (!get_stock(&item, out_val, 0, i - 1)) return;
4069 /* Get the actual index */
4070 item = item + store_top;
4072 /* Get the actual item */
4073 o_ptr = &st_ptr->stock[item];
4075 /* Require full knowledge */
4076 if (!(o_ptr->ident & IDENT_MENTAL))
4078 /* This can only happen in the home */
4080 msg_print("¤³¤Î¥¢¥¤¥Æ¥à¤Ë¤Ä¤¤¤ÆÆäËÃΤäƤ¤¤ë¤³¤È¤Ï¤Ê¤¤¡£");
4082 msg_print("You have no special knowledge about that item.");
4089 object_desc(o_name, o_ptr, 0);
4093 msg_format("%s¤òÄ´¤Ù¤Æ¤¤¤ë...", o_name);
4095 msg_format("Examining %s...", o_name);
4099 /* Describe it fully */
4100 if (!screen_object(o_ptr, TRUE))
4102 msg_print("ÆäËÊѤï¤Ã¤¿¤È¤³¤í¤Ï¤Ê¤¤¤è¤¦¤À¡£");
4104 msg_print("You see nothing special.");
4113 * Hack -- set this to leave the store
4115 static bool leave_store = FALSE;
4119 * Process a command in a store
4121 * Note that we must allow the use of a few "special" commands
4122 * in the stores which are not allowed in the dungeon, and we
4123 * must disable some commands which are allowed in the dungeon
4124 * but not in the stores, to prevent chaos.
4126 static void store_process_command(void)
4128 #ifdef ALLOW_REPEAT /* TNB */
4130 /* Handle repeating the last command */
4133 #endif /* ALLOW_REPEAT -- TNB */
4135 if (rogue_like_commands && command_cmd == 'l')
4137 command_cmd = 'x'; /* hack! */
4140 /* Parse the command */
4141 switch (command_cmd)
4151 /* 1 ¥Ú¡¼¥¸Ìá¤ë¥³¥Þ¥ó¥É: ²æ¤¬²È¤Î¥Ú¡¼¥¸¿ô¤¬Â¿¤¤¤Î¤Ç½ÅÊõ¤¹¤ë¤Ï¤º By BUG */
4154 if (st_ptr->stock_num <= 12) {
4156 msg_print("¤³¤ì¤ÇÁ´Éô¤Ç¤¹¡£");
4158 msg_print("Entire inventory is shown.");
4163 if ( store_top < 0 )
4164 store_top = ((st_ptr->stock_num - 1 )/12) * 12;
4165 if ( (cur_store_num == STORE_HOME) && (powerup_home == FALSE) )
4166 if ( store_top >= 12 ) store_top = 12;
4167 display_inventory();
4175 if (st_ptr->stock_num <= 12)
4178 msg_print("¤³¤ì¤ÇÁ´Éô¤Ç¤¹¡£");
4180 msg_print("Entire inventory is shown.");
4188 * ±£¤·¥ª¥×¥·¥ç¥ó(powerup_home)¤¬¥»¥Ã¥È¤µ¤ì¤Æ¤¤¤Ê¤¤¤È¤¤Ï
4189 * ²æ¤¬²È¤Ç¤Ï 2 ¥Ú¡¼¥¸¤Þ¤Ç¤·¤«É½¼¨¤·¤Ê¤¤
4191 if ((cur_store_num == STORE_HOME) &&
4192 (powerup_home == FALSE) &&
4193 (st_ptr->stock_num >= STORE_INVEN_MAX))
4195 if (store_top >= (STORE_INVEN_MAX - 1))
4202 if (store_top >= st_ptr->stock_num) store_top = 0;
4205 display_inventory();
4218 /* Get (purchase) */
4245 /*** Inventory Commands ***/
4247 /* Wear/wield equipment */
4254 /* Take off equipment */
4261 /* Destroy an item */
4268 /* Equipment list */
4275 /* Inventory list */
4283 /*** Various commands ***/
4285 /* Identify an object */
4292 /* Hack -- toggle windows */
4295 toggle_inven_equip();
4301 /*** Use various objects ***/
4310 /* Inscribe an object */
4317 /* Uninscribe an object */
4320 do_cmd_uninscribe();
4326 /*** Help and Such ***/
4335 /* Identify symbol */
4338 do_cmd_query_symbol();
4342 /* Character description */
4345 p_ptr->town_num = old_town_num;
4346 do_cmd_change_name();
4347 p_ptr->town_num = inner_town_num;
4353 /*** System Commands ***/
4355 /* Hack -- User interface */
4362 /* Single line from a pref file */
4365 p_ptr->town_num = old_town_num;
4367 p_ptr->town_num = inner_town_num;
4371 /* Interact with macros */
4374 p_ptr->town_num = old_town_num;
4376 p_ptr->town_num = inner_town_num;
4380 /* Interact with visuals */
4383 p_ptr->town_num = old_town_num;
4385 p_ptr->town_num = inner_town_num;
4389 /* Interact with colors */
4392 p_ptr->town_num = old_town_num;
4394 p_ptr->town_num = inner_town_num;
4398 /* Interact with options */
4405 /*** Misc Commands ***/
4421 /* Repeat level feeling */
4428 /* Show previous message */
4431 do_cmd_message_one();
4435 /* Show previous messages */
4448 /* Check artifacts, uniques etc. */
4455 /* Load "screen dump" */
4458 do_cmd_load_screen();
4462 /* Save "screen dump" */
4465 do_cmd_save_screen();
4469 /* Hack -- Unknown command */
4473 msg_print("¤½¤Î¥³¥Þ¥ó¥É¤ÏŹ¤ÎÃæ¤Ç¤Ï»È¤¨¤Þ¤»¤ó¡£");
4475 msg_print("That command does not work in stores.");
4485 * Enter a store, and interact with it.
4487 * Note that we use the standard "request_command()" function
4488 * to get a command, allowing us to use "command_arg" and all
4489 * command macros and other nifty stuff, but we use the special
4490 * "shopping" argument, to force certain commands to be converted
4491 * into other commands, normally, we convert "p" (pray) and "m"
4492 * (cast magic) into "g" (get), and "s" (search) into "d" (drop).
4494 void do_cmd_store(void)
4500 bool need_redraw_store_inv; /* To redraw missiles damage and prices in store */
4503 /* Access the player grid */
4504 c_ptr = &cave[py][px];
4506 /* Verify a store */
4507 if (!have_flag(f_flags_grid(c_ptr), FF_STORE))
4510 msg_print("¤³¤³¤Ë¤ÏŹ¤¬¤¢¤ê¤Þ¤»¤ó¡£");
4512 msg_print("You see no store here.");
4518 /* Extract the store code */
4519 which = f_info[c_ptr->feat].power;
4521 old_town_num = p_ptr->town_num;
4522 if ((which == STORE_HOME) || (which == STORE_MUSEUM)) p_ptr->town_num = 1;
4523 if (dun_level) p_ptr->town_num = NO_TOWN;
4524 inner_town_num = p_ptr->town_num;
4526 /* Hack -- Check the "locked doors" */
4527 if ((town[p_ptr->town_num].store[which].store_open >= turn) ||
4531 msg_print("¥É¥¢¤Ë¸°¤¬¤«¤«¤Ã¤Æ¤¤¤ë¡£");
4533 msg_print("The doors are locked.");
4536 p_ptr->town_num = old_town_num;
4540 /* Calculate the number of store maintainances since the last visit */
4541 maintain_num = (turn - town[p_ptr->town_num].store[which].last_visit) / (TURNS_PER_TICK * STORE_TICKS);
4543 /* Maintain the store max. 10 times */
4544 if (maintain_num > 10) maintain_num = 10;
4548 /* Maintain the store */
4549 for (i = 0; i < maintain_num; i++)
4550 store_maint(p_ptr->town_num, which);
4552 /* Save the visit */
4553 town[p_ptr->town_num].store[which].last_visit = turn;
4556 /* Forget the lite */
4559 /* Forget the view */
4563 /* Hack -- Character is in "icky" mode */
4564 character_icky = TRUE;
4567 /* No command argument */
4570 /* No repeated command */
4573 /* No automatic command */
4577 /* Save the store number */
4578 cur_store_num = which;
4580 /* Hack -- save the store feature */
4581 cur_store_feat = c_ptr->feat;
4583 /* Save the store and owner pointers */
4584 st_ptr = &town[p_ptr->town_num].store[cur_store_num];
4585 ot_ptr = &owners[cur_store_num][st_ptr->owner];
4588 /* Start at the beginning */
4591 /* Display the store */
4595 leave_store = FALSE;
4597 /* Interact with player */
4598 while (!leave_store)
4600 /* Hack -- Clear line 1 */
4607 /* Basic commands */
4609 prt(" ESC) ·úʪ¤«¤é½Ð¤ë", 21, 0);
4611 prt(" ESC) Exit from Building.", 21, 0);
4615 /* Browse if necessary */
4616 if (st_ptr->stock_num > 12)
4619 prt(" -)Á°¥Ú¡¼¥¸", 22, 0);
4620 prt(" ¥¹¥Ú¡¼¥¹) ¼¡¥Ú¡¼¥¸", 23, 0);
4622 prt(" -) Previous page", 22, 0);
4623 prt(" SPACE) Next page", 23, 0);
4629 if (cur_store_num == STORE_HOME)
4632 prt("g) ¥¢¥¤¥Æ¥à¤ò¼è¤ë", 21, 27);
4633 prt("d) ¥¢¥¤¥Æ¥à¤òÃÖ¤¯", 22, 27);
4634 prt("x) ²È¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤ë", 23,27);
4636 prt("g) Get an item.", 21, 27);
4637 prt("d) Drop an item.", 22, 27);
4638 prt("x) eXamine an item in the home.", 23,27);
4643 /* Museum commands */
4644 else if (cur_store_num == STORE_MUSEUM)
4647 prt("d) ¥¢¥¤¥Æ¥à¤òÃÖ¤¯", 21, 27);
4648 prt("x) Çîʪ´Û¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤ë", 23,27);
4650 prt("d) Drop an item.", 21, 27);
4651 prt("x) eXamine an item in the museum.", 23,27);
4656 /* Shop commands XXX XXX XXX */
4660 prt("p) ¾¦ÉʤòÇ㤦", 21, 30);
4661 prt("s) ¥¢¥¤¥Æ¥à¤òÇä¤ë", 22, 30);
4662 prt("x) ¾¦ÉʤòÄ´¤Ù¤ë", 23,30);
4664 prt("p) Purchase an item.", 21, 30);
4665 prt("s) Sell an item.", 22, 30);
4666 prt("x) eXamine an item in the shop", 23,30);
4672 /* ´ðËÜŪ¤Ê¥³¥Þ¥ó¥É¤ÎÄɲÃɽ¼¨ */
4674 prt("i/e) »ý¤Áʪ/ÁõÈ÷¤Î°ìÍ÷", 21, 56);
4676 if( rogue_like_commands == TRUE )
4678 prt("w/T) ÁõÈ÷¤¹¤ë/¤Ï¤º¤¹", 22, 56);
4682 prt("w/t) ÁõÈ÷¤¹¤ë/¤Ï¤º¤¹", 22, 56);
4685 prt("i/e) Inventry/Equipment list", 21, 56);
4687 if( rogue_like_commands == TRUE )
4689 prt("w/T) Wear/Take off equipment", 22, 56);
4693 prt("w/t) Wear/Take off equipment", 22, 56);
4698 prt("¥³¥Þ¥ó¥É:", 20, 0);
4700 prt("You may: ", 20, 0);
4705 request_command(TRUE);
4707 /* Process the command */
4708 store_process_command();
4711 * Hack -- To redraw missiles damage and prices in store
4712 * If player's charisma changes, or if player changes a bow, PU_BONUS is set
4714 need_redraw_store_inv = (p_ptr->update & PU_BONUS) ? TRUE : FALSE;
4716 /* Hack -- Character is still in "icky" mode */
4717 character_icky = TRUE;
4725 /* XXX XXX XXX Pack Overflow */
4726 if (inventory[INVEN_PACK].k_idx)
4728 int item = INVEN_PACK;
4730 object_type *o_ptr = &inventory[item];
4732 /* Hack -- Flee from the store */
4733 if (cur_store_num != STORE_HOME)
4737 if (cur_store_num == STORE_MUSEUM)
4738 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤½¤¦¤Ê¤Î¤Ç¡¢¤¢¤ï¤Æ¤ÆÇîʪ´Û¤«¤é½Ð¤¿...");
4740 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤½¤¦¤Ê¤Î¤Ç¡¢¤¢¤ï¤Æ¤ÆŹ¤«¤é½Ð¤¿...");
4742 if (cur_store_num == STORE_MUSEUM)
4743 msg_print("Your pack is so full that you flee the Museum...");
4745 msg_print("Your pack is so full that you flee the store...");
4753 /* Hack -- Flee from the home */
4754 else if (!store_check_num(o_ptr))
4758 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤½¤¦¤Ê¤Î¤Ç¡¢¤¢¤ï¤Æ¤Æ²È¤«¤é½Ð¤¿...");
4760 msg_print("Your pack is so full that you flee your home...");
4768 /* Hack -- Drop items into the home */
4776 char o_name[MAX_NLEN];
4779 /* Give a message */
4781 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
4783 msg_print("Your pack overflows!");
4787 /* Get local object */
4790 /* Grab a copy of the item */
4791 object_copy(q_ptr, o_ptr);
4794 object_desc(o_name, q_ptr, 0);
4798 msg_format("%s¤¬Íî¤Á¤¿¡£(%c)", o_name, index_to_label(item));
4800 msg_format("You drop %s (%c).", o_name, index_to_label(item));
4804 /* Remove it from the players inventory */
4805 inven_item_increase(item, -255);
4806 inven_item_describe(item);
4807 inven_item_optimize(item);
4812 /* Let the home carry it */
4813 item_pos = home_carry(q_ptr);
4815 /* Redraw the home */
4818 store_top = (item_pos / 12) * 12;
4819 display_inventory();
4824 /* Hack -- Redisplay store prices if charisma changes */
4825 /* Hack -- Redraw missiles damage if player changes bow */
4826 if (need_redraw_store_inv) display_inventory();
4828 /* Hack -- get kicked out of the store */
4829 if (st_ptr->store_open >= turn) leave_store = TRUE;
4832 p_ptr->town_num = old_town_num;
4834 /* Free turn XXX XXX XXX */
4838 /* Hack -- Character is no longer in "icky" mode */
4839 character_icky = FALSE;
4842 /* Hack -- Cancel automatic command */
4845 /* Hack -- Cancel "see" mode */
4846 command_see = FALSE;
4849 /* Flush messages XXX XXX XXX */
4853 /* Clear the screen */
4857 /* Update everything */
4858 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
4859 p_ptr->update |= (PU_MONSTERS);
4861 /* Redraw entire screen */
4862 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY);
4865 p_ptr->redraw |= (PR_MAP);
4868 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4874 * Shuffle one of the stores.
4876 void store_shuffle(int which)
4882 if (which == STORE_HOME) return;
4883 if (which == STORE_MUSEUM) return;
4886 /* Save the store index */
4887 cur_store_num = which;
4889 /* Activate that store */
4890 st_ptr = &town[p_ptr->town_num].store[cur_store_num];
4893 /* Pick a new owner */
4896 st_ptr->owner = (byte)randint0(MAX_OWNERS);
4897 if (j == st_ptr->owner) continue;
4898 for (i = 1;i < max_towns; i++)
4900 if (i == p_ptr->town_num) continue;
4901 if (st_ptr->owner == town[i].store[cur_store_num].owner) break;
4903 if (i == max_towns) break;
4906 /* Activate the new owner */
4907 ot_ptr = &owners[cur_store_num][st_ptr->owner];
4910 /* Reset the owner data */
4911 st_ptr->insult_cur = 0;
4912 st_ptr->store_open = 0;
4913 st_ptr->good_buy = 0;
4914 st_ptr->bad_buy = 0;
4917 /* Hack -- discount all the items */
4918 for (i = 0; i < st_ptr->stock_num; i++)
4923 o_ptr = &st_ptr->stock[i];
4925 if (!(artifact_p(o_ptr) || o_ptr->art_name))
4927 /* Hack -- Sell all non-artifact old items for "half price" */
4928 o_ptr->discount = 50;
4930 /* Hack -- Items are no longer "fixed price" */
4931 o_ptr->ident &= ~(IDENT_FIXED);
4933 /* Mega-Hack -- Note that the item is "on sale" */
4935 o_ptr->inscription = quark_add("Çä½ÐÃæ");
4937 o_ptr->inscription = quark_add("on sale");
4945 * Maintain the inventory at the stores.
4947 void store_maint(int town_num, int store_num)
4951 int old_rating = rating;
4953 cur_store_num = store_num;
4956 if (store_num == STORE_HOME) return;
4957 if (store_num == STORE_MUSEUM) return;
4959 /* Activate that store */
4960 st_ptr = &town[town_num].store[store_num];
4962 /* Activate the owner */
4963 ot_ptr = &owners[store_num][st_ptr->owner];
4965 /* Store keeper forgives the player */
4966 st_ptr->insult_cur = 0;
4968 /* Mega-Hack -- prune the black market */
4969 if (store_num == STORE_BLACK)
4971 /* Destroy crappy black market items */
4972 for (j = st_ptr->stock_num - 1; j >= 0; j--)
4974 object_type *o_ptr = &st_ptr->stock[j];
4976 /* Destroy crappy items */
4977 if (black_market_crap(o_ptr))
4979 /* Destroy the item */
4980 store_item_increase(j, 0 - o_ptr->number);
4981 store_item_optimize(j);
4987 /* Choose the number of slots to keep */
4988 j = st_ptr->stock_num;
4990 /* Sell a few items */
4991 j = j - randint1(STORE_TURNOVER);
4993 /* Never keep more than "STORE_MAX_KEEP" slots */
4994 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
4996 /* Always "keep" at least "STORE_MIN_KEEP" items */
4997 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
4999 /* Hack -- prevent "underflow" */
5002 /* Destroy objects until only "j" slots are left */
5003 while (st_ptr->stock_num > j) store_delete();
5006 /* Choose the number of slots to fill */
5007 j = st_ptr->stock_num;
5009 /* Buy some more items */
5010 j = j + randint1(STORE_TURNOVER);
5012 /* Never keep more than "STORE_MAX_KEEP" slots */
5013 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
5015 /* Always "keep" at least "STORE_MIN_KEEP" items */
5016 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
5018 /* Hack -- prevent "overflow" */
5019 if (j >= st_ptr->stock_size) j = st_ptr->stock_size - 1;
5021 /* Acquire some new items */
5022 while (st_ptr->stock_num < j) store_create();
5025 /* Hack -- Restore the rating */
5026 rating = old_rating;
5031 * Initialize the stores
5033 void store_init(int town_num, int store_num)
5037 cur_store_num = store_num;
5039 /* Activate that store */
5040 st_ptr = &town[town_num].store[store_num];
5048 st_ptr->owner = (byte)randint0(MAX_OWNERS);
5049 for (i = 1;i < max_towns; i++)
5051 if (i == town_num) continue;
5052 if (st_ptr->owner == town[i].store[store_num].owner) break;
5054 if (i == max_towns) break;
5057 /* Activate the new owner */
5058 ot_ptr = &owners[store_num][st_ptr->owner];
5061 /* Initialize the store */
5062 st_ptr->store_open = 0;
5063 st_ptr->insult_cur = 0;
5064 st_ptr->good_buy = 0;
5065 st_ptr->bad_buy = 0;
5067 /* Nothing in stock */
5068 st_ptr->stock_num = 0;
5071 * MEGA-HACK - Last visit to store is
5072 * BEFORE player birth to enable store restocking
5074 st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
5076 /* Clear any old items */
5077 for (k = 0; k < st_ptr->stock_size; k++)
5079 object_wipe(&st_ptr->stock[k]);
5084 void move_to_black_market(object_type *o_ptr)
5087 if (!p_ptr->town_num) return;
5089 st_ptr = &town[p_ptr->town_num].store[STORE_BLACK];
5091 o_ptr->ident |= IDENT_STORE;
5093 (void)store_carry(o_ptr);
5095 object_wipe(o_ptr); /* Don't leave a bogus object behind... */