3 * @brief 店の処理 / Store commands
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research, and\n
8 * not for profit purposes provided that this copyright and statement are\n
9 * included in all such copies.\n
10 * 2014 Deskull rearranged comment for Doxygen.
15 #include "cmd-zapwand.h"
16 #include "cmd-magiceat.h"
20 static int cur_store_num = 0;
21 static int store_top = 0;
22 static int store_bottom = 0;
23 static int xtra_stock = 0;
24 static store_type *st_ptr = NULL;
25 static const owner_type *ot_ptr = NULL;
26 static s16b old_town_num = 0;
27 static s16b inner_town_num = 0;
28 #define RUMOR_CHANCE 8
30 #define MAX_COMMENT_1 6
32 static cptr comment_1[MAX_COMMENT_1] =
53 /*! ブラックマーケット追加メッセージ(承諾) */
54 static cptr comment_1_B[MAX_COMMENT_1] = {
63 #define MAX_COMMENT_2A 2
65 static cptr comment_2a[MAX_COMMENT_2A] =
68 "私の忍耐力を試しているのかい? $%s が最後だ。",
69 "我慢にも限度があるぞ。 $%s が最後だ。"
71 "You try my patience. %s is final.",
72 "My patience grows thin. %s is final."
77 #define MAX_COMMENT_2B 12
79 static cptr comment_2b[MAX_COMMENT_2B] =
82 " $%s ぐらいは出さなきゃダメだよ。",
85 "何て奴だ! $%s 以下はあり得ないぞ。",
86 "それじゃ少なすぎる! $%s は欲しいところだ。",
87 "バカにしている! $%s はもらわないと。",
89 "おいおい! $%s を考えてくれないか?",
90 "1000匹のオークのノミに苦しめられるがいい! $%s だ。",
91 "お前の大切なものに災いあれ! $%s でどうだ。",
92 "モルゴスに賞味されるがいい!本当は $%s なんだろう?",
93 "お前の母親はオーガか! $%s は出すつもりなんだろ?"
95 "I can take no less than %s gold pieces.",
96 "I will accept no less than %s gold pieces.",
97 "Ha! No less than %s gold pieces.",
98 "You knave! No less than %s gold pieces.",
99 "That's a pittance! I want %s gold pieces.",
100 "That's an insult! I want %s gold pieces.",
101 "As if! How about %s gold pieces?",
102 "My arse! How about %s gold pieces?",
103 "May the fleas of 1000 orcs molest you! Try %s gold pieces.",
104 "May your most favourite parts go moldy! Try %s gold pieces.",
105 "May Morgoth find you tasty! Perhaps %s gold pieces?",
106 "Your mother was an Ogre! Perhaps %s gold pieces?"
112 /*! ブラックマーケット用追加メッセージ(売るとき) */
113 static cptr comment_2b_B[MAX_COMMENT_2B] = {
114 "いくら俺様がお人好しとはいえ $%s が限界だね。嫌なら帰りな。",
115 "金がないのかい、あんた?まずは家に帰って $%s 揃えてきな。",
116 "物の価値が分からん奴だな。これは $%s が普通なんだよ。",
117 "俺の付けた値段に文句があるのか? $%s が限界だ。",
118 "ひょっとして新手の冗談かい? $%s 持ってないなら帰りな。",
119 "うちは他の店とは違うんだよ。$%s ぐらいは出しな。",
120 "買う気がないなら帰りな。 $%s だと言っているんだ。",
121 "話にならないね。 $%s くらい持っているんだろ?",
122 "は?なんだそりゃ? $%s の間違いか、ひょっとして?",
123 "出口はあっちだよ。それとも $%s 出せるのかい、あんたに。",
124 "命知らずな奴だな。 $%s 出せば今日の所は勘弁してやるよ。",
125 "うちの店は貧乏人お断りだ。 $%s ぐらい出せないのかい?"
128 #define MAX_COMMENT_3A 2
130 static cptr comment_3a[MAX_COMMENT_3A] =
133 "私の忍耐力を試しているのかい? $%s が最後だ。",
134 "我慢にも限度があるぞ。 $%s が最後だ。"
136 "You try my patience. %s is final.",
137 "My patience grows thin. %s is final."
143 #define MAX_COMMENT_3B 12
145 static cptr comment_3b[MAX_COMMENT_3B] =
148 "本音を言うと $%s でいいんだろ?",
150 " $%s ぐらいなら出してもいいが。",
151 " $%s 以上払うなんて考えられないね。",
152 "まあ落ちついて。 $%s でどうだい?",
153 "そのガラクタなら $%s で引き取るよ。",
154 "それじゃ高すぎる! $%s がいいとこだろ。",
155 "どうせいらないんだろ! $%s でいいだろ?",
156 "だめだめ! $%s がずっとお似合いだよ。",
157 "バカにしている! $%s がせいぜいだ。",
158 " $%s なら嬉しいところだがなあ。",
159 " $%s 、それ以上はビタ一文出さないよ!"
161 "Perhaps %s gold pieces?",
162 "How about %s gold pieces?",
163 "I will pay no more than %s gold pieces.",
164 "I can afford no more than %s gold pieces.",
165 "Be reasonable. How about %s gold pieces?",
166 "I'll buy it as scrap for %s gold pieces.",
167 "That is too much! How about %s gold pieces?",
168 "That looks war surplus! Say %s gold pieces?",
169 "Never! %s is more like it.",
170 "That's an insult! %s is more like it.",
171 "%s gold pieces and be thankful for it!",
172 "%s gold pieces and not a copper more!"
178 /*! ブラックマーケット用追加メッセージ(買い取り) */
179 static cptr comment_3b_B[MAX_COMMENT_3B] = {
180 " $%s ってところだね。そのどうしようもないガラクタは。",
181 "この俺が $%s って言っているんだから、その通りにした方が身のためだぞ。",
182 "俺の優しさに甘えるのもいい加減にしておけ。 $%s だ。",
183 "その品なら $%s で売ってくれているがね、常識ある紳士はみんな。",
184 "こりゃまた、がめつい奴だな。いくら俺が温厚とはいえ $%s が限界だ。",
185 " $%s だ。別に俺はそんなガラクタ欲しくはないんだから。",
186 "俺の鑑定額が気に入らないのか? $%s 、嫌なら帰りな。",
187 " $%s で引き取ってやるよ。喜んで受け取りな、貧乏人。",
188 "物の価値が分からん奴は始末におえんな。それは $%s なんだよ。",
189 "そんなに金が欲しいのか、あんた? $%s で満足できんのか?",
190 "入る店間違えてんじゃないのか? $%s で嫌なら他をあたってくれ。",
191 "俺の言い値にケチをつける奴がいるとは! その度胸に免じて $%s だ。"
194 #define MAX_COMMENT_4A 4
196 static cptr comment_4a[MAX_COMMENT_4A] =
199 "もうたくさんだ!何度も私をわずらわせないでくれ!",
200 "うがー!一日の我慢の限度を超えている!",
201 "もういい!時間の無駄以外のなにものでもない!",
202 "もうやってられないよ!顔も見たくない!"
204 "Enough! You have abused me once too often!",
205 "Arghhh! I have had enough abuse for one day!",
206 "That does it! You shall waste my time no more!",
207 "This is getting nowhere! I'm going to Londis!"
213 /*! ブラックマーケット用追加メッセージ(怒りの頂点) */
214 static cptr comment_4a_B[MAX_COMMENT_4A] = {
215 "なめやがって!温厚な俺様でも限界があるってことを知れ!",
216 "俺をここまで怒らせて...命があるだけでもありがたいと思え!",
217 "ふざけてるのか!冷やかしなら相手を見てからにしろ!",
218 "いいかげんにしろ!今度こんなまねしたらただじゃおかねえぞ!"
221 #define MAX_COMMENT_4B 4
223 static cptr comment_4b[MAX_COMMENT_4B] =
232 "Get out of my sight!",
233 "Begone, you scoundrel!",
240 /*! ブラックマーケット用追加メッセージ(追い出し) */
241 static cptr comment_4b_B[MAX_COMMENT_4B] = {
248 #define MAX_COMMENT_5 8
250 static cptr comment_5[MAX_COMMENT_5] =
264 "You will have to do better than that!",
265 "Do you wish to do business or not?",
266 "You've got to be kidding!",
267 "You'd better be kidding!",
268 "You try my patience.",
269 "Hmmm, nice weather we're having."
275 /*! ブラックマーケット用追加メッセージ(怒り) */
276 static cptr comment_5_B[MAX_COMMENT_5] = {
287 #define MAX_COMMENT_6 4
289 static cptr comment_6[MAX_COMMENT_6] =
297 "I must have heard you wrong.",
298 "I'm sorry, I missed that.",
299 "I'm sorry, what was that?",
300 "Sorry, what was that again?"
308 * @brief 取引成功時の店主のメッセージ処理 /
312 static void say_comment_1(void)
315 /* ブラックマーケットのときは別のメッセージを出す */
316 if ( cur_store_num == STORE_BLACK ) {
317 msg_print(comment_1_B[randint0(MAX_COMMENT_1)]);
320 msg_print(comment_1[randint0(MAX_COMMENT_1)]);
323 msg_print(comment_1[randint0(MAX_COMMENT_1)]);
327 if (one_in_(RUMOR_CHANCE))
330 msg_print("店主は耳うちした:");
332 msg_print("The shopkeeper whispers something into your ear:");
340 * @brief プレイヤーがアイテムを買う時の価格代案メッセージ処理 /
341 * Continue haggling (player is buying)
342 * @param value 店主の提示価格
343 * @param annoyed 店主のいらつき度
346 static void say_comment_2(PRICE value, int annoyed)
350 /* Prepare a string to insert */
351 sprintf(tmp_val, "%ld", (long)value);
356 /* Formatted message */
357 msg_format(comment_2a[randint0(MAX_COMMENT_2A)], tmp_val);
363 /* Formatted message */
365 /* ブラックマーケットの時は別のメッセージを出す */
366 if ( cur_store_num == STORE_BLACK ){
367 msg_format(comment_2b_B[randint0(MAX_COMMENT_2B)], tmp_val);
370 msg_format(comment_2b[randint0(MAX_COMMENT_2B)], tmp_val);
373 msg_format(comment_2b[randint0(MAX_COMMENT_2B)], tmp_val);
381 * @brief プレイヤーがアイテムを売る時の価格代案メッセージ処理 /
382 * Continue haggling (player is selling)
383 * @param value 店主の提示価格
384 * @param annoyed 店主のいらつき度
387 static void say_comment_3(PRICE value, int annoyed)
391 /* Prepare a string to insert */
392 sprintf(tmp_val, "%ld", (long)value);
397 /* Formatted message */
398 msg_format(comment_3a[randint0(MAX_COMMENT_3A)], tmp_val);
404 /* Formatted message */
406 /* ブラックマーケットの時は別のメッセージを出す */
407 if ( cur_store_num == STORE_BLACK ){
408 msg_format(comment_3b_B[randint0(MAX_COMMENT_3B)], tmp_val);
411 msg_format(comment_3b[randint0(MAX_COMMENT_3B)], tmp_val);
414 msg_format(comment_3b[randint0(MAX_COMMENT_3B)], tmp_val);
422 * @brief 店主がプレイヤーを追い出す時のメッセージ処理 /
423 * Kick 'da bum out. -RAK-
426 static void say_comment_4(void)
429 /* ブラックマーケットの時は別のメッセージを出す */
430 if ( cur_store_num == STORE_BLACK ){
431 msg_print(comment_4a_B[randint0(MAX_COMMENT_4A)]);
432 msg_print(comment_4b_B[randint0(MAX_COMMENT_4B)]);
435 msg_print(comment_4a[randint0(MAX_COMMENT_4A)]);
436 msg_print(comment_4b[randint0(MAX_COMMENT_4B)]);
439 msg_print(comment_4a[randint0(MAX_COMMENT_4A)]);
440 msg_print(comment_4b[randint0(MAX_COMMENT_4B)]);
447 * @brief 店主がプレイヤーに取り合わない時のメッセージ処理 /
448 * You are insulting me
451 static void say_comment_5(void)
454 /* ブラックマーケットの時は別のメッセージを出す */
455 if ( cur_store_num == STORE_BLACK ){
456 msg_print(comment_5_B[randint0(MAX_COMMENT_5)]);
459 msg_print(comment_5[randint0(MAX_COMMENT_5)]);
462 msg_print(comment_5[randint0(MAX_COMMENT_5)]);
469 * @brief 店主がプレイヤーの提示を理解できなかった時のメッセージ処理 /
470 * That makes no sense.
473 static void say_comment_6(void)
475 msg_print(comment_6[randint0(MAX_COMMENT_6)]);
479 #define MAX_COMMENT_7A 4
481 static cptr comment_7a[MAX_COMMENT_7A] =
486 "誰かがむせび泣く声が聞こえる...。",
491 "You hear someone sobbing...",
492 "The shopkeeper howls in agony!"
497 #define MAX_COMMENT_7B 4
499 static cptr comment_7b[MAX_COMMENT_7B] =
509 "The shopkeeper curses at you.",
510 "The shopkeeper glares at you."
515 #define MAX_COMMENT_7C 4
517 static cptr comment_7c[MAX_COMMENT_7C] =
526 "You've made my day!",
527 "The shopkeeper giggles.",
528 "The shopkeeper laughs loudly."
533 #define MAX_COMMENT_7D 4
535 static cptr comment_7d[MAX_COMMENT_7D] =
539 "こんなおいしい思いをしたら、真面目に働けなくなるなぁ。",
544 "I think I'll retire!",
545 "The shopkeeper jumps for joy.",
546 "The shopkeeper smiles gleefully."
553 * @brief 店主が交渉を終えた際の反応を返す処理 /
554 * Let a shop-keeper React to a purchase
555 * @param price アイテムの取引額
556 * @param value アイテムの実際価値
557 * @param guess 店主が当初予想していた価値
560 * We paid "price", it was worth "value", and we thought it was worth "guess"
562 static void purchase_analyze(PRICE price, PRICE value, PRICE guess)
564 /* Item was worthless, but we bought it */
565 if ((value <= 0) && (price > value))
568 msg_print(comment_7a[randint0(MAX_COMMENT_7A)]);
570 chg_virtue(V_HONOUR, -1);
571 chg_virtue(V_JUSTICE, -1);
576 /* Item was cheaper than we thought, and we paid more than necessary */
577 else if ((value < guess) && (price > value))
580 msg_print(comment_7b[randint0(MAX_COMMENT_7B)]);
582 chg_virtue(V_JUSTICE, -1);
584 chg_virtue(V_HONOUR, -1);
589 /* Item was a good bargain, and we got away with it */
590 else if ((value > guess) && (value < (4 * guess)) && (price < value))
593 msg_print(comment_7c[randint0(MAX_COMMENT_7C)]);
596 chg_virtue(V_HONOUR, -1);
598 chg_virtue(V_HONOUR, 1);
603 /* Item was a great bargain, and we got away with it */
604 else if ((value > guess) && (price < value))
607 msg_print(comment_7d[randint0(MAX_COMMENT_7D)]);
610 chg_virtue(V_HONOUR, -1);
612 chg_virtue(V_HONOUR, 1);
614 if (10 * price < value)
615 chg_virtue(V_SACRIFICE, 1);
624 * We store the current "store feat" here so everyone can access it
626 static int cur_store_feat;
630 * Buying and selling adjustments for race combinations.
631 * Entry[owner][player] gives the basic "cost inflation".
633 static byte rgold_adj[MAX_RACES][MAX_RACES] =
635 /*Hum, HfE, Elf, Hal, Gno, Dwa, HfO, HfT, Dun, HiE, Barbarian,
636 HfOg, HGn, HTn, Cyc, Yek, Klc, Kbd, Nbl, DkE, Drc, Mind Flayer,
637 Imp, Glm, Skl, Zombie, Vampire, Spectre, Fairy, Beastman, Ent,
638 Angel, Demon, Kutar */
641 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
642 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
643 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
644 100, 120, 110, 105 },
647 { 110, 100, 100, 105, 110, 120, 125, 130, 110, 100, 110,
648 120, 115, 108, 115, 110, 110, 120, 120, 115, 115, 110,
649 120, 110, 110, 110, 120, 110, 100, 125, 100, 95, 140,
650 110, 115, 110, 110 },
653 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
654 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
655 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
656 110, 110, 105, 110 },
659 { 115, 110, 105, 95, 105, 110, 115, 130, 115, 105, 115,
660 125, 120, 120, 125, 115, 110, 120, 120, 120, 115, 115,
661 120, 110, 120, 120, 130, 110, 110, 130, 110, 95, 140,
662 115, 120, 105, 115 },
665 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
666 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
667 120, 101, 110, 110, 120, 120, 115, 130, 115, 95, 140,
668 115, 110, 110, 115 },
671 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
672 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
673 120, 105, 115, 115, 115, 115, 120, 130, 120, 95, 140,
674 115, 110, 115, 115 },
677 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
678 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
679 115, 125, 120, 120, 115, 120, 125, 115, 125, 95, 140,
680 115, 110, 115, 115 },
683 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
684 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
685 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
686 110, 110, 115, 110 },
689 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
690 120, 120, 105, 120, 115, 105, 115, 120, 110, 105, 105,
691 120, 105, 120, 120, 125, 120, 105, 135, 105, 95, 140,
692 100, 110, 110, 100 },
695 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
696 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
697 125, 115, 120, 120, 125, 120, 100, 125, 100, 95, 140,
698 110, 110, 105, 110 },
700 /* Human / Barbarian (copied from human) */
701 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
702 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
703 115, 105, 125, 125, 130, 125, 115, 120, 115, 95, 140,
704 100, 120, 110, 100 },
706 /* Half-Ogre: theoretical, copied from half-troll */
707 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
708 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
709 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
710 110, 110, 115, 110 },
712 /* Half-Giant: theoretical, copied from half-troll */
713 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
714 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
715 110, 115, 112, 112, 115, 112, 130, 120, 130, 95, 140,
716 110, 110, 115, 110 },
718 /* Half-Titan: theoretical, copied from High_Elf */
719 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
720 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
721 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
722 110, 110, 115, 110 },
724 /* Cyclops: theoretical, copied from half-troll */
725 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
726 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
727 110, 115, 112, 112, 115, 112, 130, 130, 130, 95, 140,
728 110, 110, 115, 110 },
730 /* Yeek: theoretical, copied from Half-Orc */
731 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
732 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
733 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
734 115, 110, 115, 115 },
736 /* Klackon: theoretical, copied from Gnome */
737 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
738 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
739 120, 101, 110, 110, 120, 120, 130, 130, 130, 95, 140,
740 115, 110, 115, 115 },
742 /* Kobold: theoretical, copied from Half-Orc */
743 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
744 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
745 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
746 115, 110, 115, 115 },
748 /* Nibelung: theoretical, copied from Dwarf */
749 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
750 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
751 120, 105, 115, 115, 120, 120, 130, 130, 130, 95, 140,
752 115, 135, 115, 115 },
755 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
756 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
757 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
758 110, 101, 115, 110 },
760 /* Draconian: theoretical, copied from High_Elf */
761 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
762 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
763 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
764 110, 110, 115, 110 },
766 /* Mind Flayer: theoretical, copied from High_Elf */
767 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
768 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
769 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
770 110, 110, 115, 110 },
772 /* Imp: theoretical, copied from High_Elf */
773 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
774 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
775 125, 115, 120, 120, 120, 120, 130, 130, 130, 120, 120,
776 110, 110, 115, 110 },
778 /* Golem: theoretical, copied from High_Elf */
779 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
780 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
781 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
782 110, 110, 115, 110 },
784 /* Skeleton: theoretical, copied from half-orc */
785 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
786 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
787 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
788 115, 110, 125, 115 },
790 /* Zombie: Theoretical, copied from half-orc */
791 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
792 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
793 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
794 115, 110, 125, 115 },
796 /* Vampire: Theoretical, copied from half-orc */
797 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
798 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
799 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
800 115, 110, 125, 115 },
802 /* Spectre: Theoretical, copied from half-orc */
803 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
804 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
805 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
806 115, 110, 125, 115 },
808 /* Sprite: Theoretical, copied from half-orc */
809 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
810 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
811 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
812 115, 110, 105, 115 },
814 /* Beastman: Theoretical, copied from half-orc */
815 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
816 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
817 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
818 115, 110, 115, 115 },
821 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
822 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
823 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
824 110, 110, 105, 110 },
827 { 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
828 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
829 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 160,
833 { 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
834 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
835 140, 140, 140, 140, 140, 140, 140, 140, 140, 160, 120,
836 140, 140, 140, 140 },
839 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
840 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
841 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
842 100, 120, 110, 100 },
845 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
846 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
847 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
848 110, 101, 115, 110 },
851 { 110, 110, 105, 105, 110, 115, 115, 115, 110, 105, 110,
852 115, 115, 115, 115, 115, 115, 115, 115, 115, 115, 115,
853 115, 115, 125, 125, 125, 125, 105, 115, 105, 95, 140,
854 110, 115, 100, 110 },
857 { 105, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
858 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
859 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
860 100, 120, 110, 100 },
867 * Determine the price of an item (qty one) in a store.
868 * @param o_ptr 店舗に並べるオブジェクト構造体の参照ポインタ
869 * @param greed 店主の強欲度
870 * @param flip TRUEならば店主にとっての買取価格、FALSEなら売出価格を計算
874 * This function takes into account the player's charisma, and the
875 * shop-keepers friendliness, and the shop-keeper's base greed, but
876 * never lets a shop-keeper lose money in a transaction.
877 * The "greed" value should exceed 100 when the player is "buying" the
878 * item, and should be less than 100 when the player is "selling" it.
879 * Hack -- the black market always charges twice as much as it should.
880 * Charisma adjustment runs from 80 to 130
881 * Racial adjustment runs from 95 to 130
882 * Since greed/charisma/racial adjustments are centered at 100, we need
883 * to adjust (by 200) to extract a usable multiplier. Note that the
884 * "greed" value is always something (?).
887 static s32b price_item(object_type *o_ptr, int greed, bool flip)
894 /* Get the value of one of the items */
895 price = object_value(o_ptr);
897 /* Worthless items */
898 if (price <= 0) return (0L);
901 /* Compute the racial factor */
902 factor = rgold_adj[ot_ptr->owner_race][p_ptr->prace];
904 /* Add in the charisma factor */
905 factor += adj_chr_gold[p_ptr->stat_ind[A_CHR]];
911 /* Adjust for greed */
912 adjust = 100 + (300 - (greed + factor));
914 /* Never get "silly" */
915 if (adjust > 100) adjust = 100;
917 /* Mega-Hack -- Black market sucks */
918 if (cur_store_num == STORE_BLACK)
921 /* Compute the final price (with rounding) */
922 /* Hack -- prevent underflow */
923 price = (price * adjust + 50L) / 100L;
926 /* Shop is selling */
929 /* Adjust for greed */
930 adjust = 100 + ((greed + factor) - 300);
932 /* Never get "silly" */
933 if (adjust < 100) adjust = 100;
935 /* Mega-Hack -- Black market sucks */
936 if (cur_store_num == STORE_BLACK)
939 /* Compute the final price (with rounding) */
940 /* Hack -- prevent overflow */
941 price = (s32b)(((u32b)price * (u32b)adjust + 50UL) / 100UL);
944 /* Note -- Never become "free" */
945 if (price <= 0L) return (1L);
947 /* Return the price */
953 * @brief 安価な消耗品の販売数を増やし、低確率で割引にする /
954 * Certain "cheap" objects should be created in "piles"
955 * @param o_ptr 店舗に並べるオブジェクト構造体の参照ポインタ
959 * Some objects can be sold at a "discount" (in small piles)
962 static void mass_produce(object_type *o_ptr)
965 DISCOUNT_RATE discount = 0;
967 s32b cost = object_value(o_ptr);
970 /* Analyze the type */
973 /* Food, Flasks, and Lites */
978 if (cost <= 5L) size += damroll(3, 5);
979 if (cost <= 20L) size += damroll(3, 5);
980 if (cost <= 50L) size += damroll(2, 2);
987 if (cost <= 60L) size += damroll(3, 5);
988 if (cost <= 240L) size += damroll(1, 5);
989 if (o_ptr->sval == SV_SCROLL_STAR_IDENTIFY) size += damroll(3, 5);
990 if (o_ptr->sval == SV_SCROLL_STAR_REMOVE_CURSE) size += damroll(1, 4);
995 case TV_SORCERY_BOOK:
1000 case TV_ARCANE_BOOK:
1002 case TV_DAEMON_BOOK:
1003 case TV_CRUSADE_BOOK:
1005 case TV_HISSATSU_BOOK:
1008 if (cost <= 50L) size += damroll(2, 3);
1009 if (cost <= 500L) size += damroll(1, 3);
1027 if (object_is_artifact(o_ptr)) break;
1028 if (object_is_ego(o_ptr)) break;
1029 if (cost <= 10L) size += damroll(3, 5);
1030 if (cost <= 100L) size += damroll(3, 5);
1039 if (cost <= 5L) size += damroll(5, 5);
1040 if (cost <= 50L) size += damroll(5, 5);
1041 if (cost <= 500L) size += damroll(5, 5);
1047 if (cost <= 100L) size += damroll(2, 2);
1048 if (cost <= 1000L) size += damroll(2, 2);
1061 * Because many rods (and a few wands and staffs) are useful mainly
1062 * in quantity, the Black Market will occasionally have a bunch of
1069 if ((cur_store_num == STORE_BLACK) && one_in_(3))
1071 if (cost < 1601L) size += damroll(1, 5);
1072 else if (cost < 3201L) size += damroll(1, 3);
1079 /* Pick a discount */
1084 else if (one_in_(25))
1088 else if (one_in_(150))
1092 else if (one_in_(300))
1096 else if (one_in_(500))
1101 if (o_ptr->art_name)
1106 /* Save the discount */
1107 o_ptr->discount = discount;
1109 /* Save the total pile size */
1110 o_ptr->number = size - (size * discount / 100);
1112 /* Ensure that mass-produced rods and wands get the correct pvals. */
1113 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
1115 o_ptr->pval *= (PARAMETER_VALUE)o_ptr->number;
1122 * @brief 店舗に並べた品を同一品であるかどうか判定する /
1123 * Determine if a store item can "absorb" another item
1124 * @param o_ptr 判定するオブジェクト構造体の参照ポインタ1
1125 * @param j_ptr 判定するオブジェクト構造体の参照ポインタ2
1126 * @return 同一扱いできるならTRUEを返す
1129 * See "object_similar()" for the same function for the "player"
1132 static bool store_object_similar(object_type *o_ptr, object_type *j_ptr)
1136 /* Hack -- Identical items cannot be stacked */
1137 if (o_ptr == j_ptr) return (0);
1139 /* Different objects cannot be stacked */
1140 if (o_ptr->k_idx != j_ptr->k_idx) return (0);
1142 /* Different charges (etc) cannot be stacked, unless wands or rods. */
1143 if ((o_ptr->pval != j_ptr->pval) && (o_ptr->tval != TV_WAND) && (o_ptr->tval != TV_ROD)) return (0);
1145 /* Require many identical values */
1146 if (o_ptr->to_h != j_ptr->to_h) return (0);
1147 if (o_ptr->to_d != j_ptr->to_d) return (0);
1148 if (o_ptr->to_a != j_ptr->to_a) return (0);
1150 /* Require identical "ego-item" names */
1151 if (o_ptr->name2 != j_ptr->name2) return (0);
1153 /* Artifacts don't stack! */
1154 if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return (0);
1156 /* Hack -- Identical art_flags! */
1157 for (i = 0; i < TR_FLAG_SIZE; i++)
1158 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return (0);
1160 /* Hack -- Never stack "powerful" items */
1161 if (o_ptr->xtra1 || j_ptr->xtra1) return (0);
1163 /* Hack -- Never stack recharging items */
1164 if (o_ptr->timeout || j_ptr->timeout) return (0);
1166 /* Require many identical values */
1167 if (o_ptr->ac != j_ptr->ac) return (0);
1168 if (o_ptr->dd != j_ptr->dd) return (0);
1169 if (o_ptr->ds != j_ptr->ds) return (0);
1171 /* Hack -- Never stack chests */
1172 if (o_ptr->tval == TV_CHEST) return (0);
1173 if (o_ptr->tval == TV_STATUE) return (0);
1174 if (o_ptr->tval == TV_CAPTURE) return (0);
1176 /* Require matching discounts */
1177 if (o_ptr->discount != j_ptr->discount) return (0);
1179 /* They match, so they must be similar */
1185 * @brief 店舗に並べた品を重ね合わせできるかどうか判定する /
1186 * Allow a store item to absorb another item
1187 * @param o_ptr 判定するオブジェクト構造体の参照ポインタ1
1188 * @param j_ptr 判定するオブジェクト構造体の参照ポインタ2
1189 * @return 重ね合わせできるならTRUEを返す
1192 * See "object_similar()" for the same function for the "player"
1195 static void store_object_absorb(object_type *o_ptr, object_type *j_ptr)
1197 int max_num = (o_ptr->tval == TV_ROD) ?
1198 MIN(99, MAX_SHORT / k_info[o_ptr->k_idx].pval) : 99;
1199 int total = o_ptr->number + j_ptr->number;
1200 int diff = (total > max_num) ? total - max_num : 0;
1202 /* Combine quantity, lose excess items */
1203 o_ptr->number = (total > max_num) ? max_num : total;
1205 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) together. -LM- */
1206 if (o_ptr->tval == TV_ROD)
1208 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1211 /* Hack -- if wands are stacking, combine the charges. -LM- */
1212 if (o_ptr->tval == TV_WAND)
1214 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1220 * @brief 店舗に品を置くスペースがあるかどうかの判定を返す /
1221 * Check to see if the shop will be carrying too many objects -RAK-
1222 * @param o_ptr 店舗に置きたいオブジェクト構造体の参照ポインタ
1223 * @return 置き場がないなら0、重ね合わせできるアイテムがあるなら-1、スペースがあるなら1を返す。
1226 * Note that the shop, just like a player, will not accept things
1227 * it cannot hold. Before, one could "nuke" potions this way.
1228 * Return value is now int:
1230 * -1 : Can be combined to existing slot.
1231 * 1 : Cannot be combined but there are empty spaces.
1234 static int store_check_num(object_type *o_ptr)
1239 /* The "home" acts like the player */
1240 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
1242 bool old_stack_force_notes = stack_force_notes;
1243 bool old_stack_force_costs = stack_force_costs;
1245 if (cur_store_num != STORE_HOME)
1247 stack_force_notes = FALSE;
1248 stack_force_costs = FALSE;
1251 /* Check all the items */
1252 for (i = 0; i < st_ptr->stock_num; i++)
1254 /* Get the existing item */
1255 j_ptr = &st_ptr->stock[i];
1257 /* Can the new object be combined with the old one? */
1258 if (object_similar(j_ptr, o_ptr))
1260 if (cur_store_num != STORE_HOME)
1262 stack_force_notes = old_stack_force_notes;
1263 stack_force_costs = old_stack_force_costs;
1270 if (cur_store_num != STORE_HOME)
1272 stack_force_notes = old_stack_force_notes;
1273 stack_force_costs = old_stack_force_costs;
1277 /* Normal stores do special stuff */
1280 /* Check all the items */
1281 for (i = 0; i < st_ptr->stock_num; i++)
1283 /* Get the existing item */
1284 j_ptr = &st_ptr->stock[i];
1286 /* Can the new object be combined with the old one? */
1287 if (store_object_similar(j_ptr, o_ptr)) return -1;
1291 /* Free space is always usable */
1293 * オプション powerup_home が設定されていると
1296 if ((cur_store_num == STORE_HOME) && ( powerup_home == FALSE )) {
1297 if (st_ptr->stock_num < ((st_ptr->stock_size) / 10)) {
1302 if (st_ptr->stock_num < st_ptr->stock_size) {
1307 /* But there was no room at the inn... */
1312 * @brief オブジェクトが祝福されているかの判定を返す /
1313 * @param o_ptr 判定したいオブジェクト構造体の参照ポインタ
1314 * @return アイテムが祝福されたアイテムならばTRUEを返す
1316 static bool is_blessed(object_type *o_ptr)
1318 BIT_FLAGS flgs[TR_FLAG_SIZE];
1319 object_flags(o_ptr, flgs);
1320 if (have_flag(flgs, TR_BLESSED)) return (TRUE);
1321 else return (FALSE);
1327 * @brief オブジェクトが所定の店舗で引き取れるかどうかを返す /
1328 * Determine if the current store will purchase the given item
1329 * @param o_ptr 判定したいオブジェクト構造体の参照ポインタ
1330 * @return アイテムが買い取れるならばTRUEを返す
1332 * Note that a shop-keeper must refuse to buy "worthless" items
1334 static bool store_will_buy(object_type *o_ptr)
1336 /* Hack -- The Home is simple */
1337 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) return (TRUE);
1339 /* Switch on the store */
1340 switch (cur_store_num)
1345 /* Analyze the type */
1346 switch (o_ptr->tval)
1349 if (o_ptr->sval != SV_POTION_WATER) return FALSE;
1361 case TV_BOTTLE: /* 'Green', recycling Angband */
1376 /* Analyze the type */
1377 switch (o_ptr->tval)
1398 /* Analyze the type */
1399 switch (o_ptr->tval)
1408 case TV_HISSATSU_BOOK:
1412 if(o_ptr->sval == SV_WIZSTAFF) return (FALSE);
1424 /* Analyze the type */
1425 switch (o_ptr->tval)
1428 case TV_CRUSADE_BOOK:
1438 monster_race *r_ptr = &r_info[o_ptr->pval];
1441 if (!(r_ptr->flags3 & RF3_EVIL))
1444 if (r_ptr->flags3 & RF3_GOOD) break;
1446 /* Accept animals */
1447 if (r_ptr->flags3 & RF3_ANIMAL) break;
1450 if (my_strchr("?!", r_ptr->d_char)) break;
1456 if (is_blessed(o_ptr)) break;
1465 case STORE_ALCHEMIST:
1467 /* Analyze the type */
1468 switch (o_ptr->tval)
1482 /* Analyze the type */
1483 switch (o_ptr->tval)
1485 case TV_SORCERY_BOOK:
1486 case TV_NATURE_BOOK:
1490 case TV_ARCANE_BOOK:
1492 case TV_DAEMON_BOOK:
1506 if(o_ptr->sval == SV_WIZSTAFF) break;
1507 else return (FALSE);
1514 /* Bookstore Shop */
1517 /* Analyze the type */
1518 switch (o_ptr->tval)
1520 case TV_SORCERY_BOOK:
1521 case TV_NATURE_BOOK:
1526 case TV_ARCANE_BOOK:
1528 case TV_DAEMON_BOOK:
1529 case TV_CRUSADE_BOOK:
1540 /* Ignore "worthless" items */
1541 if (object_value(o_ptr) <= 0) return (FALSE);
1549 * @brief 現在の町の指定された店舗のアイテムを整理する /
1550 * Combine and reorder items in store.
1551 * @param store_num 店舗ID
1552 * @return 実際に整理が行われたならばTRUEを返す。
1554 bool combine_and_reorder_home(int store_num)
1558 object_type forge, *o_ptr, *j_ptr;
1559 bool flag = FALSE, combined;
1560 store_type *old_st_ptr = st_ptr;
1561 bool old_stack_force_notes = stack_force_notes;
1562 bool old_stack_force_costs = stack_force_costs;
1564 st_ptr = &town[1].store[store_num];
1565 if (store_num != STORE_HOME)
1567 stack_force_notes = FALSE;
1568 stack_force_costs = FALSE;
1575 /* Combine the items in the home (backwards) */
1576 for (i = st_ptr->stock_num - 1; i > 0; i--)
1578 o_ptr = &st_ptr->stock[i];
1580 /* Skip empty items */
1581 if (!o_ptr->k_idx) continue;
1583 /* Scan the items above that item */
1584 for (j = 0; j < i; j++)
1588 j_ptr = &st_ptr->stock[j];
1590 /* Skip empty items */
1591 if (!j_ptr->k_idx) continue;
1594 * Get maximum number of the stack if these
1595 * are similar, get zero otherwise.
1597 max_num = object_similar_part(j_ptr, o_ptr);
1599 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
1600 if (max_num && j_ptr->number < max_num)
1602 if (o_ptr->number + j_ptr->number <= max_num)
1604 /* Add together the item counts */
1605 object_absorb(j_ptr, o_ptr);
1607 /* One object is gone */
1608 st_ptr->stock_num--;
1610 /* Slide everything down */
1611 for (k = i; k < st_ptr->stock_num; k++)
1613 /* Structure copy */
1614 st_ptr->stock[k] = st_ptr->stock[k + 1];
1617 /* Erase the "final" slot */
1618 object_wipe(&st_ptr->stock[k]);
1622 ITEM_NUMBER old_num = o_ptr->number;
1623 ITEM_NUMBER remain = j_ptr->number + o_ptr->number - max_num;
1625 /* Add together the item counts */
1626 object_absorb(j_ptr, o_ptr);
1628 o_ptr->number = remain;
1630 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1631 if (o_ptr->tval == TV_ROD)
1633 o_ptr->pval = o_ptr->pval * remain / old_num;
1634 o_ptr->timeout = o_ptr->timeout * remain / old_num;
1637 /* Hack -- if wands are stacking, combine the charges. -LM- */
1638 else if (o_ptr->tval == TV_WAND)
1640 o_ptr->pval = o_ptr->pval * remain / old_num;
1656 /* Re-order the items in the home (forwards) */
1657 for (i = 0; i < st_ptr->stock_num; i++)
1659 o_ptr = &st_ptr->stock[i];
1661 /* Skip empty slots */
1662 if (!o_ptr->k_idx) continue;
1664 /* Get the "value" of the item */
1665 o_value = object_value(o_ptr);
1667 /* Scan every occupied slot */
1668 for (j = 0; j < st_ptr->stock_num; j++)
1670 if (object_sort_comp(o_ptr, o_value, &st_ptr->stock[j])) break;
1673 /* Never move down */
1674 if (j >= i) continue;
1679 /* Get local object */
1682 /* Save a copy of the moving item */
1683 object_copy(j_ptr, &st_ptr->stock[i]);
1685 /* Slide the objects */
1686 for (k = i; k > j; k--)
1688 /* Slide the item */
1689 object_copy(&st_ptr->stock[k], &st_ptr->stock[k - 1]);
1692 /* Insert the moving item */
1693 object_copy(&st_ptr->stock[j], j_ptr);
1696 st_ptr = old_st_ptr;
1697 if (store_num != STORE_HOME)
1699 stack_force_notes = old_stack_force_notes;
1700 stack_force_costs = old_stack_force_costs;
1708 * @brief 我が家にオブジェクトを加える /
1709 * Add the item "o_ptr" to the inventory of the "Home"
1710 * @param o_ptr 加えたいオブジェクトの構造体参照ポインタ
1714 * In all cases, return the slot (or -1) where the object was placed
1715 * Note that this is a hacked up version of "inven_carry()".
1716 * Also note that it may not correctly "adapt" to "knowledge" bacoming
1717 * known, the player may have to pick stuff up and drop it again.
1720 static int home_carry(object_type *o_ptr)
1726 bool old_stack_force_notes = stack_force_notes;
1727 bool old_stack_force_costs = stack_force_costs;
1729 if (cur_store_num != STORE_HOME)
1731 stack_force_notes = FALSE;
1732 stack_force_costs = FALSE;
1735 /* Check each existing item (try to combine) */
1736 for (slot = 0; slot < st_ptr->stock_num; slot++)
1738 /* Get the existing item */
1739 j_ptr = &st_ptr->stock[slot];
1741 /* The home acts just like the player */
1742 if (object_similar(j_ptr, o_ptr))
1744 /* Save the new number of items */
1745 object_absorb(j_ptr, o_ptr);
1747 if (cur_store_num != STORE_HOME)
1749 stack_force_notes = old_stack_force_notes;
1750 stack_force_costs = old_stack_force_costs;
1758 if (cur_store_num != STORE_HOME)
1760 stack_force_notes = old_stack_force_notes;
1761 stack_force_costs = old_stack_force_costs;
1766 * 隠し機能: オプション powerup_home が設定されていると
1770 if ((cur_store_num != STORE_HOME) || (powerup_home == TRUE)) {
1771 if (st_ptr->stock_num >= st_ptr->stock_size) {
1776 if (st_ptr->stock_num >= ((st_ptr->stock_size) / 10)) {
1782 /* Determine the "value" of the item */
1783 value = object_value(o_ptr);
1785 /* Check existing slots to see if we must "slide" */
1786 for (slot = 0; slot < st_ptr->stock_num; slot++)
1788 if (object_sort_comp(o_ptr, value, &st_ptr->stock[slot])) break;
1791 /* Slide the others up */
1792 for (i = st_ptr->stock_num; i > slot; i--)
1794 st_ptr->stock[i] = st_ptr->stock[i-1];
1797 /* More stuff now */
1798 st_ptr->stock_num++;
1800 /* Insert the new item */
1801 st_ptr->stock[slot] = *o_ptr;
1803 chg_virtue(V_SACRIFICE, -1);
1805 (void)combine_and_reorder_home(cur_store_num);
1807 /* Return the location */
1813 * @brief 店舗にオブジェクトを加える /
1814 * Add the item "o_ptr" to a real stores inventory.
1815 * @param o_ptr 加えたいオブジェクトの構造体参照ポインタ
1819 * In all cases, return the slot (or -1) where the object was placed
1820 * Note that this is a hacked up version of "inven_carry()".
1821 * Also note that it may not correctly "adapt" to "knowledge" bacoming
1822 * known, the player may have to pick stuff up and drop it again.
1825 static int store_carry(object_type *o_ptr)
1828 s32b value, j_value;
1832 /* Evaluate the object */
1833 value = object_value(o_ptr);
1835 /* Cursed/Worthless items "disappear" when sold */
1836 if (value <= 0) return (-1);
1838 /* All store items are fully *identified* */
1839 o_ptr->ident |= IDENT_MENTAL;
1841 /* Erase the inscription */
1842 o_ptr->inscription = 0;
1844 /* Erase the "feeling" */
1845 o_ptr->feeling = FEEL_NONE;
1847 /* Check each existing item (try to combine) */
1848 for (slot = 0; slot < st_ptr->stock_num; slot++)
1850 /* Get the existing item */
1851 j_ptr = &st_ptr->stock[slot];
1853 /* Can the existing items be incremented? */
1854 if (store_object_similar(j_ptr, o_ptr))
1856 /* Hack -- extra items disappear */
1857 store_object_absorb(j_ptr, o_ptr);
1865 if (st_ptr->stock_num >= st_ptr->stock_size) return (-1);
1868 /* Check existing slots to see if we must "slide" */
1869 for (slot = 0; slot < st_ptr->stock_num; slot++)
1872 j_ptr = &st_ptr->stock[slot];
1874 /* Objects sort by decreasing type */
1875 if (o_ptr->tval > j_ptr->tval) break;
1876 if (o_ptr->tval < j_ptr->tval) continue;
1878 /* Objects sort by increasing sval */
1879 if (o_ptr->sval < j_ptr->sval) break;
1880 if (o_ptr->sval > j_ptr->sval) continue;
1883 * Hack: otherwise identical rods sort by
1884 * increasing recharge time --dsb
1886 if (o_ptr->tval == TV_ROD)
1888 if (o_ptr->pval < j_ptr->pval) break;
1889 if (o_ptr->pval > j_ptr->pval) continue;
1892 /* Evaluate that slot */
1893 j_value = object_value(j_ptr);
1895 /* Objects sort by decreasing value */
1896 if (value > j_value) break;
1897 if (value < j_value) continue;
1900 /* Slide the others up */
1901 for (i = st_ptr->stock_num; i > slot; i--)
1903 st_ptr->stock[i] = st_ptr->stock[i-1];
1906 /* More stuff now */
1907 st_ptr->stock_num++;
1909 /* Insert the new item */
1910 st_ptr->stock[slot] = *o_ptr;
1912 /* Return the location */
1918 * @brief 店舗のオブジェクト数を増やす /
1919 * Add the item "o_ptr" to a real stores inventory.
1920 * @param item 増やしたいアイテムのID
1925 * Increase, by a given amount, the number of a certain item
1926 * in a certain store. This can result in zero items.
1928 * @todo numは本来ITEM_NUMBER型にしたい。
1930 static void store_item_increase(INVENTORY_IDX item, int num)
1935 o_ptr = &st_ptr->stock[item];
1937 /* Verify the number */
1938 cnt = o_ptr->number + num;
1939 if (cnt > 255) cnt = 255;
1940 else if (cnt < 0) cnt = 0;
1941 num = cnt - o_ptr->number;
1943 /* Save the new number */
1944 o_ptr->number += (ITEM_NUMBER)num;
1949 * @brief 店舗のオブジェクト数を削除する /
1950 * Remove a slot if it is empty
1951 * @param item 削除したいアイテムのID
1954 static void store_item_optimize(INVENTORY_IDX item)
1959 o_ptr = &st_ptr->stock[item];
1962 if (!o_ptr->k_idx) return;
1964 /* Must have no items */
1965 if (o_ptr->number) return;
1968 st_ptr->stock_num--;
1970 /* Slide everyone */
1971 for (j = item; j < st_ptr->stock_num; j++)
1973 st_ptr->stock[j] = st_ptr->stock[j + 1];
1976 /* Nuke the final slot */
1977 object_wipe(&st_ptr->stock[j]);
1981 * @brief ブラックマーケット用の無価値品の排除判定 /
1982 * This function will keep 'crap' out of the black market.
1983 * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
1984 * @return ブラックマーケットにとって無価値な品ならばTRUEを返す
1987 * Crap is defined as any item that is "available" elsewhere
1988 * Based on a suggestion by "Lee Vogt" <lvogt@cig.mcel.mot.com>
1991 static bool black_market_crap(object_type *o_ptr)
1995 /* Ego items are never crap */
1996 if (object_is_ego(o_ptr)) return (FALSE);
1998 /* Good items are never crap */
1999 if (o_ptr->to_a > 0) return (FALSE);
2000 if (o_ptr->to_h > 0) return (FALSE);
2001 if (o_ptr->to_d > 0) return (FALSE);
2003 /* Check all stores */
2004 for (i = 0; i < MAX_STORES; i++)
2006 if (i == STORE_HOME) continue;
2007 if (i == STORE_MUSEUM) continue;
2009 /* Check every item in the store */
2010 for (j = 0; j < town[p_ptr->town_num].store[i].stock_num; j++)
2012 object_type *j_ptr = &town[p_ptr->town_num].store[i].stock[j];
2014 /* Duplicate item "type", assume crappy */
2015 if (o_ptr->k_idx == j_ptr->k_idx) return (TRUE);
2025 * @brief 店舗の品揃え変化のためにアイテムを削除する /
2026 * Attempt to delete (some of) a random item from the store
2030 * Hack -- we attempt to "maintain" piles of items when possible.
2033 static void store_delete(void)
2038 /* Pick a random slot */
2039 what = (INVENTORY_IDX)randint0(st_ptr->stock_num);
2041 /* Determine how many items are here */
2042 num = st_ptr->stock[what].number;
2044 /* Hack -- sometimes, only destroy half the items */
2045 if (randint0(100) < 50) num = (num + 1) / 2;
2047 /* Hack -- sometimes, only destroy a single item */
2048 if (randint0(100) < 50) num = 1;
2050 /* Hack -- decrement the maximum timeouts and total charges of rods and wands. -LM- */
2051 if ((st_ptr->stock[what].tval == TV_ROD) || (st_ptr->stock[what].tval == TV_WAND))
2053 st_ptr->stock[what].pval -= num * st_ptr->stock[what].pval / st_ptr->stock[what].number;
2056 /* Actually destroy (part of) the item */
2057 store_item_increase(what, -num);
2058 store_item_optimize(what);
2063 * @brief 店舗の品揃え変化のためにアイテムを追加する /
2064 * Creates a random item and gives it to a store
2068 * This algorithm needs to be rethought. A lot.
2069 * Currently, "normal" stores use a pre-built array.
2070 * Note -- the "level" given to "obj_get_num()" is a "favored"
2071 * level, that is, there is a much higher chance of getting
2072 * items with a level approaching that of the given level...
2073 * Should we check for "permission" to have the given item?
2076 static void store_create(void)
2086 /* Paranoia -- no room left */
2087 if (st_ptr->stock_num >= st_ptr->stock_size) return;
2090 /* Hack -- consider up to four items */
2091 for (tries = 0; tries < 4; tries++)
2094 if (cur_store_num == STORE_BLACK)
2096 /* Pick a level for object/magic */
2097 level = 25 + randint0(25);
2099 /* Random item (usually of given level) */
2100 i = get_obj_num(level);
2102 /* Handle failure */
2109 /* Hack -- Pick an item to sell */
2110 i = st_ptr->table[randint0(st_ptr->table_num)];
2112 /* Hack -- fake level for apply_magic() */
2113 level = rand_range(1, STORE_OBJ_LEVEL);
2117 /* Get local object */
2120 /* Create a new object of the chosen kind */
2121 object_prep(q_ptr, i);
2123 /* Apply some "low-level" magic (no artifacts) */
2124 apply_magic(q_ptr, level, AM_NO_FIXED_ART);
2126 /* Require valid object */
2127 if (!store_will_buy(q_ptr)) continue;
2129 /* Hack -- Charge lite's */
2130 if (q_ptr->tval == TV_LITE)
2132 if (q_ptr->sval == SV_LITE_TORCH) q_ptr->xtra4 = FUEL_TORCH / 2;
2133 if (q_ptr->sval == SV_LITE_LANTERN) q_ptr->xtra4 = FUEL_LAMP / 2;
2137 /* The item is "known" */
2138 object_known(q_ptr);
2140 /* Mark it storebought */
2141 q_ptr->ident |= IDENT_STORE;
2143 /* Mega-Hack -- no chests in stores */
2144 if (q_ptr->tval == TV_CHEST) continue;
2146 /* Prune the black market */
2147 if (cur_store_num == STORE_BLACK)
2149 /* Hack -- No "crappy" items */
2150 if (black_market_crap(q_ptr)) continue;
2152 /* Hack -- No "cheap" items */
2153 if (object_value(q_ptr) < 10) continue;
2155 /* No "worthless" items */
2156 /* if (object_value(q_ptr) <= 0) continue; */
2159 /* Prune normal stores */
2162 /* No "worthless" items */
2163 if (object_value(q_ptr) <= 0) continue;
2167 /* Mass produce and/or Apply discount */
2168 mass_produce(q_ptr);
2170 /* Attempt to carry the (known) item */
2171 (void)store_carry(q_ptr);
2173 /* Definitely done */
2180 * @brief 店舗の割引対象外にするかどうかを判定 /
2181 * Eliminate need to bargain if player has haggled well in the past
2182 * @param minprice アイテムの最低販売価格
2183 * @return 割引を禁止するならTRUEを返す。
2185 static bool noneedtobargain(PRICE minprice)
2187 s32b good = st_ptr->good_buy;
2188 s32b bad = st_ptr->bad_buy;
2190 /* Cheap items are "boring" */
2191 if (minprice < 10L) return (TRUE);
2193 /* Perfect haggling */
2194 if (good == MAX_SHORT) return (TRUE);
2196 /* Reward good haggles, punish bad haggles, notice price */
2197 if (good > ((3 * bad) + (5 + (minprice/50)))) return (TRUE);
2199 /* Return the flag */
2205 * @brief 店主の持つプレイヤーに対する売買の良し悪し経験を記憶する /
2206 * Update the bargain info
2207 * @param price 実際の取引価格
2208 * @param minprice 店主の提示した価格
2212 static void updatebargain(PRICE price, PRICE minprice, int num)
2214 /* Hack -- auto-haggle */
2215 if (!manual_haggle) return;
2217 /* Cheap items are "boring" */
2218 if ((minprice/num) < 10L) return;
2220 /* Count the successful haggles */
2221 if (price == minprice)
2223 /* Just count the good haggles */
2224 if (st_ptr->good_buy < MAX_SHORT)
2230 /* Count the failed haggles */
2233 /* Just count the bad haggles */
2234 if (st_ptr->bad_buy < MAX_SHORT)
2243 * @brief 店の商品リストを再表示する /
2244 * Re-displays a single store entry
2248 static void display_entry(int pos)
2254 char o_name[MAX_NLEN];
2259 o_ptr = &st_ptr->stock[pos];
2261 /* Get the "offset" */
2262 i = (pos % store_bottom);
2264 /* Label it, clear the line --(-- */
2265 (void)sprintf(out_val, "%c) ", ((i > 25) ? toupper(I2A(i - 26)) : I2A(i)));
2266 prt(out_val, i+6, 0);
2269 if (show_item_graph)
2271 byte a = object_attr(o_ptr);
2272 char c = object_char(o_ptr);
2274 Term_queue_bigchar(cur_col, i + 6, a, c, 0, 0);
2275 if (use_bigtile) cur_col++;
2280 /* Describe an item in the home */
2281 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
2285 /* Leave room for weights, if necessary -DRS- */
2286 if (show_weights) maxwid -= 10;
2288 object_desc(o_name, o_ptr, 0);
2289 o_name[maxwid] = '\0';
2290 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, cur_col);
2295 /* Only show the weight of an individual item */
2296 int wgt = o_ptr->weight;
2298 sprintf(out_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt));
2299 put_str(out_val, i+6, 67);
2301 (void)sprintf(out_val, "%3d.%d lb", wgt / 10, wgt % 10);
2302 put_str(out_val, i+6, 68);
2308 /* Describe an item (fully) in a store */
2311 /* Must leave room for the "price" */
2314 /* Leave room for weights, if necessary -DRS- */
2315 if (show_weights) maxwid -= 7;
2317 /* Describe the object (fully) */
2318 object_desc(o_name, o_ptr, 0);
2319 o_name[maxwid] = '\0';
2320 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, cur_col);
2325 /* Only show the weight of an individual item */
2326 int wgt = o_ptr->weight;
2328 sprintf(out_val, "%3d.%1d", lbtokg1(wgt) , lbtokg2(wgt) );
2329 put_str(out_val, i+6, 60);
2331 (void)sprintf(out_val, "%3d.%d", wgt / 10, wgt % 10);
2332 put_str(out_val, i+6, 61);
2337 /* Display a "fixed" cost */
2338 if (o_ptr->ident & (IDENT_FIXED))
2340 /* Extract the "minimum" price */
2341 x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2343 /* Actually draw the price (not fixed) */
2345 (void)sprintf(out_val, "%9ld固", (long)x);
2347 (void)sprintf(out_val, "%9ld F", (long)x);
2350 put_str(out_val, i+6, 68);
2353 /* Display a "taxed" cost */
2354 else if (!manual_haggle)
2356 /* Extract the "minimum" price */
2357 x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2359 /* Hack -- Apply Sales Tax if needed */
2360 if (!noneedtobargain(x)) x += x / 10;
2362 /* Actually draw the price (with tax) */
2363 (void)sprintf(out_val, "%9ld ", (long)x);
2364 put_str(out_val, i+6, 68);
2367 /* Display a "haggle" cost */
2370 /* Extrect the "maximum" price */
2371 x = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
2373 /* Actually draw the price (not fixed) */
2374 (void)sprintf(out_val, "%9ld ", (long)x);
2375 put_str(out_val, i+6, 68);
2382 * @brief 店の商品リストを表示する /
2383 * Displays a store's inventory -RAK-
2386 * All prices are listed as "per individual object". -BEN-
2388 static void display_inventory(void)
2392 /* Display the next 12 items */
2393 for (k = 0; k < store_bottom; k++)
2395 /* Do not display "dead" items */
2396 if (store_top + k >= st_ptr->stock_num) break;
2398 /* Display that line */
2399 display_entry(store_top + k);
2402 /* Erase the extra lines and the "more" prompt */
2403 for (i = k; i < store_bottom + 1; i++) prt("", i + 6, 0);
2405 /* Assume "no current page" */
2407 put_str(" ", 5, 20);
2409 put_str(" ", 5, 20);
2413 /* Visual reminder of "more items" */
2414 if (st_ptr->stock_num > store_bottom)
2416 /* Show "more" reminder (after the last item) */
2418 prt("-続く-", k + 6, 3);
2420 prt("-more-", k + 6, 3);
2424 /* Indicate the "current page" */
2425 /* Trailing spaces are to display (Page xx) and (Page x) */
2427 put_str(format("(%dページ) ", store_top/store_bottom + 1), 5, 20);
2429 put_str(format("(Page %d) ", store_top/store_bottom + 1), 5, 20);
2434 if (cur_store_num == STORE_HOME || cur_store_num == STORE_MUSEUM)
2436 k = st_ptr->stock_size;
2438 if (cur_store_num == STORE_HOME && !powerup_home) k /= 10;
2440 put_str(format("アイテム数: %4d/%4d", st_ptr->stock_num, k), 19 + xtra_stock, 27);
2442 put_str(format("Objects: %4d/%4d", st_ptr->stock_num, k), 19 + xtra_stock, 30);
2449 * @brief プレイヤーの所持金を表示する /
2450 * Displays players gold -RAK-
2454 static void store_prt_gold(void)
2459 prt("手持ちのお金: ", 19 + xtra_stock, 53);
2461 prt("Gold Remaining: ", 19 + xtra_stock, 53);
2465 sprintf(out_val, "%9ld", (long)p_ptr->au);
2466 prt(out_val, 19 + xtra_stock, 68);
2470 * @brief 店舗情報全体を表示するメインルーチン /
2471 * Displays store (after clearing screen) -RAK-
2475 static void display_store(void)
2483 /* The "Home" is special */
2484 if (cur_store_num == STORE_HOME)
2486 /* Put the owner name */
2488 put_str("我が家", 3, 31);
2490 put_str("Your Home", 3, 30);
2494 /* Label the item descriptions */
2496 put_str("アイテムの一覧", 5, 4);
2498 put_str("Item Description", 5, 3);
2502 /* If showing weights, show label */
2506 put_str("重さ", 5, 72);
2508 put_str("Weight", 5, 70);
2514 /* The "Home" is special */
2515 else if (cur_store_num == STORE_MUSEUM)
2517 /* Put the owner name */
2519 put_str("博物館", 3, 31);
2521 put_str("Museum", 3, 30);
2525 /* Label the item descriptions */
2527 put_str("アイテムの一覧", 5, 4);
2529 put_str("Item Description", 5, 3);
2533 /* If showing weights, show label */
2537 put_str("重さ", 5, 72);
2539 put_str("Weight", 5, 70);
2548 cptr store_name = (f_name + f_info[cur_store_feat].name);
2549 cptr owner_name = (ot_ptr->owner_name);
2550 cptr race_name = race_info[ot_ptr->owner_race].title;
2552 /* Put the owner name and race */
2553 sprintf(buf, "%s (%s)", owner_name, race_name);
2554 put_str(buf, 3, 10);
2556 /* Show the max price in the store (above prices) */
2557 sprintf(buf, "%s (%ld)", store_name, (long)(ot_ptr->max_cost));
2560 /* Label the item descriptions */
2562 put_str("商品の一覧", 5, 7);
2564 put_str("Item Description", 5, 3);
2568 /* If showing weights, show label */
2572 put_str("重さ", 5, 62);
2574 put_str("Weight", 5, 60);
2579 /* Label the asking price (in stores) */
2581 put_str("価格", 5, 73);
2583 put_str("Price", 5, 72);
2588 /* Display the current gold */
2591 /* Draw in the inventory */
2592 display_inventory();
2598 * @brief 店舗からアイテムを選択する /
2599 * Get the ID of a store item and return its value -RAK-
2600 * @param com_val 選択IDを返す参照ポインタ
2601 * @param pmt メッセージキャプション
2604 * @return 実際に選択したらTRUE、キャンセルしたらFALSE
2606 static int get_stock(COMMAND_CODE *com_val, cptr pmt, int i, int j)
2612 /* Get the item index */
2613 if (repeat_pull(com_val))
2615 /* Verify the item */
2616 if ((*com_val >= i) && (*com_val <= j))
2627 /* Assume failure */
2630 /* Build the prompt */
2632 hi = (j > 25) ? toupper(I2A(j - 26)) : I2A(j);
2634 (void)sprintf(out_val, "(%s:%c-%c, ESCで中断) %s",
2635 (((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) ? "アイテム" : "商品"),
2638 (void)sprintf(out_val, "(Items %c-%c, ESC to exit) %s",
2643 /* Ask until done */
2649 if (!get_com(out_val, &command, FALSE)) break;
2652 if (islower(command))
2654 else if (isupper(command))
2655 k = A2I(tolower(command)) + 26;
2659 /* Legal responses */
2660 if ((k >= i) && (k <= j))
2669 /* Clear the prompt */
2673 if (command == ESCAPE) return (FALSE);
2675 repeat_push(*com_val);
2683 * @brief 店主の不満度を増やし、プレイヤーを締め出す判定と処理を行う /
2684 * Increase the insult counter and get angry if too many -RAK-
2685 * @return プレイヤーを締め出す場合TRUEを返す
2687 static int increase_insults(void)
2689 /* Increase insults */
2690 st_ptr->insult_cur++;
2692 /* Become insulted */
2693 if (st_ptr->insult_cur > ot_ptr->insult_max)
2699 st_ptr->insult_cur = 0;
2700 st_ptr->good_buy = 0;
2701 st_ptr->bad_buy = 0;
2704 st_ptr->store_open = turn + TURNS_PER_TICK*TOWN_DAWN/8 + randint1(TURNS_PER_TICK*TOWN_DAWN/8);
2716 * @brief 店主の不満度を減らす /
2717 * Decrease insults -RAK-
2718 * @return プレイヤーを締め出す場合TRUEを返す
2720 static void decrease_insults(void)
2722 /* Decrease insults */
2723 if (st_ptr->insult_cur) st_ptr->insult_cur--;
2728 * @brief 店主の不満度が増えた場合のみのメッセージを表示する /
2729 * Have insulted while haggling -RAK-
2730 * @return プレイヤーを締め出す場合TRUEを返す
2732 static int haggle_insults(void)
2734 /* Increase insults */
2735 if (increase_insults()) return (TRUE);
2737 /* Display and flush insult */
2746 * Mega-Hack -- Enable "increments"
2748 static bool allow_inc = FALSE;
2751 * Mega-Hack -- Last "increment" during haggling
2753 static s32b last_inc = 0L;
2757 * @brief 交渉価格を確認と認証の是非を行う /
2760 * @param poffer 別途価格提示をした場合の値を返す参照ポインタ
2761 * @param price 現在の交渉価格
2762 * @param final 最終確定価格ならばTRUE
2763 * @return プレイヤーを締め出す場合TRUEを返す
2765 static int get_haggle(cptr pmt, s32b *poffer, PRICE price, int final)
2775 /* Clear old increment if necessary */
2776 if (!allow_inc) last_inc = 0L;
2783 sprintf(buf, "%s [承諾] ", pmt);
2785 sprintf(buf, "%s [accept] ", pmt);
2790 /* Old (negative) increment, and not final */
2791 else if (last_inc < 0)
2794 sprintf(buf, "%s [-$%ld] ", pmt, (long)(ABS(last_inc)));
2796 sprintf(buf, "%s [-%ld] ", pmt, (long)(ABS(last_inc)));
2801 /* Old (positive) increment, and not final */
2802 else if (last_inc > 0)
2805 sprintf(buf, "%s [+$%ld] ", pmt, (long)(ABS(last_inc)));
2807 sprintf(buf, "%s [+%ld] ", pmt, (long)(ABS(last_inc)));
2815 sprintf(buf, "%s ", pmt);
2823 /* Ask until done */
2828 /* Display prompt */
2832 strcpy(out_val, "");
2835 * Ask the user for a response.
2836 * Don't allow to use numpad as cursor key.
2838 res = askfor_aux(out_val, 32, FALSE);
2844 if (!res) return FALSE;
2846 /* Skip leading spaces */
2847 for (p = out_val; *p == ' '; p++) /* loop */;
2849 /* Empty response */
2852 /* Accept current price */
2860 /* Use previous increment */
2861 if (allow_inc && last_inc)
2863 *poffer += last_inc;
2868 /* Normal response */
2871 /* Extract a number */
2874 /* Handle "incremental" number */
2875 if ((*p == '+' || *p == '-'))
2877 /* Allow increments */
2880 /* Use the given "increment" */
2887 /* Handle normal number */
2890 /* Use the given "number" */
2899 msg_print("値がおかしいです。");
2901 msg_print("Invalid response.");
2913 * @brief 店主がプレイヤーからの交渉価格を判断する /
2914 * Receive an offer (from the player)
2916 * @param poffer 店主からの交渉価格を返す参照ポインタ
2917 * @param last_offer 現在の交渉価格
2918 * @param factor 店主の価格基準倍率
2919 * @param price アイテムの実価値
2920 * @param final 最終価格確定ならばTRUE
2921 * @return プレイヤーの価格に対して不服ならばTRUEを返す /
2922 * Return TRUE if offer is NOT okay
2924 static bool receive_offer(cptr pmt, s32b *poffer,
2925 s32b last_offer, int factor,
2926 PRICE price, int final)
2928 /* Haggle till done */
2931 /* Get a haggle (or cancel) */
2932 if (!get_haggle(pmt, poffer, price, final)) return (TRUE);
2934 /* Acceptable offer */
2935 if (((*poffer) * factor) >= (last_offer * factor)) break;
2937 /* Insult, and check for kicked out */
2938 if (haggle_insults()) return (TRUE);
2940 /* Reject offer (correctly) */
2941 (*poffer) = last_offer;
2950 * @brief プレイヤーが購入する時の値切り処理メインルーチン /
2951 * Haggling routine -RAK-
2952 * @param o_ptr オブジェクトの構造体参照ポインタ
2953 * @param price 最終価格を返す参照ポインタ
2954 * @return プレイヤーの価格に対して店主が不服ならばTRUEを返す /
2955 * Return TRUE if purchase is NOT successful
2957 static bool purchase_haggle(object_type *o_ptr, s32b *price)
2959 s32b cur_ask, final_ask;
2960 s32b last_offer, offer;
2962 s32b min_per, max_per;
2963 int flag, loop_flag, noneed;
2964 int annoyed = 0, final = FALSE;
2966 bool cancel = FALSE;
2971 cptr pmt = "Asking";
2981 /* Extract the starting offer and the final offer */
2982 cur_ask = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
2983 final_ask = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2985 /* Determine if haggling is necessary */
2986 noneed = noneedtobargain(final_ask);
2988 /* No need to haggle */
2989 if (noneed || !manual_haggle)
2991 /* No need to haggle */
2994 /* Message summary */
2996 msg_print("結局この金額にまとまった。");
2998 msg_print("You eventually agree upon the price.");
3004 /* No haggle option */
3007 /* Message summary */
3009 msg_print("すんなりとこの金額にまとまった。");
3011 msg_print("You quickly agree upon the price.");
3016 /* Apply Sales Tax */
3017 final_ask += final_ask / 10;
3021 cur_ask = final_ask;
3023 /* Go to final offer */
3027 pmt = "Final Offer";
3034 /* Haggle for the whole pile */
3035 cur_ask *= o_ptr->number;
3036 final_ask *= o_ptr->number;
3039 /* Haggle parameters */
3040 min_per = ot_ptr->haggle_per;
3041 max_per = min_per * 3;
3043 /* Mega-Hack -- artificial "last offer" value */
3044 last_offer = object_value(o_ptr) * o_ptr->number;
3045 last_offer = last_offer * (200 - (int)(ot_ptr->max_inflate)) / 100L;
3046 if (last_offer <= 0) last_offer = 1;
3051 /* No incremental haggling yet */
3054 /* Haggle until done */
3055 for (flag = FALSE; !flag; )
3059 while (!flag && loop_flag)
3061 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
3062 put_str(out_val, 1, 0);
3064 cancel = receive_offer("提示する金額? ",
3066 cancel = receive_offer("What do you offer? ",
3069 &offer, last_offer, 1, cur_ask, final);
3075 else if (offer > cur_ask)
3080 else if (offer == cur_ask)
3093 x1 = 100 * (offer - last_offer) / (cur_ask - last_offer);
3096 if (haggle_insults())
3102 else if (x1 > max_per)
3105 if (x1 < max_per) x1 = max_per;
3107 x2 = rand_range(x1-2, x1+2);
3108 x3 = ((cur_ask - offer) * x2 / 100L) + 1;
3109 /* don't let the price go up */
3114 if (cur_ask < final_ask)
3117 cur_ask = final_ask;
3121 pmt = "Final Offer";
3127 (void)(increase_insults());
3132 else if (offer >= cur_ask)
3144 (void)sprintf(out_val, "前回の提示金額: $%ld",
3146 (void)sprintf(out_val, "Your last offer: %ld",
3150 put_str(out_val, 1, 39);
3151 say_comment_2(cur_ask, annoyed);
3157 if (cancel) return (TRUE);
3159 /* Update bargaining info */
3160 updatebargain(*price, final_ask, o_ptr->number);
3168 * @brief プレイヤーが売却する時の値切り処理メインルーチン /
3169 * Haggling routine -RAK-
3170 * @param o_ptr オブジェクトの構造体参照ポインタ
3171 * @param price 最終価格を返す参照ポインタ
3172 * @return プレイヤーの価格に対して店主が不服ならばTRUEを返す /
3173 * Return TRUE if purchase is NOT successful
3175 static bool sell_haggle(object_type *o_ptr, s32b *price)
3177 s32b purse, cur_ask, final_ask;
3178 s32b last_offer = 0, offer = 0;
3180 s32b min_per, max_per;
3181 int flag, loop_flag, noneed;
3182 int annoyed = 0, final = FALSE;
3183 bool cancel = FALSE;
3196 /* Obtain the starting offer and the final offer */
3197 cur_ask = price_item(o_ptr, ot_ptr->max_inflate, TRUE);
3198 final_ask = price_item(o_ptr, ot_ptr->min_inflate, TRUE);
3200 /* Determine if haggling is necessary */
3201 noneed = noneedtobargain(final_ask);
3203 /* Get the owner's payout limit */
3204 purse = (s32b)(ot_ptr->max_cost);
3206 /* No need to haggle */
3207 if (noneed || !manual_haggle || (final_ask >= purse))
3209 /* Apply Sales Tax (if needed) */
3210 if (!manual_haggle && !noneed)
3212 final_ask -= final_ask / 10;
3215 /* No reason to haggle */
3216 if (final_ask >= purse)
3219 msg_print("即座にこの金額にまとまった。");
3221 msg_print("You instantly agree upon the price.");
3226 /* Offer full purse */
3230 /* No need to haggle */
3234 msg_print("結局この金額にまとまった。");
3236 msg_print("You eventually agree upon the price.");
3242 /* No haggle option */
3245 /* Message summary */
3247 msg_print("すんなりとこの金額にまとまった。");
3249 msg_print("You quickly agree upon the price.");
3256 cur_ask = final_ask;
3263 pmt = "Final Offer";
3268 /* Haggle for the whole pile */
3269 cur_ask *= o_ptr->number;
3270 final_ask *= o_ptr->number;
3273 /* Display commands */
3275 /* Haggling parameters */
3276 min_per = ot_ptr->haggle_per;
3277 max_per = min_per * 3;
3279 /* Mega-Hack -- artificial "last offer" value */
3280 last_offer = object_value(o_ptr) * o_ptr->number;
3281 last_offer = last_offer * ot_ptr->max_inflate / 100L;
3286 /* No incremental haggling yet */
3290 for (flag = FALSE; !flag; )
3296 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
3297 put_str(out_val, 1, 0);
3299 cancel = receive_offer("提示する価格? ",
3301 cancel = receive_offer("What price do you ask? ",
3304 &offer, last_offer, -1, cur_ask, final);
3310 else if (offer < cur_ask)
3313 /* rejected, reset offer for incremental haggling */
3316 else if (offer == cur_ask)
3327 if (flag || !loop_flag) break;
3332 x1 = 100 * (last_offer - offer) / (last_offer - cur_ask);
3335 if (haggle_insults())
3341 else if (x1 > max_per)
3344 if (x1 < max_per) x1 = max_per;
3346 x2 = rand_range(x1-2, x1+2);
3347 x3 = ((offer - cur_ask) * x2 / 100L) + 1;
3348 /* don't let the price go down */
3352 if (cur_ask > final_ask)
3354 cur_ask = final_ask;
3359 pmt = "Final Offer";
3367 /* 追加 $0 で買い取られてしまうのを防止 By FIRST*/
3370 (void)(increase_insults());
3373 else if (offer <= cur_ask)
3384 (void)sprintf(out_val,
3386 "前回の提示価格 $%ld", (long)last_offer);
3388 "Your last bid %ld", (long)last_offer);
3391 put_str(out_val, 1, 39);
3392 say_comment_3(cur_ask, annoyed);
3398 if (cancel) return (TRUE);
3400 /* Update bargaining info */
3401 updatebargain(*price, final_ask, o_ptr->number);
3409 * @brief 店からの購入処理のメインルーチン /
3410 * Buy an item from a store -RAK-
3413 static void store_purchase(void)
3416 COMMAND_CODE item, item_new;
3427 char o_name[MAX_NLEN];
3431 if (cur_store_num == STORE_MUSEUM)
3434 msg_print("博物館から取り出すことはできません。");
3436 msg_print("Museum.");
3442 if (st_ptr->stock_num <= 0)
3444 if (cur_store_num == STORE_HOME)
3446 msg_print("我が家には何も置いてありません。");
3448 msg_print("Your home is empty.");
3453 msg_print("現在商品の在庫を切らしています。");
3455 msg_print("I am currently out of stock.");
3462 /* Find the number of objects on this and following pages */
3463 i = (st_ptr->stock_num - store_top);
3465 /* And then restrict it to the current page */
3466 if (i > store_bottom) i = store_bottom;
3470 /* ブラックマーケットの時は別のメッセージ */
3471 switch( cur_store_num ) {
3473 sprintf(out_val, "どのアイテムを取りますか? ");
3476 sprintf(out_val, "どれ? ");
3479 sprintf(out_val, "どの品物が欲しいんだい? ");
3483 if (cur_store_num == STORE_HOME)
3485 sprintf(out_val, "Which item do you want to take? ");
3489 sprintf(out_val, "Which item are you interested in? ");
3494 /* Get the item number to be bought */
3495 if (!get_stock(&item, out_val, 0, i - 1)) return;
3497 /* Get the actual index */
3498 item = item + store_top;
3500 /* Get the actual item */
3501 o_ptr = &st_ptr->stock[item];
3503 /* Assume the player wants just one of them */
3506 /* Get local object */
3509 /* Get a copy of the object */
3510 object_copy(j_ptr, o_ptr);
3513 * If a rod or wand, allocate total maximum timeouts or charges
3514 * between those purchased and left on the shelf.
3516 reduce_charges(j_ptr, o_ptr->number - amt);
3518 /* Modify quantity */
3519 j_ptr->number = amt;
3521 /* Hack -- require room in pack */
3522 if (!inven_carry_okay(j_ptr))
3525 msg_print("そんなにアイテムを持てない。");
3527 msg_print("You cannot carry that many different items.");
3533 /* Determine the "best" price (per item) */
3534 best = price_item(j_ptr, ot_ptr->min_inflate, FALSE);
3536 /* Find out how many the player wants */
3537 if (o_ptr->number > 1)
3539 /* Hack -- note cost of "fixed" items */
3540 if ((cur_store_num != STORE_HOME) &&
3541 (o_ptr->ident & IDENT_FIXED))
3544 msg_format("一つにつき $%ldです。", (long)(best));
3546 msg_format("That costs %ld gold per item.", (long)(best));
3551 /* Get a quantity */
3552 amt = get_quantity(NULL, o_ptr->number);
3554 /* Allow user abort */
3555 if (amt <= 0) return;
3558 /* Get local object */
3561 /* Get desired object */
3562 object_copy(j_ptr, o_ptr);
3565 * If a rod or wand, allocate total maximum timeouts or charges
3566 * between those purchased and left on the shelf.
3568 reduce_charges(j_ptr, o_ptr->number - amt);
3570 /* Modify quantity */
3571 j_ptr->number = amt;
3573 /* Hack -- require room in pack */
3574 if (!inven_carry_okay(j_ptr))
3577 msg_print("ザックにそのアイテムを入れる隙間がない。");
3579 msg_print("You cannot carry that many items.");
3585 /* Attempt to buy it */
3586 if (cur_store_num != STORE_HOME)
3588 /* Fixed price, quick buy */
3589 if (o_ptr->ident & (IDENT_FIXED))
3594 /* Go directly to the "best" deal */
3595 price = (best * j_ptr->number);
3601 /* Describe the object (fully) */
3602 object_desc(o_name, j_ptr, 0);
3605 msg_format("%s(%c)を購入する。", o_name, I2A(item));
3607 msg_format("Buying %s (%c).", o_name, I2A(item));
3612 /* Haggle for a final price */
3613 choice = purchase_haggle(j_ptr, &price);
3615 /* Hack -- Got kicked out */
3616 if (st_ptr->store_open >= turn) return;
3619 /* Player wants it */
3622 /* Fix the item price (if "correctly" haggled) */
3623 if (price == (best * j_ptr->number)) o_ptr->ident |= (IDENT_FIXED);
3625 /* Player can afford it */
3626 if (p_ptr->au >= price)
3631 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
3632 chg_virtue(V_JUSTICE, -1);
3633 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
3634 chg_virtue(V_NATURE, -1);
3642 /* Spend the money */
3645 /* Update the display */
3648 /* Hack -- buying an item makes you aware of it */
3649 object_aware(j_ptr);
3651 /* Hack -- clear the "fixed" flag from the item */
3652 j_ptr->ident &= ~(IDENT_FIXED);
3654 /* Describe the transaction */
3655 object_desc(o_name, j_ptr, 0);
3658 msg_format("%sを $%ldで購入しました。", o_name, (long)price);
3660 msg_format("You bought %s for %ld gold.", o_name, (long)price);
3663 strcpy(record_o_name, o_name);
3666 if (record_buy) do_cmd_write_nikki(NIKKI_BUY, 0, o_name);
3667 object_desc(o_name, o_ptr, OD_NAME_ONLY);
3668 if(record_rand_art && o_ptr->art_name)
3669 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
3671 /* Erase the inscription */
3672 j_ptr->inscription = 0;
3674 /* Erase the "feeling" */
3675 j_ptr->feeling = FEEL_NONE;
3676 j_ptr->ident &= ~(IDENT_STORE);
3677 /* Give it to the player */
3678 item_new = inven_carry(j_ptr);
3680 /* Describe the final result */
3681 object_desc(o_name, &inventory[item_new], 0);
3684 msg_format("%s(%c)を手に入れた。", o_name, index_to_label(item_new));
3686 msg_format("You have %s (%c).",
3687 o_name, index_to_label(item_new));
3690 /* Auto-inscription */
3691 autopick_alter_item(item_new, FALSE);
3693 /* Now, reduce the original stack's pval. */
3694 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3696 o_ptr->pval -= j_ptr->pval;
3702 /* Note how many slots the store used to have */
3703 i = st_ptr->stock_num;
3705 /* Remove the bought items from the store */
3706 store_item_increase(item, -amt);
3707 store_item_optimize(item);
3709 /* Store is empty */
3710 if (st_ptr->stock_num == 0)
3713 if (one_in_(STORE_SHUFFLE))
3717 msg_print("店主は引退した。");
3719 msg_print("The shopkeeper retires.");
3723 /* Shuffle the store */
3724 store_shuffle(cur_store_num);
3727 sprintf(buf, "%s (%s)",
3728 ot_ptr->owner_name, race_info[ot_ptr->owner_race].title);
3729 put_str(buf, 3, 10);
3730 sprintf(buf, "%s (%ld)",
3731 (f_name + f_info[cur_store_feat].name), (long)(ot_ptr->max_cost));
3739 msg_print("店主は新たな在庫を取り出した。");
3741 msg_print("The shopkeeper brings out some new stock.");
3747 for (i = 0; i < 10; i++)
3749 /* Maintain the store */
3750 store_maint(p_ptr->town_num, cur_store_num);
3756 /* Redraw everything */
3757 display_inventory();
3760 /* The item is gone */
3761 else if (st_ptr->stock_num != i)
3763 /* Pick the correct screen */
3764 if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
3766 /* Redraw everything */
3767 display_inventory();
3770 /* Item is still here */
3773 /* Redraw the item */
3774 display_entry(item);
3778 /* Player cannot afford it */
3781 /* Simple message (no insult) */
3783 msg_print("お金が足りません。");
3785 msg_print("You do not have enough gold.");
3792 /* Home is much easier */
3795 bool combined_or_reordered;
3797 /* Distribute charges of wands/rods */
3798 distribute_charges(o_ptr, j_ptr, amt);
3800 /* Give it to the player */
3801 item_new = inven_carry(j_ptr);
3803 /* Describe just the result */
3804 object_desc(o_name, &inventory[item_new], 0);
3807 msg_format("%s(%c)を取った。",
3809 msg_format("You have %s (%c).",
3811 o_name, index_to_label(item_new));
3816 /* Take note if we take the last one */
3817 i = st_ptr->stock_num;
3819 /* Remove the items from the home */
3820 store_item_increase(item, -amt);
3821 store_item_optimize(item);
3823 combined_or_reordered = combine_and_reorder_home(STORE_HOME);
3825 /* Hack -- Item is still here */
3826 if (i == st_ptr->stock_num)
3828 /* Redraw everything */
3829 if (combined_or_reordered) display_inventory();
3831 /* Redraw the item */
3832 else display_entry(item);
3835 /* The item is gone */
3839 if (st_ptr->stock_num == 0) store_top = 0;
3841 /* Nothing left on that screen */
3842 else if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
3844 /* Redraw everything */
3845 display_inventory();
3847 chg_virtue(V_SACRIFICE, 1);
3851 /* Not kicked out */
3857 * @brief 店からの売却処理のメインルーチン /
3858 * Sell an item to the store (or home)
3861 static void store_sell(void)
3868 PRICE price, value, dummy;
3877 char o_name[MAX_NLEN];
3880 /* Prepare a prompt */
3881 if (cur_store_num == STORE_HOME)
3883 q = "どのアイテムを置きますか? ";
3885 q = "Drop which item? ";
3888 else if (cur_store_num == STORE_MUSEUM)
3890 q = "どのアイテムを寄贈しますか? ";
3892 q = "Give which item? ";
3897 q = "どのアイテムを売りますか? ";
3899 q = "Sell which item? ";
3903 item_tester_no_ryoute = TRUE;
3904 /* Only allow items the store will buy */
3905 item_tester_hook = store_will_buy;
3907 /* 我が家でおかしなメッセージが出るオリジナルのバグを修正 */
3908 if (cur_store_num == STORE_HOME)
3911 s = "置けるアイテムを持っていません。";
3913 s = "You don't have any item to drop.";
3916 else if (cur_store_num == STORE_MUSEUM)
3919 s = "寄贈できるアイテムを持っていません。";
3921 s = "You don't have any item to give.";
3929 s = "You have nothing that I want.";
3933 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return;
3935 /* Get the item (in the pack) */
3938 o_ptr = &inventory[item];
3941 /* Get the item (on the floor) */
3944 o_ptr = &o_list[0 - item];
3948 /* Hack -- Cannot remove cursed items */
3949 if ((item >= INVEN_RARM) && object_is_cursed(o_ptr))
3952 msg_print("ふーむ、どうやらそれは呪われているようだね。");
3954 msg_print("Hmmm, it seems to be cursed.");
3962 /* Assume one item */
3965 /* Find out how many the player wants (letter means "all") */
3966 if (o_ptr->number > 1)
3968 /* Get a quantity */
3969 amt = get_quantity(NULL, o_ptr->number);
3971 /* Allow user abort */
3972 if (amt <= 0) return;
3975 /* Get local object */
3978 /* Get a copy of the object */
3979 object_copy(q_ptr, o_ptr);
3981 /* Modify quantity */
3982 q_ptr->number = amt;
3985 * Hack -- If a rod or wand, allocate total maximum
3986 * timeouts or charges to those being sold. -LM-
3988 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3990 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
3993 /* Get a full description */
3994 object_desc(o_name, q_ptr, 0);
3996 /* Remove any inscription, feeling for stores */
3997 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
3999 q_ptr->inscription = 0;
4000 q_ptr->feeling = FEEL_NONE;
4003 /* Is there room in the store (or the home?) */
4004 if (!store_check_num(q_ptr))
4006 if (cur_store_num == STORE_HOME)
4008 msg_print("我が家にはもう置く場所がない。");
4010 msg_print("Your home is full.");
4013 else if (cur_store_num == STORE_MUSEUM)
4015 msg_print("博物館はもう満杯だ。");
4017 msg_print("Museum is full.");
4022 msg_print("すいませんが、店にはもう置く場所がありません。");
4024 msg_print("I have not the room in my store to keep it.");
4032 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
4034 /* Describe the transaction */
4036 msg_format("%s(%c)を売却する。", o_name, index_to_label(item));
4038 msg_format("Selling %s (%c).", o_name, index_to_label(item));
4044 choice = sell_haggle(q_ptr, &price);
4047 if (st_ptr->store_open >= turn) return;
4059 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
4060 chg_virtue(V_JUSTICE, -1);
4062 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
4063 chg_virtue(V_NATURE, 1);
4066 /* Get some money */
4069 /* Update the display */
4072 /* Get the "apparent" value */
4073 dummy = object_value(q_ptr) * q_ptr->number;
4076 identify_item(o_ptr);
4078 /* Get local object */
4081 /* Get a copy of the object */
4082 object_copy(q_ptr, o_ptr);
4084 /* Modify quantity */
4085 q_ptr->number = amt;
4087 /* Make it look like to be known */
4088 q_ptr->ident |= IDENT_STORE;
4091 * Hack -- If a rod or wand, let the shopkeeper know just
4092 * how many charges he really paid for. -LM-
4094 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
4096 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
4099 /* Get the "actual" value */
4100 value = object_value(q_ptr) * q_ptr->number;
4102 /* Get the description all over again */
4103 object_desc(o_name, q_ptr, 0);
4105 /* Describe the result (in message buffer) */
4107 msg_format("%sを $%ldで売却しました。", o_name, (long)price);
4109 msg_format("You sold %s for %ld gold.", o_name, (long)price);
4112 if (record_sell) do_cmd_write_nikki(NIKKI_SELL, 0, o_name);
4114 if (!((o_ptr->tval == TV_FIGURINE) && (value > 0)))
4116 /* Analyze the prices (and comment verbally) unless a figurine*/
4117 purchase_analyze(price, value, dummy);
4121 * Hack -- Allocate charges between those wands or rods sold
4122 * and retained, unless all are being sold. -LM-
4124 distribute_charges(o_ptr, q_ptr, amt);
4126 /* Reset timeouts of the sold items */
4129 /* Take the item from the player, describe the result */
4130 inven_item_increase(item, -amt);
4131 inven_item_describe(item);
4133 /* If items remain, auto-inscribe before optimizing */
4134 if (o_ptr->number > 0)
4135 autopick_alter_item(item, FALSE);
4137 inven_item_optimize(item);
4142 /* The store gets that (known) item */
4143 item_pos = store_carry(q_ptr);
4145 /* Re-display if item is now in store */
4148 store_top = (item_pos / store_bottom) * store_bottom;
4149 display_inventory();
4154 /* Player is at museum */
4155 else if (cur_store_num == STORE_MUSEUM)
4157 char o2_name[MAX_NLEN];
4158 object_desc(o2_name, q_ptr, OD_NAME_ONLY);
4160 if (-1 == store_check_num(q_ptr))
4163 msg_print("それと同じ品物は既に博物館にあるようです。");
4165 msg_print("The same object as it is already in the Museum.");
4171 msg_print("博物館に寄贈したものは取り出すことができません!!");
4173 msg_print("You cannot take items which is given to the Museum back!!");
4177 if (!get_check(format("本当に%sを寄贈しますか?", o2_name))) return;
4179 if (!get_check(format("Really give %s to the Museum? ", o2_name))) return;
4183 identify_item(q_ptr);
4184 q_ptr->ident |= IDENT_MENTAL;
4186 /* Distribute charges of wands/rods */
4187 distribute_charges(o_ptr, q_ptr, amt);
4191 msg_format("%sを置いた。(%c)", o_name, index_to_label(item));
4193 msg_format("You drop %s (%c).", o_name, index_to_label(item));
4198 /* Take it from the players inventory */
4199 inven_item_increase(item, -amt);
4200 inven_item_describe(item);
4201 inven_item_optimize(item);
4206 /* Let the home carry it */
4207 item_pos = home_carry(q_ptr);
4209 /* Update store display */
4212 store_top = (item_pos / store_bottom) * store_bottom;
4213 display_inventory();
4216 /* Player is at home */
4219 /* Distribute charges of wands/rods */
4220 distribute_charges(o_ptr, q_ptr, amt);
4224 msg_format("%sを置いた。(%c)", o_name, index_to_label(item));
4226 msg_format("You drop %s (%c).", o_name, index_to_label(item));
4231 /* Take it from the players inventory */
4232 inven_item_increase(item, -amt);
4233 inven_item_describe(item);
4234 inven_item_optimize(item);
4239 /* Let the home carry it */
4240 item_pos = home_carry(q_ptr);
4242 /* Update store display */
4245 store_top = (item_pos / store_bottom) * store_bottom;
4246 display_inventory();
4250 if ((choice == 0) && (item >= INVEN_RARM))
4259 * @brief 店のアイテムを調べるコマンドのメインルーチン /
4260 * Examine an item in a store -JDL-
4263 static void store_examine(void)
4268 char o_name[MAX_NLEN];
4273 if (st_ptr->stock_num <= 0)
4275 if (cur_store_num == STORE_HOME)
4277 msg_print("我が家には何も置いてありません。");
4279 msg_print("Your home is empty.");
4282 else if (cur_store_num == STORE_MUSEUM)
4284 msg_print("博物館には何も置いてありません。");
4286 msg_print("Museum is empty.");
4291 msg_print("現在商品の在庫を切らしています。");
4293 msg_print("I am currently out of stock.");
4300 /* Find the number of objects on this and following pages */
4301 i = (st_ptr->stock_num - store_top);
4303 /* And then restrict it to the current page */
4304 if (i > store_bottom) i = store_bottom;
4308 sprintf(out_val, "どれを調べますか?");
4310 sprintf(out_val, "Which item do you want to examine? ");
4314 /* Get the item number to be examined */
4315 if (!get_stock(&item, out_val, 0, i - 1)) return;
4317 /* Get the actual index */
4318 item = item + store_top;
4320 /* Get the actual item */
4321 o_ptr = &st_ptr->stock[item];
4323 /* Require full knowledge */
4324 if (!(o_ptr->ident & IDENT_MENTAL))
4326 /* This can only happen in the home */
4328 msg_print("このアイテムについて特に知っていることはない。");
4330 msg_print("You have no special knowledge about that item.");
4337 object_desc(o_name, o_ptr, 0);
4341 msg_format("%sを調べている...", o_name);
4343 msg_format("Examining %s...", o_name);
4347 /* Describe it fully */
4348 if (!screen_object(o_ptr, SCROBJ_FORCE_DETAIL))
4350 msg_print("特に変わったところはないようだ。");
4352 msg_print("You see nothing special.");
4361 * @brief 博物館のアイテムを除去するコマンドのメインルーチン /
4362 * Remove an item from museum (Originally from TOband)
4365 static void museum_remove_object(void)
4370 char o_name[MAX_NLEN];
4374 if (st_ptr->stock_num <= 0)
4377 msg_print("博物館には何も置いてありません。");
4379 msg_print("Museum is empty.");
4385 /* Find the number of objects on this and following pages */
4386 i = st_ptr->stock_num - store_top;
4388 /* And then restrict it to the current page */
4389 if (i > store_bottom) i = store_bottom;
4393 sprintf(out_val, "どのアイテムの展示をやめさせますか?");
4395 sprintf(out_val, "Which item do you want to order to remove? ");
4398 /* Get the item number to be removed */
4399 if (!get_stock(&item, out_val, 0, i - 1)) return;
4401 /* Get the actual index */
4402 item = item + store_top;
4404 /* Get the actual item */
4405 o_ptr = &st_ptr->stock[item];
4408 object_desc(o_name, o_ptr, 0);
4411 msg_print("展示をやめさせたアイテムは二度と見ることはできません!");
4412 if (!get_check(format("本当に%sの展示をやめさせますか?", o_name))) return;
4414 msg_print("You cannot see items which is removed from the Museum!");
4415 if (!get_check(format("Really order to remove %s from the Museum? ", o_name))) return;
4419 msg_format("%sの展示をやめさせた。", o_name);
4421 msg_format("You ordered to remove %s.", o_name);
4424 /* Remove the items from the home */
4425 store_item_increase(item, -o_ptr->number);
4426 store_item_optimize(item);
4428 (void)combine_and_reorder_home(STORE_MUSEUM);
4430 /* The item is gone */
4433 if (st_ptr->stock_num == 0) store_top = 0;
4435 /* Nothing left on that screen */
4436 else if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
4438 /* Redraw everything */
4439 display_inventory();
4446 * Hack -- set this to leave the store
4448 static bool leave_store = FALSE;
4452 * @brief 店舗処理コマンド選択のメインルーチン /
4453 * Process a command in a store
4457 * Note that we must allow the use of a few "special" commands
4458 * in the stores which are not allowed in the dungeon, and we
4459 * must disable some commands which are allowed in the dungeon
4460 * but not in the stores, to prevent chaos.
4463 static void store_process_command(void)
4465 /* Handle repeating the last command */
4468 if (rogue_like_commands && command_cmd == 'l')
4470 command_cmd = 'x'; /* hack! */
4473 /* Parse the command */
4474 switch (command_cmd)
4484 /* 1 ページ戻るコマンド: 我が家のページ数が多いので重宝するはず By BUG */
4487 if (st_ptr->stock_num <= store_bottom) {
4489 msg_print("これで全部です。");
4491 msg_print("Entire inventory is shown.");
4495 store_top -= store_bottom;
4496 if ( store_top < 0 )
4497 store_top = ((st_ptr->stock_num - 1 )/store_bottom) * store_bottom;
4498 if ( (cur_store_num == STORE_HOME) && (powerup_home == FALSE) )
4499 if ( store_top >= store_bottom ) store_top = store_bottom;
4500 display_inventory();
4508 if (st_ptr->stock_num <= store_bottom)
4511 msg_print("これで全部です。");
4513 msg_print("Entire inventory is shown.");
4519 store_top += store_bottom;
4521 * 隠しオプション(powerup_home)がセットされていないときは
4522 * 我が家では 2 ページまでしか表示しない
4524 if ((cur_store_num == STORE_HOME) &&
4525 (powerup_home == FALSE) &&
4526 (st_ptr->stock_num >= STORE_INVEN_MAX))
4528 if (store_top >= (STORE_INVEN_MAX - 1))
4535 if (store_top >= st_ptr->stock_num) store_top = 0;
4538 display_inventory();
4551 /* Get (purchase) */
4578 /*** Inventory Commands ***/
4580 /* Wear/wield equipment */
4587 /* Take off equipment */
4594 /* Destroy an item */
4601 /* Equipment list */
4608 /* Inventory list */
4616 /*** Various commands ***/
4618 /* Identify an object */
4625 /* Hack -- toggle windows */
4628 toggle_inven_equip();
4634 /*** Use various objects ***/
4639 if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4640 (p_ptr->pclass == CLASS_BERSERKER) ||
4641 (p_ptr->pclass == CLASS_NINJA) ||
4642 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4643 ) do_cmd_mind_browse();
4644 else if (p_ptr->pclass == CLASS_SMITH)
4646 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4647 do_cmd_magic_eater(TRUE, FALSE);
4648 else if (p_ptr->pclass == CLASS_SNIPER)
4649 do_cmd_snipe_browse();
4650 else do_cmd_browse();
4654 /* Inscribe an object */
4661 /* Uninscribe an object */
4664 do_cmd_uninscribe();
4670 /*** Help and Such ***/
4679 /* Identify symbol */
4682 do_cmd_query_symbol();
4686 /* Character description */
4689 p_ptr->town_num = old_town_num;
4690 do_cmd_change_name();
4691 p_ptr->town_num = inner_town_num;
4697 /*** System Commands ***/
4699 /* Hack -- User interface */
4706 /* Single line from a pref file */
4709 p_ptr->town_num = old_town_num;
4711 p_ptr->town_num = inner_town_num;
4715 /* Interact with macros */
4718 p_ptr->town_num = old_town_num;
4720 p_ptr->town_num = inner_town_num;
4724 /* Interact with visuals */
4727 p_ptr->town_num = old_town_num;
4729 p_ptr->town_num = inner_town_num;
4733 /* Interact with colors */
4736 p_ptr->town_num = old_town_num;
4738 p_ptr->town_num = inner_town_num;
4742 /* Interact with options */
4746 (void)combine_and_reorder_home(STORE_HOME);
4752 /*** Misc Commands ***/
4768 /* Repeat level feeling */
4775 /* Show previous message */
4778 do_cmd_message_one();
4782 /* Show previous messages */
4795 /* Check artifacts, uniques etc. */
4802 /* Load "screen dump" */
4805 do_cmd_load_screen();
4809 /* Save "screen dump" */
4812 do_cmd_save_screen();
4816 /* Hack -- Unknown command */
4819 if ((cur_store_num == STORE_MUSEUM) && (command_cmd == 'r'))
4821 museum_remove_object();
4826 msg_print("そのコマンドは店の中では使えません。");
4828 msg_print("That command does not work in stores.");
4839 * @brief 店舗処理全体のメインルーチン /
4840 * Enter a store, and interact with it. *
4844 * Note that we use the standard "request_command()" function
4845 * to get a command, allowing us to use "command_arg" and all
4846 * command macros and other nifty stuff, but we use the special
4847 * "shopping" argument, to force certain commands to be converted
4848 * into other commands, normally, we convert "p" (pray) and "m"
4849 * (cast magic) into "g" (get), and "s" (search) into "d" (drop).
4852 void do_cmd_store(void)
4858 bool need_redraw_store_inv; /* To redraw missiles damage and prices in store */
4862 Term_get_size(&w, &h);
4864 /* Calculate stocks per 1 page */
4865 xtra_stock = MIN(14+26, ((h > 24) ? (h - 24) : 0));
4866 store_bottom = MIN_STOCK + xtra_stock;
4868 /* Access the player grid */
4869 c_ptr = &cave[p_ptr->y][p_ptr->x];
4871 /* Verify a store */
4872 if (!cave_have_flag_grid(c_ptr, FF_STORE))
4875 msg_print("ここには店がありません。");
4877 msg_print("You see no store here.");
4883 /* Extract the store code */
4884 which = f_info[c_ptr->feat].subtype;
4886 old_town_num = p_ptr->town_num;
4887 if ((which == STORE_HOME) || (which == STORE_MUSEUM)) p_ptr->town_num = 1;
4888 if (dun_level) p_ptr->town_num = NO_TOWN;
4889 inner_town_num = p_ptr->town_num;
4891 /* Hack -- Check the "locked doors" */
4892 if ((town[p_ptr->town_num].store[which].store_open >= turn) ||
4896 msg_print("ドアに鍵がかかっている。");
4898 msg_print("The doors are locked.");
4901 p_ptr->town_num = old_town_num;
4905 /* Calculate the number of store maintainances since the last visit */
4906 maintain_num = (turn - town[p_ptr->town_num].store[which].last_visit) / (TURNS_PER_TICK * STORE_TICKS);
4908 /* Maintain the store max. 10 times */
4909 if (maintain_num > 10) maintain_num = 10;
4913 /* Maintain the store */
4914 for (i = 0; i < maintain_num; i++)
4915 store_maint(p_ptr->town_num, which);
4917 /* Save the visit */
4918 town[p_ptr->town_num].store[which].last_visit = turn;
4921 /* Forget the lite */
4924 /* Forget the view */
4928 /* Hack -- Character is in "icky" mode */
4929 character_icky = TRUE;
4932 /* No command argument */
4935 /* No repeated command */
4938 /* No automatic command */
4941 /* Do not expand macros */
4942 get_com_no_macros = TRUE;
4944 /* Save the store number */
4945 cur_store_num = which;
4947 /* Hack -- save the store feature */
4948 cur_store_feat = c_ptr->feat;
4950 /* Save the store and owner pointers */
4951 st_ptr = &town[p_ptr->town_num].store[cur_store_num];
4952 ot_ptr = &owners[cur_store_num][st_ptr->owner];
4955 /* Start at the beginning */
4958 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4960 /* Display the store */
4964 leave_store = FALSE;
4966 /* Interact with player */
4967 while (!leave_store)
4969 /* Hack -- Clear line 1 */
4973 clear_from(20 + xtra_stock);
4976 /* Basic commands */
4978 prt(" ESC) 建物から出る", 21 + xtra_stock, 0);
4980 prt(" ESC) Exit from Building.", 21 + xtra_stock, 0);
4984 /* Browse if necessary */
4985 if (st_ptr->stock_num > store_bottom)
4988 prt(" -)前ページ", 22 + xtra_stock, 0);
4989 prt(" スペース) 次ページ", 23 + xtra_stock, 0);
4991 prt(" -) Previous page", 22 + xtra_stock, 0);
4992 prt(" SPACE) Next page", 23 + xtra_stock, 0);
4998 if (cur_store_num == STORE_HOME)
5001 prt("g) アイテムを取る", 21 + xtra_stock, 27);
5002 prt("d) アイテムを置く", 22 + xtra_stock, 27);
5003 prt("x) 家のアイテムを調べる", 23 + xtra_stock, 27);
5005 prt("g) Get an item.", 21 + xtra_stock, 27);
5006 prt("d) Drop an item.", 22 + xtra_stock, 27);
5007 prt("x) eXamine an item in the home.", 23 + xtra_stock, 27);
5011 /* Museum commands */
5012 else if (cur_store_num == STORE_MUSEUM)
5015 prt("d) アイテムを置く", 21 + xtra_stock, 27);
5016 prt("r) アイテムの展示をやめる", 22 + xtra_stock, 27);
5017 prt("x) 博物館のアイテムを調べる", 23 + xtra_stock, 27);
5019 prt("d) Drop an item.", 21 + xtra_stock, 27);
5020 prt("r) order to Remove an item.", 22 + xtra_stock, 27);
5021 prt("x) eXamine an item in the museum.", 23 + xtra_stock, 27);
5029 prt("p) 商品を買う", 21 + xtra_stock, 30);
5030 prt("s) アイテムを売る", 22 + xtra_stock, 30);
5031 prt("x) 商品を調べる", 23 + xtra_stock,30);
5033 prt("p) Purchase an item.", 21 + xtra_stock, 30);
5034 prt("s) Sell an item.", 22 + xtra_stock, 30);
5035 prt("x) eXamine an item in the shop", 23 + xtra_stock,30);
5042 prt("i/e) 持ち物/装備の一覧", 21 + xtra_stock, 56);
5044 if (rogue_like_commands)
5046 prt("w/T) 装備する/はずす", 22 + xtra_stock, 56);
5050 prt("w/t) 装備する/はずす", 22 + xtra_stock, 56);
5053 prt("i/e) Inventry/Equipment list", 21 + xtra_stock, 56);
5055 if (rogue_like_commands)
5057 prt("w/T) Wear/Take off equipment", 22 + xtra_stock, 56);
5061 prt("w/t) Wear/Take off equipment", 22 + xtra_stock, 56);
5066 prt("コマンド:", 20 + xtra_stock, 0);
5068 prt("You may: ", 20 + xtra_stock, 0);
5073 request_command(TRUE);
5075 /* Process the command */
5076 store_process_command();
5079 * Hack -- To redraw missiles damage and prices in store
5080 * If player's charisma changes, or if player changes a bow, PU_BONUS is set
5082 need_redraw_store_inv = (p_ptr->update & PU_BONUS) ? TRUE : FALSE;
5084 /* Hack -- Character is still in "icky" mode */
5085 character_icky = TRUE;
5094 if (inventory[INVEN_PACK].k_idx)
5096 INVENTORY_IDX item = INVEN_PACK;
5098 object_type *o_ptr = &inventory[item];
5100 /* Hack -- Flee from the store */
5101 if (cur_store_num != STORE_HOME)
5104 if (cur_store_num == STORE_MUSEUM)
5105 msg_print("ザックからアイテムがあふれそうなので、あわてて博物館から出た...");
5107 msg_print("ザックからアイテムがあふれそうなので、あわてて店から出た...");
5109 if (cur_store_num == STORE_MUSEUM)
5110 msg_print("Your pack is so full that you flee the Museum...");
5112 msg_print("Your pack is so full that you flee the store...");
5120 /* Hack -- Flee from the home */
5121 else if (!store_check_num(o_ptr))
5124 msg_print("ザックからアイテムがあふれそうなので、あわてて家から出た...");
5126 msg_print("Your pack is so full that you flee your home...");
5134 /* Hack -- Drop items into the home */
5142 char o_name[MAX_NLEN];
5145 /* Give a message */
5147 msg_print("ザックからアイテムがあふれてしまった!");
5149 msg_print("Your pack overflows!");
5153 /* Get local object */
5156 /* Grab a copy of the item */
5157 object_copy(q_ptr, o_ptr);
5160 object_desc(o_name, q_ptr, 0);
5163 msg_format("%sが落ちた。(%c)", o_name, index_to_label(item));
5165 msg_format("You drop %s (%c).", o_name, index_to_label(item));
5169 /* Remove it from the players inventory */
5170 inven_item_increase(item, -255);
5171 inven_item_describe(item);
5172 inven_item_optimize(item);
5177 /* Let the home carry it */
5178 item_pos = home_carry(q_ptr);
5180 /* Redraw the home */
5183 store_top = (item_pos / store_bottom) * store_bottom;
5184 display_inventory();
5189 /* Hack -- Redisplay store prices if charisma changes */
5190 /* Hack -- Redraw missiles damage if player changes bow */
5191 if (need_redraw_store_inv) display_inventory();
5193 /* Hack -- get kicked out of the store */
5194 if (st_ptr->store_open >= turn) leave_store = TRUE;
5197 select_floor_music();
5199 p_ptr->town_num = old_town_num;
5202 p_ptr->energy_use = 100;
5205 /* Hack -- Character is no longer in "icky" mode */
5206 character_icky = FALSE;
5209 /* Hack -- Cancel automatic command */
5212 /* Hack -- Cancel "see" mode */
5213 command_see = FALSE;
5215 /* Allow expanding macros */
5216 get_com_no_macros = FALSE;
5218 /* Flush messages */
5222 /* Clear the screen */
5226 /* Update everything */
5227 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
5228 p_ptr->update |= (PU_MONSTERS);
5230 /* Redraw entire screen */
5231 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY);
5234 p_ptr->redraw |= (PR_MAP);
5236 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5242 * @brief 現在の町の店主を交代させる /
5243 * Shuffle one of the stores.
5244 * @param which 店舗種類のID
5247 void store_shuffle(int which)
5253 if (which == STORE_HOME) return;
5254 if (which == STORE_MUSEUM) return;
5257 /* Save the store index */
5258 cur_store_num = which;
5260 /* Activate that store */
5261 st_ptr = &town[p_ptr->town_num].store[cur_store_num];
5264 /* Pick a new owner */
5267 st_ptr->owner = (byte)randint0(MAX_OWNERS);
5268 if (j == st_ptr->owner) continue;
5269 for (i = 1;i < max_towns; i++)
5271 if (i == p_ptr->town_num) continue;
5272 if (st_ptr->owner == town[i].store[cur_store_num].owner) break;
5274 if (i == max_towns) break;
5277 /* Activate the new owner */
5278 ot_ptr = &owners[cur_store_num][st_ptr->owner];
5281 /* Reset the owner data */
5282 st_ptr->insult_cur = 0;
5283 st_ptr->store_open = 0;
5284 st_ptr->good_buy = 0;
5285 st_ptr->bad_buy = 0;
5288 /* Hack -- discount all the items */
5289 for (i = 0; i < st_ptr->stock_num; i++)
5293 o_ptr = &st_ptr->stock[i];
5295 if (!object_is_artifact(o_ptr))
5297 /* Hack -- Sell all non-artifact old items for "half price" */
5298 o_ptr->discount = 50;
5300 /* Hack -- Items are no longer "fixed price" */
5301 o_ptr->ident &= ~(IDENT_FIXED);
5303 /* Mega-Hack -- Note that the item is "on sale" */
5304 o_ptr->inscription = quark_add(_("売出中", "on sale"));
5311 * @brief 店の品揃えを変化させる /
5312 * Maintain the inventory at the stores.
5313 * @param town_num 町のID
5314 * @param store_num 店舗種類のID
5317 void store_maint(int town_num, int store_num)
5321 cur_store_num = store_num;
5324 if (store_num == STORE_HOME) return;
5325 if (store_num == STORE_MUSEUM) return;
5327 /* Activate that store */
5328 st_ptr = &town[town_num].store[store_num];
5330 /* Activate the owner */
5331 ot_ptr = &owners[store_num][st_ptr->owner];
5333 /* Store keeper forgives the player */
5334 st_ptr->insult_cur = 0;
5336 /* Mega-Hack -- prune the black market */
5337 if (store_num == STORE_BLACK)
5339 /* Destroy crappy black market items */
5340 for (j = st_ptr->stock_num - 1; j >= 0; j--)
5342 object_type *o_ptr = &st_ptr->stock[j];
5344 /* Destroy crappy items */
5345 if (black_market_crap(o_ptr))
5347 /* Destroy the item */
5348 store_item_increase(j, 0 - o_ptr->number);
5349 store_item_optimize(j);
5355 /* Choose the number of slots to keep */
5356 j = st_ptr->stock_num;
5358 /* Sell a few items */
5359 j = j - randint1(STORE_TURNOVER);
5361 /* Never keep more than "STORE_MAX_KEEP" slots */
5362 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
5364 /* Always "keep" at least "STORE_MIN_KEEP" items */
5365 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
5367 /* Hack -- prevent "underflow" */
5370 /* Destroy objects until only "j" slots are left */
5371 while (st_ptr->stock_num > j) store_delete();
5374 /* Choose the number of slots to fill */
5375 j = st_ptr->stock_num;
5377 /* Buy some more items */
5378 j = j + randint1(STORE_TURNOVER);
5380 /* Never keep more than "STORE_MAX_KEEP" slots */
5381 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
5383 /* Always "keep" at least "STORE_MIN_KEEP" items */
5384 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
5386 /* Hack -- prevent "overflow" */
5387 if (j >= st_ptr->stock_size) j = st_ptr->stock_size - 1;
5389 /* Acquire some new items */
5390 while (st_ptr->stock_num < j) store_create();
5395 * @brief 店舗情報を初期化する /
5396 * Initialize the stores
5397 * @param town_num 町のID
5398 * @param store_num 店舗種類のID
5401 void store_init(int town_num, int store_num)
5405 cur_store_num = store_num;
5407 /* Activate that store */
5408 st_ptr = &town[town_num].store[store_num];
5416 st_ptr->owner = (byte)randint0(MAX_OWNERS);
5417 for (i = 1;i < max_towns; i++)
5419 if (i == town_num) continue;
5420 if (st_ptr->owner == town[i].store[store_num].owner) break;
5422 if (i == max_towns) break;
5425 /* Activate the new owner */
5426 ot_ptr = &owners[store_num][st_ptr->owner];
5429 /* Initialize the store */
5430 st_ptr->store_open = 0;
5431 st_ptr->insult_cur = 0;
5432 st_ptr->good_buy = 0;
5433 st_ptr->bad_buy = 0;
5435 /* Nothing in stock */
5436 st_ptr->stock_num = 0;
5439 * MEGA-HACK - Last visit to store is
5440 * BEFORE player birth to enable store restocking
5442 st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
5444 /* Clear any old items */
5445 for (k = 0; k < st_ptr->stock_size; k++)
5447 object_wipe(&st_ptr->stock[k]);
5453 * @brief アイテムを町のブラックマーケットに移動させる /
5454 * @param o_ptr 移動させたいオブジェクトの構造体参照ポインタ
5457 void move_to_black_market(object_type *o_ptr)
5460 if (!p_ptr->town_num) return;
5462 st_ptr = &town[p_ptr->town_num].store[STORE_BLACK];
5464 o_ptr->ident |= IDENT_STORE;
5466 (void)store_carry(o_ptr);
5468 object_wipe(o_ptr); /* Don't leave a bogus object behind... */