4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Store commands */
17 /* ²¼¤ÎÊý¤«¤é°ÜÆ°¤·¤Æ¤¤Þ¤·¤¿ */
18 static int cur_store_num = 0;
19 static int store_top = 0;
20 static store_type *st_ptr = NULL;
21 static owner_type *ot_ptr = NULL;
23 static s16b old_town_num = 0;
24 static s16b inner_town_num = 0;
25 #define RUMOR_CHANCE 8
27 #define MAX_COMMENT_1 6
29 static cptr comment_1[MAX_COMMENT_1] =
50 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÄɲåá¥Ã¥»¡¼¥¸¡Ê¾µÂú¡Ë */
51 static cptr comment_1_B[MAX_COMMENT_1] = {
52 "¤Þ¤¢¡¢¤½¤ì¤Ç¤¤¤¤¤ä¡£",
53 "º£Æü¤Ï¤½¤ì¤Ç´ªÊÛ¤·¤Æ¤ä¤ë¡£",
60 #define MAX_COMMENT_2A 2
62 static cptr comment_2a[MAX_COMMENT_2A] =
65 "»ä¤ÎǦÂÑÎϤò»î¤·¤Æ¤¤¤ë¤Î¤«¤¤¡© $%s ¤¬ºÇ¸å¤À¡£",
66 "²æËý¤Ë¤â¸ÂÅÙ¤¬¤¢¤ë¤¾¡£ $%s ¤¬ºÇ¸å¤À¡£"
68 "You try my patience. %s is final.",
69 "My patience grows thin. %s is final."
74 #define MAX_COMMENT_2B 12
76 static cptr comment_2b[MAX_COMMENT_2B] =
79 " $%s ¤°¤é¤¤¤Ï½Ð¤µ¤Ê¤¤ã¥À¥á¤À¤è¡£",
80 " $%s ¤Ê¤é¼õ¤±¼è¤Ã¤Æ¤â¤¤¤¤¤¬¡£",
81 "¥Ï¡ª $%s °Ê²¼¤Ï¤Ê¤¤¤Í¡£",
82 "²¿¤ÆÅÛ¤À¡ª $%s °Ê²¼¤Ï¤¢¤êÆÀ¤Ê¤¤¤¾¡£",
83 "¤½¤ì¤¸¤ã¾¯¤Ê¤¹¤®¤ë¡ª $%s ¤ÏÍߤ·¤¤¤È¤³¤í¤À¡£",
84 "¥Ð¥«¤Ë¤·¤Æ¤¤¤ë¡ª $%s ¤Ï¤â¤é¤ï¤Ê¤¤¤È¡£",
85 "±³¤À¤í¤¦¡ª $%s ¤Ç¤É¤¦¤À¤¤¡©",
86 "¤ª¤¤¤ª¤¤¡ª $%s ¤ò¹Í¤¨¤Æ¤¯¤ì¤Ê¤¤¤«¡©",
87 "1000ɤ¤Î¥ª¡¼¥¯¤Î¥Î¥ß¤Ë¶ì¤·¤á¤é¤ì¤ë¤¬¤¤¤¤¡ª $%s ¤À¡£",
88 "¤ªÁ°¤ÎÂçÀڤʤâ¤Î¤ËºÒ¤¤¤¢¤ì¡ª $%s ¤Ç¤É¤¦¤À¡£",
89 "¥â¥ë¥´¥¹¤Ë¾ÞÌ£¤µ¤ì¤ë¤¬¤¤¤¤¡ªËÜÅö¤Ï $%s ¤Ê¤ó¤À¤í¤¦¡©",
90 "¤ªÁ°¤ÎÊì¿Æ¤Ï¥ª¡¼¥¬¤«¡ª $%s ¤Ï½Ð¤¹¤Ä¤â¤ê¤Ê¤ó¤À¤í¡©"
92 "I can take no less than %s gold pieces.",
93 "I will accept no less than %s gold pieces.",
94 "Ha! No less than %s gold pieces.",
95 "You knave! No less than %s gold pieces.",
96 "That's a pittance! I want %s gold pieces.",
97 "That's an insult! I want %s gold pieces.",
98 "As if! How about %s gold pieces?",
99 "My arse! How about %s gold pieces?",
100 "May the fleas of 1000 orcs molest you! Try %s gold pieces.",
101 "May your most favourite parts go moldy! Try %s gold pieces.",
102 "May Morgoth find you tasty! Perhaps %s gold pieces?",
103 "Your mother was an Ogre! Perhaps %s gold pieces?"
109 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÇä¤ë¤È¤¡Ë */
110 static cptr comment_2b_B[MAX_COMMENT_2B] = {
111 "¤¤¤¯¤é²¶Íͤ¬¤ª¿Í¹¥¤·¤È¤Ï¤¤¤¨ $%s ¤¬¸Â³¦¤À¤Í¡£·ù¤Ê¤éµ¢¤ê¤Ê¡£",
112 "¶â¤¬¤Ê¤¤¤Î¤«¤¤¡¢¤¢¤ó¤¿¡©¤Þ¤º¤Ï²È¤Ëµ¢¤Ã¤Æ $%s ·¤¨¤Æ¤¤Ê¡£",
113 "ʪ¤Î²ÁÃͤ¬Ê¬¤«¤é¤óÅÛ¤À¤Ê¡£¤³¤ì¤Ï $%s ¤¬ÉáÄ̤ʤó¤À¤è¡£",
114 "²¶¤ÎÉÕ¤±¤¿ÃÍÃʤËʸ¶ç¤¬¤¢¤ë¤Î¤«¡© $%s ¤¬¸Â³¦¤À¡£",
115 "¤Ò¤ç¤Ã¤È¤·¤Æ¿·¼ê¤Î¾éÃ̤«¤¤¡© $%s »ý¤Ã¤Æ¤Ê¤¤¤Ê¤éµ¢¤ê¤Ê¡£",
116 "¤¦¤Á¤Ï¾¤ÎŹ¤È¤Ï°ã¤¦¤ó¤À¤è¡£$%s ¤°¤é¤¤¤Ï½Ð¤·¤Ê¡£",
117 "Ç㤦µ¤¤¬¤Ê¤¤¤Ê¤éµ¢¤ê¤Ê¡£ $%s ¤À¤È¸À¤Ã¤Æ¤¤¤ë¤ó¤À¡£",
118 "Ïäˤʤé¤Ê¤¤¤Í¡£ $%s ¤¯¤é¤¤»ý¤Ã¤Æ¤¤¤ë¤ó¤À¤í¡©",
119 "¤Ï¡©¤Ê¤ó¤À¤½¤ê¤ã¡© $%s ¤Î´Ö°ã¤¤¤«¡¢¤Ò¤ç¤Ã¤È¤·¤Æ¡©",
120 "½Ð¸ý¤Ï¤¢¤Ã¤Á¤À¤è¡£¤½¤ì¤È¤â $%s ½Ð¤»¤ë¤Î¤«¤¤¡¢¤¢¤ó¤¿¤Ë¡£",
121 "Ì¿ÃΤ餺¤ÊÅÛ¤À¤Ê¡£ $%s ½Ð¤»¤Ðº£Æü¤Î½ê¤Ï´ªÊÛ¤·¤Æ¤ä¤ë¤è¡£",
122 "¤¦¤Á¤ÎŹ¤ÏÉÏ˳¿Í¤ªÃǤê¤À¡£ $%s ¤°¤é¤¤½Ð¤»¤Ê¤¤¤Î¤«¤¤¡©"
125 #define MAX_COMMENT_3A 2
127 static cptr comment_3a[MAX_COMMENT_3A] =
130 "»ä¤ÎǦÂÑÎϤò»î¤·¤Æ¤¤¤ë¤Î¤«¤¤¡© $%s ¤¬ºÇ¸å¤À¡£",
131 "²æËý¤Ë¤â¸ÂÅÙ¤¬¤¢¤ë¤¾¡£ $%s ¤¬ºÇ¸å¤À¡£"
133 "You try my patience. %s is final.",
134 "My patience grows thin. %s is final."
140 #define MAX_COMMENT_3B 12
142 static cptr comment_3b[MAX_COMMENT_3B] =
145 "Ëܲ»¤ò¸À¤¦¤È $%s ¤Ç¤¤¤¤¤ó¤À¤í¡©",
147 " $%s ¤°¤é¤¤¤Ê¤é½Ð¤·¤Æ¤â¤¤¤¤¤¬¡£",
148 " $%s °Ê¾åʧ¤¦¤Ê¤ó¤Æ¹Í¤¨¤é¤ì¤Ê¤¤¤Í¡£",
149 "¤Þ¤¢Íî¤Á¤Ä¤¤¤Æ¡£ $%s ¤Ç¤É¤¦¤À¤¤¡©",
150 "¤½¤Î¥¬¥é¥¯¥¿¤Ê¤é $%s ¤Ç°ú¤¼è¤ë¤è¡£",
151 "¤½¤ì¤¸¤ã¹â¤¹¤®¤ë¡ª $%s ¤¬¤¤¤¤¤È¤³¤À¤í¡£",
152 "¤É¤¦¤»¤¤¤é¤Ê¤¤¤ó¤À¤í¡ª $%s ¤Ç¤¤¤¤¤À¤í¡©",
153 "¤À¤á¤À¤á¡ª $%s ¤¬¤º¤Ã¤È¤ª»÷¹ç¤¤¤À¤è¡£",
154 "¥Ð¥«¤Ë¤·¤Æ¤¤¤ë¡ª $%s ¤¬¤»¤¤¤¼¤¤¤À¡£",
155 " $%s ¤Ê¤é´ò¤·¤¤¤È¤³¤í¤À¤¬¤Ê¤¢¡£",
156 " $%s ¡¢¤½¤ì°Ê¾å¤Ï¥Ó¥¿°ìʸ½Ð¤µ¤Ê¤¤¤è¡ª"
158 "Perhaps %s gold pieces?",
159 "How about %s gold pieces?",
160 "I will pay no more than %s gold pieces.",
161 "I can afford no more than %s gold pieces.",
162 "Be reasonable. How about %s gold pieces?",
163 "I'll buy it as scrap for %s gold pieces.",
164 "That is too much! How about %s gold pieces?",
165 "That looks war surplus! Say %s gold pieces?",
166 "Never! %s is more like it.",
167 "That's an insult! %s is more like it.",
168 "%s gold pieces and be thankful for it!",
169 "%s gold pieces and not a copper more!"
175 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÇ㤤¼è¤ê¡Ë */
176 static cptr comment_3b_B[MAX_COMMENT_3B] = {
177 " $%s ¤Ã¤Æ¤È¤³¤í¤À¤Í¡£¤½¤Î¤É¤¦¤·¤è¤¦¤â¤Ê¤¤¥¬¥é¥¯¥¿¤Ï¡£",
178 "¤³¤Î²¶¤¬ $%s ¤Ã¤Æ¸À¤Ã¤Æ¤¤¤ë¤ó¤À¤«¤é¡¢¤½¤ÎÄ̤ê¤Ë¤·¤¿Êý¤¬¿È¤Î¤¿¤á¤À¤¾¡£",
179 "²¶¤ÎÍ¥¤·¤µ¤Ë´Å¤¨¤ë¤Î¤â¤¤¤¤²Ã¸º¤Ë¤·¤Æ¤ª¤±¡£ $%s ¤À¡£",
180 "¤½¤ÎÉʤʤé $%s ¤ÇÇä¤Ã¤Æ¤¯¤ì¤Æ¤¤¤ë¤¬¤Í¡¢¾ï¼±¤¢¤ë¿Â»Î¤Ï¤ß¤ó¤Ê¡£",
181 "¤³¤ê¤ã¤Þ¤¿¡¢¤¬¤á¤Ä¤¤ÅÛ¤À¤Ê¡£¤¤¤¯¤é²¶¤¬²¹¸ü¤È¤Ï¤¤¤¨ $%s ¤¬¸Â³¦¤À¡£",
182 " $%s ¤À¡£Ê̤˲¶¤Ï¤½¤ó¤Ê¥¬¥é¥¯¥¿Íߤ·¤¯¤Ï¤Ê¤¤¤ó¤À¤«¤é¡£",
183 "²¶¤Î´ÕÄê³Û¤¬µ¤¤ËÆþ¤é¤Ê¤¤¤Î¤«¡© $%s ¡¢·ù¤Ê¤éµ¢¤ê¤Ê¡£",
184 " $%s ¤Ç°ú¤¼è¤Ã¤Æ¤ä¤ë¤è¡£´î¤ó¤Ç¼õ¤±¼è¤ê¤Ê¡¢ÉÏ˳¿Í¡£",
185 "ʪ¤Î²ÁÃͤ¬Ê¬¤«¤é¤óÅۤϻÏËö¤Ë¤ª¤¨¤ó¤Ê¡£¤½¤ì¤Ï $%s ¤Ê¤ó¤À¤è¡£",
186 "¤½¤ó¤Ê¤Ë¶â¤¬Íߤ·¤¤¤Î¤«¡¢¤¢¤ó¤¿¡© $%s ¤ÇËþ¤Ǥ¤ó¤Î¤«¡©",
187 "Æþ¤ëŹ´Ö°ã¤¨¤Æ¤ó¤¸¤ã¤Ê¤¤¤Î¤«¡© $%s ¤Ç·ù¤Ê¤é¾¤ò¤¢¤¿¤Ã¤Æ¤¯¤ì¡£",
188 "²¶¤Î¸À¤¤Ãͤ˥±¥Á¤ò¤Ä¤±¤ëÅÛ¤¬¤¤¤ë¤È¤Ï¡ª ¤½¤ÎÅÙ¶»¤ËÌȤ¸¤Æ $%s ¤À¡£"
191 #define MAX_COMMENT_4A 4
193 static cptr comment_4a[MAX_COMMENT_4A] =
196 "¤â¤¦¤¿¤¯¤µ¤ó¤À¡ª²¿ÅÙ¤â»ä¤ò¤ï¤º¤é¤ï¤»¤Ê¤¤¤Ç¤¯¤ì¡ª",
197 "¤¦¤¬¡¼¡ª°ìÆü¤Î²æËý¤Î¸ÂÅÙ¤òĶ¤¨¤Æ¤¤¤ë¡ª",
198 "¤â¤¦¤¤¤¤¡ª»þ´Ö¤Î̵Â̰ʳ°¤Î¤Ê¤Ë¤â¤Î¤Ç¤â¤Ê¤¤¡ª",
199 "¤â¤¦¤ä¤Ã¤Æ¤é¤ì¤Ê¤¤¤è¡ª´é¤â¸«¤¿¤¯¤Ê¤¤¡ª"
201 "Enough! You have abused me once too often!",
202 "Arghhh! I have had enough abuse for one day!",
203 "That does it! You shall waste my time no more!",
204 "This is getting nowhere! I'm going to Londis!"
210 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÅܤê¤ÎĺÅÀ¡Ë */
211 static cptr comment_4a_B[MAX_COMMENT_4A] = {
212 "¤Ê¤á¤ä¤¬¤Ã¤Æ¡ª²¹¸ü¤Ê²¶ÍͤǤâ¸Â³¦¤¬¤¢¤ë¤Ã¤Æ¤³¤È¤òÃΤ졪",
213 "²¶¤ò¤³¤³¤Þ¤ÇÅܤ餻¤Æ...Ì¿¤¬¤¢¤ë¤À¤±¤Ç¤â¤¢¤ê¤¬¤¿¤¤¤È»×¤¨¡ª",
214 "¤Õ¤¶¤±¤Æ¤ë¤Î¤«¡ªÎä¤ä¤«¤·¤Ê¤éÁê¼ê¤ò¸«¤Æ¤«¤é¤Ë¤·¤í¡ª",
215 "¤¤¤¤¤«¤²¤ó¤Ë¤·¤í¡ªº£ÅÙ¤³¤ó¤Ê¤Þ¤Í¤·¤¿¤é¤¿¤À¤¸¤ã¤ª¤«¤Í¤¨¤¾¡ª"
218 #define MAX_COMMENT_4B 4
220 static cptr comment_4b[MAX_COMMENT_4B] =
224 "²¶¤ÎÁ°¤«¤é¾Ã¤¨¼º¤»¤í¡ª",
225 "¤É¤Ã¤«¤Ë¹Ô¤Ã¤Á¤Þ¤¨¡ª",
226 "½Ð¤í¡¢½Ð¤í¡¢½Ð¤Æ¹Ô¤±¡ª"
229 "Get out of my sight!",
230 "Begone, you scoundrel!",
237 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÄɤ¤½Ð¤·¡Ë */
238 static cptr comment_4b_B[MAX_COMMENT_4B] = {
239 "ÆóÅ٤Ȥ¦¤Á¤ËÍè¤ë¤ó¤¸¤ã¤Í¤¨¡ª¡ª",
240 "¤È¤Ã¤È¤È¡¢¤É¤Ã¤«¤Ø¼º¤»¤í¡ª¡ª",
241 "º£¤¹¤°¾Ã¤¨¼º¤»¤í¡ª¡ª",
242 "½Ð¤Æ¤¤¤±¡ª½Ð¤Æ¤¤¤±¡ª¡ª"
245 #define MAX_COMMENT_5 8
247 static cptr comment_5[MAX_COMMENT_5] =
252 "¤â¤Ã¤È¿¿ÌÌÌܤ˸À¤Ã¤Æ¤¯¤ì¡ª",
253 "¸ò¾Ä¤¹¤ëµ¤¤¬¤¢¤ë¤Î¤«¤¤¡©",
254 "Îä¤ä¤«¤·¤ËÍ褿¤Î¤«¡ª",
257 "¤Õ¡¼¤à¡¢Îɤ¤Å·µ¤¤À¡£"
261 "You will have to do better than that!",
262 "Do you wish to do business or not?",
263 "You've got to be kidding!",
264 "You'd better be kidding!",
265 "You try my patience.",
266 "Hmmm, nice weather we're having."
272 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÅܤê¡Ë */
273 static cptr comment_5_B[MAX_COMMENT_5] = {
274 "»þ´Ö¤Î̵Â̤À¤Ê¡¢¤³¤ì¤Ï¡£",
275 "Ìñ²ð¤Ê¤ªµÒÍͤÀ¤Ê¡ª",
276 "Ïä·¤Æʬ¤«¤ëÁê¼ê¤¸¤ã¤Ê¤µ¤½¤¦¤À¡£",
277 "Äˤ¤Ìܤˤ¢¤¤¤¿¤¤¤é¤·¤¤¤Ê¡ª",
278 "¤Ê¤ó¤Æ¶¯ÍߤÊÅÛ¤À¡ª",
280 "¤É¤¦¤·¤è¤¦¤â¤Ê¤¤ÉÏ˳¿Í¤À¡ª",
281 "·ö²Þ¤òÇä¤Ã¤Æ¤¤¤ë¤Î¤«¡©"
284 #define MAX_COMMENT_6 4
286 static cptr comment_6[MAX_COMMENT_6] =
289 "¤É¤¦¤ä¤éʹ¤´Ö°ã¤¨¤¿¤é¤·¤¤¡£",
290 "¼ºÎé¡¢¤è¤¯Ê¹¤³¤¨¤Ê¤«¤Ã¤¿¤è¡£",
291 "¤¹¤Þ¤Ê¤¤¡¢²¿¤À¤Ã¤Æ¡©",
292 "°¤¤¡¢¤â¤¦°ìÅÙ¸À¤Ã¤Æ¤¯¤ì¤ë¡©"
294 "I must have heard you wrong.",
295 "I'm sorry, I missed that.",
296 "I'm sorry, what was that?",
297 "Sorry, what was that again?"
307 static void say_comment_1(void)
312 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î¤È¤¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
313 if ( cur_store_num == STORE_BLACK ) {
314 msg_print(comment_1_B[randint0(MAX_COMMENT_1)]);
317 msg_print(comment_1[randint0(MAX_COMMENT_1)]);
320 msg_print(comment_1[randint0(MAX_COMMENT_1)]);
324 if (one_in_(RUMOR_CHANCE))
327 msg_print("Ź¼ç¤Ï¼ª¤¦¤Á¤·¤¿:");
329 msg_print("The shopkeeper whispers something into your ear:");
334 if (!get_rnd_line_jonly("rumors_j.txt", 0, rumour, 10))
336 if (!get_rnd_line("rumors.txt", 0, rumour))
345 * Continue haggling (player is buying)
347 static void say_comment_2(s32b value, int annoyed)
351 /* Prepare a string to insert */
352 sprintf(tmp_val, "%ld", (long)value);
357 /* Formatted message */
358 msg_format(comment_2a[randint0(MAX_COMMENT_2A)], tmp_val);
364 /* Formatted message */
366 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
367 if ( cur_store_num == STORE_BLACK ){
368 msg_format(comment_2b_B[randint0(MAX_COMMENT_2B)], tmp_val);
371 msg_format(comment_2b[randint0(MAX_COMMENT_2B)], tmp_val);
374 msg_format(comment_2b[randint0(MAX_COMMENT_2B)], tmp_val);
382 * Continue haggling (player is selling)
384 static void say_comment_3(s32b value, int annoyed)
388 /* Prepare a string to insert */
389 sprintf(tmp_val, "%ld", (long)value);
394 /* Formatted message */
395 msg_format(comment_3a[randint0(MAX_COMMENT_3A)], tmp_val);
401 /* Formatted message */
403 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
404 if ( cur_store_num == STORE_BLACK ){
405 msg_format(comment_3b_B[randint0(MAX_COMMENT_3B)], tmp_val);
408 msg_format(comment_3b[randint0(MAX_COMMENT_3B)], tmp_val);
411 msg_format(comment_3b[randint0(MAX_COMMENT_3B)], tmp_val);
419 * Kick 'da bum out. -RAK-
421 static void say_comment_4(void)
424 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
425 if ( cur_store_num == STORE_BLACK ){
426 msg_print(comment_4a_B[randint0(MAX_COMMENT_4A)]);
427 msg_print(comment_4b_B[randint0(MAX_COMMENT_4B)]);
430 msg_print(comment_4a[randint0(MAX_COMMENT_4A)]);
431 msg_print(comment_4b[randint0(MAX_COMMENT_4B)]);
434 msg_print(comment_4a[randint0(MAX_COMMENT_4A)]);
435 msg_print(comment_4b[randint0(MAX_COMMENT_4B)]);
442 * You are insulting me
444 static void say_comment_5(void)
447 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
448 if ( cur_store_num == STORE_BLACK ){
449 msg_print(comment_5_B[randint0(MAX_COMMENT_5)]);
452 msg_print(comment_5[randint0(MAX_COMMENT_5)]);
455 msg_print(comment_5[randint0(MAX_COMMENT_5)]);
462 * That makes no sense.
464 static void say_comment_6(void)
466 msg_print(comment_6[randint0(MAX_COMMENT_6)]);
472 * Messages for reacting to purchase prices.
475 #define MAX_COMMENT_7A 4
477 static cptr comment_7a[MAX_COMMENT_7A] =
482 "狼¤¬¤à¤»¤Óµã¤¯À¼¤¬Ê¹¤³¤¨¤ë...¡£",
483 "Ź¼ç¤¬²ù¤·¤²¤Ë¤ï¤á¤¤¤Æ¤¤¤ë¡ª"
487 "You hear someone sobbing...",
488 "The shopkeeper howls in agony!"
493 #define MAX_COMMENT_7B 4
495 static cptr comment_7b[MAX_COMMENT_7B] =
500 "Ź¼ç¤¬º¨¤á¤·¤½¤¦¤Ë¸«¤Æ¤¤¤ë¡£",
505 "The shopkeeper curses at you.",
506 "The shopkeeper glares at you."
511 #define MAX_COMMENT_7C 4
513 static cptr comment_7c[MAX_COMMENT_7C] =
517 "·¯¤¬Å·»È¤Ë¸«¤¨¤ë¤è¡ª",
518 "Ź¼ç¤¬¥¯¥¹¥¯¥¹¾Ð¤Ã¤Æ¤¤¤ë¡£",
519 "Ź¼ç¤¬ÂçÀ¼¤Ç¾Ð¤Ã¤Æ¤¤¤ë¡£"
522 "You've made my day!",
523 "The shopkeeper giggles.",
524 "The shopkeeper laughs loudly."
529 #define MAX_COMMENT_7D 4
531 static cptr comment_7d[MAX_COMMENT_7D] =
535 "¤³¤ó¤Ê¤ª¤¤¤·¤¤»×¤¤¤ò¤·¤¿¤é¡¢¿¿ÌÌÌܤËƯ¤±¤Ê¤¯¤Ê¤ë¤Ê¤¡¡£",
536 "Ź¼ç¤Ï´ò¤·¤¯¤ÆÄ·¤Í²ó¤Ã¤Æ¤¤¤ë¡£",
537 "Ź¼ç¤ÏËþÌ̤˾Фߤò¤¿¤¿¤¨¤Æ¤¤¤ë¡£"
540 "I think I'll retire!",
541 "The shopkeeper jumps for joy.",
542 "The shopkeeper smiles gleefully."
549 * Let a shop-keeper React to a purchase
551 * We paid "price", it was worth "value", and we thought it was worth "guess"
553 static void purchase_analyze(s32b price, s32b value, s32b guess)
555 /* Item was worthless, but we bought it */
556 if ((value <= 0) && (price > value))
559 msg_print(comment_7a[randint0(MAX_COMMENT_7A)]);
561 chg_virtue(V_HONOUR, -1);
562 chg_virtue(V_JUSTICE, -1);
568 /* Item was cheaper than we thought, and we paid more than necessary */
569 else if ((value < guess) && (price > value))
572 msg_print(comment_7b[randint0(MAX_COMMENT_7B)]);
574 chg_virtue(V_JUSTICE, -1);
576 chg_virtue(V_HONOUR, -1);
582 /* Item was a good bargain, and we got away with it */
583 else if ((value > guess) && (value < (4 * guess)) && (price < value))
586 msg_print(comment_7c[randint0(MAX_COMMENT_7C)]);
589 chg_virtue(V_HONOUR, -1);
591 chg_virtue(V_HONOUR, 1);
597 /* Item was a great bargain, and we got away with it */
598 else if ((value > guess) && (price < value))
601 msg_print(comment_7d[randint0(MAX_COMMENT_7D)]);
604 chg_virtue(V_HONOUR, -1);
606 chg_virtue(V_HONOUR, 1);
608 if (10 * price < value)
609 chg_virtue(V_SACRIFICE, 1);
621 /* ÆüËܸìÈǤξì¹ç¤Ï¾å¤ÎÊý¤Ë°ÜÆ°¤·¤Æ¤¢¤ê¤Þ¤¹ */
624 * We store the current "store number" here so everyone can access it
626 static int cur_store_num = 7;
629 * We store the current "store page" here so everyone can access it
631 static int store_top = 0;
634 * We store the current "store pointer" here so everyone can access it
636 static store_type *st_ptr = NULL;
639 * We store the current "owner type" here so everyone can access it
641 static owner_type *ot_ptr = NULL;
651 * Buying and selling adjustments for race combinations.
652 * Entry[owner][player] gives the basic "cost inflation".
654 static byte rgold_adj[MAX_RACES][MAX_RACES] =
656 /*Hum, HfE, Elf, Hal, Gno, Dwa, HfO, HfT, Dun, HiE, Barbarian,
657 HfOg, HGn, HTn, Cyc, Yek, Klc, Kbd, Nbl, DkE, Drc, Mind Flayer,
658 Imp, Glm, Skl, Zombie, Vampire, Spectre, Fairy, Beastman, Ent,
662 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
663 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
664 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
665 100, 120, 110, 105 },
668 { 110, 100, 100, 105, 110, 120, 125, 130, 110, 100, 110,
669 120, 115, 108, 115, 110, 110, 120, 120, 115, 115, 110,
670 120, 110, 110, 110, 120, 110, 100, 125, 100, 95, 140,
671 110, 115, 110, 110 },
674 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
675 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
676 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
677 110, 110, 105, 110 },
680 { 115, 110, 105, 95, 105, 110, 115, 130, 115, 105, 115,
681 125, 120, 120, 125, 115, 110, 120, 120, 120, 115, 115,
682 120, 110, 120, 120, 130, 110, 110, 130, 110, 95, 140,
683 115, 120, 105, 115 },
686 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
687 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
688 120, 101, 110, 110, 120, 120, 115, 130, 115, 95, 140,
689 115, 110, 110, 115 },
692 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
693 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
694 120, 105, 115, 115, 115, 115, 120, 130, 120, 95, 140,
695 115, 110, 115, 115 },
698 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
699 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
700 115, 125, 120, 120, 115, 120, 125, 115, 125, 95, 140,
701 115, 110, 115, 115 },
704 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
705 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
706 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
707 110, 110, 115, 110 },
710 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
711 120, 120, 105, 120, 115, 105, 115, 120, 110, 105, 105,
712 120, 105, 120, 120, 125, 120, 105, 135, 105, 95, 140,
713 100, 110, 110, 100 },
716 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
717 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
718 125, 115, 120, 120, 125, 120, 100, 125, 100, 95, 140,
719 110, 110, 105, 110 },
721 /* Human / Barbarian (copied from human) */
722 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
723 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
724 115, 105, 125, 125, 130, 125, 115, 120, 115, 95, 140,
725 100, 120, 110, 100 },
727 /* Half-Ogre: theoretical, copied from half-troll */
728 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
729 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
730 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
731 110, 110, 115, 110 },
733 /* Half-Giant: theoretical, copied from half-troll */
734 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
735 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
736 110, 115, 112, 112, 115, 112, 130, 120, 130, 95, 140,
737 110, 110, 115, 110 },
739 /* Half-Titan: theoretical, copied from High_Elf */
740 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
741 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
742 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
743 110, 110, 115, 110 },
745 /* Cyclops: theoretical, copied from half-troll */
746 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
747 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
748 110, 115, 112, 112, 115, 112, 130, 130, 130, 95, 140,
749 110, 110, 115, 110 },
751 /* Yeek: theoretical, copied from Half-Orc */
752 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
753 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
754 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
755 115, 110, 115, 115 },
757 /* Klackon: theoretical, copied from Gnome */
758 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
759 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
760 120, 101, 110, 110, 120, 120, 130, 130, 130, 95, 140,
761 115, 110, 115, 115 },
763 /* Kobold: theoretical, copied from Half-Orc */
764 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
765 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
766 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
767 115, 110, 115, 115 },
769 /* Nibelung: theoretical, copied from Dwarf */
770 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
771 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
772 120, 105, 115, 115, 120, 120, 130, 130, 130, 95, 140,
773 115, 135, 115, 115 },
776 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
777 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
778 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
779 110, 101, 115, 110 },
781 /* Draconian: theoretical, copied from High_Elf */
782 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
783 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
784 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
785 110, 110, 115, 110 },
787 /* Mind Flayer: theoretical, copied from High_Elf */
788 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
789 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
790 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
791 110, 110, 115, 110 },
793 /* Imp: theoretical, copied from High_Elf */
794 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
795 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
796 125, 115, 120, 120, 120, 120, 130, 130, 130, 120, 120,
797 110, 110, 115, 110 },
799 /* Golem: theoretical, copied from High_Elf */
800 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
801 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
802 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
803 110, 110, 115, 110 },
805 /* Skeleton: theoretical, copied from half-orc */
806 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
807 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
808 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
809 115, 110, 125, 115 },
811 /* Zombie: Theoretical, copied from half-orc */
812 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
813 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
814 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
815 115, 110, 125, 115 },
817 /* Vampire: Theoretical, copied from half-orc */
818 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
819 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
820 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
821 115, 110, 125, 115 },
823 /* Spectre: Theoretical, copied from half-orc */
824 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
825 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
826 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
827 115, 110, 125, 115 },
829 /* Sprite: Theoretical, copied from half-orc */
830 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
831 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
832 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
833 115, 110, 105, 115 },
835 /* Beastman: Theoretical, copied from half-orc */
836 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
837 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
838 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
839 115, 110, 115, 115 },
842 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
843 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
844 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
845 110, 110, 105, 110 },
848 { 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
849 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
850 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 160,
854 { 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
855 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
856 140, 140, 140, 140, 140, 140, 140, 140, 140, 160, 120,
857 140, 140, 140, 140 },
860 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
861 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
862 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
863 100, 120, 110, 100 },
866 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
867 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
868 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
869 110, 101, 115, 110 },
872 { 110, 110, 105, 105, 110, 115, 115, 115, 110, 105, 110,
873 115, 115, 115, 115, 115, 115, 115, 115, 115, 115, 115,
874 115, 115, 125, 125, 125, 125, 105, 115, 105, 95, 140,
875 110, 115, 100, 110 },
878 { 105, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
879 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
880 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
881 100, 120, 110, 100 },
888 * Determine the price of an item (qty one) in a store.
890 * This function takes into account the player's charisma, and the
891 * shop-keepers friendliness, and the shop-keeper's base greed, but
892 * never lets a shop-keeper lose money in a transaction.
894 * The "greed" value should exceed 100 when the player is "buying" the
895 * item, and should be less than 100 when the player is "selling" it.
897 * Hack -- the black market always charges twice as much as it should.
899 * Charisma adjustment runs from 80 to 130
900 * Racial adjustment runs from 95 to 130
902 * Since greed/charisma/racial adjustments are centered at 100, we need
903 * to adjust (by 200) to extract a usable multiplier. Note that the
904 * "greed" value is always something (?).
906 static s32b price_item(object_type *o_ptr, int greed, bool flip)
913 /* Get the value of one of the items */
914 price = object_value(o_ptr);
916 /* Worthless items */
917 if (price <= 0) return (0L);
920 /* Compute the racial factor */
921 factor = rgold_adj[ot_ptr->owner_race][p_ptr->prace];
923 /* Add in the charisma factor */
924 factor += adj_chr_gold[p_ptr->stat_ind[A_CHR]];
930 /* Adjust for greed */
931 adjust = 100 + (300 - (greed + factor));
933 /* Never get "silly" */
934 if (adjust > 100) adjust = 100;
936 /* Mega-Hack -- Black market sucks */
937 if (cur_store_num == STORE_BLACK)
940 /* Compute the final price (with rounding) */
941 /* Hack -- prevent underflow */
942 price = (price * adjust + 50L) / 100L;
945 /* Shop is selling */
948 /* Adjust for greed */
949 adjust = 100 + ((greed + factor) - 300);
951 /* Never get "silly" */
952 if (adjust < 100) adjust = 100;
954 /* Mega-Hack -- Black market sucks */
955 if (cur_store_num == STORE_BLACK)
958 /* Compute the final price (with rounding) */
959 /* Hack -- prevent overflow */
960 price = (s32b)(((u32b)price * (u32b)adjust + 50UL) / 100UL);
963 /* Note -- Never become "free" */
964 if (price <= 0L) return (1L);
966 /* Return the price */
972 * Certain "cheap" objects should be created in "piles"
973 * Some objects can be sold at a "discount" (in small piles)
975 static void mass_produce(object_type *o_ptr)
980 s32b cost = object_value(o_ptr);
983 /* Analyze the type */
986 /* Food, Flasks, and Lites */
991 if (cost <= 5L) size += damroll(3, 5);
992 if (cost <= 20L) size += damroll(3, 5);
993 if (cost <= 50L) size += damroll(2, 2);
1000 if (cost <= 60L) size += damroll(3, 5);
1001 if (cost <= 240L) size += damroll(1, 5);
1002 if (o_ptr->sval == SV_SCROLL_STAR_IDENTIFY) size += damroll(3, 5);
1003 if (o_ptr->sval == SV_SCROLL_STAR_REMOVE_CURSE) size += damroll(1, 4);
1008 case TV_SORCERY_BOOK:
1009 case TV_NATURE_BOOK:
1013 case TV_ARCANE_BOOK:
1014 case TV_ENCHANT_BOOK:
1015 case TV_DAEMON_BOOK:
1016 case TV_CRUSADE_BOOK:
1018 case TV_HISSATSU_BOOK:
1020 if (cost <= 50L) size += damroll(2, 3);
1021 if (cost <= 500L) size += damroll(1, 3);
1039 if (o_ptr->name2) break;
1040 if (cost <= 10L) size += damroll(3, 5);
1041 if (cost <= 100L) size += damroll(3, 5);
1050 if (cost <= 5L) size += damroll(5, 5);
1051 if (cost <= 50L) size += damroll(5, 5);
1052 if (cost <= 500L) size += damroll(5, 5);
1058 if (cost <= 100L) size += damroll(2, 2);
1059 if (cost <= 1000L) size += damroll(2, 2);
1072 * Because many rods (and a few wands and staffs) are useful mainly
1073 * in quantity, the Black Market will occasionally have a bunch of
1080 if ((cur_store_num == STORE_BLACK) && one_in_(3))
1082 if (cost < 1601L) size += damroll(1, 5);
1083 else if (cost < 3201L) size += damroll(1, 3);
1086 /* Ensure that mass-produced rods and wands get the correct pvals. */
1087 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
1089 o_ptr->pval *= size;
1096 /* Pick a discount */
1101 else if (one_in_(25))
1105 else if (one_in_(150))
1109 else if (one_in_(300))
1113 else if (one_in_(500))
1119 if (o_ptr->art_name)
1121 if (cheat_peek && discount)
1124 msg_print("¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÏÃÍ°ú¤¤Ê¤·¡£");
1126 msg_print("No discount on random artifacts.");
1133 /* Save the discount */
1134 o_ptr->discount = discount;
1136 /* Save the total pile size */
1137 o_ptr->number = size - (size * discount / 100);
1143 * Determine if a store item can "absorb" another item
1145 * See "object_similar()" for the same function for the "player"
1147 static bool store_object_similar(object_type *o_ptr, object_type *j_ptr)
1151 /* Hack -- Identical items cannot be stacked */
1152 if (o_ptr == j_ptr) return (0);
1154 /* Different objects cannot be stacked */
1155 if (o_ptr->k_idx != j_ptr->k_idx) return (0);
1157 /* Different charges (etc) cannot be stacked, unless wands or rods. */
1158 if ((o_ptr->pval != j_ptr->pval) && (o_ptr->tval != TV_WAND) && (o_ptr->tval != TV_ROD)) return (0);
1160 /* Require many identical values */
1161 if (o_ptr->to_h != j_ptr->to_h) return (0);
1162 if (o_ptr->to_d != j_ptr->to_d) return (0);
1163 if (o_ptr->to_a != j_ptr->to_a) return (0);
1165 /* Require identical "artifact" names */
1166 if (o_ptr->name1 != j_ptr->name1) return (0);
1168 /* Require identical "ego-item" names */
1169 if (o_ptr->name2 != j_ptr->name2) return (0);
1171 /* Random artifacts don't stack !*/
1172 if (o_ptr->art_name || j_ptr->art_name) return (0);
1174 /* Hack -- Identical art_flags! */
1175 for (i = 0; i < TR_FLAG_SIZE; i++)
1176 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return (0);
1178 /* Hack -- Never stack "powerful" items */
1179 if (o_ptr->xtra1 || j_ptr->xtra1) return (0);
1181 /* Hack -- Never stack recharging items */
1182 if (o_ptr->timeout || j_ptr->timeout) return (0);
1184 /* Require many identical values */
1185 if (o_ptr->ac != j_ptr->ac) return (0);
1186 if (o_ptr->dd != j_ptr->dd) return (0);
1187 if (o_ptr->ds != j_ptr->ds) return (0);
1189 /* Hack -- Never stack chests */
1190 if (o_ptr->tval == TV_CHEST) return (0);
1191 if (o_ptr->tval == TV_STATUE) return (0);
1192 if (o_ptr->tval == TV_CAPTURE) return (0);
1194 /* Require matching discounts */
1195 if (o_ptr->discount != j_ptr->discount) return (0);
1197 /* They match, so they must be similar */
1203 * Allow a store item to absorb another item
1205 static void store_object_absorb(object_type *o_ptr, object_type *j_ptr)
1207 int max_num = (o_ptr->tval == TV_ROD) ?
1208 MIN(99, MAX_SHORT / k_info[o_ptr->k_idx].pval) : 99;
1209 int total = o_ptr->number + j_ptr->number;
1210 int diff = (total > max_num) ? total - max_num : 0;
1212 /* Combine quantity, lose excess items */
1213 o_ptr->number = (total > max_num) ? max_num : total;
1215 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) together. -LM- */
1216 if (o_ptr->tval == TV_ROD)
1218 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1221 /* Hack -- if wands are stacking, combine the charges. -LM- */
1222 if (o_ptr->tval == TV_WAND)
1224 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1230 * Check to see if the shop will be carrying too many objects -RAK-
1231 * Note that the shop, just like a player, will not accept things
1232 * it cannot hold. Before, one could "nuke" potions this way.
1234 * Return value is now int:
1236 * -1 : Can be combined to existing slot.
1237 * 1 : Cannot be combined but there are empty spaces.
1239 static int store_check_num(object_type *o_ptr)
1244 /* The "home" acts like the player */
1245 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
1247 /* Check all the items */
1248 for (i = 0; i < st_ptr->stock_num; i++)
1250 /* Get the existing item */
1251 j_ptr = &st_ptr->stock[i];
1253 /* Can the new object be combined with the old one? */
1254 if (object_similar(j_ptr, o_ptr)) return -1;
1258 /* Normal stores do special stuff */
1261 /* Check all the items */
1262 for (i = 0; i < st_ptr->stock_num; i++)
1264 /* Get the existing item */
1265 j_ptr = &st_ptr->stock[i];
1267 /* Can the new object be combined with the old one? */
1268 if (store_object_similar(j_ptr, o_ptr)) return -1;
1272 /* Free space is always usable */
1274 * ¥ª¥×¥·¥ç¥ó powerup_home ¤¬ÀßÄꤵ¤ì¤Æ¤¤¤ë¤È
1275 * ²æ¤¬²È¤¬ 20 ¥Ú¡¼¥¸¤Þ¤Ç»È¤¨¤ë
1277 if ((cur_store_num == STORE_HOME) && ( powerup_home == FALSE )) {
1278 if (st_ptr->stock_num < ((st_ptr->stock_size) / 10)) {
1283 if (st_ptr->stock_num < st_ptr->stock_size) {
1288 /* But there was no room at the inn... */
1293 static bool is_blessed(object_type *o_ptr)
1295 u32b flgs[TR_FLAG_SIZE];
1296 object_flags(o_ptr, flgs);
1297 if (have_flag(flgs, TR_BLESSED)) return (TRUE);
1298 else return (FALSE);
1304 * Determine if the current store will purchase the given item
1306 * Note that a shop-keeper must refuse to buy "worthless" items
1308 static bool store_will_buy(object_type *o_ptr)
1310 /* Hack -- The Home is simple */
1311 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) return (TRUE);
1313 /* Switch on the store */
1314 switch (cur_store_num)
1319 /* Analyze the type */
1320 switch (o_ptr->tval)
1323 if (o_ptr->sval != SV_POTION_WATER) return FALSE;
1335 case TV_BOTTLE: /* 'Green', recycling Angband */
1350 /* Analyze the type */
1351 switch (o_ptr->tval)
1372 /* Analyze the type */
1373 switch (o_ptr->tval)
1382 case TV_HISSATSU_BOOK:
1386 if(o_ptr->sval == SV_WIZSTAFF) return (FALSE);
1398 /* Analyze the type */
1399 switch (o_ptr->tval)
1402 case TV_CRUSADE_BOOK:
1412 monster_race *r_ptr = &r_info[o_ptr->pval];
1415 if (!(r_ptr->flags3 & RF3_EVIL))
1418 if (r_ptr->flags3 & RF3_GOOD) break;
1420 /* Accept animals */
1421 if (r_ptr->flags3 & RF3_ANIMAL) break;
1424 if (strchr("?!", r_ptr->d_char)) break;
1430 if (is_blessed(o_ptr)) break;
1439 case STORE_ALCHEMIST:
1441 /* Analyze the type */
1442 switch (o_ptr->tval)
1456 /* Analyze the type */
1457 switch (o_ptr->tval)
1459 case TV_SORCERY_BOOK:
1460 case TV_NATURE_BOOK:
1464 case TV_ARCANE_BOOK:
1465 case TV_ENCHANT_BOOK:
1466 case TV_DAEMON_BOOK:
1479 if(o_ptr->sval == SV_WIZSTAFF) break;
1480 else return (FALSE);
1487 /* Bookstore Shop */
1490 /* Analyze the type */
1491 switch (o_ptr->tval)
1493 case TV_SORCERY_BOOK:
1494 case TV_NATURE_BOOK:
1499 case TV_ARCANE_BOOK:
1500 case TV_ENCHANT_BOOK:
1501 case TV_DAEMON_BOOK:
1502 case TV_CRUSADE_BOOK:
1512 /* XXX XXX XXX Ignore "worthless" items */
1513 if (object_value(o_ptr) <= 0) return (FALSE);
1522 * Add the item "o_ptr" to the inventory of the "Home"
1524 * In all cases, return the slot (or -1) where the object was placed
1526 * Note that this is a hacked up version of "inven_carry()".
1528 * Also note that it may not correctly "adapt" to "knowledge" bacoming
1529 * known, the player may have to pick stuff up and drop it again.
1531 static int home_carry(object_type *o_ptr)
1534 s32b value, j_value;
1539 /* Check each existing item (try to combine) */
1540 for (slot = 0; slot < st_ptr->stock_num; slot++)
1542 /* Get the existing item */
1543 j_ptr = &st_ptr->stock[slot];
1545 /* The home acts just like the player */
1546 if (object_similar(j_ptr, o_ptr))
1548 /* Save the new number of items */
1549 object_absorb(j_ptr, o_ptr);
1558 * ±£¤·µ¡Ç½: ¥ª¥×¥·¥ç¥ó powerup_home ¤¬ÀßÄꤵ¤ì¤Æ¤¤¤ë¤È
1559 * ²æ¤¬²È¤¬ 20 ¥Ú¡¼¥¸¤Þ¤Ç»È¤¨¤ë
1562 if ( powerup_home == TRUE) {
1563 if (st_ptr->stock_num >= st_ptr->stock_size) {
1568 if (st_ptr->stock_num >= ((st_ptr->stock_size) / 10)) {
1574 /* Determine the "value" of the item */
1575 value = object_value(o_ptr);
1577 /* Check existing slots to see if we must "slide" */
1578 for (slot = 0; slot < st_ptr->stock_num; slot++)
1581 j_ptr = &st_ptr->stock[slot];
1583 /* Hack -- readable books always come first */
1584 if ((o_ptr->tval == mp_ptr->spell_book) &&
1585 (j_ptr->tval != mp_ptr->spell_book)) break;
1586 if ((j_ptr->tval == mp_ptr->spell_book) &&
1587 (o_ptr->tval != mp_ptr->spell_book)) continue;
1589 /* Objects sort by decreasing type */
1590 if (o_ptr->tval > j_ptr->tval) break;
1591 if (o_ptr->tval < j_ptr->tval) continue;
1593 /* Can happen in the home */
1594 if (!object_aware_p(o_ptr)) continue;
1595 if (!object_aware_p(j_ptr)) break;
1597 /* Objects sort by increasing sval */
1598 if (o_ptr->sval < j_ptr->sval) break;
1599 if (o_ptr->sval > j_ptr->sval) continue;
1601 /* Objects in the home can be unknown */
1602 if (!object_known_p(o_ptr)) continue;
1603 if (!object_known_p(j_ptr)) break;
1606 * Hack: otherwise identical rods sort by
1607 * increasing recharge time --dsb
1609 if (o_ptr->tval == TV_ROD)
1611 if (o_ptr->pval < j_ptr->pval) break;
1612 if (o_ptr->pval > j_ptr->pval) continue;
1614 if ((o_ptr->tval == TV_CORPSE) || (o_ptr->tval == TV_FIGURINE) || (o_ptr->tval == TV_STATUE))
1616 if (r_info[o_ptr->pval].level < r_info[j_ptr->pval].level) break;
1617 if ((r_info[o_ptr->pval].level == r_info[j_ptr->pval].level) && (o_ptr->pval < j_ptr->pval)) break;
1620 /* Objects sort by decreasing value */
1621 j_value = object_value(j_ptr);
1622 if (value > j_value) break;
1623 if (value < j_value) continue;
1626 /* Slide the others up */
1627 for (i = st_ptr->stock_num; i > slot; i--)
1629 st_ptr->stock[i] = st_ptr->stock[i-1];
1632 /* More stuff now */
1633 st_ptr->stock_num++;
1635 /* Insert the new item */
1636 st_ptr->stock[slot] = *o_ptr;
1638 chg_virtue(V_SACRIFICE, -1);
1640 /* Return the location */
1646 * Add the item "o_ptr" to a real stores inventory.
1648 * If the item is "worthless", it is thrown away (except in the home).
1650 * If the item cannot be combined with an object already in the inventory,
1651 * make a new slot for it, and calculate its "per item" price. Note that
1652 * this price will be negative, since the price will not be "fixed" yet.
1653 * Adding an item to a "fixed" price stack will not change the fixed price.
1655 * In all cases, return the slot (or -1) where the object was placed
1657 static int store_carry(object_type *o_ptr)
1660 s32b value, j_value;
1664 /* Evaluate the object */
1665 value = object_value(o_ptr);
1667 /* Cursed/Worthless items "disappear" when sold */
1668 if (value <= 0) return (-1);
1670 /* All store items are fully *identified* */
1671 o_ptr->ident |= IDENT_MENTAL;
1673 /* Erase the inscription */
1674 o_ptr->inscription = 0;
1676 /* Erase the "feeling" */
1677 o_ptr->feeling = FEEL_NONE;
1679 /* Check each existing item (try to combine) */
1680 for (slot = 0; slot < st_ptr->stock_num; slot++)
1682 /* Get the existing item */
1683 j_ptr = &st_ptr->stock[slot];
1685 /* Can the existing items be incremented? */
1686 if (store_object_similar(j_ptr, o_ptr))
1688 /* Hack -- extra items disappear */
1689 store_object_absorb(j_ptr, o_ptr);
1697 if (st_ptr->stock_num >= st_ptr->stock_size) return (-1);
1700 /* Check existing slots to see if we must "slide" */
1701 for (slot = 0; slot < st_ptr->stock_num; slot++)
1704 j_ptr = &st_ptr->stock[slot];
1706 /* Objects sort by decreasing type */
1707 if (o_ptr->tval > j_ptr->tval) break;
1708 if (o_ptr->tval < j_ptr->tval) continue;
1710 /* Objects sort by increasing sval */
1711 if (o_ptr->sval < j_ptr->sval) break;
1712 if (o_ptr->sval > j_ptr->sval) continue;
1715 * Hack: otherwise identical rods sort by
1716 * increasing recharge time --dsb
1718 if (o_ptr->tval == TV_ROD)
1720 if (o_ptr->pval < j_ptr->pval) break;
1721 if (o_ptr->pval > j_ptr->pval) continue;
1724 /* Evaluate that slot */
1725 j_value = object_value(j_ptr);
1727 /* Objects sort by decreasing value */
1728 if (value > j_value) break;
1729 if (value < j_value) continue;
1732 /* Slide the others up */
1733 for (i = st_ptr->stock_num; i > slot; i--)
1735 st_ptr->stock[i] = st_ptr->stock[i-1];
1738 /* More stuff now */
1739 st_ptr->stock_num++;
1741 /* Insert the new item */
1742 st_ptr->stock[slot] = *o_ptr;
1744 /* Return the location */
1750 * Increase, by a given amount, the number of a certain item
1751 * in a certain store. This can result in zero items.
1753 static void store_item_increase(int item, int num)
1759 o_ptr = &st_ptr->stock[item];
1761 /* Verify the number */
1762 cnt = o_ptr->number + num;
1763 if (cnt > 255) cnt = 255;
1764 else if (cnt < 0) cnt = 0;
1765 num = cnt - o_ptr->number;
1767 /* Save the new number */
1768 o_ptr->number += num;
1773 * Remove a slot if it is empty
1775 static void store_item_optimize(int item)
1781 o_ptr = &st_ptr->stock[item];
1784 if (!o_ptr->k_idx) return;
1786 /* Must have no items */
1787 if (o_ptr->number) return;
1790 st_ptr->stock_num--;
1792 /* Slide everyone */
1793 for (j = item; j < st_ptr->stock_num; j++)
1795 st_ptr->stock[j] = st_ptr->stock[j + 1];
1798 /* Nuke the final slot */
1799 object_wipe(&st_ptr->stock[j]);
1804 * This function will keep 'crap' out of the black market.
1805 * Crap is defined as any item that is "available" elsewhere
1806 * Based on a suggestion by "Lee Vogt" <lvogt@cig.mcel.mot.com>
1808 static bool black_market_crap(object_type *o_ptr)
1812 /* Ego items are never crap */
1813 if (o_ptr->name2) return (FALSE);
1815 /* Good items are never crap */
1816 if (o_ptr->to_a > 0) return (FALSE);
1817 if (o_ptr->to_h > 0) return (FALSE);
1818 if (o_ptr->to_d > 0) return (FALSE);
1820 /* Check all stores */
1821 for (i = 0; i < MAX_STORES; i++)
1823 if (i == STORE_HOME) continue;
1824 if (i == STORE_MUSEUM) continue;
1826 /* Check every item in the store */
1827 for (j = 0; j < town[p_ptr->town_num].store[i].stock_num; j++)
1829 object_type *j_ptr = &town[p_ptr->town_num].store[i].stock[j];
1831 /* Duplicate item "type", assume crappy */
1832 if (o_ptr->k_idx == j_ptr->k_idx) return (TRUE);
1842 * Attempt to delete (some of) a random item from the store
1843 * Hack -- we attempt to "maintain" piles of items when possible.
1845 static void store_delete(void)
1849 /* Pick a random slot */
1850 what = randint0(st_ptr->stock_num);
1852 /* Determine how many items are here */
1853 num = st_ptr->stock[what].number;
1855 /* Hack -- sometimes, only destroy half the items */
1856 if (randint0(100) < 50) num = (num + 1) / 2;
1858 /* Hack -- sometimes, only destroy a single item */
1859 if (randint0(100) < 50) num = 1;
1861 /* Hack -- decrement the maximum timeouts and total charges of rods and wands. -LM- */
1862 if ((st_ptr->stock[what].tval == TV_ROD) || (st_ptr->stock[what].tval == TV_WAND))
1864 st_ptr->stock[what].pval -= num * st_ptr->stock[what].pval / st_ptr->stock[what].number;
1867 /* Actually destroy (part of) the item */
1868 store_item_increase(what, -num);
1869 store_item_optimize(what);
1874 * Creates a random item and gives it to a store
1875 * This algorithm needs to be rethought. A lot.
1876 * Currently, "normal" stores use a pre-built array.
1878 * Note -- the "level" given to "obj_get_num()" is a "favored"
1879 * level, that is, there is a much higher chance of getting
1880 * items with a level approaching that of the given level...
1882 * Should we check for "permission" to have the given item?
1884 static void store_create(void)
1886 int i, tries, level;
1892 /* Paranoia -- no room left */
1893 if (st_ptr->stock_num >= st_ptr->stock_size) return;
1896 /* Hack -- consider up to four items */
1897 for (tries = 0; tries < 4; tries++)
1900 if (cur_store_num == STORE_BLACK)
1902 /* Pick a level for object/magic */
1903 level = 25 + randint0(25);
1905 /* Random item (usually of given level) */
1906 i = get_obj_num(level);
1908 /* Handle failure */
1915 /* Hack -- Pick an item to sell */
1916 i = st_ptr->table[randint0(st_ptr->table_num)];
1918 /* Hack -- fake level for apply_magic() */
1919 level = rand_range(1, STORE_OBJ_LEVEL);
1923 /* Get local object */
1926 /* Create a new object of the chosen kind */
1927 object_prep(q_ptr, i);
1929 /* Apply some "low-level" magic (no artifacts) */
1930 apply_magic(q_ptr, level, AM_NO_FIXED_ART);
1932 /* Require valid object */
1933 if (!store_will_buy(q_ptr)) continue;
1935 /* Hack -- Charge lite's */
1936 if (q_ptr->tval == TV_LITE)
1938 if (q_ptr->sval == SV_LITE_TORCH) q_ptr->xtra4 = FUEL_TORCH / 2;
1939 if (q_ptr->sval == SV_LITE_LANTERN) q_ptr->xtra4 = FUEL_LAMP / 2;
1943 /* The item is "known" */
1944 object_known(q_ptr);
1946 /* Mark it storebought */
1947 q_ptr->ident |= IDENT_STOREB;
1949 /* Mega-Hack -- no chests in stores */
1950 if (q_ptr->tval == TV_CHEST) continue;
1952 /* Prune the black market */
1953 if (cur_store_num == STORE_BLACK)
1955 /* Hack -- No "crappy" items */
1956 if (black_market_crap(q_ptr)) continue;
1958 /* Hack -- No "cheap" items */
1959 if (object_value(q_ptr) < 10) continue;
1961 /* No "worthless" items */
1962 /* if (object_value(q_ptr) <= 0) continue; */
1965 /* Prune normal stores */
1968 /* No "worthless" items */
1969 if (object_value(q_ptr) <= 0) continue;
1973 /* Mass produce and/or Apply discount */
1974 mass_produce(q_ptr);
1976 /* Attempt to carry the (known) item */
1977 (void)store_carry(q_ptr);
1979 /* Definitely done */
1987 * Eliminate need to bargain if player has haggled well in the past
1989 static bool noneedtobargain(s32b minprice)
1991 s32b good = st_ptr->good_buy;
1992 s32b bad = st_ptr->bad_buy;
1994 /* Cheap items are "boring" */
1995 if (minprice < 10L) return (TRUE);
1997 /* Perfect haggling */
1998 if (good == MAX_SHORT) return (TRUE);
2000 /* Reward good haggles, punish bad haggles, notice price */
2001 if (good > ((3 * bad) + (5 + (minprice/50)))) return (TRUE);
2003 /* Return the flag */
2009 * Update the bargain info
2011 static void updatebargain(s32b price, s32b minprice, int num)
2013 /* Hack -- auto-haggle */
2014 if (!manual_haggle) return;
2016 /* Cheap items are "boring" */
2017 if ((minprice/num) < 10L) return;
2019 /* Count the successful haggles */
2020 if (price == minprice)
2022 /* Just count the good haggles */
2023 if (st_ptr->good_buy < MAX_SHORT)
2029 /* Count the failed haggles */
2032 /* Just count the bad haggles */
2033 if (st_ptr->bad_buy < MAX_SHORT)
2043 * Re-displays a single store entry
2045 static void display_entry(int pos)
2051 char o_name[MAX_NLEN];
2058 o_ptr = &st_ptr->stock[pos];
2060 /* Get the "offset" */
2063 /* Label it, clear the line --(-- */
2064 (void)sprintf(out_val, "%c) ", I2A(i));
2065 prt(out_val, i+6, 0);
2068 if (show_item_graph)
2070 byte a = object_attr(o_ptr);
2071 char c = object_char(o_ptr);
2078 Term_draw(cur_col, i + 6, a, c);
2083 Term_draw(cur_col, i + 6, 255, -1);
2088 /* Describe an item in the home */
2089 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
2093 /* Leave room for weights, if necessary -DRS- */
2094 if (show_weights) maxwid -= 10;
2096 /* Describe the object */
2097 object_desc(o_name, o_ptr, TRUE, 3);
2098 o_name[maxwid] = '\0';
2099 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, cur_col);
2104 /* Only show the weight of an individual item */
2105 int wgt = o_ptr->weight;
2107 sprintf(out_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
2108 put_str(out_val, i+6, 67);
2110 (void)sprintf(out_val, "%3d.%d lb", wgt / 10, wgt % 10);
2111 put_str(out_val, i+6, 68);
2117 /* Describe an item (fully) in a store */
2120 /* Must leave room for the "price" */
2123 /* Leave room for weights, if necessary -DRS- */
2124 if (show_weights) maxwid -= 7;
2126 /* Describe the object (fully) */
2127 object_desc_store(o_name, o_ptr, TRUE, 3);
2128 o_name[maxwid] = '\0';
2129 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, cur_col);
2134 /* Only show the weight of an individual item */
2135 int wgt = o_ptr->weight;
2137 sprintf(out_val, "%3d.%1d", lbtokg1(wgt) , lbtokg2(wgt) );
2138 put_str(out_val, i+6, 60);
2140 (void)sprintf(out_val, "%3d.%d", wgt / 10, wgt % 10);
2141 put_str(out_val, i+6, 61);
2146 /* Display a "fixed" cost */
2147 if (o_ptr->ident & (IDENT_FIXED))
2149 /* Extract the "minimum" price */
2150 x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2152 /* Actually draw the price (not fixed) */
2154 (void)sprintf(out_val, "%9ld¸Ç", (long)x);
2156 (void)sprintf(out_val, "%9ld F", (long)x);
2159 put_str(out_val, i+6, 68);
2162 /* Display a "taxed" cost */
2163 else if (!manual_haggle)
2165 /* Extract the "minimum" price */
2166 x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2168 /* Hack -- Apply Sales Tax if needed */
2169 if (!noneedtobargain(x)) x += x / 10;
2171 /* Actually draw the price (with tax) */
2172 (void)sprintf(out_val, "%9ld ", (long)x);
2173 put_str(out_val, i+6, 68);
2176 /* Display a "haggle" cost */
2179 /* Extrect the "maximum" price */
2180 x = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
2182 /* Actually draw the price (not fixed) */
2183 (void)sprintf(out_val, "%9ld ", (long)x);
2184 put_str(out_val, i+6, 68);
2191 * Displays a store's inventory -RAK-
2192 * All prices are listed as "per individual object". -BEN-
2194 static void display_inventory(void)
2198 /* Display the next 12 items */
2199 for (k = 0; k < 12; k++)
2201 /* Do not display "dead" items */
2202 if (store_top + k >= st_ptr->stock_num) break;
2204 /* Display that line */
2205 display_entry(store_top + k);
2208 /* Erase the extra lines and the "more" prompt */
2209 for (i = k; i < 13; i++) prt("", i + 6, 0);
2211 /* Assume "no current page" */
2213 put_str(" ", 5, 20);
2215 put_str(" ", 5, 20);
2219 /* Visual reminder of "more items" */
2220 if (st_ptr->stock_num > 12)
2222 /* Show "more" reminder (after the last item) */
2224 prt("-³¤¯-", k + 6, 3);
2226 prt("-more-", k + 6, 3);
2230 /* Indicate the "current page" */
2231 /* Trailing spaces are to display (Page xx) and (Page x) */
2233 put_str(format("(%d¥Ú¡¼¥¸) ", store_top/12 + 1), 5, 20);
2235 put_str(format("(Page %d) ", store_top/12 + 1), 5, 20);
2243 * Displays players gold -RAK-
2245 static void store_prt_gold(void)
2250 prt("¼ê»ý¤Á¤Î¤ª¶â: ", 19, 53);
2252 prt("Gold Remaining: ", 19, 53);
2256 sprintf(out_val, "%9ld", (long)p_ptr->au);
2257 prt(out_val, 19, 68);
2262 * Displays store (after clearing screen) -RAK-
2264 static void display_store(void)
2272 /* The "Home" is special */
2273 if (cur_store_num == STORE_HOME)
2275 /* Put the owner name */
2277 put_str("²æ¤¬²È", 3, 31);
2279 put_str("Your Home", 3, 30);
2283 /* Label the item descriptions */
2285 put_str("¥¢¥¤¥Æ¥à¤Î°ìÍ÷", 5, 4);
2287 put_str("Item Description", 5, 3);
2291 /* If showing weights, show label */
2295 put_str("½Å¤µ", 5, 72);
2297 put_str("Weight", 5, 70);
2303 /* The "Home" is special */
2304 else if (cur_store_num == STORE_MUSEUM)
2306 /* Put the owner name */
2308 put_str("Çîʪ´Û", 3, 31);
2310 put_str("Museum", 3, 30);
2314 /* Label the item descriptions */
2316 put_str("¥¢¥¤¥Æ¥à¤Î°ìÍ÷", 5, 4);
2318 put_str("Item Description", 5, 3);
2322 /* If showing weights, show label */
2326 put_str("½Å¤µ", 5, 72);
2328 put_str("Weight", 5, 70);
2337 cptr store_name = (f_name + f_info[FEAT_SHOP_HEAD + cur_store_num].name);
2338 cptr owner_name = (ot_ptr->owner_name);
2339 cptr race_name = race_info[ot_ptr->owner_race].title;
2341 /* Put the owner name and race */
2342 sprintf(buf, "%s (%s)", owner_name, race_name);
2343 put_str(buf, 3, 10);
2345 /* Show the max price in the store (above prices) */
2346 sprintf(buf, "%s (%ld)", store_name, (long)(ot_ptr->max_cost));
2349 /* Label the item descriptions */
2351 put_str("¾¦ÉʤΰìÍ÷", 5, 7);
2353 put_str("Item Description", 5, 3);
2357 /* If showing weights, show label */
2361 put_str("½Å¤µ", 5, 62);
2363 put_str("Weight", 5, 60);
2368 /* Label the asking price (in stores) */
2370 put_str("²Á³Ê", 5, 73);
2372 put_str("Price", 5, 72);
2377 /* Display the current gold */
2380 /* Draw in the inventory */
2381 display_inventory();
2387 * Get the ID of a store item and return its value -RAK-
2389 static int get_stock(int *com_val, cptr pmt, int i, int j)
2395 #ifdef ALLOW_REPEAT /* TNB */
2397 /* Get the item index */
2398 if (repeat_pull(com_val))
2400 /* Verify the item */
2401 if ((*com_val >= i) && (*com_val <= j))
2408 #endif /* ALLOW_REPEAT -- TNB */
2410 /* Paranoia XXX XXX XXX */
2414 /* Assume failure */
2417 /* Build the prompt */
2419 (void)sprintf(out_val, "(%s:%c-%c, ESC¤ÇÃæÃÇ) %s",
2420 (((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) ? "¥¢¥¤¥Æ¥à" : "¾¦ÉÊ"),
2421 I2A(i), I2A(j), pmt);
2423 (void)sprintf(out_val, "(Items %c-%c, ESC to exit) %s",
2424 I2A(i), I2A(j), pmt);
2428 /* Ask until done */
2434 if (!get_com(out_val, &command, FALSE)) break;
2437 k = (islower(command) ? A2I(command) : -1);
2439 /* Legal responses */
2440 if ((k >= i) && (k <= j))
2450 /* Clear the prompt */
2454 if (command == ESCAPE) return (FALSE);
2456 #ifdef ALLOW_REPEAT /* TNB */
2458 repeat_push(*com_val);
2460 #endif /* ALLOW_REPEAT -- TNB */
2468 * Increase the insult counter and get angry if too many -RAK-
2470 static int increase_insults(void)
2472 /* Increase insults */
2473 st_ptr->insult_cur++;
2475 /* Become insulted */
2476 if (st_ptr->insult_cur > ot_ptr->insult_max)
2482 st_ptr->insult_cur = 0;
2483 st_ptr->good_buy = 0;
2484 st_ptr->bad_buy = 0;
2487 st_ptr->store_open = turn + TURNS_PER_TICK*TOWN_DAWN/8 + randint1(TURNS_PER_TICK*TOWN_DAWN/8);
2499 * Decrease insults -RAK-
2501 static void decrease_insults(void)
2503 /* Decrease insults */
2504 if (st_ptr->insult_cur) st_ptr->insult_cur--;
2509 * Have insulted while haggling -RAK-
2511 static int haggle_insults(void)
2513 /* Increase insults */
2514 if (increase_insults()) return (TRUE);
2516 /* Display and flush insult */
2525 * Mega-Hack -- Enable "increments"
2527 static bool allow_inc = FALSE;
2530 * Mega-Hack -- Last "increment" during haggling
2532 static s32b last_inc = 0L;
2538 static int get_haggle(cptr pmt, s32b *poffer, s32b price, int final)
2548 /* Clear old increment if necessary */
2549 if (!allow_inc) last_inc = 0L;
2556 sprintf(buf, "%s [¾µÂú] ", pmt);
2558 sprintf(buf, "%s [accept] ", pmt);
2563 /* Old (negative) increment, and not final */
2564 else if (last_inc < 0)
2567 sprintf(buf, "%s [-$%ld] ", pmt, (long)(ABS(last_inc)));
2569 sprintf(buf, "%s [-%ld] ", pmt, (long)(ABS(last_inc)));
2574 /* Old (positive) increment, and not final */
2575 else if (last_inc > 0)
2578 sprintf(buf, "%s [+$%ld] ", pmt, (long)(ABS(last_inc)));
2580 sprintf(buf, "%s [+%ld] ", pmt, (long)(ABS(last_inc)));
2588 sprintf(buf, "%s ", pmt);
2592 /* Paranoia XXX XXX XXX */
2596 /* Ask until done */
2600 strcpy(out_val, "");
2602 /* Ask the user for a response */
2603 if (!get_string(buf, out_val, 32)) return (FALSE);
2605 /* Skip leading spaces */
2606 for (p = out_val; *p == ' '; p++) /* loop */;
2608 /* Empty response */
2611 /* Accept current price */
2619 /* Use previous increment */
2620 if (allow_inc && last_inc)
2622 *poffer += last_inc;
2627 /* Normal response */
2630 /* Extract a number */
2633 /* Handle "incremental" number */
2634 if ((*p == '+' || *p == '-'))
2636 /* Allow increments */
2639 /* Use the given "increment" */
2646 /* Handle normal number */
2649 /* Use the given "number" */
2658 msg_print("Ãͤ¬¤ª¤«¤·¤¤¤Ç¤¹¡£");
2660 msg_print("Invalid response.");
2672 * Receive an offer (from the player)
2674 * Return TRUE if offer is NOT okay
2676 static bool receive_offer(cptr pmt, s32b *poffer,
2677 s32b last_offer, int factor,
2678 s32b price, int final)
2680 /* Haggle till done */
2683 /* Get a haggle (or cancel) */
2684 if (!get_haggle(pmt, poffer, price, final)) return (TRUE);
2686 /* Acceptable offer */
2687 if (((*poffer) * factor) >= (last_offer * factor)) break;
2689 /* Insult, and check for kicked out */
2690 if (haggle_insults()) return (TRUE);
2692 /* Reject offer (correctly) */
2693 (*poffer) = last_offer;
2702 * Haggling routine -RAK-
2704 * Return TRUE if purchase is NOT successful
2706 static bool purchase_haggle(object_type *o_ptr, s32b *price)
2708 s32b cur_ask, final_ask;
2709 s32b last_offer, offer;
2711 s32b min_per, max_per;
2712 int flag, loop_flag, noneed;
2713 int annoyed = 0, final = FALSE;
2715 bool cancel = FALSE;
2718 cptr pmt = "Ä󼨲Á³Ê";
2720 cptr pmt = "Asking";
2730 /* Extract the starting offer and the final offer */
2731 cur_ask = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
2732 final_ask = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2734 /* Determine if haggling is necessary */
2735 noneed = noneedtobargain(final_ask);
2737 /* No need to haggle */
2738 if (noneed || !manual_haggle)
2740 /* No need to haggle */
2743 /* Message summary */
2745 msg_print("·ë¶É¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2747 msg_print("You eventually agree upon the price.");
2753 /* No haggle option */
2756 /* Message summary */
2758 msg_print("¤¹¤ó¤Ê¤ê¤È¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2760 msg_print("You quickly agree upon the price.");
2765 /* Apply Sales Tax */
2766 final_ask += final_ask / 10;
2770 cur_ask = final_ask;
2772 /* Go to final offer */
2774 pmt = "ºÇ½ªÄ󼨲Á³Ê";
2776 pmt = "Final Offer";
2783 /* Haggle for the whole pile */
2784 cur_ask *= o_ptr->number;
2785 final_ask *= o_ptr->number;
2788 /* Haggle parameters */
2789 min_per = ot_ptr->haggle_per;
2790 max_per = min_per * 3;
2792 /* Mega-Hack -- artificial "last offer" value */
2793 last_offer = object_value(o_ptr) * o_ptr->number;
2794 last_offer = last_offer * (200 - (int)(ot_ptr->max_inflate)) / 100L;
2795 if (last_offer <= 0) last_offer = 1;
2800 /* No incremental haggling yet */
2803 /* Haggle until done */
2804 for (flag = FALSE; !flag; )
2808 while (!flag && loop_flag)
2810 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
2811 put_str(out_val, 1, 0);
2813 cancel = receive_offer("Ä󼨤¹¤ë¶â³Û? ",
2815 cancel = receive_offer("What do you offer? ",
2818 &offer, last_offer, 1, cur_ask, final);
2824 else if (offer > cur_ask)
2829 else if (offer == cur_ask)
2842 x1 = 100 * (offer - last_offer) / (cur_ask - last_offer);
2845 if (haggle_insults())
2851 else if (x1 > max_per)
2854 if (x1 < max_per) x1 = max_per;
2856 x2 = rand_range(x1-2, x1+2);
2857 x3 = ((cur_ask - offer) * x2 / 100L) + 1;
2858 /* don't let the price go up */
2863 if (cur_ask < final_ask)
2866 cur_ask = final_ask;
2868 pmt = "ºÇ½ªÄ󼨲Á³Ê";
2870 pmt = "Final Offer";
2876 (void)(increase_insults());
2881 else if (offer >= cur_ask)
2893 (void)sprintf(out_val, "Á°²ó¤ÎÄ󼨶â³Û: $%ld",
2895 (void)sprintf(out_val, "Your last offer: %ld",
2899 put_str(out_val, 1, 39);
2900 say_comment_2(cur_ask, annoyed);
2906 if (cancel) return (TRUE);
2908 /* Update bargaining info */
2909 updatebargain(*price, final_ask, o_ptr->number);
2917 * Haggling routine -RAK-
2919 * Return TRUE if purchase is NOT successful
2921 static bool sell_haggle(object_type *o_ptr, s32b *price)
2923 s32b purse, cur_ask, final_ask;
2924 s32b last_offer = 0, offer = 0;
2926 s32b min_per, max_per;
2927 int flag, loop_flag, noneed;
2928 int annoyed = 0, final = FALSE;
2929 bool cancel = FALSE;
2931 cptr pmt = "Ä󼨶â³Û";
2942 /* Obtain the starting offer and the final offer */
2943 cur_ask = price_item(o_ptr, ot_ptr->max_inflate, TRUE);
2944 final_ask = price_item(o_ptr, ot_ptr->min_inflate, TRUE);
2946 /* Determine if haggling is necessary */
2947 noneed = noneedtobargain(final_ask);
2949 /* Get the owner's payout limit */
2950 purse = (s32b)(ot_ptr->max_cost);
2952 /* No need to haggle */
2953 if (noneed || !manual_haggle || (final_ask >= purse))
2955 /* Apply Sales Tax (if needed) */
2956 if (!manual_haggle && !noneed)
2958 final_ask -= final_ask / 10;
2961 /* No reason to haggle */
2962 if (final_ask >= purse)
2966 msg_print("¨ºÂ¤Ë¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2968 msg_print("You instantly agree upon the price.");
2973 /* Offer full purse */
2977 /* No need to haggle */
2982 msg_print("·ë¶É¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2984 msg_print("You eventually agree upon the price.");
2990 /* No haggle option */
2993 /* Message summary */
2995 msg_print("¤¹¤ó¤Ê¤ê¤È¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2997 msg_print("You quickly agree upon the price.");
3004 cur_ask = final_ask;
3009 pmt = "ºÇ½ªÄ󼨶â³Û";
3011 pmt = "Final Offer";
3016 /* Haggle for the whole pile */
3017 cur_ask *= o_ptr->number;
3018 final_ask *= o_ptr->number;
3021 /* XXX XXX XXX Display commands */
3023 /* Haggling parameters */
3024 min_per = ot_ptr->haggle_per;
3025 max_per = min_per * 3;
3027 /* Mega-Hack -- artificial "last offer" value */
3028 last_offer = object_value(o_ptr) * o_ptr->number;
3029 last_offer = last_offer * ot_ptr->max_inflate / 100L;
3034 /* No incremental haggling yet */
3038 for (flag = FALSE; !flag; )
3044 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
3045 put_str(out_val, 1, 0);
3047 cancel = receive_offer("Ä󼨤¹¤ë²Á³Ê? ",
3049 cancel = receive_offer("What price do you ask? ",
3052 &offer, last_offer, -1, cur_ask, final);
3058 else if (offer < cur_ask)
3061 /* rejected, reset offer for incremental haggling */
3064 else if (offer == cur_ask)
3075 if (flag || !loop_flag) break;
3080 x1 = 100 * (last_offer - offer) / (last_offer - cur_ask);
3083 if (haggle_insults())
3089 else if (x1 > max_per)
3092 if (x1 < max_per) x1 = max_per;
3094 x2 = rand_range(x1-2, x1+2);
3095 x3 = ((offer - cur_ask) * x2 / 100L) + 1;
3096 /* don't let the price go down */
3100 if (cur_ask > final_ask)
3102 cur_ask = final_ask;
3105 pmt = "ºÇ½ªÄ󼨶â³Û";
3107 pmt = "Final Offer";
3115 /* Äɲà $0 ¤ÇÇ㤤¼è¤é¤ì¤Æ¤·¤Þ¤¦¤Î¤òËÉ»ß By FIRST*/
3118 (void)(increase_insults());
3121 else if (offer <= cur_ask)
3132 (void)sprintf(out_val,
3134 "Á°²ó¤ÎÄ󼨲Á³Ê $%ld", (long)last_offer);
3136 "Your last bid %ld", (long)last_offer);
3139 put_str(out_val, 1, 39);
3140 say_comment_3(cur_ask, annoyed);
3146 if (cancel) return (TRUE);
3148 /* Update bargaining info */
3149 updatebargain(*price, final_ask, o_ptr->number);
3157 * Buy an item from a store -RAK-
3159 static void store_purchase(void)
3171 char o_name[MAX_NLEN];
3176 if (cur_store_num == STORE_MUSEUM)
3179 msg_print("Çîʪ´Û¤«¤é¼è¤ê½Ð¤¹¤³¤È¤Ï¤Ç¤¤Þ¤»¤ó¡£");
3181 msg_print("Museum.");
3187 if (st_ptr->stock_num <= 0)
3189 if (cur_store_num == STORE_HOME)
3191 msg_print("²æ¤¬²È¤Ë¤Ï²¿¤âÃÖ¤¤¤Æ¤¢¤ê¤Þ¤»¤ó¡£");
3193 msg_print("Your home is empty.");
3198 msg_print("¸½ºß¾¦Éʤκ߸ˤòÀڤ餷¤Æ¤¤¤Þ¤¹¡£");
3200 msg_print("I am currently out of stock.");
3207 /* Find the number of objects on this and following pages */
3208 i = (st_ptr->stock_num - store_top);
3210 /* And then restrict it to the current page */
3215 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸ */
3216 switch( cur_store_num ) {
3218 sprintf(out_val, "¤É¤Î¥¢¥¤¥Æ¥à¤ò¼è¤ê¤Þ¤¹¤«? ");
3221 sprintf(out_val, "¤É¤ì? ");
3224 sprintf(out_val, "¤É¤ÎÉÊʪ¤¬Íߤ·¤¤¤ó¤À¤¤? ");
3228 if (cur_store_num == STORE_HOME)
3230 sprintf(out_val, "Which item do you want to take? ");
3234 sprintf(out_val, "Which item are you interested in? ");
3239 /* Get the item number to be bought */
3240 if (!get_stock(&item, out_val, 0, i - 1)) return;
3242 /* Get the actual index */
3243 item = item + store_top;
3245 /* Get the actual item */
3246 o_ptr = &st_ptr->stock[item];
3248 /* Assume the player wants just one of them */
3251 /* Get local object */
3254 /* Get a copy of the object */
3255 object_copy(j_ptr, o_ptr);
3258 * If a rod or wand, allocate total maximum timeouts or charges
3259 * between those purchased and left on the shelf.
3261 reduce_charges(j_ptr, o_ptr->number - amt);
3263 /* Modify quantity */
3264 j_ptr->number = amt;
3266 /* Hack -- require room in pack */
3267 if (!inven_carry_okay(j_ptr))
3270 msg_print("¤½¤ó¤Ê¤Ë¥¢¥¤¥Æ¥à¤ò»ý¤Æ¤Ê¤¤¡£");
3272 msg_print("You cannot carry that many different items.");
3278 /* Determine the "best" price (per item) */
3279 best = price_item(j_ptr, ot_ptr->min_inflate, FALSE);
3281 /* Find out how many the player wants */
3282 if (o_ptr->number > 1)
3284 /* Hack -- note cost of "fixed" items */
3285 if ((cur_store_num != STORE_HOME) &&
3286 (o_ptr->ident & IDENT_FIXED))
3289 msg_format("°ì¤Ä¤Ë¤Ä¤ $%ld¤Ç¤¹¡£", (long)(best));
3291 msg_format("That costs %ld gold per item.", (long)(best));
3296 /* Get a quantity */
3297 amt = get_quantity(NULL, o_ptr->number);
3299 /* Allow user abort */
3300 if (amt <= 0) return;
3303 /* Get local object */
3306 /* Get desired object */
3307 object_copy(j_ptr, o_ptr);
3310 * If a rod or wand, allocate total maximum timeouts or charges
3311 * between those purchased and left on the shelf.
3313 reduce_charges(j_ptr, o_ptr->number - amt);
3315 /* Modify quantity */
3316 j_ptr->number = amt;
3318 /* Hack -- require room in pack */
3319 if (!inven_carry_okay(j_ptr))
3322 msg_print("¥¶¥Ã¥¯¤Ë¤½¤Î¥¢¥¤¥Æ¥à¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£");
3324 msg_print("You cannot carry that many items.");
3330 /* Attempt to buy it */
3331 if (cur_store_num != STORE_HOME)
3333 /* Fixed price, quick buy */
3334 if (o_ptr->ident & (IDENT_FIXED))
3339 /* Go directly to the "best" deal */
3340 price = (best * j_ptr->number);
3346 /* Describe the object (fully) */
3347 object_desc_store(o_name, j_ptr, TRUE, 3);
3351 msg_format("%s(%c)¤ò¹ØÆþ¤¹¤ë¡£", o_name, I2A(item));
3353 msg_format("Buying %s (%c).", o_name, I2A(item));
3358 /* Haggle for a final price */
3359 choice = purchase_haggle(j_ptr, &price);
3361 /* Hack -- Got kicked out */
3362 if (st_ptr->store_open >= turn) return;
3365 /* Player wants it */
3368 /* Fix the item price (if "correctly" haggled) */
3369 if (price == (best * j_ptr->number)) o_ptr->ident |= (IDENT_FIXED);
3371 /* Player can afford it */
3372 if (p_ptr->au >= price)
3379 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
3380 chg_virtue(V_JUSTICE, -1);
3381 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
3382 chg_virtue(V_NATURE, -1);
3390 /* Spend the money */
3393 /* Update the display */
3396 /* Hack -- buying an item makes you aware of it */
3397 object_aware(j_ptr);
3399 /* Hack -- clear the "fixed" flag from the item */
3400 j_ptr->ident &= ~(IDENT_FIXED);
3402 /* Describe the transaction */
3403 object_desc(o_name, j_ptr, TRUE, 3);
3407 msg_format("%s¤ò $%ld¤Ç¹ØÆþ¤·¤Þ¤·¤¿¡£", o_name, (long)price);
3409 msg_format("You bought %s for %ld gold.", o_name, (long)price);
3412 strcpy(record_o_name, o_name);
3415 if (record_buy) do_cmd_write_nikki(NIKKI_BUY, 0, o_name);
3416 object_desc(o_name, o_ptr, TRUE, 0);
3417 if(record_rand_art && o_ptr->art_name)
3418 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
3420 /* Erase the inscription */
3421 j_ptr->inscription = 0;
3423 /* Erase the "feeling" */
3424 j_ptr->feeling = FEEL_NONE;
3425 j_ptr->ident &= ~(IDENT_STOREB);
3426 /* Give it to the player */
3427 item_new = inven_carry(j_ptr);
3429 /* Describe the final result */
3430 object_desc(o_name, &inventory[item_new], TRUE, 3);
3434 msg_format("%s(%c)¤ò¼ê¤ËÆþ¤ì¤¿¡£", o_name, index_to_label(item_new));
3436 msg_format("You have %s (%c).",
3437 o_name, index_to_label(item_new));
3440 /* Auto-inscription */
3441 idx = is_autopick(&inventory[item_new]);
3442 auto_inscribe_item(item_new, idx);
3444 /* Now, reduce the original stack's pval. */
3445 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3447 o_ptr->pval -= j_ptr->pval;
3453 /* Note how many slots the store used to have */
3454 i = st_ptr->stock_num;
3456 /* Remove the bought items from the store */
3457 store_item_increase(item, -amt);
3458 store_item_optimize(item);
3460 /* Store is empty */
3461 if (st_ptr->stock_num == 0)
3464 if (one_in_(STORE_SHUFFLE))
3469 msg_print("Ź¼ç¤Ï°úÂष¤¿¡£");
3471 msg_print("The shopkeeper retires.");
3475 /* Shuffle the store */
3476 store_shuffle(cur_store_num);
3479 sprintf(buf, "%s (%s)",
3480 ot_ptr->owner_name, race_info[ot_ptr->owner_race].title);
3481 put_str(buf, 3, 10);
3482 sprintf(buf, "%s (%ld)",
3483 (f_name + f_info[FEAT_SHOP_HEAD + cur_store_num].name), (long)(ot_ptr->max_cost));
3492 msg_print("Ź¼ç¤Ï¿·¤¿¤Êºß¸Ë¤ò¼è¤ê½Ð¤·¤¿¡£");
3494 msg_print("The shopkeeper brings out some new stock.");
3500 for (i = 0; i < 10; i++)
3502 /* Maintain the store */
3503 store_maint(p_ptr->town_num, cur_store_num);
3509 /* Redraw everything */
3510 display_inventory();
3513 /* The item is gone */
3514 else if (st_ptr->stock_num != i)
3516 /* Pick the correct screen */
3517 if (store_top >= st_ptr->stock_num) store_top -= 12;
3519 /* Redraw everything */
3520 display_inventory();
3523 /* Item is still here */
3526 /* Redraw the item */
3527 display_entry(item);
3531 /* Player cannot afford it */
3534 /* Simple message (no insult) */
3536 msg_print("¤ª¶â¤¬Â¤ê¤Þ¤»¤ó¡£");
3538 msg_print("You do not have enough gold.");
3545 /* Home is much easier */
3548 /* Distribute charges of wands/rods */
3549 distribute_charges(o_ptr, j_ptr, amt);
3551 /* Give it to the player */
3552 item_new = inven_carry(j_ptr);
3554 /* Describe just the result */
3555 object_desc(o_name, &inventory[item_new], TRUE, 3);
3559 msg_format("%s(%c)¤ò¼è¤Ã¤¿¡£",
3561 msg_format("You have %s (%c).",
3563 o_name, index_to_label(item_new));
3568 /* Take note if we take the last one */
3569 i = st_ptr->stock_num;
3571 /* Remove the items from the home */
3572 store_item_increase(item, -amt);
3573 store_item_optimize(item);
3575 /* Hack -- Item is still here */
3576 if (i == st_ptr->stock_num)
3578 /* Redraw the item */
3579 display_entry(item);
3582 /* The item is gone */
3586 if (st_ptr->stock_num == 0) store_top = 0;
3588 /* Nothing left on that screen */
3589 else if (store_top >= st_ptr->stock_num) store_top -= 12;
3591 /* Redraw everything */
3592 display_inventory();
3594 chg_virtue(V_SACRIFICE, 1);
3598 /* Not kicked out */
3604 * Sell an item to the store (or home)
3606 static void store_sell(void)
3612 s32b price, value, dummy;
3621 char o_name[MAX_NLEN];
3624 /* Prepare a prompt */
3625 if (cur_store_num == STORE_HOME)
3627 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÃÖ¤¤Þ¤¹¤«? ";
3629 q = "Drop which item? ";
3632 else if (cur_store_num == STORE_MUSEUM)
3634 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò´ó£¤·¤Þ¤¹¤«? ";
3636 q = "Give which item? ";
3641 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÇä¤ê¤Þ¤¹¤«? ";
3643 q = "Sell which item? ";
3647 item_tester_no_ryoute = TRUE;
3648 /* Only allow items the store will buy */
3649 item_tester_hook = store_will_buy;
3652 /* ²æ¤¬²È¤Ç¤ª¤«¤·¤Ê¥á¥Ã¥»¡¼¥¸¤¬½Ð¤ë¥ª¥ê¥¸¥Ê¥ë¤Î¥Ð¥°¤ò½¤Àµ */
3653 if (cur_store_num == STORE_HOME)
3656 s = "ÃÖ¤±¤ë¥¢¥¤¥Æ¥à¤ò»ý¤Ã¤Æ¤¤¤Þ¤»¤ó¡£";
3658 s = "You don't have any item to drop.";
3661 else if (cur_store_num == STORE_MUSEUM)
3664 s = "´ó£¤Ç¤¤ë¥¢¥¤¥Æ¥à¤ò»ý¤Ã¤Æ¤¤¤Þ¤»¤ó¡£";
3666 s = "You don't have any item to give.";
3672 s = "Íߤ·¤¤Êª¤¬¤Ê¤¤¤Ç¤¹¤Í¤¨¡£";
3674 s = "You have nothing that I want.";
3678 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return;
3680 /* Get the item (in the pack) */
3683 o_ptr = &inventory[item];
3686 /* Get the item (on the floor) */
3689 o_ptr = &o_list[0 - item];
3693 /* Hack -- Cannot remove cursed items */
3694 if ((item >= INVEN_RARM) && cursed_p(o_ptr))
3698 msg_print("¤Õ¡¼¤à¡¢¤É¤¦¤ä¤é¤½¤ì¤Ï¼ö¤ï¤ì¤Æ¤¤¤ë¤è¤¦¤À¤Í¡£");
3700 msg_print("Hmmm, it seems to be cursed.");
3709 /* Assume one item */
3712 /* Find out how many the player wants (letter means "all") */
3713 if (o_ptr->number > 1)
3715 /* Get a quantity */
3716 amt = get_quantity(NULL, o_ptr->number);
3718 /* Allow user abort */
3719 if (amt <= 0) return;
3722 /* Get local object */
3725 /* Get a copy of the object */
3726 object_copy(q_ptr, o_ptr);
3728 /* Modify quantity */
3729 q_ptr->number = amt;
3732 * Hack -- If a rod or wand, allocate total maximum
3733 * timeouts or charges to those being sold. -LM-
3735 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3737 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
3740 /* Get a full description */
3741 object_desc(o_name, q_ptr, TRUE, 3);
3743 /* Remove any inscription, feeling for stores */
3744 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
3746 q_ptr->inscription = 0;
3747 q_ptr->feeling = FEEL_NONE;
3750 /* Is there room in the store (or the home?) */
3751 if (!store_check_num(q_ptr))
3753 if (cur_store_num == STORE_HOME)
3755 msg_print("²æ¤¬²È¤Ë¤Ï¤â¤¦ÃÖ¤¯¾ì½ê¤¬¤Ê¤¤¡£");
3757 msg_print("Your home is full.");
3760 else if (cur_store_num == STORE_MUSEUM)
3762 msg_print("Çîʪ´Û¤Ï¤â¤¦ËþÇÕ¤À¡£");
3764 msg_print("Museum is full.");
3769 msg_print("¤¹¤¤¤Þ¤»¤ó¤¬¡¢Å¹¤Ë¤Ï¤â¤¦ÃÖ¤¯¾ì½ê¤¬¤¢¤ê¤Þ¤»¤ó¡£");
3771 msg_print("I have not the room in my store to keep it.");
3779 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
3781 /* Describe the transaction */
3783 msg_format("%s(%c)¤òÇäµÑ¤¹¤ë¡£", o_name, index_to_label(item));
3785 msg_format("Selling %s (%c).", o_name, index_to_label(item));
3791 choice = sell_haggle(q_ptr, &price);
3794 if (st_ptr->store_open >= turn) return;
3806 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
3807 chg_virtue(V_JUSTICE, -1);
3809 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
3810 chg_virtue(V_NATURE, 1);
3813 /* Get some money */
3816 /* Update the display */
3819 /* Get the "apparent" value */
3820 dummy = object_value(q_ptr) * q_ptr->number;
3823 identify_item(o_ptr);
3825 /* Get local object */
3828 /* Get a copy of the object */
3829 object_copy(q_ptr, o_ptr);
3831 /* Modify quantity */
3832 q_ptr->number = amt;
3835 * Hack -- If a rod or wand, let the shopkeeper know just
3836 * how many charges he really paid for. -LM-
3838 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3840 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
3843 /* Get the "actual" value */
3844 value = object_value(q_ptr) * q_ptr->number;
3846 /* Get the description all over again */
3847 object_desc(o_name, q_ptr, TRUE, 3);
3849 /* Describe the result (in message buffer) */
3851 msg_format("%s¤ò $%ld¤ÇÇäµÑ¤·¤Þ¤·¤¿¡£", o_name, (long)price);
3853 msg_format("You sold %s for %ld gold.", o_name, (long)price);
3856 if (record_sell) do_cmd_write_nikki(NIKKI_SELL, 0, o_name);
3858 if (!((o_ptr->tval == TV_FIGURINE) && (value > 0)))
3860 /* Analyze the prices (and comment verbally) unless a figurine*/
3861 purchase_analyze(price, value, dummy);
3865 * Hack -- Allocate charges between those wands or rods sold
3866 * and retained, unless all are being sold. -LM-
3868 distribute_charges(o_ptr, q_ptr, amt);
3870 /* Reset timeouts of the sold items */
3873 /* Take the item from the player, describe the result */
3874 inven_item_increase(item, -amt);
3875 inven_item_describe(item);
3876 inven_item_optimize(item);
3881 /* The store gets that (known) item */
3882 item_pos = store_carry(q_ptr);
3884 /* Re-display if item is now in store */
3887 store_top = (item_pos / 12) * 12;
3888 display_inventory();
3893 /* Player is at museum */
3894 else if (cur_store_num == STORE_MUSEUM)
3896 char o2_name[MAX_NLEN];
3897 object_desc(o2_name, q_ptr, TRUE, 0);
3899 if (-1 == store_check_num(q_ptr))
3902 msg_print("¤½¤ì¤ÈƱ¤¸ÉÊʪ¤Ï´û¤ËÇîʪ´Û¤Ë¤¢¤ë¤è¤¦¤Ç¤¹¡£");
3904 msg_print("The same object as it is already in the Museum.");
3910 msg_print("Çîʪ´Û¤Ë´ó£¤·¤¿¤â¤Î¤Ï¼è¤ê½Ð¤¹¤³¤È¤¬¤Ç¤¤Þ¤»¤ó¡ª¡ª");
3912 msg_print("You cannot take items which is given to the Museum back!!");
3916 if (!get_check(format("ËÜÅö¤Ë%s¤ò´ó£¤·¤Þ¤¹¤«¡©", o2_name))) return;
3918 if (!get_check(format("Really give %s to the Museum? ", o2_name))) return;
3922 identify_item(q_ptr);
3923 q_ptr->ident |= IDENT_MENTAL;
3925 /* Distribute charges of wands/rods */
3926 distribute_charges(o_ptr, q_ptr, amt);
3930 msg_format("%s¤òÃÖ¤¤¤¿¡£(%c)", o_name, index_to_label(item));
3932 msg_format("You drop %s (%c).", o_name, index_to_label(item));
3937 /* Take it from the players inventory */
3938 inven_item_increase(item, -amt);
3939 inven_item_describe(item);
3940 inven_item_optimize(item);
3945 /* Let the home carry it */
3946 item_pos = home_carry(q_ptr);
3948 /* Update store display */
3951 store_top = (item_pos / 12) * 12;
3952 display_inventory();
3955 /* Player is at home */
3958 /* Distribute charges of wands/rods */
3959 distribute_charges(o_ptr, q_ptr, amt);
3963 msg_format("%s¤òÃÖ¤¤¤¿¡£(%c)", o_name, index_to_label(item));
3965 msg_format("You drop %s (%c).", o_name, index_to_label(item));
3970 /* Take it from the players inventory */
3971 inven_item_increase(item, -amt);
3972 inven_item_describe(item);
3973 inven_item_optimize(item);
3978 /* Let the home carry it */
3979 item_pos = home_carry(q_ptr);
3981 /* Update store display */
3984 store_top = (item_pos / 12) * 12;
3985 display_inventory();
3988 if (item >= INVEN_RARM) calc_android_exp();
3989 if ((choice == 0) && ((item == INVEN_RARM) || (item == INVEN_LARM))) kamaenaoshi(item);
3994 * Examine an item in a store -JDL-
3996 static void store_examine(void)
4001 char o_name[MAX_NLEN];
4006 if (st_ptr->stock_num <= 0)
4008 if (cur_store_num == STORE_HOME)
4010 msg_print("²æ¤¬²È¤Ë¤Ï²¿¤âÃÖ¤¤¤Æ¤¢¤ê¤Þ¤»¤ó¡£");
4012 msg_print("Your home is empty.");
4015 else if (cur_store_num == STORE_MUSEUM)
4017 msg_print("Çîʪ´Û¤Ë¤Ï²¿¤âÃÖ¤¤¤Æ¤¢¤ê¤Þ¤»¤ó¡£");
4019 msg_print("Museum is empty.");
4024 msg_print("¸½ºß¾¦Éʤκ߸ˤòÀڤ餷¤Æ¤¤¤Þ¤¹¡£");
4026 msg_print("I am currently out of stock.");
4033 /* Find the number of objects on this and following pages */
4034 i = (st_ptr->stock_num - store_top);
4036 /* And then restrict it to the current page */
4041 sprintf(out_val, "¤É¤ì¤òÄ´¤Ù¤Þ¤¹¤«¡©");
4043 sprintf(out_val, "Which item do you want to examine? ");
4047 /* Get the item number to be examined */
4048 if (!get_stock(&item, out_val, 0, i - 1)) return;
4050 /* Get the actual index */
4051 item = item + store_top;
4053 /* Get the actual item */
4054 o_ptr = &st_ptr->stock[item];
4056 /* Require full knowledge */
4057 if (!(o_ptr->ident & IDENT_MENTAL))
4059 /* This can only happen in the home */
4061 msg_print("¤³¤Î¥¢¥¤¥Æ¥à¤Ë¤Ä¤¤¤ÆÆäËÃΤäƤ¤¤ë¤³¤È¤Ï¤Ê¤¤¡£");
4063 msg_print("You have no special knowledge about that item.");
4070 object_desc(o_name, o_ptr, TRUE, 3);
4074 msg_format("%s¤òÄ´¤Ù¤Æ¤¤¤ë...", o_name);
4076 msg_format("Examining %s...", o_name);
4080 /* Describe it fully */
4081 if (!screen_object(o_ptr, TRUE))
4083 msg_print("ÆäËÊѤï¤Ã¤¿¤È¤³¤í¤Ï¤Ê¤¤¤è¤¦¤À¡£");
4085 msg_print("You see nothing special.");
4094 * Hack -- set this to leave the store
4096 static bool leave_store = FALSE;
4100 * Process a command in a store
4102 * Note that we must allow the use of a few "special" commands
4103 * in the stores which are not allowed in the dungeon, and we
4104 * must disable some commands which are allowed in the dungeon
4105 * but not in the stores, to prevent chaos.
4107 static void store_process_command(void)
4109 #ifdef ALLOW_REPEAT /* TNB */
4111 /* Handle repeating the last command */
4114 #endif /* ALLOW_REPEAT -- TNB */
4116 if (rogue_like_commands && command_cmd == 'l')
4118 command_cmd = 'x'; /* hack! */
4121 /* Parse the command */
4122 switch (command_cmd)
4132 /* 1 ¥Ú¡¼¥¸Ìá¤ë¥³¥Þ¥ó¥É: ²æ¤¬²È¤Î¥Ú¡¼¥¸¿ô¤¬Â¿¤¤¤Î¤Ç½ÅÊõ¤¹¤ë¤Ï¤º By BUG */
4135 if (st_ptr->stock_num <= 12) {
4137 msg_print("¤³¤ì¤ÇÁ´Éô¤Ç¤¹¡£");
4139 msg_print("Entire inventory is shown.");
4144 if ( store_top < 0 )
4145 store_top = ((st_ptr->stock_num - 1 )/12) * 12;
4146 if ( (cur_store_num == STORE_HOME) && (powerup_home == FALSE) )
4147 if ( store_top >= 12 ) store_top = 12;
4148 display_inventory();
4156 if (st_ptr->stock_num <= 12)
4159 msg_print("¤³¤ì¤ÇÁ´Éô¤Ç¤¹¡£");
4161 msg_print("Entire inventory is shown.");
4169 * ±£¤·¥ª¥×¥·¥ç¥ó(powerup_home)¤¬¥»¥Ã¥È¤µ¤ì¤Æ¤¤¤Ê¤¤¤È¤¤Ï
4170 * ²æ¤¬²È¤Ç¤Ï 2 ¥Ú¡¼¥¸¤Þ¤Ç¤·¤«É½¼¨¤·¤Ê¤¤
4172 if ((cur_store_num == STORE_HOME) &&
4173 (powerup_home == FALSE) &&
4174 (st_ptr->stock_num >= STORE_INVEN_MAX))
4176 if (store_top >= (STORE_INVEN_MAX - 1))
4183 if (store_top >= st_ptr->stock_num) store_top = 0;
4186 display_inventory();
4199 /* Get (purchase) */
4226 /*** Inventory Commands ***/
4228 /* Wear/wield equipment */
4235 /* Take off equipment */
4242 /* Destroy an item */
4249 /* Equipment list */
4256 /* Inventory list */
4264 /*** Various commands ***/
4266 /* Identify an object */
4273 /* Hack -- toggle windows */
4276 toggle_inven_equip();
4282 /*** Use various objects ***/
4291 /* Inscribe an object */
4298 /* Uninscribe an object */
4301 do_cmd_uninscribe();
4307 /*** Help and Such ***/
4316 /* Identify symbol */
4319 do_cmd_query_symbol();
4323 /* Character description */
4326 p_ptr->town_num = old_town_num;
4327 do_cmd_change_name();
4328 p_ptr->town_num = inner_town_num;
4334 /*** System Commands ***/
4336 /* Hack -- User interface */
4343 /* Single line from a pref file */
4346 p_ptr->town_num = old_town_num;
4348 p_ptr->town_num = inner_town_num;
4352 /* Interact with macros */
4355 p_ptr->town_num = old_town_num;
4357 p_ptr->town_num = inner_town_num;
4361 /* Interact with visuals */
4364 p_ptr->town_num = old_town_num;
4366 p_ptr->town_num = inner_town_num;
4370 /* Interact with colors */
4373 p_ptr->town_num = old_town_num;
4375 p_ptr->town_num = inner_town_num;
4379 /* Interact with options */
4386 /*** Misc Commands ***/
4402 /* Repeat level feeling */
4409 /* Show previous message */
4412 do_cmd_message_one();
4416 /* Show previous messages */
4429 /* Check artifacts, uniques etc. */
4436 /* Load "screen dump" */
4439 do_cmd_load_screen();
4443 /* Save "screen dump" */
4446 do_cmd_save_screen();
4450 /* Hack -- Unknown command */
4454 msg_print("¤½¤Î¥³¥Þ¥ó¥É¤ÏŹ¤ÎÃæ¤Ç¤Ï»È¤¨¤Þ¤»¤ó¡£");
4456 msg_print("That command does not work in stores.");
4466 * Enter a store, and interact with it.
4468 * Note that we use the standard "request_command()" function
4469 * to get a command, allowing us to use "command_arg" and all
4470 * command macros and other nifty stuff, but we use the special
4471 * "shopping" argument, to force certain commands to be converted
4472 * into other commands, normally, we convert "p" (pray) and "m"
4473 * (cast magic) into "g" (get), and "s" (search) into "d" (drop).
4475 void do_cmd_store(void)
4481 bool need_redraw_store_inv; /* To redraw missiles damage and prices in store */
4484 /* Access the player grid */
4485 c_ptr = &cave[py][px];
4487 /* Verify a store */
4488 if (!((c_ptr->feat >= FEAT_SHOP_HEAD) &&
4489 (c_ptr->feat <= FEAT_SHOP_TAIL)) &&
4490 (c_ptr->feat != FEAT_MUSEUM))
4493 msg_print("¤³¤³¤Ë¤ÏŹ¤¬¤¢¤ê¤Þ¤»¤ó¡£");
4495 msg_print("You see no store here.");
4501 /* Extract the store code */
4502 if (c_ptr->feat == FEAT_MUSEUM) which = STORE_MUSEUM;
4503 else which = (c_ptr->feat - FEAT_SHOP_HEAD);
4505 old_town_num = p_ptr->town_num;
4506 if ((which == STORE_HOME) || (which == STORE_MUSEUM)) p_ptr->town_num = 1;
4507 if (dun_level) p_ptr->town_num = NO_TOWN;
4508 inner_town_num = p_ptr->town_num;
4510 /* Hack -- Check the "locked doors" */
4511 if ((town[p_ptr->town_num].store[which].store_open >= turn) ||
4515 msg_print("¥É¥¢¤Ë¸°¤¬¤«¤«¤Ã¤Æ¤¤¤ë¡£");
4517 msg_print("The doors are locked.");
4520 p_ptr->town_num = old_town_num;
4524 /* Calculate the number of store maintainances since the last visit */
4525 maintain_num = (turn - town[p_ptr->town_num].store[which].last_visit) / (TURNS_PER_TICK * STORE_TICKS);
4527 /* Maintain the store max. 10 times */
4528 if (maintain_num > 10) maintain_num = 10;
4532 /* Maintain the store */
4533 for (i = 0; i < maintain_num; i++)
4534 store_maint(p_ptr->town_num, which);
4536 /* Save the visit */
4537 town[p_ptr->town_num].store[which].last_visit = turn;
4540 /* Forget the lite */
4543 /* Forget the view */
4547 /* Hack -- Character is in "icky" mode */
4548 character_icky = TRUE;
4551 /* No command argument */
4554 /* No repeated command */
4557 /* No automatic command */
4561 /* Save the store number */
4562 cur_store_num = which;
4564 /* Save the store and owner pointers */
4565 st_ptr = &town[p_ptr->town_num].store[cur_store_num];
4566 ot_ptr = &owners[cur_store_num][st_ptr->owner];
4569 /* Start at the beginning */
4572 /* Display the store */
4576 leave_store = FALSE;
4578 /* Interact with player */
4579 while (!leave_store)
4581 /* Hack -- Clear line 1 */
4588 /* Basic commands */
4590 prt(" ESC) ·úʪ¤«¤é½Ð¤ë", 21, 0);
4592 prt(" ESC) Exit from Building.", 21, 0);
4596 /* Browse if necessary */
4597 if (st_ptr->stock_num > 12)
4600 prt(" -)Á°¥Ú¡¼¥¸", 22, 0);
4601 prt(" ¥¹¥Ú¡¼¥¹) ¼¡¥Ú¡¼¥¸", 23, 0);
4603 prt(" -) Previous page", 22, 0);
4604 prt(" SPACE) Next page", 23, 0);
4610 if (cur_store_num == STORE_HOME)
4613 prt("g) ¥¢¥¤¥Æ¥à¤ò¼è¤ë", 21, 27);
4614 prt("d) ¥¢¥¤¥Æ¥à¤òÃÖ¤¯", 22, 27);
4615 prt("x) ²È¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤ë", 23,27);
4617 prt("g) Get an item.", 21, 27);
4618 prt("d) Drop an item.", 22, 27);
4619 prt("x) eXamine an item in the home.", 23,27);
4624 /* Museum commands */
4625 else if (cur_store_num == STORE_MUSEUM)
4628 prt("d) ¥¢¥¤¥Æ¥à¤òÃÖ¤¯", 21, 27);
4629 prt("x) Çîʪ´Û¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤ë", 23,27);
4631 prt("d) Drop an item.", 21, 27);
4632 prt("x) eXamine an item in the museum.", 23,27);
4637 /* Shop commands XXX XXX XXX */
4641 prt("p) ¾¦ÉʤòÇ㤦", 21, 30);
4642 prt("s) ¥¢¥¤¥Æ¥à¤òÇä¤ë", 22, 30);
4643 prt("x) ¾¦ÉʤòÄ´¤Ù¤ë", 23,30);
4645 prt("p) Purchase an item.", 21, 30);
4646 prt("s) Sell an item.", 22, 30);
4647 prt("x) eXamine an item in the shop", 23,30);
4653 /* ´ðËÜŪ¤Ê¥³¥Þ¥ó¥É¤ÎÄɲÃɽ¼¨ */
4655 prt("i/e) »ý¤Áʪ/ÁõÈ÷¤Î°ìÍ÷", 21, 56);
4657 if( rogue_like_commands == TRUE )
4659 prt("w/T) ÁõÈ÷¤¹¤ë/¤Ï¤º¤¹", 22, 56);
4663 prt("w/t) ÁõÈ÷¤¹¤ë/¤Ï¤º¤¹", 22, 56);
4666 prt("i/e) Inventry/Equipment list", 21, 56);
4668 if( rogue_like_commands == TRUE )
4670 prt("w/T) Wear/Take off equipment", 22, 56);
4674 prt("w/t) Wear/Take off equipment", 22, 56);
4679 prt("¥³¥Þ¥ó¥É:", 20, 0);
4681 prt("You may: ", 20, 0);
4686 request_command(TRUE);
4688 /* Process the command */
4689 store_process_command();
4692 * Hack -- To redraw missiles damage and prices in store
4693 * If player's charisma changes, or if player changes a bow, PU_BONUS is set
4695 need_redraw_store_inv = (p_ptr->update & PU_BONUS) ? TRUE : FALSE;
4697 /* Hack -- Character is still in "icky" mode */
4698 character_icky = TRUE;
4706 /* XXX XXX XXX Pack Overflow */
4707 if (inventory[INVEN_PACK].k_idx)
4709 int item = INVEN_PACK;
4711 object_type *o_ptr = &inventory[item];
4713 /* Hack -- Flee from the store */
4714 if (cur_store_num != STORE_HOME)
4718 if (cur_store_num == STORE_MUSEUM)
4719 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤½¤¦¤Ê¤Î¤Ç¡¢¤¢¤ï¤Æ¤ÆÇîʪ´Û¤«¤é½Ð¤¿...");
4721 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤½¤¦¤Ê¤Î¤Ç¡¢¤¢¤ï¤Æ¤ÆŹ¤«¤é½Ð¤¿...");
4723 if (cur_store_num == STORE_MUSEUM)
4724 msg_print("Your pack is so full that you flee the Museum...");
4726 msg_print("Your pack is so full that you flee the store...");
4734 /* Hack -- Flee from the home */
4735 else if (!store_check_num(o_ptr))
4739 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤½¤¦¤Ê¤Î¤Ç¡¢¤¢¤ï¤Æ¤Æ²È¤«¤é½Ð¤¿...");
4741 msg_print("Your pack is so full that you flee your home...");
4749 /* Hack -- Drop items into the home */
4757 char o_name[MAX_NLEN];
4760 /* Give a message */
4762 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
4764 msg_print("Your pack overflows!");
4768 /* Get local object */
4771 /* Grab a copy of the item */
4772 object_copy(q_ptr, o_ptr);
4775 object_desc(o_name, q_ptr, TRUE, 3);
4779 msg_format("%s¤¬Íî¤Á¤¿¡£(%c)", o_name, index_to_label(item));
4781 msg_format("You drop %s (%c).", o_name, index_to_label(item));
4785 /* Remove it from the players inventory */
4786 inven_item_increase(item, -255);
4787 inven_item_describe(item);
4788 inven_item_optimize(item);
4793 /* Let the home carry it */
4794 item_pos = home_carry(q_ptr);
4796 /* Redraw the home */
4799 store_top = (item_pos / 12) * 12;
4800 display_inventory();
4805 /* Hack -- Redisplay store prices if charisma changes */
4806 /* Hack -- Redraw missiles damage if player changes bow */
4807 if (need_redraw_store_inv) display_inventory();
4809 /* Hack -- get kicked out of the store */
4810 if (st_ptr->store_open >= turn) leave_store = TRUE;
4813 p_ptr->town_num = old_town_num;
4815 /* Free turn XXX XXX XXX */
4819 /* Hack -- Character is no longer in "icky" mode */
4820 character_icky = FALSE;
4823 /* Hack -- Cancel automatic command */
4826 /* Hack -- Cancel "see" mode */
4827 command_see = FALSE;
4830 /* Flush messages XXX XXX XXX */
4834 /* Clear the screen */
4838 /* Update everything */
4839 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
4840 p_ptr->update |= (PU_MONSTERS);
4842 /* Redraw entire screen */
4843 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY);
4846 p_ptr->redraw |= (PR_MAP);
4849 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4855 * Shuffle one of the stores.
4857 void store_shuffle(int which)
4863 if (which == STORE_HOME) return;
4864 if (which == STORE_MUSEUM) return;
4867 /* Save the store index */
4868 cur_store_num = which;
4870 /* Activate that store */
4871 st_ptr = &town[p_ptr->town_num].store[cur_store_num];
4874 /* Pick a new owner */
4877 st_ptr->owner = (byte)randint0(MAX_OWNERS);
4878 if (j == st_ptr->owner) continue;
4879 for (i = 1;i < max_towns; i++)
4881 if (i == p_ptr->town_num) continue;
4882 if (st_ptr->owner == town[i].store[cur_store_num].owner) break;
4884 if (i == max_towns) break;
4887 /* Activate the new owner */
4888 ot_ptr = &owners[cur_store_num][st_ptr->owner];
4891 /* Reset the owner data */
4892 st_ptr->insult_cur = 0;
4893 st_ptr->store_open = 0;
4894 st_ptr->good_buy = 0;
4895 st_ptr->bad_buy = 0;
4898 /* Hack -- discount all the items */
4899 for (i = 0; i < st_ptr->stock_num; i++)
4904 o_ptr = &st_ptr->stock[i];
4906 /* Hack -- Sell all old items for "half price" */
4907 if (!(o_ptr->art_name))
4908 o_ptr->discount = 50;
4910 /* Hack -- Items are no longer "fixed price" */
4911 o_ptr->ident &= ~(IDENT_FIXED);
4913 /* Mega-Hack -- Note that the item is "on sale" */
4915 o_ptr->inscription = quark_add("Çä½ÐÃæ");
4917 o_ptr->inscription = quark_add("on sale");
4925 * Maintain the inventory at the stores.
4927 void store_maint(int town_num, int store_num)
4931 int old_rating = rating;
4933 cur_store_num = store_num;
4936 if (store_num == STORE_HOME) return;
4937 if (store_num == STORE_MUSEUM) return;
4939 /* Activate that store */
4940 st_ptr = &town[town_num].store[store_num];
4942 /* Activate the owner */
4943 ot_ptr = &owners[store_num][st_ptr->owner];
4945 /* Store keeper forgives the player */
4946 st_ptr->insult_cur = 0;
4948 /* Mega-Hack -- prune the black market */
4949 if (store_num == STORE_BLACK)
4951 /* Destroy crappy black market items */
4952 for (j = st_ptr->stock_num - 1; j >= 0; j--)
4954 object_type *o_ptr = &st_ptr->stock[j];
4956 /* Destroy crappy items */
4957 if (black_market_crap(o_ptr))
4959 /* Destroy the item */
4960 store_item_increase(j, 0 - o_ptr->number);
4961 store_item_optimize(j);
4967 /* Choose the number of slots to keep */
4968 j = st_ptr->stock_num;
4970 /* Sell a few items */
4971 j = j - randint1(STORE_TURNOVER);
4973 /* Never keep more than "STORE_MAX_KEEP" slots */
4974 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
4976 /* Always "keep" at least "STORE_MIN_KEEP" items */
4977 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
4979 /* Hack -- prevent "underflow" */
4982 /* Destroy objects until only "j" slots are left */
4983 while (st_ptr->stock_num > j) store_delete();
4986 /* Choose the number of slots to fill */
4987 j = st_ptr->stock_num;
4989 /* Buy some more items */
4990 j = j + randint1(STORE_TURNOVER);
4992 /* Never keep more than "STORE_MAX_KEEP" slots */
4993 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
4995 /* Always "keep" at least "STORE_MIN_KEEP" items */
4996 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
4998 /* Hack -- prevent "overflow" */
4999 if (j >= st_ptr->stock_size) j = st_ptr->stock_size - 1;
5001 /* Acquire some new items */
5002 while (st_ptr->stock_num < j) store_create();
5005 /* Hack -- Restore the rating */
5006 rating = old_rating;
5011 * Initialize the stores
5013 void store_init(int town_num, int store_num)
5017 cur_store_num = store_num;
5019 /* Activate that store */
5020 st_ptr = &town[town_num].store[store_num];
5028 st_ptr->owner = (byte)randint0(MAX_OWNERS);
5029 for (i = 1;i < max_towns; i++)
5031 if (i == town_num) continue;
5032 if (st_ptr->owner == town[i].store[store_num].owner) break;
5034 if (i == max_towns) break;
5037 /* Activate the new owner */
5038 ot_ptr = &owners[store_num][st_ptr->owner];
5041 /* Initialize the store */
5042 st_ptr->store_open = 0;
5043 st_ptr->insult_cur = 0;
5044 st_ptr->good_buy = 0;
5045 st_ptr->bad_buy = 0;
5047 /* Nothing in stock */
5048 st_ptr->stock_num = 0;
5051 * MEGA-HACK - Last visit to store is
5052 * BEFORE player birth to enable store restocking
5054 st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
5056 /* Clear any old items */
5057 for (k = 0; k < st_ptr->stock_size; k++)
5059 object_wipe(&st_ptr->stock[k]);
5064 void move_to_black_market(object_type *o_ptr)
5067 if (!p_ptr->town_num) return;
5069 st_ptr = &town[p_ptr->town_num].store[STORE_BLACK];
5071 o_ptr->ident |= IDENT_STOREB;
5073 (void)store_carry(o_ptr);
5075 object_wipe(o_ptr); /* Don't leave a bogus object behind... */