3 /* Purpose: Store commands */
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research, and
9 * not for profit purposes provided that this copyright and statement are
10 * included in all such copies.
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 #define RUMOR_CHANCE 8
25 #define MAX_COMMENT_1 6
27 static cptr comment_1[MAX_COMMENT_1] =
48 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÄɲåá¥Ã¥»¡¼¥¸¡Ê¾µÂú¡Ë */
49 static cptr comment_1_B[MAX_COMMENT_1] = {
50 "¤Þ¤¢¡¢¤½¤ì¤Ç¤¤¤¤¤ä¡£",
51 "º£Æü¤Ï¤½¤ì¤Ç´ªÊÛ¤·¤Æ¤ä¤ë¡£",
58 #define MAX_COMMENT_2A 2
60 static cptr comment_2a[MAX_COMMENT_2A] =
63 "»ä¤ÎǦÂÑÎϤò»î¤·¤Æ¤¤¤ë¤Î¤«¤¤¡© $%s ¤¬ºÇ¸å¤À¡£",
64 "²æËý¤Ë¤â¸ÂÅÙ¤¬¤¢¤ë¤¾¡£ $%s ¤¬ºÇ¸å¤À¡£"
66 "You try my patience. %s is final.",
67 "My patience grows thin. %s is final."
72 #define MAX_COMMENT_2B 12
74 static cptr comment_2b[MAX_COMMENT_2B] =
77 " $%s ¤°¤é¤¤¤Ï½Ð¤µ¤Ê¤¤ã¥À¥á¤À¤è¡£",
78 " $%s ¤Ê¤é¼õ¤±¼è¤Ã¤Æ¤â¤¤¤¤¤¬¡£",
79 "¥Ï¡ª $%s °Ê²¼¤Ï¤Ê¤¤¤Í¡£",
80 "²¿¤ÆÅÛ¤À¡ª $%s °Ê²¼¤Ï¤¢¤êÆÀ¤Ê¤¤¤¾¡£",
81 "¤½¤ì¤¸¤ã¾¯¤Ê¤¹¤®¤ë¡ª $%s ¤ÏÍߤ·¤¤¤È¤³¤í¤À¡£",
82 "¥Ð¥«¤Ë¤·¤Æ¤¤¤ë¡ª $%s ¤Ï¤â¤é¤ï¤Ê¤¤¤È¡£",
83 "±³¤À¤í¤¦¡ª $%s ¤Ç¤É¤¦¤À¤¤¡©",
84 "¤ª¤¤¤ª¤¤¡ª $%s ¤ò¹Í¤¨¤Æ¤¯¤ì¤Ê¤¤¤«¡©",
85 "1000ɤ¤Î¥ª¡¼¥¯¤Î¥Î¥ß¤Ë¶ì¤·¤á¤é¤ì¤ë¤¬¤¤¤¤¡ª $%s ¤À¡£",
86 "¤ªÁ°¤ÎÂçÀڤʤâ¤Î¤ËºÒ¤¤¤¢¤ì¡ª $%s ¤Ç¤É¤¦¤À¡£",
87 "¥â¥ë¥´¥¹¤Ë¾ÞÌ£¤µ¤ì¤ë¤¬¤¤¤¤¡ªËÜÅö¤Ï $%s ¤Ê¤ó¤À¤í¤¦¡©",
88 "¤ªÁ°¤ÎÊì¿Æ¤Ï¥ª¡¼¥¬¤«¡ª $%s ¤Ï½Ð¤¹¤Ä¤â¤ê¤Ê¤ó¤À¤í¡©"
90 "I can take no less than %s gold pieces.",
91 "I will accept no less than %s gold pieces.",
92 "Ha! No less than %s gold pieces.",
93 "You knave! No less than %s gold pieces.",
94 "That's a pittance! I want %s gold pieces.",
95 "That's an insult! I want %s gold pieces.",
96 "As if! How about %s gold pieces?",
97 "My arse! How about %s gold pieces?",
98 "May the fleas of 1000 orcs molest you! Try %s gold pieces.",
99 "May your most favourite parts go moldy! Try %s gold pieces.",
100 "May Morgoth find you tasty! Perhaps %s gold pieces?",
101 "Your mother was an Ogre! Perhaps %s gold pieces?"
107 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÇä¤ë¤È¤¡Ë */
108 static cptr comment_2b_B[MAX_COMMENT_2B] = {
109 "¤¤¤¯¤é²¶Íͤ¬¤ª¿Í¹¥¤·¤È¤Ï¤¤¤¨ $%s ¤¬¸Â³¦¤À¤Í¡£·ù¤Ê¤éµ¢¤ê¤Ê¡£",
110 "¶â¤¬¤Ê¤¤¤Î¤«¤¤¡¢¤¢¤ó¤¿¡©¤Þ¤º¤Ï²È¤Ëµ¢¤Ã¤Æ $%s ·¤¨¤Æ¤¤Ê¡£",
111 "ʪ¤Î²ÁÃͤ¬Ê¬¤«¤é¤óÅÛ¤À¤Ê¡£¤³¤ì¤Ï $%s ¤¬ÉáÄ̤ʤó¤À¤è¡£",
112 "²¶¤ÎÉÕ¤±¤¿ÃÍÃʤËʸ¶ç¤¬¤¢¤ë¤Î¤«¡© $%s ¤¬¸Â³¦¤À¡£",
113 "¤Ò¤ç¤Ã¤È¤·¤Æ¿·¼ê¤Î¾éÃ̤«¤¤¡© $%s »ý¤Ã¤Æ¤Ê¤¤¤Ê¤éµ¢¤ê¤Ê¡£",
114 "¤¦¤Á¤Ï¾¤ÎŹ¤È¤Ï°ã¤¦¤ó¤À¤è¡£$%s ¤°¤é¤¤¤Ï½Ð¤·¤Ê¡£",
115 "Ç㤦µ¤¤¬¤Ê¤¤¤Ê¤éµ¢¤ê¤Ê¡£ $%s ¤À¤È¸À¤Ã¤Æ¤¤¤ë¤ó¤À¡£",
116 "Ïäˤʤé¤Ê¤¤¤Í¡£ $%s ¤¯¤é¤¤»ý¤Ã¤Æ¤¤¤ë¤ó¤À¤í¡©",
117 "¤Ï¡©¤Ê¤ó¤À¤½¤ê¤ã¡© $%s ¤Î´Ö°ã¤¤¤«¡¢¤Ò¤ç¤Ã¤È¤·¤Æ¡©",
118 "½Ð¸ý¤Ï¤¢¤Ã¤Á¤À¤è¡£¤½¤ì¤È¤â $%s ½Ð¤»¤ë¤Î¤«¤¤¡¢¤¢¤ó¤¿¤Ë¡£",
119 "Ì¿ÃΤ餺¤ÊÅÛ¤À¤Ê¡£ $%s ½Ð¤»¤Ðº£Æü¤Î½ê¤Ï´ªÊÛ¤·¤Æ¤ä¤ë¤è¡£",
120 "¤¦¤Á¤ÎŹ¤ÏÉÏ˳¿Í¤ªÃǤê¤À¡£ $%s ¤°¤é¤¤½Ð¤»¤Ê¤¤¤Î¤«¤¤¡©"
123 #define MAX_COMMENT_3A 2
125 static cptr comment_3a[MAX_COMMENT_3A] =
128 "»ä¤ÎǦÂÑÎϤò»î¤·¤Æ¤¤¤ë¤Î¤«¤¤¡© $%s ¤¬ºÇ¸å¤À¡£",
129 "²æËý¤Ë¤â¸ÂÅÙ¤¬¤¢¤ë¤¾¡£ $%s ¤¬ºÇ¸å¤À¡£"
131 "You try my patience. %s is final.",
132 "My patience grows thin. %s is final."
138 #define MAX_COMMENT_3B 12
140 static cptr comment_3b[MAX_COMMENT_3B] =
143 "Ëܲ»¤ò¸À¤¦¤È $%s ¤Ç¤¤¤¤¤ó¤À¤í¡©",
145 " $%s ¤°¤é¤¤¤Ê¤é½Ð¤·¤Æ¤â¤¤¤¤¤¬¡£",
146 " $%s °Ê¾åʧ¤¦¤Ê¤ó¤Æ¹Í¤¨¤é¤ì¤Ê¤¤¤Í¡£",
147 "¤Þ¤¢Íî¤Á¤Ä¤¤¤Æ¡£ $%s ¤Ç¤É¤¦¤À¤¤¡©",
148 "¤½¤Î¥¬¥é¥¯¥¿¤Ê¤é $%s ¤Ç°ú¤¼è¤ë¤è¡£",
149 "¤½¤ì¤¸¤ã¹â¤¹¤®¤ë¡ª $%s ¤¬¤¤¤¤¤È¤³¤À¤í¡£",
150 "¤É¤¦¤»¤¤¤é¤Ê¤¤¤ó¤À¤í¡ª $%s ¤Ç¤¤¤¤¤À¤í¡©",
151 "¤À¤á¤À¤á¡ª $%s ¤¬¤º¤Ã¤È¤ª»÷¹ç¤¤¤À¤è¡£",
152 "¥Ð¥«¤Ë¤·¤Æ¤¤¤ë¡ª $%s ¤¬¤»¤¤¤¼¤¤¤À¡£",
153 " $%s ¤Ê¤é´ò¤·¤¤¤È¤³¤í¤À¤¬¤Ê¤¢¡£",
154 " $%s ¡¢¤½¤ì°Ê¾å¤Ï¥Ó¥¿°ìʸ½Ð¤µ¤Ê¤¤¤è¡ª"
156 "Perhaps %s gold pieces?",
157 "How about %s gold pieces?",
158 "I will pay no more than %s gold pieces.",
159 "I can afford no more than %s gold pieces.",
160 "Be reasonable. How about %s gold pieces?",
161 "I'll buy it as scrap for %s gold pieces.",
162 "That is too much! How about %s gold pieces?",
163 "That looks war surplus! Say %s gold pieces?",
164 "Never! %s is more like it.",
165 "That's an insult! %s is more like it.",
166 "%s gold pieces and be thankful for it!",
167 "%s gold pieces and not a copper more!"
173 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÇ㤤¼è¤ê¡Ë */
174 static cptr comment_3b_B[MAX_COMMENT_3B] = {
175 " $%s ¤Ã¤Æ¤È¤³¤í¤À¤Í¡£¤½¤Î¤É¤¦¤·¤è¤¦¤â¤Ê¤¤¥¬¥é¥¯¥¿¤Ï¡£",
176 "¤³¤Î²¶¤¬ $%s ¤Ã¤Æ¸À¤Ã¤Æ¤¤¤ë¤ó¤À¤«¤é¡¢¤½¤ÎÄ̤ê¤Ë¤·¤¿Êý¤¬¿È¤Î¤¿¤á¤À¤¾¡£",
177 "²¶¤ÎÍ¥¤·¤µ¤Ë´Å¤¨¤ë¤Î¤â¤¤¤¤²Ã¸º¤Ë¤·¤Æ¤ª¤±¡£ $%s ¤À¡£",
178 "¤½¤ÎÉʤʤé $%s ¤ÇÇä¤Ã¤Æ¤¯¤ì¤Æ¤¤¤ë¤¬¤Í¡¢¾ï¼±¤¢¤ë¿Â»Î¤Ï¤ß¤ó¤Ê¡£",
179 "¤³¤ê¤ã¤Þ¤¿¡¢¤¬¤á¤Ä¤¤ÅÛ¤À¤Ê¡£¤¤¤¯¤é²¶¤¬²¹¸ü¤È¤Ï¤¤¤¨ $%s ¤¬¸Â³¦¤À¡£",
180 " $%s ¤À¡£Ê̤˲¶¤Ï¤½¤ó¤Ê¥¬¥é¥¯¥¿Íߤ·¤¯¤Ï¤Ê¤¤¤ó¤À¤«¤é¡£",
181 "²¶¤Î´ÕÄê³Û¤¬µ¤¤ËÆþ¤é¤Ê¤¤¤Î¤«¡© $%s ¡¢·ù¤Ê¤éµ¢¤ê¤Ê¡£",
182 " $%s ¤Ç°ú¤¼è¤Ã¤Æ¤ä¤ë¤è¡£´î¤ó¤Ç¼õ¤±¼è¤ê¤Ê¡¢ÉÏ˳¿Í¡£",
183 "ʪ¤Î²ÁÃͤ¬Ê¬¤«¤é¤óÅۤϻÏËö¤Ë¤ª¤¨¤ó¤Ê¡£¤½¤ì¤Ï $%s ¤Ê¤ó¤À¤è¡£",
184 "¤½¤ó¤Ê¤Ë¶â¤¬Íߤ·¤¤¤Î¤«¡¢¤¢¤ó¤¿¡© $%s ¤ÇËþ¤Ǥ¤ó¤Î¤«¡©",
185 "Æþ¤ëŹ´Ö°ã¤¨¤Æ¤ó¤¸¤ã¤Ê¤¤¤Î¤«¡© $%s ¤Ç·ù¤Ê¤é¾¤ò¤¢¤¿¤Ã¤Æ¤¯¤ì¡£",
186 "²¶¤Î¸À¤¤Ãͤ˥±¥Á¤ò¤Ä¤±¤ëÅÛ¤¬¤¤¤ë¤È¤Ï¡ª ¤½¤ÎÅÙ¶»¤ËÌȤ¸¤Æ $%s ¤À¡£"
189 #define MAX_COMMENT_4A 4
191 static cptr comment_4a[MAX_COMMENT_4A] =
194 "¤â¤¦¤¿¤¯¤µ¤ó¤À¡ª²¿ÅÙ¤â»ä¤ò¤ï¤º¤é¤ï¤»¤Ê¤¤¤Ç¤¯¤ì¡ª",
195 "¤¦¤¬¡¼¡ª°ìÆü¤Î²æËý¤Î¸ÂÅÙ¤òĶ¤¨¤Æ¤¤¤ë¡ª",
196 "¤â¤¦¤¤¤¤¡ª»þ´Ö¤Î̵Â̰ʳ°¤Î¤Ê¤Ë¤â¤Î¤Ç¤â¤Ê¤¤¡ª",
197 "¤â¤¦¤ä¤Ã¤Æ¤é¤ì¤Ê¤¤¤è¡ª´é¤â¸«¤¿¤¯¤Ê¤¤¡ª"
199 "Enough! You have abused me once too often!",
200 "Arghhh! I have had enough abuse for one day!",
201 "That does it! You shall waste my time no more!",
202 "This is getting nowhere! I'm going to Londis!"
208 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÅܤê¤ÎĺÅÀ¡Ë */
209 static cptr comment_4a_B[MAX_COMMENT_4A] = {
210 "¤Ê¤á¤ä¤¬¤Ã¤Æ¡ª²¹¸ü¤Ê²¶ÍͤǤâ¸Â³¦¤¬¤¢¤ë¤Ã¤Æ¤³¤È¤òÃΤ졪",
211 "²¶¤ò¤³¤³¤Þ¤ÇÅܤ餻¤Æ...Ì¿¤¬¤¢¤ë¤À¤±¤Ç¤â¤¢¤ê¤¬¤¿¤¤¤È»×¤¨¡ª",
212 "¤Õ¤¶¤±¤Æ¤ë¤Î¤«¡ªÎä¤ä¤«¤·¤Ê¤éÁê¼ê¤ò¸«¤Æ¤«¤é¤Ë¤·¤í¡ª",
213 "¤¤¤¤¤«¤²¤ó¤Ë¤·¤í¡ªº£ÅÙ¤³¤ó¤Ê¤Þ¤Í¤·¤¿¤é¤¿¤À¤¸¤ã¤ª¤«¤Í¤¨¤¾¡ª"
216 #define MAX_COMMENT_4B 4
218 static cptr comment_4b[MAX_COMMENT_4B] =
222 "²¶¤ÎÁ°¤«¤é¾Ã¤¨¼º¤»¤í¡ª",
223 "¤É¤Ã¤«¤Ë¹Ô¤Ã¤Á¤Þ¤¨¡ª",
224 "½Ð¤í¡¢½Ð¤í¡¢½Ð¤Æ¹Ô¤±¡ª"
227 "Get out of my sight!",
228 "Begone, you scoundrel!",
235 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÄɤ¤½Ð¤·¡Ë */
236 static cptr comment_4b_B[MAX_COMMENT_4B] = {
237 "ÆóÅ٤Ȥ¦¤Á¤ËÍè¤ë¤ó¤¸¤ã¤Í¤¨¡ª¡ª",
238 "¤È¤Ã¤È¤È¡¢¤É¤Ã¤«¤Ø¼º¤»¤í¡ª¡ª",
239 "º£¤¹¤°¾Ã¤¨¼º¤»¤í¡ª¡ª",
240 "½Ð¤Æ¤¤¤±¡ª½Ð¤Æ¤¤¤±¡ª¡ª"
243 #define MAX_COMMENT_5 8
245 static cptr comment_5[MAX_COMMENT_5] =
250 "¤â¤Ã¤È¿¿ÌÌÌܤ˸À¤Ã¤Æ¤¯¤ì¡ª",
251 "¸ò¾Ä¤¹¤ëµ¤¤¬¤¢¤ë¤Î¤«¤¤¡©",
252 "Îä¤ä¤«¤·¤ËÍ褿¤Î¤«¡ª",
255 "¤Õ¡¼¤à¡¢Îɤ¤Å·µ¤¤À¡£"
259 "You will have to do better than that!",
260 "Do you wish to do business or not?",
261 "You've got to be kidding!",
262 "You'd better be kidding!",
263 "You try my patience.",
264 "Hmmm, nice weather we're having."
270 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÅܤê¡Ë */
271 static cptr comment_5_B[MAX_COMMENT_5] = {
272 "»þ´Ö¤Î̵Â̤À¤Ê¡¢¤³¤ì¤Ï¡£",
273 "Ìñ²ð¤Ê¤ªµÒÍͤÀ¤Ê¡ª",
274 "Ïä·¤Æʬ¤«¤ëÁê¼ê¤¸¤ã¤Ê¤µ¤½¤¦¤À¡£",
275 "Äˤ¤Ìܤˤ¢¤¤¤¿¤¤¤é¤·¤¤¤Ê¡ª",
276 "¤Ê¤ó¤Æ¶¯ÍߤÊÅÛ¤À¡ª",
278 "¤É¤¦¤·¤è¤¦¤â¤Ê¤¤ÉÏ˳¿Í¤À¡ª",
279 "·ö²Þ¤òÇä¤Ã¤Æ¤¤¤ë¤Î¤«¡©"
282 #define MAX_COMMENT_6 4
284 static cptr comment_6[MAX_COMMENT_6] =
287 "¤É¤¦¤ä¤éʹ¤´Ö°ã¤¨¤¿¤é¤·¤¤¡£",
288 "¼ºÎé¡¢¤è¤¯Ê¹¤³¤¨¤Ê¤«¤Ã¤¿¤è¡£",
289 "¤¹¤Þ¤Ê¤¤¡¢²¿¤À¤Ã¤Æ¡©",
290 "°¤¤¡¢¤â¤¦°ìÅÙ¸À¤Ã¤Æ¤¯¤ì¤ë¡©"
292 "I must have heard you wrong.",
293 "I'm sorry, I missed that.",
294 "I'm sorry, what was that?",
295 "Sorry, what was that again?"
305 static void say_comment_1(void)
310 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î¤È¤¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
311 if ( cur_store_num == STORE_BLACK ) {
312 msg_print(comment_1_B[rand_int(MAX_COMMENT_1)]);
315 msg_print(comment_1[rand_int(MAX_COMMENT_1)]);
318 msg_print(comment_1[rand_int(MAX_COMMENT_1)]);
322 if (randint(RUMOR_CHANCE) == 1)
325 msg_print("Ź¼ç¤Ï¼ª¤¦¤Á¤·¤¿:");
327 msg_print("The shopkeeper whispers something into your ear:");
332 if (!get_rnd_line_jonly("rumors_j.txt", 0, rumour, 10))
334 if (!get_rnd_line("rumors.txt", 0, rumour))
343 * Continue haggling (player is buying)
345 static void say_comment_2(s32b value, int annoyed)
349 /* Prepare a string to insert */
350 sprintf(tmp_val, "%ld", (long)value);
355 /* Formatted message */
356 msg_format(comment_2a[rand_int(MAX_COMMENT_2A)], tmp_val);
362 /* Formatted message */
364 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
365 if ( cur_store_num == STORE_BLACK ){
366 msg_format(comment_2b_B[rand_int(MAX_COMMENT_2B)], tmp_val);
369 msg_format(comment_2b[rand_int(MAX_COMMENT_2B)], tmp_val);
372 msg_format(comment_2b[rand_int(MAX_COMMENT_2B)], tmp_val);
380 * Continue haggling (player is selling)
382 static void say_comment_3(s32b value, int annoyed)
386 /* Prepare a string to insert */
387 sprintf(tmp_val, "%ld", (long)value);
392 /* Formatted message */
393 msg_format(comment_3a[rand_int(MAX_COMMENT_3A)], tmp_val);
399 /* Formatted message */
401 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
402 if ( cur_store_num == STORE_BLACK ){
403 msg_format(comment_3b_B[rand_int(MAX_COMMENT_3B)], tmp_val);
406 msg_format(comment_3b[rand_int(MAX_COMMENT_3B)], tmp_val);
409 msg_format(comment_3b[rand_int(MAX_COMMENT_3B)], tmp_val);
417 * Kick 'da bum out. -RAK-
419 static void say_comment_4(void)
422 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
423 if ( cur_store_num == STORE_BLACK ){
424 msg_print(comment_4a_B[rand_int(MAX_COMMENT_4A)]);
425 msg_print(comment_4b_B[rand_int(MAX_COMMENT_4B)]);
428 msg_print(comment_4a[rand_int(MAX_COMMENT_4A)]);
429 msg_print(comment_4b[rand_int(MAX_COMMENT_4B)]);
432 msg_print(comment_4a[rand_int(MAX_COMMENT_4A)]);
433 msg_print(comment_4b[rand_int(MAX_COMMENT_4B)]);
440 * You are insulting me
442 static void say_comment_5(void)
445 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
446 if ( cur_store_num == STORE_BLACK ){
447 msg_print(comment_5_B[rand_int(MAX_COMMENT_5)]);
450 msg_print(comment_5[rand_int(MAX_COMMENT_5)]);
453 msg_print(comment_5[rand_int(MAX_COMMENT_5)]);
460 * That makes no sense.
462 static void say_comment_6(void)
464 msg_print(comment_6[rand_int(MAX_COMMENT_6)]);
470 * Messages for reacting to purchase prices.
473 #define MAX_COMMENT_7A 4
475 static cptr comment_7a[MAX_COMMENT_7A] =
480 "狼¤¬¤à¤»¤Óµã¤¯À¼¤¬Ê¹¤³¤¨¤ë...¡£",
481 "Ź¼ç¤¬²ù¤·¤²¤Ë¤ï¤á¤¤¤Æ¤¤¤ë¡ª"
485 "You hear someone sobbing...",
486 "The shopkeeper howls in agony!"
491 #define MAX_COMMENT_7B 4
493 static cptr comment_7b[MAX_COMMENT_7B] =
498 "Ź¼ç¤¬º¨¤á¤·¤½¤¦¤Ë¸«¤Æ¤¤¤ë¡£",
503 "The shopkeeper curses at you.",
504 "The shopkeeper glares at you."
509 #define MAX_COMMENT_7C 4
511 static cptr comment_7c[MAX_COMMENT_7C] =
515 "·¯¤¬Å·»È¤Ë¸«¤¨¤ë¤è¡ª",
516 "Ź¼ç¤¬¥¯¥¹¥¯¥¹¾Ð¤Ã¤Æ¤¤¤ë¡£",
517 "Ź¼ç¤¬ÂçÀ¼¤Ç¾Ð¤Ã¤Æ¤¤¤ë¡£"
520 "You've made my day!",
521 "The shopkeeper giggles.",
522 "The shopkeeper laughs loudly."
527 #define MAX_COMMENT_7D 4
529 static cptr comment_7d[MAX_COMMENT_7D] =
533 "¤³¤ó¤Ê¤ª¤¤¤·¤¤»×¤¤¤ò¤·¤¿¤é¡¢¿¿ÌÌÌܤËƯ¤±¤Ê¤¯¤Ê¤ë¤Ê¤¡¡£",
534 "Ź¼ç¤Ï´ò¤·¤¯¤ÆÄ·¤Í²ó¤Ã¤Æ¤¤¤ë¡£",
535 "Ź¼ç¤ÏËþÌ̤˾Фߤò¤¿¤¿¤¨¤Æ¤¤¤ë¡£"
538 "I think I'll retire!",
539 "The shopkeeper jumps for joy.",
540 "The shopkeeper smiles gleefully."
547 * Let a shop-keeper React to a purchase
549 * We paid "price", it was worth "value", and we thought it was worth "guess"
551 static void purchase_analyze(s32b price, s32b value, s32b guess)
553 /* Item was worthless, but we bought it */
554 if ((value <= 0) && (price > value))
557 msg_print(comment_7a[rand_int(MAX_COMMENT_7A)]);
559 chg_virtue(V_HONOUR, -1);
560 chg_virtue(V_JUSTICE, -1);
566 /* Item was cheaper than we thought, and we paid more than necessary */
567 else if ((value < guess) && (price > value))
570 msg_print(comment_7b[rand_int(MAX_COMMENT_7B)]);
572 chg_virtue(V_JUSTICE, -1);
574 chg_virtue(V_HONOUR, -1);
580 /* Item was a good bargain, and we got away with it */
581 else if ((value > guess) && (value < (4 * guess)) && (price < value))
584 msg_print(comment_7c[rand_int(MAX_COMMENT_7C)]);
587 chg_virtue(V_HONOUR, -1);
588 else if (randint(4)==1)
589 chg_virtue(V_HONOUR, 1);
595 /* Item was a great bargain, and we got away with it */
596 else if ((value > guess) && (price < value))
599 msg_print(comment_7d[rand_int(MAX_COMMENT_7D)]);
602 chg_virtue(V_HONOUR, -1);
604 chg_virtue(V_HONOUR, 1);
606 if (10 * price < value)
607 chg_virtue(V_SACRIFICE, 1);
619 /* ÆüËܸìÈǤξì¹ç¤Ï¾å¤ÎÊý¤Ë°ÜÆ°¤·¤Æ¤¢¤ê¤Þ¤¹ */
622 * We store the current "store number" here so everyone can access it
624 static int cur_store_num = 7;
627 * We store the current "store page" here so everyone can access it
629 static int store_top = 0;
632 * We store the current "store pointer" here so everyone can access it
634 static store_type *st_ptr = NULL;
637 * We store the current "owner type" here so everyone can access it
639 static owner_type *ot_ptr = NULL;
649 * Buying and selling adjustments for race combinations.
650 * Entry[owner][player] gives the basic "cost inflation".
652 static byte rgold_adj[MAX_RACES][MAX_RACES] =
654 /*Hum, HfE, Elf, Hal, Gno, Dwa, HfO, HfT, Dun, HiE, Barbarian,
655 HfOg, HGn, HTn, Cyc, Yek, Klc, Kbd, Nbl, DkE, Drc, Mind Flayer,
656 Imp, Glm, Skl, Zombie, Vampire, Spectre, Fairy, Beastman, Ent,
660 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
661 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
662 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
663 100, 120, 110, 105 },
666 { 110, 100, 100, 105, 110, 120, 125, 130, 110, 100, 110,
667 120, 115, 108, 115, 110, 110, 120, 120, 115, 115, 110,
668 120, 110, 110, 110, 120, 110, 100, 125, 100, 95, 140,
669 110, 115, 110, 110 },
672 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
673 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
674 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
675 110, 110, 105, 110 },
678 { 115, 110, 105, 95, 105, 110, 115, 130, 115, 105, 115,
679 125, 120, 120, 125, 115, 110, 120, 120, 120, 115, 115,
680 120, 110, 120, 120, 130, 110, 110, 130, 110, 95, 140,
681 115, 120, 105, 115 },
684 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
685 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
686 120, 101, 110, 110, 120, 120, 115, 130, 115, 95, 140,
687 115, 110, 110, 115 },
690 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
691 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
692 120, 105, 115, 115, 115, 115, 120, 130, 120, 95, 140,
693 115, 110, 115, 115 },
696 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
697 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
698 115, 125, 120, 120, 115, 120, 125, 115, 125, 95, 140,
699 115, 110, 115, 115 },
702 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
703 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
704 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
705 110, 110, 115, 110 },
708 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
709 120, 120, 105, 120, 115, 105, 115, 120, 110, 105, 105,
710 120, 105, 120, 120, 125, 120, 105, 135, 105, 95, 140,
711 100, 110, 110, 100 },
714 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
715 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
716 125, 115, 120, 120, 125, 120, 100, 125, 100, 95, 140,
717 110, 110, 105, 110 },
719 /* Human / Barbarian (copied from human) */
720 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
721 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
722 115, 105, 125, 125, 130, 125, 115, 120, 115, 95, 140,
723 100, 120, 110, 100 },
725 /* Half-Ogre: theoretical, copied from half-troll */
726 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
727 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
728 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
729 110, 110, 115, 110 },
731 /* Half-Giant: theoretical, copied from half-troll */
732 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
733 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
734 110, 115, 112, 112, 115, 112, 130, 120, 130, 95, 140,
735 110, 110, 115, 110 },
737 /* Half-Titan: theoretical, copied from High_Elf */
738 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
739 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
740 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
741 110, 110, 115, 110 },
743 /* Cyclops: theoretical, copied from half-troll */
744 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
745 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
746 110, 115, 112, 112, 115, 112, 130, 130, 130, 95, 140,
747 110, 110, 115, 110 },
749 /* Yeek: theoretical, copied from Half-Orc */
750 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
751 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
752 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
753 115, 110, 115, 115 },
755 /* Klackon: theoretical, copied from Gnome */
756 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
757 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
758 120, 101, 110, 110, 120, 120, 130, 130, 130, 95, 140,
759 115, 110, 115, 115 },
761 /* Kobold: theoretical, copied from Half-Orc */
762 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
763 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
764 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
765 115, 110, 115, 115 },
767 /* Nibelung: theoretical, copied from Dwarf */
768 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
769 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
770 120, 105, 115, 115, 120, 120, 130, 130, 130, 95, 140,
771 115, 135, 115, 115 },
774 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
775 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
776 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
777 110, 101, 115, 110 },
779 /* Draconian: theoretical, copied from High_Elf */
780 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
781 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
782 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
783 110, 110, 115, 110 },
785 /* Mind Flayer: theoretical, copied from High_Elf */
786 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
787 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
788 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
789 110, 110, 115, 110 },
791 /* Imp: theoretical, copied from High_Elf */
792 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
793 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
794 125, 115, 120, 120, 120, 120, 130, 130, 130, 120, 120,
795 110, 110, 115, 110 },
797 /* Golem: theoretical, copied from High_Elf */
798 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
799 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
800 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
801 110, 110, 115, 110 },
803 /* Skeleton: theoretical, copied from half-orc */
804 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
805 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
806 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
807 115, 110, 125, 115 },
809 /* Zombie: Theoretical, copied from half-orc */
810 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
811 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
812 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
813 115, 110, 125, 115 },
815 /* Vampire: Theoretical, copied from half-orc */
816 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
817 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
818 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
819 115, 110, 125, 115 },
821 /* Spectre: Theoretical, copied from half-orc */
822 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
823 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
824 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
825 115, 110, 125, 115 },
827 /* Sprite: Theoretical, copied from half-orc */
828 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
829 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
830 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
831 115, 110, 105, 115 },
833 /* Beastman: Theoretical, copied from half-orc */
834 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
835 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
836 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
837 115, 110, 115, 115 },
840 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
841 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
842 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
843 110, 110, 105, 110 },
846 { 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
847 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
848 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 160,
852 { 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
853 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
854 140, 140, 140, 140, 140, 140, 140, 140, 140, 160, 120,
855 140, 140, 140, 140 },
858 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
859 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
860 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
861 100, 120, 110, 100 },
864 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
865 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
866 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
867 110, 101, 115, 110 },
870 { 110, 110, 105, 105, 110, 115, 115, 115, 110, 105, 110,
871 115, 115, 115, 115, 115, 115, 115, 115, 115, 115, 115,
872 115, 115, 125, 125, 125, 125, 105, 115, 105, 95, 140,
873 110, 115, 100, 110 },
876 { 105, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
877 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
878 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
879 100, 120, 110, 100 },
886 * Determine the price of an item (qty one) in a store.
888 * This function takes into account the player's charisma, and the
889 * shop-keepers friendliness, and the shop-keeper's base greed, but
890 * never lets a shop-keeper lose money in a transaction.
892 * The "greed" value should exceed 100 when the player is "buying" the
893 * item, and should be less than 100 when the player is "selling" it.
895 * Hack -- the black market always charges twice as much as it should.
897 * Charisma adjustment runs from 80 to 130
898 * Racial adjustment runs from 95 to 130
900 * Since greed/charisma/racial adjustments are centered at 100, we need
901 * to adjust (by 200) to extract a usable multiplier. Note that the
902 * "greed" value is always something (?).
904 static s32b price_item(object_type *o_ptr, int greed, bool flip)
911 /* Get the value of one of the items */
912 price = object_value(o_ptr);
914 /* Worthless items */
915 if (price <= 0) return (0L);
918 /* Compute the racial factor */
919 factor = rgold_adj[ot_ptr->owner_race][p_ptr->prace];
921 /* Add in the charisma factor */
922 factor += adj_chr_gold[p_ptr->stat_ind[A_CHR]];
928 /* Adjust for greed */
929 adjust = 100 + (300 - (greed + factor));
931 /* Never get "silly" */
932 if (adjust > 100) adjust = 100;
934 /* Mega-Hack -- Black market sucks */
935 if (cur_store_num == STORE_BLACK)
939 /* Shop is selling */
942 /* Adjust for greed */
943 adjust = 100 + ((greed + factor) - 300);
945 /* Never get "silly" */
946 if (adjust < 100) adjust = 100;
948 /* Mega-Hack -- Black market sucks */
949 if (cur_store_num == STORE_BLACK)
953 /* Compute the final price (with rounding) */
954 price = (price * adjust + 50L) / 100L;
956 /* Note -- Never become "free" */
957 if (price <= 0L) return (1L);
959 /* Return the price */
965 * Certain "cheap" objects should be created in "piles"
966 * Some objects can be sold at a "discount" (in small piles)
968 static void mass_produce(object_type *o_ptr)
973 s32b cost = object_value(o_ptr);
976 /* Analyze the type */
979 /* Food, Flasks, and Lites */
984 if (cost <= 5L) size += damroll(3, 5);
985 if (cost <= 20L) size += damroll(3, 5);
992 if (cost <= 60L) size += damroll(3, 5);
993 if (cost <= 240L) size += damroll(1, 5);
994 if (o_ptr->sval == SV_SCROLL_STAR_IDENTIFY) size += damroll(3, 5);
999 case TV_SORCERY_BOOK:
1000 case TV_NATURE_BOOK:
1004 case TV_ARCANE_BOOK:
1005 case TV_ENCHANT_BOOK:
1006 case TV_DAEMON_BOOK:
1008 case TV_HISSATSU_BOOK:
1010 if (cost <= 50L) size += damroll(2, 3);
1011 if (cost <= 500L) size += damroll(1, 3);
1029 if (o_ptr->name2) break;
1030 if (cost <= 10L) size += damroll(3, 5);
1031 if (cost <= 100L) size += damroll(3, 5);
1040 if (cost <= 5L) size += damroll(5, 5);
1041 if (cost <= 50L) size += damroll(5, 5);
1042 if (cost <= 500L) size += damroll(5, 5);
1048 if (cost <= 100L) size += damroll(2, 2);
1049 if (cost <= 1000L) size += damroll(2, 2);
1062 * Because many rods (and a few wands and staffs) are useful mainly
1063 * in quantity, the Black Market will occasionally have a bunch of
1070 if ((cur_store_num == STORE_BLACK) && (randint(3) == 1))
1072 if (cost < 1601L) size += damroll(1, 5);
1073 else if (cost < 3201L) size += damroll(1, 3);
1076 /* Ensure that mass-produced rods and wands get the correct pvals. */
1077 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
1079 o_ptr->pval *= size;
1086 /* Pick a discount */
1091 else if (rand_int(25) == 0)
1095 else if (rand_int(150) == 0)
1099 else if (rand_int(300) == 0)
1103 else if (rand_int(500) == 0)
1109 if (o_ptr->art_name)
1111 if (cheat_peek && discount)
1114 msg_print("¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÏÃÍ°ú¤¤Ê¤·¡£");
1116 msg_print("No discount on random artifacts.");
1123 /* Save the discount */
1124 o_ptr->discount = discount;
1126 /* Save the total pile size */
1127 o_ptr->number = size - (size * discount / 100);
1133 * Determine if a store item can "absorb" another item
1135 * See "object_similar()" for the same function for the "player"
1137 static bool store_object_similar(object_type *o_ptr, object_type *j_ptr)
1139 /* Hack -- Identical items cannot be stacked */
1140 if (o_ptr == j_ptr) return (0);
1142 /* Different objects cannot be stacked */
1143 if (o_ptr->k_idx != j_ptr->k_idx) return (0);
1145 /* Different charges (etc) cannot be stacked, unless wands or rods. */
1146 if ((o_ptr->pval != j_ptr->pval) && (o_ptr->tval != TV_WAND) && (o_ptr->tval != TV_ROD)) return (0);
1148 /* Require many identical values */
1149 if (o_ptr->to_h != j_ptr->to_h) return (0);
1150 if (o_ptr->to_d != j_ptr->to_d) return (0);
1151 if (o_ptr->to_a != j_ptr->to_a) return (0);
1153 /* Require identical "artifact" names */
1154 if (o_ptr->name1 != j_ptr->name1) return (0);
1156 /* Require identical "ego-item" names */
1157 if (o_ptr->name2 != j_ptr->name2) return (0);
1159 /* Random artifacts don't stack !*/
1160 if (o_ptr->art_name || j_ptr->art_name) return (0);
1162 /* Hack -- Identical art_flags! */
1163 if ((o_ptr->art_flags1 != j_ptr->art_flags1) ||
1164 (o_ptr->art_flags2 != j_ptr->art_flags2) ||
1165 (o_ptr->art_flags3 != j_ptr->art_flags3))
1168 /* Hack -- Never stack "powerful" items */
1169 if (o_ptr->xtra1 || j_ptr->xtra1) return (0);
1171 /* Hack -- Never stack recharging items */
1172 if (o_ptr->timeout || j_ptr->timeout) return (0);
1174 /* Require many identical values */
1175 if (o_ptr->ac != j_ptr->ac) return (0);
1176 if (o_ptr->dd != j_ptr->dd) return (0);
1177 if (o_ptr->ds != j_ptr->ds) return (0);
1179 /* Hack -- Never stack chests */
1180 if (o_ptr->tval == TV_CHEST) return (0);
1181 if (o_ptr->tval == TV_STATUE) return (0);
1182 if (o_ptr->tval == TV_CAPTURE) return (0);
1184 /* Require matching discounts */
1185 if (o_ptr->discount != j_ptr->discount) return (0);
1187 /* They match, so they must be similar */
1193 * Allow a store item to absorb another item
1195 static void store_object_absorb(object_type *o_ptr, object_type *j_ptr)
1197 int total = o_ptr->number + j_ptr->number;
1199 /* Combine quantity, lose excess items */
1200 o_ptr->number = (total > 99) ? 99 : total;
1202 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) together. -LM- */
1203 if (o_ptr->tval == TV_ROD)
1205 o_ptr->pval += j_ptr->pval;
1208 /* Hack -- if wands are stacking, combine the charges. -LM- */
1209 if (o_ptr->tval == TV_WAND)
1211 o_ptr->pval += j_ptr->pval;
1217 * Check to see if the shop will be carrying too many objects -RAK-
1218 * Note that the shop, just like a player, will not accept things
1219 * it cannot hold. Before, one could "nuke" potions this way.
1221 static bool store_check_num(object_type *o_ptr)
1226 /* Free space is always usable */
1228 * ¥ª¥×¥·¥ç¥ó powerup_home ¤¬ÀßÄꤵ¤ì¤Æ¤¤¤ë¤È
1229 * ²æ¤¬²È¤¬ 20 ¥Ú¡¼¥¸¤Þ¤Ç»È¤¨¤ë
1231 if ((cur_store_num == STORE_HOME) && ( powerup_home == FALSE )) {
1232 if (st_ptr->stock_num < ((st_ptr->stock_size) / 10)) {
1237 if (st_ptr->stock_num < st_ptr->stock_size) {
1242 /* The "home" acts like the player */
1243 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
1245 /* Check all the items */
1246 for (i = 0; i < st_ptr->stock_num; i++)
1248 /* Get the existing item */
1249 j_ptr = &st_ptr->stock[i];
1251 /* Can the new object be combined with the old one? */
1252 if (object_similar(j_ptr, o_ptr)) return (TRUE);
1256 /* Normal stores do special stuff */
1259 /* Check all the items */
1260 for (i = 0; i < st_ptr->stock_num; i++)
1262 /* Get the existing item */
1263 j_ptr = &st_ptr->stock[i];
1265 /* Can the new object be combined with the old one? */
1266 if (store_object_similar(j_ptr, o_ptr)) return (TRUE);
1270 /* But there was no room at the inn... */
1275 static bool is_blessed(object_type *o_ptr)
1278 object_flags(o_ptr, &f1, &f2, &f3);
1279 if (f3 & TR3_BLESSED) return (TRUE);
1280 else return (FALSE);
1286 * Determine if the current store will purchase the given item
1288 * Note that a shop-keeper must refuse to buy "worthless" items
1290 static bool store_will_buy(object_type *o_ptr)
1292 /* Hack -- The Home is simple */
1293 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) return (TRUE);
1295 /* Switch on the store */
1296 switch (cur_store_num)
1301 /* Analyze the type */
1302 switch (o_ptr->tval)
1314 case TV_BOTTLE: /* 'Green', recycling Angband */
1329 /* Analyze the type */
1330 switch (o_ptr->tval)
1351 /* Analyze the type */
1352 switch (o_ptr->tval)
1361 case TV_HISSATSU_BOOK:
1365 if(o_ptr->sval == SV_WIZSTAFF) return (FALSE);
1377 /* Analyze the type */
1378 switch (o_ptr->tval)
1390 monster_race *r_ptr = &r_info[o_ptr->pval];
1393 if (!(r_ptr->flags3 & RF3_EVIL))
1396 if (r_ptr->flags3 & RF3_GOOD) break;
1398 /* Accept animals */
1399 if (r_ptr->flags3 & RF3_ANIMAL) break;
1402 if (strchr("?!", r_ptr->d_char)) break;
1408 if (is_blessed(o_ptr)) break;
1417 case STORE_ALCHEMIST:
1419 /* Analyze the type */
1420 switch (o_ptr->tval)
1434 /* Analyze the type */
1435 switch (o_ptr->tval)
1437 case TV_SORCERY_BOOK:
1438 case TV_NATURE_BOOK:
1442 case TV_ARCANE_BOOK:
1443 case TV_ENCHANT_BOOK:
1444 case TV_DAEMON_BOOK:
1457 if(o_ptr->sval == SV_WIZSTAFF) break;
1458 else return (FALSE);
1465 /* Bookstore Shop */
1468 /* Analyze the type */
1469 switch (o_ptr->tval)
1471 case TV_SORCERY_BOOK:
1472 case TV_NATURE_BOOK:
1477 case TV_ARCANE_BOOK:
1478 case TV_ENCHANT_BOOK:
1479 case TV_DAEMON_BOOK:
1489 /* XXX XXX XXX Ignore "worthless" items */
1490 if (object_value(o_ptr) <= 0) return (FALSE);
1499 * Add the item "o_ptr" to the inventory of the "Home"
1501 * In all cases, return the slot (or -1) where the object was placed
1503 * Note that this is a hacked up version of "inven_carry()".
1505 * Also note that it may not correctly "adapt" to "knowledge" bacoming
1506 * known, the player may have to pick stuff up and drop it again.
1508 static int home_carry(object_type *o_ptr)
1511 s32b value, j_value;
1516 /* Check each existing item (try to combine) */
1517 for (slot = 0; slot < st_ptr->stock_num; slot++)
1519 /* Get the existing item */
1520 j_ptr = &st_ptr->stock[slot];
1522 /* The home acts just like the player */
1523 if (object_similar(j_ptr, o_ptr))
1525 /* Save the new number of items */
1526 object_absorb(j_ptr, o_ptr);
1535 * ±£¤·µ¡Ç½: ¥ª¥×¥·¥ç¥ó powerup_home ¤¬ÀßÄꤵ¤ì¤Æ¤¤¤ë¤È
1536 * ²æ¤¬²È¤¬ 20 ¥Ú¡¼¥¸¤Þ¤Ç»È¤¨¤ë
1539 if ( powerup_home == TRUE) {
1540 if (st_ptr->stock_num >= st_ptr->stock_size) {
1545 if (st_ptr->stock_num >= ((st_ptr->stock_size) / 10)) {
1551 /* Determine the "value" of the item */
1552 value = object_value(o_ptr);
1554 /* Check existing slots to see if we must "slide" */
1555 for (slot = 0; slot < st_ptr->stock_num; slot++)
1558 j_ptr = &st_ptr->stock[slot];
1560 /* Hack -- readable books always come first */
1561 if ((o_ptr->tval == mp_ptr->spell_book) &&
1562 (j_ptr->tval != mp_ptr->spell_book)) break;
1563 if ((j_ptr->tval == mp_ptr->spell_book) &&
1564 (o_ptr->tval != mp_ptr->spell_book)) continue;
1566 /* Objects sort by decreasing type */
1567 if (o_ptr->tval > j_ptr->tval) break;
1568 if (o_ptr->tval < j_ptr->tval) continue;
1570 /* Can happen in the home */
1571 if (!object_aware_p(o_ptr)) continue;
1572 if (!object_aware_p(j_ptr)) break;
1574 /* Objects sort by increasing sval */
1575 if (o_ptr->sval < j_ptr->sval) break;
1576 if (o_ptr->sval > j_ptr->sval) continue;
1578 /* Objects in the home can be unknown */
1579 if (!object_known_p(o_ptr)) continue;
1580 if (!object_known_p(j_ptr)) break;
1583 * Hack: otherwise identical rods sort by
1584 * increasing recharge time --dsb
1586 if (o_ptr->tval == TV_ROD)
1588 if (o_ptr->pval < j_ptr->pval) break;
1589 if (o_ptr->pval > j_ptr->pval) continue;
1591 if ((o_ptr->tval == TV_CORPSE) || (o_ptr->tval == TV_FIGURINE) || (o_ptr->tval == TV_STATUE))
1593 if (r_info[o_ptr->pval].level < r_info[j_ptr->pval].level) break;
1594 if ((r_info[o_ptr->pval].level == r_info[j_ptr->pval].level) && (o_ptr->pval < j_ptr->pval)) break;
1597 /* Objects sort by decreasing value */
1598 j_value = object_value(j_ptr);
1599 if (value > j_value) break;
1600 if (value < j_value) continue;
1603 /* Slide the others up */
1604 for (i = st_ptr->stock_num; i > slot; i--)
1606 st_ptr->stock[i] = st_ptr->stock[i-1];
1609 /* More stuff now */
1610 st_ptr->stock_num++;
1612 /* Insert the new item */
1613 st_ptr->stock[slot] = *o_ptr;
1615 chg_virtue(V_SACRIFICE, -1);
1617 /* Return the location */
1623 * Add the item "o_ptr" to a real stores inventory.
1625 * If the item is "worthless", it is thrown away (except in the home).
1627 * If the item cannot be combined with an object already in the inventory,
1628 * make a new slot for it, and calculate its "per item" price. Note that
1629 * this price will be negative, since the price will not be "fixed" yet.
1630 * Adding an item to a "fixed" price stack will not change the fixed price.
1632 * In all cases, return the slot (or -1) where the object was placed
1634 static int store_carry(object_type *o_ptr)
1637 s32b value, j_value;
1641 /* Evaluate the object */
1642 value = object_value(o_ptr);
1644 /* Cursed/Worthless items "disappear" when sold */
1645 if (value <= 0) return (-1);
1647 /* All store items are fully *identified* */
1648 o_ptr->ident |= IDENT_MENTAL;
1650 /* Erase the inscription */
1651 o_ptr->inscription = 0;
1653 /* Erase the "feeling" */
1654 o_ptr->feeling = FEEL_NONE;
1656 /* Check each existing item (try to combine) */
1657 for (slot = 0; slot < st_ptr->stock_num; slot++)
1659 /* Get the existing item */
1660 j_ptr = &st_ptr->stock[slot];
1662 /* Can the existing items be incremented? */
1663 if (store_object_similar(j_ptr, o_ptr))
1665 /* Hack -- extra items disappear */
1666 store_object_absorb(j_ptr, o_ptr);
1674 if (st_ptr->stock_num >= st_ptr->stock_size) return (-1);
1677 /* Check existing slots to see if we must "slide" */
1678 for (slot = 0; slot < st_ptr->stock_num; slot++)
1681 j_ptr = &st_ptr->stock[slot];
1683 /* Objects sort by decreasing type */
1684 if (o_ptr->tval > j_ptr->tval) break;
1685 if (o_ptr->tval < j_ptr->tval) continue;
1687 /* Objects sort by increasing sval */
1688 if (o_ptr->sval < j_ptr->sval) break;
1689 if (o_ptr->sval > j_ptr->sval) continue;
1692 * Hack: otherwise identical rods sort by
1693 * increasing recharge time --dsb
1695 if (o_ptr->tval == TV_ROD)
1697 if (o_ptr->pval < j_ptr->pval) break;
1698 if (o_ptr->pval > j_ptr->pval) continue;
1701 /* Evaluate that slot */
1702 j_value = object_value(j_ptr);
1704 /* Objects sort by decreasing value */
1705 if (value > j_value) break;
1706 if (value < j_value) continue;
1709 /* Slide the others up */
1710 for (i = st_ptr->stock_num; i > slot; i--)
1712 st_ptr->stock[i] = st_ptr->stock[i-1];
1715 /* More stuff now */
1716 st_ptr->stock_num++;
1718 /* Insert the new item */
1719 st_ptr->stock[slot] = *o_ptr;
1721 /* Return the location */
1727 * Increase, by a given amount, the number of a certain item
1728 * in a certain store. This can result in zero items.
1730 static void store_item_increase(int item, int num)
1736 o_ptr = &st_ptr->stock[item];
1738 /* Verify the number */
1739 cnt = o_ptr->number + num;
1740 if (cnt > 255) cnt = 255;
1741 else if (cnt < 0) cnt = 0;
1742 num = cnt - o_ptr->number;
1744 /* Save the new number */
1745 o_ptr->number += num;
1750 * Remove a slot if it is empty
1752 static void store_item_optimize(int item)
1758 o_ptr = &st_ptr->stock[item];
1761 if (!o_ptr->k_idx) return;
1763 /* Must have no items */
1764 if (o_ptr->number) return;
1767 object_delete_callback(o_ptr);
1768 #endif /* USE_SCRIPT */
1771 st_ptr->stock_num--;
1773 /* Slide everyone */
1774 for (j = item; j < st_ptr->stock_num; j++)
1776 st_ptr->stock[j] = st_ptr->stock[j + 1];
1779 /* Nuke the final slot */
1780 object_wipe(&st_ptr->stock[j]);
1785 * This function will keep 'crap' out of the black market.
1786 * Crap is defined as any item that is "available" elsewhere
1787 * Based on a suggestion by "Lee Vogt" <lvogt@cig.mcel.mot.com>
1789 static bool black_market_crap(object_type *o_ptr)
1793 /* Ego items are never crap */
1794 if (o_ptr->name2) return (FALSE);
1796 /* Good items are never crap */
1797 if (o_ptr->to_a > 0) return (FALSE);
1798 if (o_ptr->to_h > 0) return (FALSE);
1799 if (o_ptr->to_d > 0) return (FALSE);
1801 /* Check all stores */
1802 for (i = 0; i < MAX_STORES; i++)
1804 if (i == STORE_HOME) continue;
1805 if (i == STORE_MUSEUM) continue;
1807 /* Check every item in the store */
1808 for (j = 0; j < town[p_ptr->town_num].store[i].stock_num; j++)
1810 object_type *j_ptr = &town[p_ptr->town_num].store[i].stock[j];
1812 /* Duplicate item "type", assume crappy */
1813 if (o_ptr->k_idx == j_ptr->k_idx) return (TRUE);
1823 * Attempt to delete (some of) a random item from the store
1824 * Hack -- we attempt to "maintain" piles of items when possible.
1826 static void store_delete(void)
1830 /* Pick a random slot */
1831 what = rand_int(st_ptr->stock_num);
1833 /* Determine how many items are here */
1834 num = st_ptr->stock[what].number;
1836 /* Hack -- sometimes, only destroy half the items */
1837 if (rand_int(100) < 50) num = (num + 1) / 2;
1839 /* Hack -- sometimes, only destroy a single item */
1840 if (rand_int(100) < 50) num = 1;
1842 /* Hack -- decrement the maximum timeouts and total charges of rods and wands. -LM- */
1843 if ((st_ptr->stock[what].tval == TV_ROD) || (st_ptr->stock[what].tval == TV_WAND))
1845 st_ptr->stock[what].pval -= num * st_ptr->stock[what].pval / st_ptr->stock[what].number;
1848 /* Actually destroy (part of) the item */
1849 store_item_increase(what, -num);
1850 store_item_optimize(what);
1855 * Creates a random item and gives it to a store
1856 * This algorithm needs to be rethought. A lot.
1857 * Currently, "normal" stores use a pre-built array.
1859 * Note -- the "level" given to "obj_get_num()" is a "favored"
1860 * level, that is, there is a much higher chance of getting
1861 * items with a level approaching that of the given level...
1863 * Should we check for "permission" to have the given item?
1865 static void store_create(void)
1867 int i, tries, level;
1873 /* Paranoia -- no room left */
1874 if (st_ptr->stock_num >= st_ptr->stock_size) return;
1877 /* Hack -- consider up to four items */
1878 for (tries = 0; tries < 4; tries++)
1881 if (cur_store_num == STORE_BLACK)
1883 /* Pick a level for object/magic */
1884 level = 25 + rand_int(25);
1886 /* Random item (usually of given level) */
1887 i = get_obj_num(level);
1889 /* Handle failure */
1896 /* Hack -- Pick an item to sell */
1897 i = st_ptr->table[rand_int(st_ptr->table_num)];
1899 /* Hack -- fake level for apply_magic() */
1900 level = rand_range(1, STORE_OBJ_LEVEL);
1904 /* Get local object */
1907 /* Create a new object of the chosen kind */
1908 object_prep(q_ptr, i);
1910 /* Apply some "low-level" magic (no artifacts) */
1911 apply_magic(q_ptr, level, FALSE, FALSE, FALSE, FALSE);
1913 /* Require valid object */
1914 if (!store_will_buy(q_ptr)) continue;
1916 /* Hack -- Charge lite's */
1917 if (q_ptr->tval == TV_LITE)
1919 if (q_ptr->sval == SV_LITE_TORCH) q_ptr->xtra4 = FUEL_TORCH / 2;
1920 if (q_ptr->sval == SV_LITE_LANTERN) q_ptr->xtra4 = FUEL_LAMP / 2;
1924 /* The item is "known" */
1925 object_known(q_ptr);
1927 /* Mark it storebought */
1928 q_ptr->ident |= IDENT_STOREB;
1930 /* Mega-Hack -- no chests in stores */
1931 if (q_ptr->tval == TV_CHEST) continue;
1933 /* Prune the black market */
1934 if (cur_store_num == STORE_BLACK)
1936 /* Hack -- No "crappy" items */
1937 if (black_market_crap(q_ptr)) continue;
1939 /* Hack -- No "cheap" items */
1940 if (object_value(q_ptr) < 10) continue;
1942 /* No "worthless" items */
1943 /* if (object_value(q_ptr) <= 0) continue; */
1946 /* Prune normal stores */
1949 /* No "worthless" items */
1950 if (object_value(q_ptr) <= 0) continue;
1954 /* Mass produce and/or Apply discount */
1955 mass_produce(q_ptr);
1958 q_ptr->python = object_create_callback(q_ptr);
1959 #endif /* USE_SCRIPT */
1961 /* Attempt to carry the (known) item */
1962 (void)store_carry(q_ptr);
1964 /* Definitely done */
1972 * Eliminate need to bargain if player has haggled well in the past
1974 static bool noneedtobargain(s32b minprice)
1976 s32b good = st_ptr->good_buy;
1977 s32b bad = st_ptr->bad_buy;
1979 /* Cheap items are "boring" */
1980 if (minprice < 10L) return (TRUE);
1982 /* Perfect haggling */
1983 if (good == MAX_SHORT) return (TRUE);
1985 /* Reward good haggles, punish bad haggles, notice price */
1986 if (good > ((3 * bad) + (5 + (minprice/50)))) return (TRUE);
1988 /* Return the flag */
1994 * Update the bargain info
1996 static void updatebargain(s32b price, s32b minprice, int num)
1998 /* Hack -- auto-haggle */
1999 if (!manual_haggle) return;
2001 /* Cheap items are "boring" */
2002 if ((minprice/num) < 10L) return;
2004 /* Count the successful haggles */
2005 if (price == minprice)
2007 /* Just count the good haggles */
2008 if (st_ptr->good_buy < MAX_SHORT)
2014 /* Count the failed haggles */
2017 /* Just count the bad haggles */
2018 if (st_ptr->bad_buy < MAX_SHORT)
2028 * Re-displays a single store entry
2030 static void display_entry(int pos)
2036 char o_name[MAX_NLEN];
2043 o_ptr = &st_ptr->stock[pos];
2045 /* Get the "offset" */
2048 /* Label it, clear the line --(-- */
2049 (void)sprintf(out_val, "%c) ", I2A(i));
2050 prt(out_val, i+6, 0);
2052 if (show_item_graph)
2054 byte a = object_attr(o_ptr);
2055 char c = object_char(o_ptr);
2062 Term_draw(3, i + 6, a, c);
2065 /* Describe an item in the home */
2066 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
2070 /* Leave room for weights, if necessary -DRS- */
2071 if (show_weights) maxwid -= 10;
2073 /* Describe the object */
2074 object_desc(o_name, o_ptr, TRUE, 3);
2075 o_name[maxwid] = '\0';
2076 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, show_item_graph ? 5 : 3);
2081 /* Only show the weight of an individual item */
2082 int wgt = o_ptr->weight;
2084 sprintf(out_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
2085 put_str(out_val, i+6, 67);
2087 (void)sprintf(out_val, "%3d.%d lb", wgt / 10, wgt % 10);
2088 put_str(out_val, i+6, 68);
2094 /* Describe an item (fully) in a store */
2097 /* Must leave room for the "price" */
2100 /* Leave room for weights, if necessary -DRS- */
2101 if (show_weights) maxwid -= 7;
2103 /* Describe the object (fully) */
2104 object_desc_store(o_name, o_ptr, TRUE, 3);
2105 o_name[maxwid] = '\0';
2106 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, show_item_graph ? 5 : 3);
2111 /* Only show the weight of an individual item */
2112 int wgt = o_ptr->weight;
2114 sprintf(out_val, "%3d.%1d", lbtokg1(wgt) , lbtokg2(wgt) );
2115 put_str(out_val, i+6, 60);
2117 (void)sprintf(out_val, "%3d.%d", wgt / 10, wgt % 10);
2118 put_str(out_val, i+6, 61);
2123 /* Display a "fixed" cost */
2124 if (o_ptr->ident & (IDENT_FIXED))
2126 /* Extract the "minimum" price */
2127 x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2129 /* Actually draw the price (not fixed) */
2131 (void)sprintf(out_val, "%9ld¸Ç", (long)x);
2133 (void)sprintf(out_val, "%9ld F", (long)x);
2136 put_str(out_val, i+6, 68);
2139 /* Display a "taxed" cost */
2140 else if (!manual_haggle)
2142 /* Extract the "minimum" price */
2143 x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2145 /* Hack -- Apply Sales Tax if needed */
2146 if (!noneedtobargain(x)) x += x / 10;
2148 /* Actually draw the price (with tax) */
2149 (void)sprintf(out_val, "%9ld ", (long)x);
2150 put_str(out_val, i+6, 68);
2153 /* Display a "haggle" cost */
2156 /* Extrect the "maximum" price */
2157 x = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
2159 /* Actually draw the price (not fixed) */
2160 (void)sprintf(out_val, "%9ld ", (long)x);
2161 put_str(out_val, i+6, 68);
2168 * Displays a store's inventory -RAK-
2169 * All prices are listed as "per individual object". -BEN-
2171 static void display_inventory(void)
2175 /* Display the next 12 items */
2176 for (k = 0; k < 12; k++)
2178 /* Do not display "dead" items */
2179 if (store_top + k >= st_ptr->stock_num) break;
2181 /* Display that line */
2182 display_entry(store_top + k);
2185 /* Erase the extra lines and the "more" prompt */
2186 for (i = k; i < 13; i++) prt("", i + 6, 0);
2188 /* Assume "no current page" */
2190 put_str(" ", 5, 20);
2192 put_str(" ", 5, 20);
2196 /* Visual reminder of "more items" */
2197 if (st_ptr->stock_num > 12)
2199 /* Show "more" reminder (after the last item) */
2201 prt("-³¤¯-", k + 6, 3);
2203 prt("-more-", k + 6, 3);
2207 /* Indicate the "current page" */
2209 put_str(format("(%d¥Ú¡¼¥¸)", store_top/12 + 1), 5, 20);
2211 put_str(format("(Page %d)", store_top/12 + 1), 5, 20);
2219 * Displays players gold -RAK-
2221 static void store_prt_gold(void)
2226 prt("¼ê»ý¤Á¤Î¤ª¶â: ", 19, 53);
2228 prt("Gold Remaining: ", 19, 53);
2232 sprintf(out_val, "%9ld", (long)p_ptr->au);
2233 prt(out_val, 19, 68);
2238 * Displays store (after clearing screen) -RAK-
2240 static void display_store(void)
2248 /* The "Home" is special */
2249 if (cur_store_num == STORE_HOME)
2251 /* Put the owner name */
2253 put_str("²æ¤¬²È", 3, 31);
2255 put_str("Your Home", 3, 30);
2259 /* Label the item descriptions */
2261 put_str("¥¢¥¤¥Æ¥à¤Î°ìÍ÷", 5, 4);
2263 put_str("Item Description", 5, 3);
2267 /* If showing weights, show label */
2271 put_str("½Å¤µ", 5, 72);
2273 put_str("Weight", 5, 70);
2279 /* The "Home" is special */
2280 else if (cur_store_num == STORE_MUSEUM)
2282 /* Put the owner name */
2284 put_str("Çîʪ´Û", 3, 31);
2286 put_str("Museum", 3, 30);
2290 /* Label the item descriptions */
2292 put_str("¥¢¥¤¥Æ¥à¤Î°ìÍ÷", 5, 4);
2294 put_str("Item Description", 5, 3);
2298 /* If showing weights, show label */
2302 put_str("½Å¤µ", 5, 72);
2304 put_str("Weight", 5, 70);
2313 cptr store_name = (f_name + f_info[FEAT_SHOP_HEAD + cur_store_num].name);
2314 cptr owner_name = (ot_ptr->owner_name);
2315 cptr race_name = race_info[ot_ptr->owner_race].title;
2317 /* Put the owner name and race */
2318 sprintf(buf, "%s (%s)", owner_name, race_name);
2319 put_str(buf, 3, 10);
2321 /* Show the max price in the store (above prices) */
2322 sprintf(buf, "%s (%ld)", store_name, (long)(ot_ptr->max_cost));
2325 /* Label the item descriptions */
2327 put_str("¾¦ÉʤΰìÍ÷", 5, 7);
2329 put_str("Item Description", 5, 3);
2333 /* If showing weights, show label */
2337 put_str("½Å¤µ", 5, 62);
2339 put_str("Weight", 5, 60);
2344 /* Label the asking price (in stores) */
2346 put_str("²Á³Ê", 5, 73);
2348 put_str("Price", 5, 72);
2353 /* Display the current gold */
2356 /* Draw in the inventory */
2357 display_inventory();
2363 * Get the ID of a store item and return its value -RAK-
2365 static int get_stock(int *com_val, cptr pmt, int i, int j)
2371 #ifdef ALLOW_REPEAT /* TNB */
2373 /* Get the item index */
2374 if (repeat_pull(com_val))
2376 /* Verify the item */
2377 if ((*com_val >= i) && (*com_val <= j))
2384 #endif /* ALLOW_REPEAT -- TNB */
2386 /* Paranoia XXX XXX XXX */
2390 /* Assume failure */
2393 /* Build the prompt */
2395 (void)sprintf(out_val, "(%s:%c-%c, ESC¤ÇÃæÃÇ) %s",
2396 (((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) ? "¥¢¥¤¥Æ¥à" : "¾¦ÉÊ"),
2397 I2A(i), I2A(j), pmt);
2399 (void)sprintf(out_val, "(Items %c-%c, ESC to exit) %s",
2400 I2A(i), I2A(j), pmt);
2404 /* Ask until done */
2410 if (!get_com(out_val, &command, FALSE)) break;
2413 k = (islower(command) ? A2I(command) : -1);
2415 /* Legal responses */
2416 if ((k >= i) && (k <= j))
2426 /* Clear the prompt */
2430 if (command == ESCAPE) return (FALSE);
2432 #ifdef ALLOW_REPEAT /* TNB */
2434 repeat_push(*com_val);
2436 #endif /* ALLOW_REPEAT -- TNB */
2444 * Increase the insult counter and get angry if too many -RAK-
2446 static int increase_insults(void)
2448 /* Increase insults */
2449 st_ptr->insult_cur++;
2451 /* Become insulted */
2452 if (st_ptr->insult_cur > ot_ptr->insult_max)
2458 st_ptr->insult_cur = 0;
2459 st_ptr->good_buy = 0;
2460 st_ptr->bad_buy = 0;
2463 st_ptr->store_open = turn + 25000 + randint(25000);
2475 * Decrease insults -RAK-
2477 static void decrease_insults(void)
2479 /* Decrease insults */
2480 if (st_ptr->insult_cur) st_ptr->insult_cur--;
2485 * Have insulted while haggling -RAK-
2487 static int haggle_insults(void)
2489 /* Increase insults */
2490 if (increase_insults()) return (TRUE);
2492 /* Display and flush insult */
2501 * Mega-Hack -- Enable "increments"
2503 static bool allow_inc = FALSE;
2506 * Mega-Hack -- Last "increment" during haggling
2508 static s32b last_inc = 0L;
2514 static int get_haggle(cptr pmt, s32b *poffer, s32b price, int final)
2524 /* Clear old increment if necessary */
2525 if (!allow_inc) last_inc = 0L;
2532 sprintf(buf, "%s [¾µÂú] ", pmt);
2534 sprintf(buf, "%s [accept] ", pmt);
2539 /* Old (negative) increment, and not final */
2540 else if (last_inc < 0)
2543 sprintf(buf, "%s [-$%ld] ", pmt, (long)(ABS(last_inc)));
2545 sprintf(buf, "%s [-%ld] ", pmt, (long)(ABS(last_inc)));
2550 /* Old (positive) increment, and not final */
2551 else if (last_inc > 0)
2554 sprintf(buf, "%s [+$%ld] ", pmt, (long)(ABS(last_inc)));
2556 sprintf(buf, "%s [+%ld] ", pmt, (long)(ABS(last_inc)));
2564 sprintf(buf, "%s ", pmt);
2568 /* Paranoia XXX XXX XXX */
2572 /* Ask until done */
2576 strcpy(out_val, "");
2578 /* Ask the user for a response */
2579 if (!get_string(buf, out_val, 32)) return (FALSE);
2581 /* Skip leading spaces */
2582 for (p = out_val; *p == ' '; p++) /* loop */;
2584 /* Empty response */
2587 /* Accept current price */
2595 /* Use previous increment */
2596 if (allow_inc && last_inc)
2598 *poffer += last_inc;
2603 /* Normal response */
2606 /* Extract a number */
2609 /* Handle "incremental" number */
2610 if ((*p == '+' || *p == '-'))
2612 /* Allow increments */
2615 /* Use the given "increment" */
2622 /* Handle normal number */
2625 /* Use the given "number" */
2634 msg_print("Ãͤ¬¤ª¤«¤·¤¤¤Ç¤¹¡£");
2636 msg_print("Invalid response.");
2648 * Receive an offer (from the player)
2650 * Return TRUE if offer is NOT okay
2652 static bool receive_offer(cptr pmt, s32b *poffer,
2653 s32b last_offer, int factor,
2654 s32b price, int final)
2656 /* Haggle till done */
2659 /* Get a haggle (or cancel) */
2660 if (!get_haggle(pmt, poffer, price, final)) return (TRUE);
2662 /* Acceptable offer */
2663 if (((*poffer) * factor) >= (last_offer * factor)) break;
2665 /* Insult, and check for kicked out */
2666 if (haggle_insults()) return (TRUE);
2668 /* Reject offer (correctly) */
2669 (*poffer) = last_offer;
2678 * Haggling routine -RAK-
2680 * Return TRUE if purchase is NOT successful
2682 static bool purchase_haggle(object_type *o_ptr, s32b *price)
2684 s32b cur_ask, final_ask;
2685 s32b last_offer, offer;
2687 s32b min_per, max_per;
2688 int flag, loop_flag, noneed;
2689 int annoyed = 0, final = FALSE;
2691 bool cancel = FALSE;
2694 cptr pmt = "Ä󼨲Á³Ê";
2696 cptr pmt = "Asking";
2706 /* Extract the starting offer and the final offer */
2707 cur_ask = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
2708 final_ask = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2710 /* Determine if haggling is necessary */
2711 noneed = noneedtobargain(final_ask);
2713 /* No need to haggle */
2714 if (noneed || !manual_haggle)
2716 /* No need to haggle */
2719 /* Message summary */
2721 msg_print("·ë¶É¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2723 msg_print("You eventually agree upon the price.");
2729 /* No haggle option */
2732 /* Message summary */
2734 msg_print("¤¹¤ó¤Ê¤ê¤È¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2736 msg_print("You quickly agree upon the price.");
2741 /* Apply Sales Tax */
2742 final_ask += final_ask / 10;
2746 cur_ask = final_ask;
2748 /* Go to final offer */
2750 pmt = "ºÇ½ªÄ󼨲Á³Ê";
2752 pmt = "Final Offer";
2759 /* Haggle for the whole pile */
2760 cur_ask *= o_ptr->number;
2761 final_ask *= o_ptr->number;
2764 /* Haggle parameters */
2765 min_per = ot_ptr->haggle_per;
2766 max_per = min_per * 3;
2768 /* Mega-Hack -- artificial "last offer" value */
2769 last_offer = object_value(o_ptr) * o_ptr->number;
2770 last_offer = last_offer * (200 - (int)(ot_ptr->max_inflate)) / 100L;
2771 if (last_offer <= 0) last_offer = 1;
2776 /* No incremental haggling yet */
2779 /* Haggle until done */
2780 for (flag = FALSE; !flag; )
2784 while (!flag && loop_flag)
2786 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
2787 put_str(out_val, 1, 0);
2789 cancel = receive_offer("Ä󼨤¹¤ë¶â³Û? ",
2791 cancel = receive_offer("What do you offer? ",
2794 &offer, last_offer, 1, cur_ask, final);
2800 else if (offer > cur_ask)
2805 else if (offer == cur_ask)
2818 x1 = 100 * (offer - last_offer) / (cur_ask - last_offer);
2821 if (haggle_insults())
2827 else if (x1 > max_per)
2830 if (x1 < max_per) x1 = max_per;
2832 x2 = rand_range(x1-2, x1+2);
2833 x3 = ((cur_ask - offer) * x2 / 100L) + 1;
2834 /* don't let the price go up */
2839 if (cur_ask < final_ask)
2842 cur_ask = final_ask;
2844 pmt = "ºÇ½ªÄ󼨲Á³Ê";
2846 pmt = "Final Offer";
2852 (void)(increase_insults());
2857 else if (offer >= cur_ask)
2869 (void)sprintf(out_val, "Á°²ó¤ÎÄ󼨶â³Û: $%ld",
2871 (void)sprintf(out_val, "Your last offer: %ld",
2875 put_str(out_val, 1, 39);
2876 say_comment_2(cur_ask, annoyed);
2882 if (cancel) return (TRUE);
2884 /* Update bargaining info */
2885 updatebargain(*price, final_ask, o_ptr->number);
2893 * Haggling routine -RAK-
2895 * Return TRUE if purchase is NOT successful
2897 static bool sell_haggle(object_type *o_ptr, s32b *price)
2899 s32b purse, cur_ask, final_ask;
2900 s32b last_offer = 0, offer = 0;
2902 s32b min_per, max_per;
2903 int flag, loop_flag, noneed;
2904 int annoyed = 0, final = FALSE;
2905 bool cancel = FALSE;
2907 cptr pmt = "Ä󼨶â³Û";
2918 /* Obtain the starting offer and the final offer */
2919 cur_ask = price_item(o_ptr, ot_ptr->max_inflate, TRUE);
2920 final_ask = price_item(o_ptr, ot_ptr->min_inflate, TRUE);
2922 /* Determine if haggling is necessary */
2923 noneed = noneedtobargain(final_ask);
2925 /* Get the owner's payout limit */
2926 purse = (s32b)(ot_ptr->max_cost);
2928 /* No need to haggle */
2929 if (noneed || !manual_haggle || (final_ask >= purse))
2931 /* No reason to haggle */
2932 if (final_ask >= purse)
2936 msg_print("¨ºÂ¤Ë¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2938 msg_print("You instantly agree upon the price.");
2943 /* Offer full purse */
2947 /* No need to haggle */
2952 msg_print("·ë¶É¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2954 msg_print("You eventually agree upon the price.");
2960 /* No haggle option */
2963 /* Message summary */
2965 msg_print("¤¹¤ó¤Ê¤ê¤È¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2967 msg_print("You quickly agree upon the price.");
2972 /* Apply Sales Tax */
2973 final_ask -= final_ask / 10;
2977 cur_ask = final_ask;
2982 pmt = "ºÇ½ªÄ󼨶â³Û";
2984 pmt = "Final Offer";
2989 /* Haggle for the whole pile */
2990 cur_ask *= o_ptr->number;
2991 final_ask *= o_ptr->number;
2994 /* XXX XXX XXX Display commands */
2996 /* Haggling parameters */
2997 min_per = ot_ptr->haggle_per;
2998 max_per = min_per * 3;
3000 /* Mega-Hack -- artificial "last offer" value */
3001 last_offer = object_value(o_ptr) * o_ptr->number;
3002 last_offer = last_offer * ot_ptr->max_inflate / 100L;
3007 /* No incremental haggling yet */
3011 for (flag = FALSE; !flag; )
3017 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
3018 put_str(out_val, 1, 0);
3020 cancel = receive_offer("Ä󼨤¹¤ë²Á³Ê? ",
3022 cancel = receive_offer("What price do you ask? ",
3025 &offer, last_offer, -1, cur_ask, final);
3031 else if (offer < cur_ask)
3034 /* rejected, reset offer for incremental haggling */
3037 else if (offer == cur_ask)
3048 if (flag || !loop_flag) break;
3053 x1 = 100 * (last_offer - offer) / (last_offer - cur_ask);
3056 if (haggle_insults())
3062 else if (x1 > max_per)
3065 if (x1 < max_per) x1 = max_per;
3067 x2 = rand_range(x1-2, x1+2);
3068 x3 = ((offer - cur_ask) * x2 / 100L) + 1;
3069 /* don't let the price go down */
3073 if (cur_ask > final_ask)
3075 cur_ask = final_ask;
3078 pmt = "ºÇ½ªÄ󼨶â³Û";
3080 pmt = "Final Offer";
3088 /* Äɲà $0 ¤ÇÇ㤤¼è¤é¤ì¤Æ¤·¤Þ¤¦¤Î¤òËÉ»ß By FIRST*/
3091 (void)(increase_insults());
3094 else if (offer <= cur_ask)
3105 (void)sprintf(out_val,
3107 "Á°²ó¤ÎÄ󼨲Á³Ê $%ld", (long)last_offer);
3109 "Your last bid %ld", (long)last_offer);
3112 put_str(out_val, 1, 39);
3113 say_comment_3(cur_ask, annoyed);
3119 if (cancel) return (TRUE);
3121 /* Update bargaining info */
3122 updatebargain(*price, final_ask, o_ptr->number);
3130 * Buy an item from a store -RAK-
3132 static void store_purchase(void)
3144 char o_name[MAX_NLEN];
3149 if (cur_store_num == STORE_MUSEUM)
3152 msg_print("Çîʪ´Û¤«¤é¼è¤ê½Ð¤¹¤³¤È¤Ï¤Ç¤¤Þ¤»¤ó¡£");
3154 msg_print("Museum.");
3160 if (st_ptr->stock_num <= 0)
3162 if (cur_store_num == STORE_HOME)
3164 msg_print("²æ¤¬²È¤Ë¤Ï²¿¤âÃÖ¤¤¤Æ¤¢¤ê¤Þ¤»¤ó¡£");
3166 msg_print("Your home is empty.");
3171 msg_print("¸½ºß¾¦Éʤκ߸ˤòÀڤ餷¤Æ¤¤¤Þ¤¹¡£");
3173 msg_print("I am currently out of stock.");
3180 /* Find the number of objects on this and following pages */
3181 i = (st_ptr->stock_num - store_top);
3183 /* And then restrict it to the current page */
3188 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸ */
3189 switch( cur_store_num ) {
3191 sprintf(out_val, "¤É¤Î¥¢¥¤¥Æ¥à¤ò¼è¤ê¤Þ¤¹¤«? ");
3194 sprintf(out_val, "¤É¤ì? ");
3197 sprintf(out_val, "¤É¤ÎÉÊʪ¤¬Íߤ·¤¤¤ó¤À¤¤? ");
3201 if (cur_store_num == STORE_HOME)
3203 sprintf(out_val, "Which item do you want to take? ");
3207 sprintf(out_val, "Which item are you interested in? ");
3212 /* Get the item number to be bought */
3213 if (!get_stock(&item, out_val, 0, i - 1)) return;
3215 /* Get the actual index */
3216 item = item + store_top;
3218 /* Get the actual item */
3219 o_ptr = &st_ptr->stock[item];
3221 /* Assume the player wants just one of them */
3224 /* Get local object */
3227 /* Get a copy of the object */
3228 object_copy(j_ptr, o_ptr);
3231 * If a rod or wand, allocate total maximum timeouts or charges
3232 * between those purchased and left on the shelf.
3234 reduce_charges(j_ptr, o_ptr->number - amt);
3236 /* Modify quantity */
3237 j_ptr->number = amt;
3239 /* Hack -- require room in pack */
3240 if (!inven_carry_okay(j_ptr))
3243 msg_print("¤½¤ó¤Ê¤Ë¥¢¥¤¥Æ¥à¤ò»ý¤Æ¤Ê¤¤¡£");
3245 msg_print("You cannot carry that many different items.");
3251 /* Determine the "best" price (per item) */
3252 best = price_item(j_ptr, ot_ptr->min_inflate, FALSE);
3254 /* Find out how many the player wants */
3255 if (o_ptr->number > 1)
3257 /* Hack -- note cost of "fixed" items */
3258 if ((cur_store_num != STORE_HOME) &&
3259 (o_ptr->ident & IDENT_FIXED))
3262 msg_format("°ì¤Ä¤Ë¤Ä¤ $%ld¤Ç¤¹¡£", (long)(best));
3264 msg_format("That costs %ld gold per item.", (long)(best));
3269 /* Get a quantity */
3270 amt = get_quantity(NULL, o_ptr->number);
3272 /* Allow user abort */
3273 if (amt <= 0) return;
3276 /* Get local object */
3279 /* Get desired object */
3280 object_copy(j_ptr, o_ptr);
3283 * If a rod or wand, allocate total maximum timeouts or charges
3284 * between those purchased and left on the shelf.
3286 reduce_charges(j_ptr, o_ptr->number - amt);
3288 /* Modify quantity */
3289 j_ptr->number = amt;
3291 /* Hack -- require room in pack */
3292 if (!inven_carry_okay(j_ptr))
3295 msg_print("¥¶¥Ã¥¯¤Ë¤½¤Î¥¢¥¤¥Æ¥à¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£");
3297 msg_print("You cannot carry that many items.");
3303 /* Attempt to buy it */
3304 if (cur_store_num != STORE_HOME)
3306 /* Fixed price, quick buy */
3307 if (o_ptr->ident & (IDENT_FIXED))
3312 /* Go directly to the "best" deal */
3313 price = (best * j_ptr->number);
3319 /* Describe the object (fully) */
3320 object_desc_store(o_name, j_ptr, TRUE, 3);
3324 msg_format("%s(%c)¤ò¹ØÆþ¤¹¤ë¡£", o_name, I2A(item));
3326 msg_format("Buying %s (%c).", o_name, I2A(item));
3331 /* Haggle for a final price */
3332 choice = purchase_haggle(j_ptr, &price);
3334 /* Hack -- Got kicked out */
3335 if (st_ptr->store_open >= turn) return;
3338 /* Player wants it */
3341 /* Fix the item price (if "correctly" haggled) */
3342 if (price == (best * j_ptr->number)) o_ptr->ident |= (IDENT_FIXED);
3344 /* Player can afford it */
3345 if (p_ptr->au >= price)
3350 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
3351 chg_virtue(V_JUSTICE, -1);
3352 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
3353 chg_virtue(V_NATURE, -1);
3361 /* Spend the money */
3364 /* Update the display */
3367 /* Hack -- buying an item makes you aware of it */
3368 object_aware(j_ptr);
3370 /* Hack -- clear the "fixed" flag from the item */
3371 j_ptr->ident &= ~(IDENT_FIXED);
3373 /* Describe the transaction */
3374 object_desc(o_name, j_ptr, TRUE, 3);
3378 msg_format("%s¤ò $%ld¤Ç¹ØÆþ¤·¤Þ¤·¤¿¡£", o_name, (long)price);
3380 msg_format("You bought %s for %ld gold.", o_name, (long)price);
3383 strcpy(record_o_name, o_name);
3386 if (record_buy) do_cmd_write_nikki(NIKKI_BUY, 0, o_name);
3387 object_desc(o_name, o_ptr, TRUE, 0);
3388 if(record_rand_art && o_ptr->art_name)
3389 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
3391 /* Erase the inscription */
3392 j_ptr->inscription = 0;
3394 /* Erase the "feeling" */
3395 j_ptr->feeling = FEEL_NONE;
3396 j_ptr->ident &= ~(IDENT_STOREB);
3397 /* Give it to the player */
3398 item_new = inven_carry(j_ptr);
3400 /* Describe the final result */
3401 object_desc(o_name, &inventory[item_new], TRUE, 3);
3405 msg_format("%s(%c)¤ò¼ê¤ËÆþ¤ì¤¿¡£", o_name, index_to_label(item_new));
3407 msg_format("You have %s (%c).",
3408 o_name, index_to_label(item_new));
3412 /* Now, reduce the original stack's pval. */
3413 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3415 o_ptr->pval -= j_ptr->pval;
3421 /* Note how many slots the store used to have */
3422 i = st_ptr->stock_num;
3424 /* Remove the bought items from the store */
3425 store_item_increase(item, -amt);
3426 store_item_optimize(item);
3428 /* Store is empty */
3429 if (st_ptr->stock_num == 0)
3432 if (rand_int(STORE_SHUFFLE) == 0)
3437 msg_print("Ź¼ç¤Ï°úÂष¤¿¡£");
3439 msg_print("The shopkeeper retires.");
3443 /* Shuffle the store */
3444 store_shuffle(cur_store_num);
3447 sprintf(buf, "%s (%s)",
3448 ot_ptr->owner_name, race_info[ot_ptr->owner_race].title);
3449 put_str(buf, 3, 10);
3450 sprintf(buf, "%s (%ld)",
3451 (f_name + f_info[FEAT_SHOP_HEAD + cur_store_num].name), (long)(ot_ptr->max_cost));
3460 msg_print("Ź¼ç¤Ï¿·¤¿¤Êºß¸Ë¤ò¼è¤ê½Ð¤·¤¿¡£");
3462 msg_print("The shopkeeper brings out some new stock.");
3468 for (i = 0; i < 10; i++)
3470 /* Maintain the store */
3471 store_maint(p_ptr->town_num, cur_store_num);
3477 /* Redraw everything */
3478 display_inventory();
3481 /* The item is gone */
3482 else if (st_ptr->stock_num != i)
3484 /* Pick the correct screen */
3485 if (store_top >= st_ptr->stock_num) store_top -= 12;
3487 /* Redraw everything */
3488 display_inventory();
3491 /* Item is still here */
3494 /* Redraw the item */
3495 display_entry(item);
3499 /* Player cannot afford it */
3502 /* Simple message (no insult) */
3504 msg_print("¤ª¶â¤¬Â¤ê¤Þ¤»¤ó¡£");
3506 msg_print("You do not have enough gold.");
3513 /* Home is much easier */
3516 /* Distribute charges of wands/rods */
3517 distribute_charges(o_ptr, j_ptr, amt);
3519 /* Give it to the player */
3520 item_new = inven_carry(j_ptr);
3522 /* Describe just the result */
3523 object_desc(o_name, &inventory[item_new], TRUE, 3);
3527 msg_format("%s(%c)¤ò¼è¤Ã¤¿¡£",
3529 msg_format("You have %s (%c).",
3531 o_name, index_to_label(item_new));
3536 /* Take note if we take the last one */
3537 i = st_ptr->stock_num;
3539 /* Remove the items from the home */
3540 store_item_increase(item, -amt);
3541 store_item_optimize(item);
3543 /* Hack -- Item is still here */
3544 if (i == st_ptr->stock_num)
3546 /* Redraw the item */
3547 display_entry(item);
3550 /* The item is gone */
3554 if (st_ptr->stock_num == 0) store_top = 0;
3556 /* Nothing left on that screen */
3557 else if (store_top >= st_ptr->stock_num) store_top -= 12;
3559 /* Redraw everything */
3560 display_inventory();
3562 chg_virtue(V_SACRIFICE, 1);
3566 /* Not kicked out */
3572 * Sell an item to the store (or home)
3574 static void store_sell(void)
3580 s32b price, value, dummy;
3589 char o_name[MAX_NLEN];
3592 /* Prepare a prompt */
3593 if (cur_store_num == STORE_HOME)
3595 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÃÖ¤¤Þ¤¹¤«? ";
3597 q = "Drop which item? ";
3600 else if (cur_store_num == STORE_MUSEUM)
3602 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò´ó£¤·¤Þ¤¹¤«? ";
3604 q = "Give which item? ";
3609 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÇä¤ê¤Þ¤¹¤«? ";
3611 q = "Sell which item? ";
3615 item_tester_no_ryoute = TRUE;
3616 /* Only allow items the store will buy */
3617 item_tester_hook = store_will_buy;
3620 /* ²æ¤¬²È¤Ç¤ª¤«¤·¤Ê¥á¥Ã¥»¡¼¥¸¤¬½Ð¤ë¥ª¥ê¥¸¥Ê¥ë¤Î¥Ð¥°¤ò½¤Àµ */
3621 if (cur_store_num == STORE_HOME)
3624 s = "ÃÖ¤±¤ë¥¢¥¤¥Æ¥à¤ò»ý¤Ã¤Æ¤¤¤Þ¤»¤ó¡£";
3626 s = "You don't have any item to drop.";
3629 else if (cur_store_num == STORE_MUSEUM)
3632 s = "´ó£¤Ç¤¤ë¥¢¥¤¥Æ¥à¤ò»ý¤Ã¤Æ¤¤¤Þ¤»¤ó¡£";
3634 s = "You don't have any item to give.";
3640 s = "Íߤ·¤¤Êª¤¬¤Ê¤¤¤Ç¤¹¤Í¤¨¡£";
3642 s = "You have nothing that I want.";
3646 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return;
3648 /* Get the item (in the pack) */
3651 o_ptr = &inventory[item];
3654 /* Get the item (on the floor) */
3657 o_ptr = &o_list[0 - item];
3661 /* Hack -- Cannot remove cursed items */
3662 if ((item >= INVEN_RARM) && cursed_p(o_ptr))
3666 msg_print("¤Õ¡¼¤à¡¢¤É¤¦¤ä¤é¤½¤ì¤Ï¼ö¤ï¤ì¤Æ¤¤¤ë¤è¤¦¤À¤Í¡£");
3668 msg_print("Hmmm, it seems to be cursed.");
3677 /* Assume one item */
3680 /* Find out how many the player wants (letter means "all") */
3681 if (o_ptr->number > 1)
3683 /* Get a quantity */
3684 amt = get_quantity(NULL, o_ptr->number);
3686 /* Allow user abort */
3687 if (amt <= 0) return;
3690 /* Get local object */
3693 /* Get a copy of the object */
3694 object_copy(q_ptr, o_ptr);
3696 /* Modify quantity */
3697 q_ptr->number = amt;
3700 * Hack -- If a rod or wand, allocate total maximum
3701 * timeouts or charges to those being sold. -LM-
3703 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3705 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
3708 /* Get a full description */
3709 object_desc(o_name, q_ptr, TRUE, 3);
3711 /* Remove any inscription, feeling for stores */
3712 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
3714 q_ptr->inscription = 0;
3715 q_ptr->feeling = FEEL_NONE;
3718 /* Is there room in the store (or the home?) */
3719 if (!store_check_num(q_ptr))
3721 if (cur_store_num == STORE_HOME)
3723 msg_print("²æ¤¬²È¤Ë¤Ï¤â¤¦ÃÖ¤¯¾ì½ê¤¬¤Ê¤¤¡£");
3725 msg_print("Your home is full.");
3728 else if (cur_store_num == STORE_MUSEUM)
3730 msg_print("Çîʪ´Û¤Ï¤â¤¦ËþÇÕ¤À¡£");
3732 msg_print("Museum is full.");
3737 msg_print("¤¹¤¤¤Þ¤»¤ó¤¬¡¢Å¹¤Ë¤Ï¤â¤¦ÃÖ¤¯¾ì½ê¤¬¤¢¤ê¤Þ¤»¤ó¡£");
3739 msg_print("I have not the room in my store to keep it.");
3747 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
3749 /* Describe the transaction */
3751 msg_format("%s(%c)¤òÇäµÑ¤¹¤ë¡£", o_name, index_to_label(item));
3753 msg_format("Selling %s (%c).", o_name, index_to_label(item));
3759 choice = sell_haggle(q_ptr, &price);
3762 if (st_ptr->store_open >= turn) return;
3774 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
3775 chg_virtue(V_JUSTICE, -1);
3777 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
3778 chg_virtue(V_NATURE, 1);
3781 /* Get some money */
3784 /* Update the display */
3787 /* Get the "apparent" value */
3788 dummy = object_value(q_ptr) * q_ptr->number;
3791 identify_item(o_ptr);
3793 /* Get local object */
3796 /* Get a copy of the object */
3797 object_copy(q_ptr, o_ptr);
3799 /* Modify quantity */
3800 q_ptr->number = amt;
3803 * Hack -- If a rod or wand, let the shopkeeper know just
3804 * how many charges he really paid for. -LM-
3806 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3808 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
3811 /* Get the "actual" value */
3812 value = object_value(q_ptr) * q_ptr->number;
3814 /* Get the description all over again */
3815 object_desc(o_name, q_ptr, TRUE, 3);
3817 /* Describe the result (in message buffer) */
3819 msg_format("%s¤ò $%ld¤ÇÇäµÑ¤·¤Þ¤·¤¿¡£", o_name, (long)price);
3821 msg_format("You sold %s for %ld gold.", o_name, (long)price);
3824 if (record_sell) do_cmd_write_nikki(NIKKI_SELL, 0, o_name);
3826 if (!((o_ptr->tval == TV_FIGURINE) && (value > 0)))
3828 /* Analyze the prices (and comment verbally) unless a figurine*/
3829 purchase_analyze(price, value, dummy);
3833 * Hack -- Allocate charges between those wands or rods sold
3834 * and retained, unless all are being sold. -LM-
3836 distribute_charges(o_ptr, q_ptr, amt);
3838 /* Reset timeouts of the sold items */
3841 /* Take the item from the player, describe the result */
3842 inven_item_increase(item, -amt);
3843 inven_item_describe(item);
3844 inven_item_optimize(item);
3849 /* The store gets that (known) item */
3850 item_pos = store_carry(q_ptr);
3852 /* Re-display if item is now in store */
3855 store_top = (item_pos / 12) * 12;
3856 display_inventory();
3861 /* Player is at museum */
3862 else if (cur_store_num == STORE_MUSEUM)
3864 char o2_name[MAX_NLEN];
3865 object_desc(o2_name, q_ptr, TRUE, 0);
3867 msg_print("Çîʪ´Û¤Ë´ó£¤·¤¿¤â¤Î¤Ï¼è¤ê½Ð¤¹¤³¤È¤¬¤Ç¤¤Þ¤»¤ó¡ª¡ª");
3868 if (!get_check(format("ËÜÅö¤Ë%s¤ò´ó£¤·¤Þ¤¹¤«¡©", o2_name))) return;
3870 msg_print("You cannot take items which is given to the Museum back!!");
3871 if (!get_check(format("Really give %s to the Museum? ", o2_name))) return;
3875 identify_item(q_ptr);
3876 q_ptr->ident |= IDENT_MENTAL;
3878 /* Distribute charges of wands/rods */
3879 distribute_charges(o_ptr, q_ptr, amt);
3883 msg_format("%s¤òÃÖ¤¤¤¿¡£(%c)", o_name, index_to_label(item));
3885 msg_format("You drop %s (%c).", o_name, index_to_label(item));
3890 /* Take it from the players inventory */
3891 inven_item_increase(item, -amt);
3892 inven_item_describe(item);
3893 inven_item_optimize(item);
3898 /* Let the home carry it */
3899 item_pos = home_carry(q_ptr);
3901 /* Update store display */
3904 store_top = (item_pos / 12) * 12;
3905 display_inventory();
3908 /* Player is at home */
3911 /* Distribute charges of wands/rods */
3912 distribute_charges(o_ptr, q_ptr, amt);
3916 msg_format("%s¤òÃÖ¤¤¤¿¡£(%c)", o_name, index_to_label(item));
3918 msg_format("You drop %s (%c).", o_name, index_to_label(item));
3923 /* Take it from the players inventory */
3924 inven_item_increase(item, -amt);
3925 inven_item_describe(item);
3926 inven_item_optimize(item);
3931 /* Let the home carry it */
3932 item_pos = home_carry(q_ptr);
3934 /* Update store display */
3937 store_top = (item_pos / 12) * 12;
3938 display_inventory();
3941 if (item >= INVEN_RARM) calc_android_exp();
3942 if ((choice == 0) && ((item == INVEN_RARM) || (item == INVEN_LARM))) kamaenaoshi(item);
3947 * Examine an item in a store -JDL-
3949 static void store_examine(void)
3954 char o_name[MAX_NLEN];
3959 if (st_ptr->stock_num <= 0)
3961 if (cur_store_num == STORE_HOME)
3963 msg_print("²æ¤¬²È¤Ë¤Ï²¿¤âÃÖ¤¤¤Æ¤¢¤ê¤Þ¤»¤ó¡£");
3965 msg_print("Your home is empty.");
3968 if (cur_store_num == STORE_MUSEUM)
3970 msg_print("Çîʪ´Û¤Ë¤Ï²¿¤âÃÖ¤¤¤Æ¤¢¤ê¤Þ¤»¤ó¡£");
3972 msg_print("Museum is empty.");
3977 msg_print("¸½ºß¾¦Éʤκ߸ˤòÀڤ餷¤Æ¤¤¤Þ¤¹¡£");
3979 msg_print("I am currently out of stock.");
3986 /* Find the number of objects on this and following pages */
3987 i = (st_ptr->stock_num - store_top);
3989 /* And then restrict it to the current page */
3994 sprintf(out_val, "¤É¤ì¤òÄ´¤Ù¤Þ¤¹¤«¡©");
3996 sprintf(out_val, "Which item do you want to examine? ");
4000 /* Get the item number to be examined */
4001 if (!get_stock(&item, out_val, 0, i - 1)) return;
4003 /* Get the actual index */
4004 item = item + store_top;
4006 /* Get the actual item */
4007 o_ptr = &st_ptr->stock[item];
4009 /* Require full knowledge */
4010 if (!(o_ptr->ident & IDENT_MENTAL))
4012 /* This can only happen in the home */
4014 msg_print("¤³¤Î¥¢¥¤¥Æ¥à¤Ë¤Ä¤¤¤ÆÆäËÃΤäƤ¤¤ë¤³¤È¤Ï¤Ê¤¤¡£");
4016 msg_print("You have no special knowledge about that item.");
4023 object_desc(o_name, o_ptr, TRUE, 3);
4027 msg_format("%s¤òÄ´¤Ù¤Æ¤¤¤ë...", o_name);
4029 msg_format("Examining %s...", o_name);
4033 /* Describe it fully */
4034 if (!identify_fully_aux(o_ptr))
4036 msg_print("ÆäËÊѤï¤Ã¤¿¤È¤³¤í¤Ï¤Ê¤¤¤è¤¦¤À¡£");
4038 msg_print("You see nothing special.");
4044 store_examine_callback(o_ptr);
4046 #endif /* USE_SCRIPT */
4053 * Hack -- set this to leave the store
4055 static bool leave_store = FALSE;
4059 * Process a command in a store
4061 * Note that we must allow the use of a few "special" commands
4062 * in the stores which are not allowed in the dungeon, and we
4063 * must disable some commands which are allowed in the dungeon
4064 * but not in the stores, to prevent chaos.
4066 static void store_process_command(void)
4068 #ifdef ALLOW_REPEAT /* TNB */
4070 /* Handle repeating the last command */
4073 #endif /* ALLOW_REPEAT -- TNB */
4075 if (rogue_like_commands && command_cmd == 'l')
4077 command_cmd = 'x'; /* hack! */
4080 /* Parse the command */
4081 switch (command_cmd)
4091 /* 1 ¥Ú¡¼¥¸Ìá¤ë¥³¥Þ¥ó¥É: ²æ¤¬²È¤Î¥Ú¡¼¥¸¿ô¤¬Â¿¤¤¤Î¤Ç½ÅÊõ¤¹¤ë¤Ï¤º By BUG */
4094 if (st_ptr->stock_num <= 12) {
4096 msg_print("¤³¤ì¤ÇÁ´Éô¤Ç¤¹¡£");
4098 msg_print("Entire inventory is shown.");
4103 if ( store_top < 0 )
4104 store_top = ((st_ptr->stock_num - 1 )/12) * 12;
4105 if ( (cur_store_num == STORE_HOME) && (powerup_home == FALSE) )
4106 if ( store_top >= 12 ) store_top = 12;
4107 display_inventory();
4115 if (st_ptr->stock_num <= 12)
4118 msg_print("¤³¤ì¤ÇÁ´Éô¤Ç¤¹¡£");
4120 msg_print("Entire inventory is shown.");
4128 * ±£¤·¥ª¥×¥·¥ç¥ó(powerup_home)¤¬¥»¥Ã¥È¤µ¤ì¤Æ¤¤¤Ê¤¤¤È¤¤Ï
4129 * ²æ¤¬²È¤Ç¤Ï 2 ¥Ú¡¼¥¸¤Þ¤Ç¤·¤«É½¼¨¤·¤Ê¤¤
4131 if ((cur_store_num == STORE_HOME) &&
4132 (powerup_home == FALSE) &&
4133 (st_ptr->stock_num >= STORE_INVEN_MAX))
4135 if (store_top >= (STORE_INVEN_MAX - 1))
4142 if (store_top >= st_ptr->stock_num) store_top = 0;
4145 display_inventory();
4158 /* Get (purchase) */
4185 /*** Inventory Commands ***/
4187 /* Wear/wield equipment */
4194 /* Take off equipment */
4201 /* Destroy an item */
4208 /* Equipment list */
4215 /* Inventory list */
4223 /*** Various commands ***/
4225 /* Identify an object */
4232 /* Hack -- toggle windows */
4235 toggle_inven_equip();
4241 /*** Use various objects ***/
4250 /* Inscribe an object */
4257 /* Uninscribe an object */
4260 do_cmd_uninscribe();
4266 /*** Help and Such ***/
4275 /* Identify symbol */
4278 do_cmd_query_symbol();
4282 /* Character description */
4285 do_cmd_change_name();
4291 /*** System Commands ***/
4293 /* Hack -- User interface */
4300 /* Single line from a pref file */
4307 /* Interact with macros */
4314 /* Interact with visuals */
4321 /* Interact with colors */
4328 /* Interact with options */
4335 /*** Misc Commands ***/
4351 /* Repeat level feeling */
4358 /* Show previous message */
4361 do_cmd_message_one();
4365 /* Show previous messages */
4378 /* Check artifacts, uniques etc. */
4385 /* Load "screen dump" */
4388 do_cmd_load_screen();
4392 /* Save "screen dump" */
4395 do_cmd_save_screen();
4399 /* Hack -- Unknown command */
4403 msg_print("¤½¤Î¥³¥Þ¥ó¥É¤ÏŹ¤ÎÃæ¤Ç¤Ï»È¤¨¤Þ¤»¤ó¡£");
4405 msg_print("That command does not work in stores.");
4415 * Enter a store, and interact with it.
4417 * Note that we use the standard "request_command()" function
4418 * to get a command, allowing us to use "command_arg" and all
4419 * command macros and other nifty stuff, but we use the special
4420 * "shopping" argument, to force certain commands to be converted
4421 * into other commands, normally, we convert "p" (pray) and "m"
4422 * (cast magic) into "g" (get), and "s" (search) into "d" (drop).
4424 void do_cmd_store(void)
4434 /* Access the player grid */
4435 c_ptr = &cave[py][px];
4437 /* Verify a store */
4438 if (!((c_ptr->feat >= FEAT_SHOP_HEAD) &&
4439 (c_ptr->feat <= FEAT_SHOP_TAIL)) &&
4440 (c_ptr->feat != FEAT_MUSEUM))
4443 msg_print("¤³¤³¤Ë¤ÏŹ¤¬¤¢¤ê¤Þ¤»¤ó¡£");
4445 msg_print("You see no store here.");
4451 /* Extract the store code */
4452 if (c_ptr->feat == FEAT_MUSEUM) which = STORE_MUSEUM;
4453 else which = (c_ptr->feat - FEAT_SHOP_HEAD);
4455 old_town_num = p_ptr->town_num;
4456 if ((which == STORE_HOME) || (which == STORE_MUSEUM)) p_ptr->town_num = 1;
4457 if (dun_level) p_ptr->town_num = NO_TOWN;
4459 /* Hack -- Check the "locked doors" */
4460 if ((town[p_ptr->town_num].store[which].store_open >= turn) ||
4464 msg_print("¥É¥¢¤Ë¸°¤¬¤«¤«¤Ã¤Æ¤¤¤ë¡£");
4466 msg_print("The doors are locked.");
4469 p_ptr->town_num = old_town_num;
4473 /* Calculate the number of store maintainances since the last visit */
4474 maintain_num = (turn - town[p_ptr->town_num].store[which].last_visit) / (20L * STORE_TURNS);
4476 /* Maintain the store max. 10 times */
4477 if (maintain_num > 10) maintain_num = 10;
4481 /* Maintain the store */
4482 for (i = 0; i < maintain_num; i++)
4483 store_maint(p_ptr->town_num, which);
4485 /* Save the visit */
4486 town[p_ptr->town_num].store[which].last_visit = turn;
4489 /* Forget the lite */
4492 /* Forget the view */
4496 /* Hack -- Character is in "icky" mode */
4497 character_icky = TRUE;
4500 /* No command argument */
4503 /* No repeated command */
4506 /* No automatic command */
4510 /* Save the store number */
4511 cur_store_num = which;
4513 /* Save the store and owner pointers */
4514 st_ptr = &town[p_ptr->town_num].store[cur_store_num];
4515 ot_ptr = &owners[cur_store_num][st_ptr->owner];
4518 /* Start at the beginning */
4521 /* Display the store */
4525 leave_store = FALSE;
4527 /* Interact with player */
4528 while (!leave_store)
4530 /* Hack -- Clear line 1 */
4533 /* Hack -- Check the charisma */
4534 tmp_chr = p_ptr->stat_use[A_CHR];
4540 /* Basic commands */
4542 prt(" ESC) ·úʪ¤«¤é½Ð¤ë", 21, 0);
4544 prt(" ESC) Exit from Building.", 21, 0);
4548 /* Browse if necessary */
4549 if (st_ptr->stock_num > 12)
4552 prt(" -)Á°¥Ú¡¼¥¸", 22, 0);
4553 prt(" ¥¹¥Ú¡¼¥¹) ¼¡¥Ú¡¼¥¸", 23, 0);
4555 prt(" -) Previous page", 22, 0);
4556 prt(" SPACE) Next page", 23, 0);
4562 if (cur_store_num == STORE_HOME)
4565 prt("g) ¥¢¥¤¥Æ¥à¤ò¼è¤ë", 21, 27);
4566 prt("d) ¥¢¥¤¥Æ¥à¤òÃÖ¤¯", 22, 27);
4567 prt("x) ²È¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤ë", 23,27);
4569 prt("g) Get an item.", 21, 27);
4570 prt("d) Drop an item.", 22, 27);
4571 prt("x) eXamine an item in the home.", 23,27);
4576 /* Museum commands */
4577 else if (cur_store_num == STORE_MUSEUM)
4580 prt("d) ¥¢¥¤¥Æ¥à¤òÃÖ¤¯", 21, 27);
4581 prt("x) Çîʪ´Û¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤ë", 23,27);
4583 prt("d) Drop an item.", 21, 27);
4584 prt("x) eXamine an item in the museum.", 23,27);
4589 /* Shop commands XXX XXX XXX */
4593 prt("p) ¾¦ÉʤòÇ㤦", 21, 30);
4594 prt("s) ¥¢¥¤¥Æ¥à¤òÇä¤ë", 22, 30);
4595 prt("x) ¾¦ÉʤòÄ´¤Ù¤ë", 23,30);
4597 prt("p) Purchase an item.", 21, 30);
4598 prt("s) Sell an item.", 22, 30);
4599 prt("x) eXamine an item in the shop", 23,30);
4605 /* ´ðËÜŪ¤Ê¥³¥Þ¥ó¥É¤ÎÄɲÃɽ¼¨ */
4607 prt("i/e) »ý¤Áʪ/ÁõÈ÷¤Î°ìÍ÷", 21, 56);
4609 if( rogue_like_commands == TRUE )
4611 prt("w/T) ÁõÈ÷¤¹¤ë/¤Ï¤º¤¹", 22, 56);
4615 prt("w/t) ÁõÈ÷¤¹¤ë/¤Ï¤º¤¹", 22, 56);
4618 prt("i/e) Inventry/Equipment list", 21, 56);
4620 if( rogue_like_commands == TRUE )
4622 prt("w/T) Wear/Take off equipment", 22, 56);
4626 prt("w/t) Wear/Take off equipment", 22, 56);
4631 prt("¥³¥Þ¥ó¥É:", 20, 0);
4633 prt("You may: ", 20, 0);
4638 request_command(TRUE);
4640 /* Process the command */
4641 store_process_command();
4643 /* Hack -- Character is still in "icky" mode */
4644 character_icky = TRUE;
4652 /* XXX XXX XXX Pack Overflow */
4653 if (inventory[INVEN_PACK].k_idx)
4655 int item = INVEN_PACK;
4657 object_type *o_ptr = &inventory[item];
4659 /* Hack -- Flee from the store */
4660 if (cur_store_num != STORE_HOME)
4664 if (cur_store_num == STORE_MUSEUM)
4665 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤½¤¦¤Ê¤Î¤Ç¡¢¤¢¤ï¤Æ¤ÆÇîʪ´Û¤«¤é½Ð¤¿...");
4667 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤½¤¦¤Ê¤Î¤Ç¡¢¤¢¤ï¤Æ¤ÆŹ¤«¤é½Ð¤¿...");
4669 if (cur_store_num == STORE_MUSEUM)
4670 msg_print("Your pack is so full that you flee the Museum...");
4672 msg_print("Your pack is so full that you flee the store...");
4680 /* Hack -- Flee from the home */
4681 else if (!store_check_num(o_ptr))
4685 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤½¤¦¤Ê¤Î¤Ç¡¢¤¢¤ï¤Æ¤Æ²È¤«¤é½Ð¤¿...");
4687 msg_print("Your pack is so full that you flee your home...");
4695 /* Hack -- Drop items into the home */
4703 char o_name[MAX_NLEN];
4706 /* Give a message */
4708 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
4710 msg_print("Your pack overflows!");
4714 /* Get local object */
4717 /* Grab a copy of the item */
4718 object_copy(q_ptr, o_ptr);
4721 object_desc(o_name, q_ptr, TRUE, 3);
4725 msg_format("%s¤¬Íî¤Á¤¿¡£(%c)", o_name, index_to_label(item));
4727 msg_format("You drop %s (%c).", o_name, index_to_label(item));
4731 /* Remove it from the players inventory */
4732 inven_item_increase(item, -255);
4733 inven_item_describe(item);
4734 inven_item_optimize(item);
4739 /* Let the home carry it */
4740 item_pos = home_carry(q_ptr);
4742 /* Redraw the home */
4745 store_top = (item_pos / 12) * 12;
4746 display_inventory();
4751 /* Hack -- Redisplay store prices if charisma changes */
4752 if (tmp_chr != p_ptr->stat_use[A_CHR]) display_inventory();
4754 /* Hack -- get kicked out of the store */
4755 if (st_ptr->store_open >= turn) leave_store = TRUE;
4758 p_ptr->town_num = old_town_num;
4760 /* Free turn XXX XXX XXX */
4764 /* Hack -- Character is no longer in "icky" mode */
4765 character_icky = FALSE;
4768 /* Hack -- Cancel automatic command */
4771 /* Hack -- Cancel "see" mode */
4772 command_see = FALSE;
4775 /* Flush messages XXX XXX XXX */
4779 /* Clear the screen */
4783 /* Update everything */
4784 p_ptr->update |= (PU_VIEW | PU_LITE);
4785 p_ptr->update |= (PU_MONSTERS);
4787 /* Redraw entire screen */
4788 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY);
4791 p_ptr->redraw |= (PR_MAP);
4794 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4800 * Shuffle one of the stores.
4802 void store_shuffle(int which)
4808 if (which == STORE_HOME) return;
4809 if (which == STORE_MUSEUM) return;
4812 /* Save the store index */
4813 cur_store_num = which;
4815 /* Activate that store */
4816 st_ptr = &town[p_ptr->town_num].store[cur_store_num];
4819 /* Pick a new owner */
4822 st_ptr->owner = (byte)rand_int(MAX_OWNERS);
4823 if (j == st_ptr->owner) continue;
4824 for (i = 1;i < max_towns; i++)
4826 if (i == p_ptr->town_num) continue;
4827 if (st_ptr->owner == town[i].store[cur_store_num].owner) break;
4829 if (i == max_towns) break;
4832 /* Activate the new owner */
4833 ot_ptr = &owners[cur_store_num][st_ptr->owner];
4836 /* Reset the owner data */
4837 st_ptr->insult_cur = 0;
4838 st_ptr->store_open = 0;
4839 st_ptr->good_buy = 0;
4840 st_ptr->bad_buy = 0;
4843 /* Hack -- discount all the items */
4844 for (i = 0; i < st_ptr->stock_num; i++)
4849 o_ptr = &st_ptr->stock[i];
4851 /* Hack -- Sell all old items for "half price" */
4852 if (!(o_ptr->art_name))
4853 o_ptr->discount = 50;
4855 /* Hack -- Items are no longer "fixed price" */
4856 o_ptr->ident &= ~(IDENT_FIXED);
4858 /* Mega-Hack -- Note that the item is "on sale" */
4860 o_ptr->inscription = quark_add("Çä½ÐÃæ");
4862 o_ptr->inscription = quark_add("on sale");
4870 * Maintain the inventory at the stores.
4872 void store_maint(int town_num, int store_num)
4876 int old_rating = rating;
4878 cur_store_num = store_num;
4881 if (store_num == STORE_HOME) return;
4882 if (store_num == STORE_MUSEUM) return;
4884 /* Activate that store */
4885 st_ptr = &town[town_num].store[store_num];
4887 /* Activate the owner */
4888 ot_ptr = &owners[store_num][st_ptr->owner];
4890 /* Store keeper forgives the player */
4891 st_ptr->insult_cur = 0;
4893 /* Mega-Hack -- prune the black market */
4894 if (store_num == STORE_BLACK)
4896 /* Destroy crappy black market items */
4897 for (j = st_ptr->stock_num - 1; j >= 0; j--)
4899 object_type *o_ptr = &st_ptr->stock[j];
4901 /* Destroy crappy items */
4902 if (black_market_crap(o_ptr))
4904 /* Destroy the item */
4905 store_item_increase(j, 0 - o_ptr->number);
4906 store_item_optimize(j);
4912 /* Choose the number of slots to keep */
4913 j = st_ptr->stock_num;
4915 /* Sell a few items */
4916 j = j - randint(STORE_TURNOVER);
4918 /* Never keep more than "STORE_MAX_KEEP" slots */
4919 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
4921 /* Always "keep" at least "STORE_MIN_KEEP" items */
4922 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
4924 /* Hack -- prevent "underflow" */
4927 /* Destroy objects until only "j" slots are left */
4928 while (st_ptr->stock_num > j) store_delete();
4931 /* Choose the number of slots to fill */
4932 j = st_ptr->stock_num;
4934 /* Buy some more items */
4935 j = j + randint(STORE_TURNOVER);
4937 /* Never keep more than "STORE_MAX_KEEP" slots */
4938 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
4940 /* Always "keep" at least "STORE_MIN_KEEP" items */
4941 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
4943 /* Hack -- prevent "overflow" */
4944 if (j >= st_ptr->stock_size) j = st_ptr->stock_size - 1;
4946 /* Acquire some new items */
4947 while (st_ptr->stock_num < j) store_create();
4950 /* Hack -- Restore the rating */
4951 rating = old_rating;
4956 * Initialize the stores
4958 void store_init(int town_num, int store_num)
4962 cur_store_num = store_num;
4964 /* Activate that store */
4965 st_ptr = &town[town_num].store[store_num];
4973 st_ptr->owner = (byte)rand_int(MAX_OWNERS);
4974 for (i = 1;i < max_towns; i++)
4976 if (i == town_num) continue;
4977 if (st_ptr->owner == town[i].store[store_num].owner) break;
4979 if (i == max_towns) break;
4982 /* Activate the new owner */
4983 ot_ptr = &owners[store_num][st_ptr->owner];
4986 /* Initialize the store */
4987 st_ptr->store_open = 0;
4988 st_ptr->insult_cur = 0;
4989 st_ptr->good_buy = 0;
4990 st_ptr->bad_buy = 0;
4992 /* Nothing in stock */
4993 st_ptr->stock_num = 0;
4996 * MEGA-HACK - Last visit to store is
4997 * BEFORE player birth to enable store restocking
4999 st_ptr->last_visit = -200L * STORE_TURNS;
5001 /* Clear any old items */
5002 for (k = 0; k < st_ptr->stock_size; k++)
5005 object_delete_callback(&st_ptr->stock[k]);
5006 #endif /* USE_SCRIPT */
5008 object_wipe(&st_ptr->stock[k]);
5013 void move_to_black_market(object_type *o_ptr)
5016 if (!p_ptr->town_num) return;
5018 st_ptr = &town[p_ptr->town_num].store[STORE_BLACK];
5020 o_ptr->ident |= IDENT_STOREB;
5022 (void)store_carry(o_ptr);
5025 object_delete_callback(o_ptr);
5026 #endif /* USE_SCRIPT */
5028 object_wipe(o_ptr); /* Don't leave a bogus object behind... */