3 * @brief 店の処理 / Store commands
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research, and\n
8 * not for profit purposes provided that this copyright and statement are\n
9 * included in all such copies.\n
10 * 2014 Deskull rearranged comment for Doxygen.
15 #include "cmd-zapwand.h"
16 #include "cmd-magiceat.h"
21 static int cur_store_num = 0;
22 static int store_top = 0;
23 static int store_bottom = 0;
24 static int xtra_stock = 0;
25 static store_type *st_ptr = NULL;
26 static const owner_type *ot_ptr = NULL;
27 static s16b old_town_num = 0;
28 static s16b inner_town_num = 0;
29 #define RUMOR_CHANCE 8
31 #define MAX_COMMENT_1 6
33 static cptr comment_1[MAX_COMMENT_1] =
54 /*! ブラックマーケット追加メッセージ(承諾) */
55 static cptr comment_1_B[MAX_COMMENT_1] = {
64 #define MAX_COMMENT_2A 2
66 static cptr comment_2a[MAX_COMMENT_2A] =
69 "私の忍耐力を試しているのかい? $%s が最後だ。",
70 "我慢にも限度があるぞ。 $%s が最後だ。"
72 "You try my patience. %s is final.",
73 "My patience grows thin. %s is final."
78 #define MAX_COMMENT_2B 12
80 static cptr comment_2b[MAX_COMMENT_2B] =
83 " $%s ぐらいは出さなきゃダメだよ。",
86 "何て奴だ! $%s 以下はあり得ないぞ。",
87 "それじゃ少なすぎる! $%s は欲しいところだ。",
88 "バカにしている! $%s はもらわないと。",
90 "おいおい! $%s を考えてくれないか?",
91 "1000匹のオークのノミに苦しめられるがいい! $%s だ。",
92 "お前の大切なものに災いあれ! $%s でどうだ。",
93 "モルゴスに賞味されるがいい!本当は $%s なんだろう?",
94 "お前の母親はオーガか! $%s は出すつもりなんだろ?"
96 "I can take no less than %s gold pieces.",
97 "I will accept no less than %s gold pieces.",
98 "Ha! No less than %s gold pieces.",
99 "You knave! No less than %s gold pieces.",
100 "That's a pittance! I want %s gold pieces.",
101 "That's an insult! I want %s gold pieces.",
102 "As if! How about %s gold pieces?",
103 "My arse! How about %s gold pieces?",
104 "May the fleas of 1000 orcs molest you! Try %s gold pieces.",
105 "May your most favourite parts go moldy! Try %s gold pieces.",
106 "May Morgoth find you tasty! Perhaps %s gold pieces?",
107 "Your mother was an Ogre! Perhaps %s gold pieces?"
113 /*! ブラックマーケット用追加メッセージ(売るとき) */
114 static cptr comment_2b_B[MAX_COMMENT_2B] = {
115 "いくら俺様がお人好しとはいえ $%s が限界だね。嫌なら帰りな。",
116 "金がないのかい、あんた?まずは家に帰って $%s 揃えてきな。",
117 "物の価値が分からん奴だな。これは $%s が普通なんだよ。",
118 "俺の付けた値段に文句があるのか? $%s が限界だ。",
119 "ひょっとして新手の冗談かい? $%s 持ってないなら帰りな。",
120 "うちは他の店とは違うんだよ。$%s ぐらいは出しな。",
121 "買う気がないなら帰りな。 $%s だと言っているんだ。",
122 "話にならないね。 $%s くらい持っているんだろ?",
123 "は?なんだそりゃ? $%s の間違いか、ひょっとして?",
124 "出口はあっちだよ。それとも $%s 出せるのかい、あんたに。",
125 "命知らずな奴だな。 $%s 出せば今日の所は勘弁してやるよ。",
126 "うちの店は貧乏人お断りだ。 $%s ぐらい出せないのかい?"
129 #define MAX_COMMENT_3A 2
131 static cptr comment_3a[MAX_COMMENT_3A] =
134 "私の忍耐力を試しているのかい? $%s が最後だ。",
135 "我慢にも限度があるぞ。 $%s が最後だ。"
137 "You try my patience. %s is final.",
138 "My patience grows thin. %s is final."
144 #define MAX_COMMENT_3B 12
146 static cptr comment_3b[MAX_COMMENT_3B] =
149 "本音を言うと $%s でいいんだろ?",
151 " $%s ぐらいなら出してもいいが。",
152 " $%s 以上払うなんて考えられないね。",
153 "まあ落ちついて。 $%s でどうだい?",
154 "そのガラクタなら $%s で引き取るよ。",
155 "それじゃ高すぎる! $%s がいいとこだろ。",
156 "どうせいらないんだろ! $%s でいいだろ?",
157 "だめだめ! $%s がずっとお似合いだよ。",
158 "バカにしている! $%s がせいぜいだ。",
159 " $%s なら嬉しいところだがなあ。",
160 " $%s 、それ以上はビタ一文出さないよ!"
162 "Perhaps %s gold pieces?",
163 "How about %s gold pieces?",
164 "I will pay no more than %s gold pieces.",
165 "I can afford no more than %s gold pieces.",
166 "Be reasonable. How about %s gold pieces?",
167 "I'll buy it as scrap for %s gold pieces.",
168 "That is too much! How about %s gold pieces?",
169 "That looks war surplus! Say %s gold pieces?",
170 "Never! %s is more like it.",
171 "That's an insult! %s is more like it.",
172 "%s gold pieces and be thankful for it!",
173 "%s gold pieces and not a copper more!"
179 /*! ブラックマーケット用追加メッセージ(買い取り) */
180 static cptr comment_3b_B[MAX_COMMENT_3B] = {
181 " $%s ってところだね。そのどうしようもないガラクタは。",
182 "この俺が $%s って言っているんだから、その通りにした方が身のためだぞ。",
183 "俺の優しさに甘えるのもいい加減にしておけ。 $%s だ。",
184 "その品なら $%s で売ってくれているがね、常識ある紳士はみんな。",
185 "こりゃまた、がめつい奴だな。いくら俺が温厚とはいえ $%s が限界だ。",
186 " $%s だ。別に俺はそんなガラクタ欲しくはないんだから。",
187 "俺の鑑定額が気に入らないのか? $%s 、嫌なら帰りな。",
188 " $%s で引き取ってやるよ。喜んで受け取りな、貧乏人。",
189 "物の価値が分からん奴は始末におえんな。それは $%s なんだよ。",
190 "そんなに金が欲しいのか、あんた? $%s で満足できんのか?",
191 "入る店間違えてんじゃないのか? $%s で嫌なら他をあたってくれ。",
192 "俺の言い値にケチをつける奴がいるとは! その度胸に免じて $%s だ。"
195 #define MAX_COMMENT_4A 4
197 static cptr comment_4a[MAX_COMMENT_4A] =
200 "もうたくさんだ!何度も私をわずらわせないでくれ!",
201 "うがー!一日の我慢の限度を超えている!",
202 "もういい!時間の無駄以外のなにものでもない!",
203 "もうやってられないよ!顔も見たくない!"
205 "Enough! You have abused me once too often!",
206 "Arghhh! I have had enough abuse for one day!",
207 "That does it! You shall waste my time no more!",
208 "This is getting nowhere! I'm going to Londis!"
214 /*! ブラックマーケット用追加メッセージ(怒りの頂点) */
215 static cptr comment_4a_B[MAX_COMMENT_4A] = {
216 "なめやがって!温厚な俺様でも限界があるってことを知れ!",
217 "俺をここまで怒らせて...命があるだけでもありがたいと思え!",
218 "ふざけてるのか!冷やかしなら相手を見てからにしろ!",
219 "いいかげんにしろ!今度こんなまねしたらただじゃおかねえぞ!"
222 #define MAX_COMMENT_4B 4
224 static cptr comment_4b[MAX_COMMENT_4B] =
233 "Get out of my sight!",
234 "Begone, you scoundrel!",
241 /*! ブラックマーケット用追加メッセージ(追い出し) */
242 static cptr comment_4b_B[MAX_COMMENT_4B] = {
249 #define MAX_COMMENT_5 8
251 static cptr comment_5[MAX_COMMENT_5] =
265 "You will have to do better than that!",
266 "Do you wish to do business or not?",
267 "You've got to be kidding!",
268 "You'd better be kidding!",
269 "You try my patience.",
270 "Hmmm, nice weather we're having."
276 /*! ブラックマーケット用追加メッセージ(怒り) */
277 static cptr comment_5_B[MAX_COMMENT_5] = {
288 #define MAX_COMMENT_6 4
290 static cptr comment_6[MAX_COMMENT_6] =
298 "I must have heard you wrong.",
299 "I'm sorry, I missed that.",
300 "I'm sorry, what was that?",
301 "Sorry, what was that again?"
309 * @brief 取引成功時の店主のメッセージ処理 /
313 static void say_comment_1(void)
316 /* ブラックマーケットのときは別のメッセージを出す */
317 if ( cur_store_num == STORE_BLACK ) {
318 msg_print(comment_1_B[randint0(MAX_COMMENT_1)]);
321 msg_print(comment_1[randint0(MAX_COMMENT_1)]);
324 msg_print(comment_1[randint0(MAX_COMMENT_1)]);
328 if (one_in_(RUMOR_CHANCE))
331 msg_print("店主は耳うちした:");
333 msg_print("The shopkeeper whispers something into your ear:");
341 * @brief プレイヤーがアイテムを買う時の価格代案メッセージ処理 /
342 * Continue haggling (player is buying)
343 * @param value 店主の提示価格
344 * @param annoyed 店主のいらつき度
347 static void say_comment_2(PRICE 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 /* ブラックマーケットの時は別のメッセージを出す */
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 * @brief プレイヤーがアイテムを売る時の価格代案メッセージ処理 /
383 * Continue haggling (player is selling)
384 * @param value 店主の提示価格
385 * @param annoyed 店主のいらつき度
388 static void say_comment_3(PRICE value, int annoyed)
392 /* Prepare a string to insert */
393 sprintf(tmp_val, "%ld", (long)value);
398 /* Formatted message */
399 msg_format(comment_3a[randint0(MAX_COMMENT_3A)], tmp_val);
405 /* Formatted message */
407 /* ブラックマーケットの時は別のメッセージを出す */
408 if ( cur_store_num == STORE_BLACK ){
409 msg_format(comment_3b_B[randint0(MAX_COMMENT_3B)], tmp_val);
412 msg_format(comment_3b[randint0(MAX_COMMENT_3B)], tmp_val);
415 msg_format(comment_3b[randint0(MAX_COMMENT_3B)], tmp_val);
423 * @brief 店主がプレイヤーを追い出す時のメッセージ処理 /
424 * Kick 'da bum out. -RAK-
427 static void say_comment_4(void)
430 /* ブラックマーケットの時は別のメッセージを出す */
431 if ( cur_store_num == STORE_BLACK ){
432 msg_print(comment_4a_B[randint0(MAX_COMMENT_4A)]);
433 msg_print(comment_4b_B[randint0(MAX_COMMENT_4B)]);
436 msg_print(comment_4a[randint0(MAX_COMMENT_4A)]);
437 msg_print(comment_4b[randint0(MAX_COMMENT_4B)]);
440 msg_print(comment_4a[randint0(MAX_COMMENT_4A)]);
441 msg_print(comment_4b[randint0(MAX_COMMENT_4B)]);
448 * @brief 店主がプレイヤーに取り合わない時のメッセージ処理 /
449 * You are insulting me
452 static void say_comment_5(void)
455 /* ブラックマーケットの時は別のメッセージを出す */
456 if ( cur_store_num == STORE_BLACK ){
457 msg_print(comment_5_B[randint0(MAX_COMMENT_5)]);
460 msg_print(comment_5[randint0(MAX_COMMENT_5)]);
463 msg_print(comment_5[randint0(MAX_COMMENT_5)]);
470 * @brief 店主がプレイヤーの提示を理解できなかった時のメッセージ処理 /
471 * That makes no sense.
474 static void say_comment_6(void)
476 msg_print(comment_6[randint0(MAX_COMMENT_6)]);
480 #define MAX_COMMENT_7A 4
482 static cptr comment_7a[MAX_COMMENT_7A] =
487 "誰かがむせび泣く声が聞こえる...。",
492 "You hear someone sobbing...",
493 "The shopkeeper howls in agony!"
498 #define MAX_COMMENT_7B 4
500 static cptr comment_7b[MAX_COMMENT_7B] =
510 "The shopkeeper curses at you.",
511 "The shopkeeper glares at you."
516 #define MAX_COMMENT_7C 4
518 static cptr comment_7c[MAX_COMMENT_7C] =
527 "You've made my day!",
528 "The shopkeeper giggles.",
529 "The shopkeeper laughs loudly."
534 #define MAX_COMMENT_7D 4
536 static cptr comment_7d[MAX_COMMENT_7D] =
540 "こんなおいしい思いをしたら、真面目に働けなくなるなぁ。",
545 "I think I'll retire!",
546 "The shopkeeper jumps for joy.",
547 "The shopkeeper smiles gleefully."
554 * @brief 店主が交渉を終えた際の反応を返す処理 /
555 * Let a shop-keeper React to a purchase
556 * @param price アイテムの取引額
557 * @param value アイテムの実際価値
558 * @param guess 店主が当初予想していた価値
561 * We paid "price", it was worth "value", and we thought it was worth "guess"
563 static void purchase_analyze(PRICE price, PRICE value, PRICE guess)
565 /* Item was worthless, but we bought it */
566 if ((value <= 0) && (price > value))
568 msg_print(comment_7a[randint0(MAX_COMMENT_7A)]);
569 chg_virtue(V_HONOUR, -1);
570 chg_virtue(V_JUSTICE, -1);
574 /* Item was cheaper than we thought, and we paid more than necessary */
575 else if ((value < guess) && (price > value))
577 msg_print(comment_7b[randint0(MAX_COMMENT_7B)]);
578 chg_virtue(V_JUSTICE, -1);
579 if (one_in_(4)) chg_virtue(V_HONOUR, -1);
583 /* Item was a good bargain, and we got away with it */
584 else if ((value > guess) && (value < (4 * guess)) && (price < value))
586 msg_print(comment_7c[randint0(MAX_COMMENT_7C)]);
587 if (one_in_(4)) chg_virtue(V_HONOUR, -1);
588 else if (one_in_(4)) chg_virtue(V_HONOUR, 1);
592 /* Item was a great bargain, and we got away with it */
593 else if ((value > guess) && (price < value))
595 msg_print(comment_7d[randint0(MAX_COMMENT_7D)]);
596 if (one_in_(2)) chg_virtue(V_HONOUR, -1);
597 if (one_in_(4)) chg_virtue(V_HONOUR, 1);
598 if (10 * price < value) chg_virtue(V_SACRIFICE, 1);
606 * We store the current "store feat" here so everyone can access it
608 static int cur_store_feat;
612 * Buying and selling adjustments for race combinations.
613 * Entry[owner][player] gives the basic "cost inflation".
615 static byte rgold_adj[MAX_RACES][MAX_RACES] =
617 /*Hum, HfE, Elf, Hal, Gno, Dwa, HfO, HfT, Dun, HiE, Barbarian,
618 HfOg, HGn, HTn, Cyc, Yek, Klc, Kbd, Nbl, DkE, Drc, Mind Flayer,
619 Imp, Glm, Skl, Zombie, Vampire, Spectre, Fairy, Beastman, Ent,
620 Angel, Demon, Kutar */
623 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
624 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
625 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
626 100, 120, 110, 105 },
629 { 110, 100, 100, 105, 110, 120, 125, 130, 110, 100, 110,
630 120, 115, 108, 115, 110, 110, 120, 120, 115, 115, 110,
631 120, 110, 110, 110, 120, 110, 100, 125, 100, 95, 140,
632 110, 115, 110, 110 },
635 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
636 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
637 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
638 110, 110, 105, 110 },
641 { 115, 110, 105, 95, 105, 110, 115, 130, 115, 105, 115,
642 125, 120, 120, 125, 115, 110, 120, 120, 120, 115, 115,
643 120, 110, 120, 120, 130, 110, 110, 130, 110, 95, 140,
644 115, 120, 105, 115 },
647 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
648 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
649 120, 101, 110, 110, 120, 120, 115, 130, 115, 95, 140,
650 115, 110, 110, 115 },
653 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
654 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
655 120, 105, 115, 115, 115, 115, 120, 130, 120, 95, 140,
656 115, 110, 115, 115 },
659 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
660 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
661 115, 125, 120, 120, 115, 120, 125, 115, 125, 95, 140,
662 115, 110, 115, 115 },
665 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
666 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
667 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
668 110, 110, 115, 110 },
671 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
672 120, 120, 105, 120, 115, 105, 115, 120, 110, 105, 105,
673 120, 105, 120, 120, 125, 120, 105, 135, 105, 95, 140,
674 100, 110, 110, 100 },
677 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
678 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
679 125, 115, 120, 120, 125, 120, 100, 125, 100, 95, 140,
680 110, 110, 105, 110 },
682 /* Human / Barbarian (copied from human) */
683 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
684 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
685 115, 105, 125, 125, 130, 125, 115, 120, 115, 95, 140,
686 100, 120, 110, 100 },
688 /* Half-Ogre: theoretical, copied from half-troll */
689 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
690 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
691 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
692 110, 110, 115, 110 },
694 /* Half-Giant: theoretical, copied from half-troll */
695 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
696 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
697 110, 115, 112, 112, 115, 112, 130, 120, 130, 95, 140,
698 110, 110, 115, 110 },
700 /* Half-Titan: theoretical, copied from High_Elf */
701 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
702 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
703 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
704 110, 110, 115, 110 },
706 /* Cyclops: theoretical, copied from half-troll */
707 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
708 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
709 110, 115, 112, 112, 115, 112, 130, 130, 130, 95, 140,
710 110, 110, 115, 110 },
712 /* Yeek: theoretical, copied from Half-Orc */
713 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
714 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
715 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
716 115, 110, 115, 115 },
718 /* Klackon: theoretical, copied from Gnome */
719 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
720 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
721 120, 101, 110, 110, 120, 120, 130, 130, 130, 95, 140,
722 115, 110, 115, 115 },
724 /* Kobold: theoretical, copied from Half-Orc */
725 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
726 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
727 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
728 115, 110, 115, 115 },
730 /* Nibelung: theoretical, copied from Dwarf */
731 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
732 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
733 120, 105, 115, 115, 120, 120, 130, 130, 130, 95, 140,
734 115, 135, 115, 115 },
737 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
738 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
739 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
740 110, 101, 115, 110 },
742 /* Draconian: theoretical, copied from High_Elf */
743 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
744 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
745 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
746 110, 110, 115, 110 },
748 /* Mind Flayer: theoretical, copied from High_Elf */
749 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
750 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
751 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
752 110, 110, 115, 110 },
754 /* Imp: theoretical, copied from High_Elf */
755 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
756 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
757 125, 115, 120, 120, 120, 120, 130, 130, 130, 120, 120,
758 110, 110, 115, 110 },
760 /* Golem: theoretical, copied from High_Elf */
761 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
762 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
763 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
764 110, 110, 115, 110 },
766 /* Skeleton: theoretical, copied from half-orc */
767 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
768 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
769 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
770 115, 110, 125, 115 },
772 /* Zombie: Theoretical, copied from half-orc */
773 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
774 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
775 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
776 115, 110, 125, 115 },
778 /* Vampire: Theoretical, copied from half-orc */
779 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
780 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
781 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
782 115, 110, 125, 115 },
784 /* Spectre: Theoretical, copied from half-orc */
785 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
786 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
787 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
788 115, 110, 125, 115 },
790 /* Sprite: Theoretical, copied from half-orc */
791 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
792 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
793 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
794 115, 110, 105, 115 },
796 /* Beastman: Theoretical, copied from half-orc */
797 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
798 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
799 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
800 115, 110, 115, 115 },
803 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
804 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
805 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
806 110, 110, 105, 110 },
809 { 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
810 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
811 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 160,
815 { 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
816 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
817 140, 140, 140, 140, 140, 140, 140, 140, 140, 160, 120,
818 140, 140, 140, 140 },
821 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
822 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
823 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
824 100, 120, 110, 100 },
827 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
828 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
829 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
830 110, 101, 115, 110 },
833 { 110, 110, 105, 105, 110, 115, 115, 115, 110, 105, 110,
834 115, 115, 115, 115, 115, 115, 115, 115, 115, 115, 115,
835 115, 115, 125, 125, 125, 125, 105, 115, 105, 95, 140,
836 110, 115, 100, 110 },
839 { 105, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
840 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
841 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
842 100, 120, 110, 100 },
849 * Determine the price of an item (qty one) in a store.
850 * @param o_ptr 店舗に並べるオブジェクト構造体の参照ポインタ
851 * @param greed 店主の強欲度
852 * @param flip TRUEならば店主にとっての買取価格、FALSEなら売出価格を計算
856 * This function takes into account the player's charisma, and the
857 * shop-keepers friendliness, and the shop-keeper's base greed, but
858 * never lets a shop-keeper lose money in a transaction.
859 * The "greed" value should exceed 100 when the player is "buying" the
860 * item, and should be less than 100 when the player is "selling" it.
861 * Hack -- the black market always charges twice as much as it should.
862 * Charisma adjustment runs from 80 to 130
863 * Racial adjustment runs from 95 to 130
864 * Since greed/charisma/racial adjustments are centered at 100, we need
865 * to adjust (by 200) to extract a usable multiplier. Note that the
866 * "greed" value is always something (?).
869 static s32b price_item(object_type *o_ptr, int greed, bool flip)
876 /* Get the value of one of the items */
877 price = object_value(o_ptr);
879 /* Worthless items */
880 if (price <= 0) return (0L);
883 /* Compute the racial factor */
884 factor = rgold_adj[ot_ptr->owner_race][p_ptr->prace];
886 /* Add in the charisma factor */
887 factor += adj_chr_gold[p_ptr->stat_ind[A_CHR]];
893 /* Adjust for greed */
894 adjust = 100 + (300 - (greed + factor));
896 /* Never get "silly" */
897 if (adjust > 100) adjust = 100;
899 /* Mega-Hack -- Black market sucks */
900 if (cur_store_num == STORE_BLACK)
903 /* Compute the final price (with rounding) */
904 /* Hack -- prevent underflow */
905 price = (price * adjust + 50L) / 100L;
908 /* Shop is selling */
911 /* Adjust for greed */
912 adjust = 100 + ((greed + factor) - 300);
914 /* Never get "silly" */
915 if (adjust < 100) adjust = 100;
917 /* Mega-Hack -- Black market sucks */
918 if (cur_store_num == STORE_BLACK)
921 /* Compute the final price (with rounding) */
922 /* Hack -- prevent overflow */
923 price = (s32b)(((u32b)price * (u32b)adjust + 50UL) / 100UL);
926 /* Note -- Never become "free" */
927 if (price <= 0L) return (1L);
929 /* Return the price */
935 * @brief 安価な消耗品の販売数を増やし、低確率で割引にする /
936 * Certain "cheap" objects should be created in "piles"
937 * @param o_ptr 店舗に並べるオブジェクト構造体の参照ポインタ
941 * Some objects can be sold at a "discount" (in small piles)
944 static void mass_produce(object_type *o_ptr)
947 DISCOUNT_RATE discount = 0;
949 s32b cost = object_value(o_ptr);
952 /* Analyze the type */
955 /* Food, Flasks, and Lites */
960 if (cost <= 5L) size += damroll(3, 5);
961 if (cost <= 20L) size += damroll(3, 5);
962 if (cost <= 50L) size += damroll(2, 2);
969 if (cost <= 60L) size += damroll(3, 5);
970 if (cost <= 240L) size += damroll(1, 5);
971 if (o_ptr->sval == SV_SCROLL_STAR_IDENTIFY) size += damroll(3, 5);
972 if (o_ptr->sval == SV_SCROLL_STAR_REMOVE_CURSE) size += damroll(1, 4);
977 case TV_SORCERY_BOOK:
985 case TV_CRUSADE_BOOK:
987 case TV_HISSATSU_BOOK:
990 if (cost <= 50L) size += damroll(2, 3);
991 if (cost <= 500L) size += damroll(1, 3);
1009 if (object_is_artifact(o_ptr)) break;
1010 if (object_is_ego(o_ptr)) break;
1011 if (cost <= 10L) size += damroll(3, 5);
1012 if (cost <= 100L) size += damroll(3, 5);
1021 if (cost <= 5L) size += damroll(5, 5);
1022 if (cost <= 50L) size += damroll(5, 5);
1023 if (cost <= 500L) size += damroll(5, 5);
1029 if (cost <= 100L) size += damroll(2, 2);
1030 if (cost <= 1000L) size += damroll(2, 2);
1043 * Because many rods (and a few wands and staffs) are useful mainly
1044 * in quantity, the Black Market will occasionally have a bunch of
1051 if ((cur_store_num == STORE_BLACK) && one_in_(3))
1053 if (cost < 1601L) size += damroll(1, 5);
1054 else if (cost < 3201L) size += damroll(1, 3);
1061 /* Pick a discount */
1066 else if (one_in_(25))
1070 else if (one_in_(150))
1074 else if (one_in_(300))
1078 else if (one_in_(500))
1083 if (o_ptr->art_name)
1088 /* Save the discount */
1089 o_ptr->discount = discount;
1091 /* Save the total pile size */
1092 o_ptr->number = size - (size * discount / 100);
1094 /* Ensure that mass-produced rods and wands get the correct pvals. */
1095 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
1097 o_ptr->pval *= (PARAMETER_VALUE)o_ptr->number;
1104 * @brief 店舗に並べた品を同一品であるかどうか判定する /
1105 * Determine if a store item can "absorb" another item
1106 * @param o_ptr 判定するオブジェクト構造体の参照ポインタ1
1107 * @param j_ptr 判定するオブジェクト構造体の参照ポインタ2
1108 * @return 同一扱いできるならTRUEを返す
1111 * See "object_similar()" for the same function for the "player"
1114 static bool store_object_similar(object_type *o_ptr, object_type *j_ptr)
1118 /* Hack -- Identical items cannot be stacked */
1119 if (o_ptr == j_ptr) return (0);
1121 /* Different objects cannot be stacked */
1122 if (o_ptr->k_idx != j_ptr->k_idx) return (0);
1124 /* Different charges (etc) cannot be stacked, unless wands or rods. */
1125 if ((o_ptr->pval != j_ptr->pval) && (o_ptr->tval != TV_WAND) && (o_ptr->tval != TV_ROD)) return (0);
1127 /* Require many identical values */
1128 if (o_ptr->to_h != j_ptr->to_h) return (0);
1129 if (o_ptr->to_d != j_ptr->to_d) return (0);
1130 if (o_ptr->to_a != j_ptr->to_a) return (0);
1132 /* Require identical "ego-item" names */
1133 if (o_ptr->name2 != j_ptr->name2) return (0);
1135 /* Artifacts don't stack! */
1136 if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return (0);
1138 /* Hack -- Identical art_flags! */
1139 for (i = 0; i < TR_FLAG_SIZE; i++)
1140 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return (0);
1142 /* Hack -- Never stack "powerful" items */
1143 if (o_ptr->xtra1 || j_ptr->xtra1) return (0);
1145 /* Hack -- Never stack recharging items */
1146 if (o_ptr->timeout || j_ptr->timeout) return (0);
1148 /* Require many identical values */
1149 if (o_ptr->ac != j_ptr->ac) return (0);
1150 if (o_ptr->dd != j_ptr->dd) return (0);
1151 if (o_ptr->ds != j_ptr->ds) return (0);
1153 /* Hack -- Never stack chests */
1154 if (o_ptr->tval == TV_CHEST) return (0);
1155 if (o_ptr->tval == TV_STATUE) return (0);
1156 if (o_ptr->tval == TV_CAPTURE) return (0);
1158 /* Require matching discounts */
1159 if (o_ptr->discount != j_ptr->discount) return (0);
1161 /* They match, so they must be similar */
1167 * @brief 店舗に並べた品を重ね合わせできるかどうか判定する /
1168 * Allow a store item to absorb another item
1169 * @param o_ptr 判定するオブジェクト構造体の参照ポインタ1
1170 * @param j_ptr 判定するオブジェクト構造体の参照ポインタ2
1171 * @return 重ね合わせできるならTRUEを返す
1174 * See "object_similar()" for the same function for the "player"
1177 static void store_object_absorb(object_type *o_ptr, object_type *j_ptr)
1179 int max_num = (o_ptr->tval == TV_ROD) ?
1180 MIN(99, MAX_SHORT / k_info[o_ptr->k_idx].pval) : 99;
1181 int total = o_ptr->number + j_ptr->number;
1182 int diff = (total > max_num) ? total - max_num : 0;
1184 /* Combine quantity, lose excess items */
1185 o_ptr->number = (total > max_num) ? max_num : total;
1187 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) together. -LM- */
1188 if (o_ptr->tval == TV_ROD)
1190 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1193 /* Hack -- if wands are stacking, combine the charges. -LM- */
1194 if (o_ptr->tval == TV_WAND)
1196 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1202 * @brief 店舗に品を置くスペースがあるかどうかの判定を返す /
1203 * Check to see if the shop will be carrying too many objects -RAK-
1204 * @param o_ptr 店舗に置きたいオブジェクト構造体の参照ポインタ
1205 * @return 置き場がないなら0、重ね合わせできるアイテムがあるなら-1、スペースがあるなら1を返す。
1208 * Note that the shop, just like a player, will not accept things
1209 * it cannot hold. Before, one could "nuke" potions this way.
1210 * Return value is now int:
1212 * -1 : Can be combined to existing slot.
1213 * 1 : Cannot be combined but there are empty spaces.
1216 static int store_check_num(object_type *o_ptr)
1221 /* The "home" acts like the player */
1222 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
1224 bool old_stack_force_notes = stack_force_notes;
1225 bool old_stack_force_costs = stack_force_costs;
1227 if (cur_store_num != STORE_HOME)
1229 stack_force_notes = FALSE;
1230 stack_force_costs = FALSE;
1233 /* Check all the items */
1234 for (i = 0; i < st_ptr->stock_num; i++)
1236 /* Get the existing item */
1237 j_ptr = &st_ptr->stock[i];
1239 /* Can the new object be combined with the old one? */
1240 if (object_similar(j_ptr, o_ptr))
1242 if (cur_store_num != STORE_HOME)
1244 stack_force_notes = old_stack_force_notes;
1245 stack_force_costs = old_stack_force_costs;
1252 if (cur_store_num != STORE_HOME)
1254 stack_force_notes = old_stack_force_notes;
1255 stack_force_costs = old_stack_force_costs;
1259 /* Normal stores do special stuff */
1262 /* Check all the items */
1263 for (i = 0; i < st_ptr->stock_num; i++)
1265 /* Get the existing item */
1266 j_ptr = &st_ptr->stock[i];
1268 /* Can the new object be combined with the old one? */
1269 if (store_object_similar(j_ptr, o_ptr)) return -1;
1273 /* Free space is always usable */
1275 * オプション powerup_home が設定されていると
1278 if ((cur_store_num == STORE_HOME) && ( powerup_home == FALSE )) {
1279 if (st_ptr->stock_num < ((st_ptr->stock_size) / 10)) {
1284 if (st_ptr->stock_num < st_ptr->stock_size) {
1289 /* But there was no room at the inn... */
1294 * @brief オブジェクトが祝福されているかの判定を返す /
1295 * @param o_ptr 判定したいオブジェクト構造体の参照ポインタ
1296 * @return アイテムが祝福されたアイテムならばTRUEを返す
1298 static bool is_blessed(object_type *o_ptr)
1300 BIT_FLAGS flgs[TR_FLAG_SIZE];
1301 object_flags(o_ptr, flgs);
1302 if (have_flag(flgs, TR_BLESSED)) return (TRUE);
1303 else return (FALSE);
1309 * @brief オブジェクトが所定の店舗で引き取れるかどうかを返す /
1310 * Determine if the current store will purchase the given item
1311 * @param o_ptr 判定したいオブジェクト構造体の参照ポインタ
1312 * @return アイテムが買い取れるならばTRUEを返す
1314 * Note that a shop-keeper must refuse to buy "worthless" items
1316 static bool store_will_buy(object_type *o_ptr)
1318 /* Hack -- The Home is simple */
1319 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) return (TRUE);
1321 /* Switch on the store */
1322 switch (cur_store_num)
1327 /* Analyze the type */
1328 switch (o_ptr->tval)
1331 if (o_ptr->sval != SV_POTION_WATER) return FALSE;
1343 case TV_BOTTLE: /* 'Green', recycling Angband */
1358 /* Analyze the type */
1359 switch (o_ptr->tval)
1380 /* Analyze the type */
1381 switch (o_ptr->tval)
1390 case TV_HISSATSU_BOOK:
1394 if(o_ptr->sval == SV_WIZSTAFF) return (FALSE);
1406 /* Analyze the type */
1407 switch (o_ptr->tval)
1410 case TV_CRUSADE_BOOK:
1420 monster_race *r_ptr = &r_info[o_ptr->pval];
1423 if (!(r_ptr->flags3 & RF3_EVIL))
1426 if (r_ptr->flags3 & RF3_GOOD) break;
1428 /* Accept animals */
1429 if (r_ptr->flags3 & RF3_ANIMAL) break;
1432 if (my_strchr("?!", r_ptr->d_char)) break;
1438 if (is_blessed(o_ptr)) break;
1447 case STORE_ALCHEMIST:
1449 /* Analyze the type */
1450 switch (o_ptr->tval)
1464 /* Analyze the type */
1465 switch (o_ptr->tval)
1467 case TV_SORCERY_BOOK:
1468 case TV_NATURE_BOOK:
1472 case TV_ARCANE_BOOK:
1474 case TV_DAEMON_BOOK:
1488 if(o_ptr->sval == SV_WIZSTAFF) break;
1489 else return (FALSE);
1496 /* Bookstore Shop */
1499 /* Analyze the type */
1500 switch (o_ptr->tval)
1502 case TV_SORCERY_BOOK:
1503 case TV_NATURE_BOOK:
1508 case TV_ARCANE_BOOK:
1510 case TV_DAEMON_BOOK:
1511 case TV_CRUSADE_BOOK:
1522 /* Ignore "worthless" items */
1523 if (object_value(o_ptr) <= 0) return (FALSE);
1531 * @brief 現在の町の指定された店舗のアイテムを整理する /
1532 * Combine and reorder items in store.
1533 * @param store_num 店舗ID
1534 * @return 実際に整理が行われたならばTRUEを返す。
1536 bool combine_and_reorder_home(int store_num)
1540 object_type forge, *o_ptr, *j_ptr;
1541 bool flag = FALSE, combined;
1542 store_type *old_st_ptr = st_ptr;
1543 bool old_stack_force_notes = stack_force_notes;
1544 bool old_stack_force_costs = stack_force_costs;
1546 st_ptr = &town[1].store[store_num];
1547 if (store_num != STORE_HOME)
1549 stack_force_notes = FALSE;
1550 stack_force_costs = FALSE;
1557 /* Combine the items in the home (backwards) */
1558 for (i = st_ptr->stock_num - 1; i > 0; i--)
1560 o_ptr = &st_ptr->stock[i];
1562 /* Skip empty items */
1563 if (!o_ptr->k_idx) continue;
1565 /* Scan the items above that item */
1566 for (j = 0; j < i; j++)
1570 j_ptr = &st_ptr->stock[j];
1572 /* Skip empty items */
1573 if (!j_ptr->k_idx) continue;
1576 * Get maximum number of the stack if these
1577 * are similar, get zero otherwise.
1579 max_num = object_similar_part(j_ptr, o_ptr);
1581 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
1582 if (max_num && j_ptr->number < max_num)
1584 if (o_ptr->number + j_ptr->number <= max_num)
1586 /* Add together the item counts */
1587 object_absorb(j_ptr, o_ptr);
1589 /* One object is gone */
1590 st_ptr->stock_num--;
1592 /* Slide everything down */
1593 for (k = i; k < st_ptr->stock_num; k++)
1595 /* Structure copy */
1596 st_ptr->stock[k] = st_ptr->stock[k + 1];
1599 /* Erase the "final" slot */
1600 object_wipe(&st_ptr->stock[k]);
1604 ITEM_NUMBER old_num = o_ptr->number;
1605 ITEM_NUMBER remain = j_ptr->number + o_ptr->number - max_num;
1607 /* Add together the item counts */
1608 object_absorb(j_ptr, o_ptr);
1610 o_ptr->number = remain;
1612 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1613 if (o_ptr->tval == TV_ROD)
1615 o_ptr->pval = o_ptr->pval * remain / old_num;
1616 o_ptr->timeout = o_ptr->timeout * remain / old_num;
1619 /* Hack -- if wands are stacking, combine the charges. -LM- */
1620 else if (o_ptr->tval == TV_WAND)
1622 o_ptr->pval = o_ptr->pval * remain / old_num;
1637 /* Re-order the items in the home (forwards) */
1638 for (i = 0; i < st_ptr->stock_num; i++)
1640 o_ptr = &st_ptr->stock[i];
1642 /* Skip empty slots */
1643 if (!o_ptr->k_idx) continue;
1645 /* Get the "value" of the item */
1646 o_value = object_value(o_ptr);
1648 /* Scan every occupied slot */
1649 for (j = 0; j < st_ptr->stock_num; j++)
1651 if (object_sort_comp(o_ptr, o_value, &st_ptr->stock[j])) break;
1654 /* Never move down */
1655 if (j >= i) continue;
1661 /* Save a copy of the moving item */
1662 object_copy(j_ptr, &st_ptr->stock[i]);
1664 /* Slide the objects */
1665 for (k = i; k > j; k--)
1667 /* Slide the item */
1668 object_copy(&st_ptr->stock[k], &st_ptr->stock[k - 1]);
1671 /* Insert the moving item */
1672 object_copy(&st_ptr->stock[j], j_ptr);
1675 st_ptr = old_st_ptr;
1676 if (store_num != STORE_HOME)
1678 stack_force_notes = old_stack_force_notes;
1679 stack_force_costs = old_stack_force_costs;
1687 * @brief 我が家にオブジェクトを加える /
1688 * Add the item "o_ptr" to the inventory of the "Home"
1689 * @param o_ptr 加えたいオブジェクトの構造体参照ポインタ
1693 * In all cases, return the slot (or -1) where the object was placed
1694 * Note that this is a hacked up version of "inven_carry()".
1695 * Also note that it may not correctly "adapt" to "knowledge" bacoming
1696 * known, the player may have to pick stuff up and drop it again.
1699 static int home_carry(object_type *o_ptr)
1705 bool old_stack_force_notes = stack_force_notes;
1706 bool old_stack_force_costs = stack_force_costs;
1708 if (cur_store_num != STORE_HOME)
1710 stack_force_notes = FALSE;
1711 stack_force_costs = FALSE;
1714 /* Check each existing item (try to combine) */
1715 for (slot = 0; slot < st_ptr->stock_num; slot++)
1717 /* Get the existing item */
1718 j_ptr = &st_ptr->stock[slot];
1720 /* The home acts just like the player */
1721 if (object_similar(j_ptr, o_ptr))
1723 /* Save the new number of items */
1724 object_absorb(j_ptr, o_ptr);
1726 if (cur_store_num != STORE_HOME)
1728 stack_force_notes = old_stack_force_notes;
1729 stack_force_costs = old_stack_force_costs;
1737 if (cur_store_num != STORE_HOME)
1739 stack_force_notes = old_stack_force_notes;
1740 stack_force_costs = old_stack_force_costs;
1745 * 隠し機能: オプション powerup_home が設定されていると
1749 if ((cur_store_num != STORE_HOME) || (powerup_home == TRUE)) {
1750 if (st_ptr->stock_num >= st_ptr->stock_size) {
1755 if (st_ptr->stock_num >= ((st_ptr->stock_size) / 10)) {
1761 /* Determine the "value" of the item */
1762 value = object_value(o_ptr);
1764 /* Check existing slots to see if we must "slide" */
1765 for (slot = 0; slot < st_ptr->stock_num; slot++)
1767 if (object_sort_comp(o_ptr, value, &st_ptr->stock[slot])) break;
1770 /* Slide the others up */
1771 for (i = st_ptr->stock_num; i > slot; i--)
1773 st_ptr->stock[i] = st_ptr->stock[i-1];
1776 /* More stuff now */
1777 st_ptr->stock_num++;
1779 /* Insert the new item */
1780 st_ptr->stock[slot] = *o_ptr;
1782 chg_virtue(V_SACRIFICE, -1);
1784 (void)combine_and_reorder_home(cur_store_num);
1786 /* Return the location */
1792 * @brief 店舗にオブジェクトを加える /
1793 * Add the item "o_ptr" to a real stores inventory.
1794 * @param o_ptr 加えたいオブジェクトの構造体参照ポインタ
1798 * In all cases, return the slot (or -1) where the object was placed
1799 * Note that this is a hacked up version of "inven_carry()".
1800 * Also note that it may not correctly "adapt" to "knowledge" bacoming
1801 * known, the player may have to pick stuff up and drop it again.
1804 static int store_carry(object_type *o_ptr)
1807 s32b value, j_value;
1811 /* Evaluate the object */
1812 value = object_value(o_ptr);
1814 /* Cursed/Worthless items "disappear" when sold */
1815 if (value <= 0) return (-1);
1817 /* All store items are fully *identified* */
1818 o_ptr->ident |= IDENT_MENTAL;
1820 /* Erase the inscription */
1821 o_ptr->inscription = 0;
1823 /* Erase the "feeling" */
1824 o_ptr->feeling = FEEL_NONE;
1826 /* Check each existing item (try to combine) */
1827 for (slot = 0; slot < st_ptr->stock_num; slot++)
1829 /* Get the existing item */
1830 j_ptr = &st_ptr->stock[slot];
1832 /* Can the existing items be incremented? */
1833 if (store_object_similar(j_ptr, o_ptr))
1835 /* Hack -- extra items disappear */
1836 store_object_absorb(j_ptr, o_ptr);
1844 if (st_ptr->stock_num >= st_ptr->stock_size) return (-1);
1847 /* Check existing slots to see if we must "slide" */
1848 for (slot = 0; slot < st_ptr->stock_num; slot++)
1851 j_ptr = &st_ptr->stock[slot];
1853 /* Objects sort by decreasing type */
1854 if (o_ptr->tval > j_ptr->tval) break;
1855 if (o_ptr->tval < j_ptr->tval) continue;
1857 /* Objects sort by increasing sval */
1858 if (o_ptr->sval < j_ptr->sval) break;
1859 if (o_ptr->sval > j_ptr->sval) continue;
1862 * Hack: otherwise identical rods sort by
1863 * increasing recharge time --dsb
1865 if (o_ptr->tval == TV_ROD)
1867 if (o_ptr->pval < j_ptr->pval) break;
1868 if (o_ptr->pval > j_ptr->pval) continue;
1871 /* Evaluate that slot */
1872 j_value = object_value(j_ptr);
1874 /* Objects sort by decreasing value */
1875 if (value > j_value) break;
1876 if (value < j_value) continue;
1879 /* Slide the others up */
1880 for (i = st_ptr->stock_num; i > slot; i--)
1882 st_ptr->stock[i] = st_ptr->stock[i-1];
1885 /* More stuff now */
1886 st_ptr->stock_num++;
1888 /* Insert the new item */
1889 st_ptr->stock[slot] = *o_ptr;
1891 /* Return the location */
1897 * @brief 店舗のオブジェクト数を増やす /
1898 * Add the item "o_ptr" to a real stores inventory.
1899 * @param item 増やしたいアイテムのID
1904 * Increase, by a given amount, the number of a certain item
1905 * in a certain store. This can result in zero items.
1907 * @todo numは本来ITEM_NUMBER型にしたい。
1909 static void store_item_increase(INVENTORY_IDX item, int num)
1914 o_ptr = &st_ptr->stock[item];
1916 /* Verify the number */
1917 cnt = o_ptr->number + num;
1918 if (cnt > 255) cnt = 255;
1919 else if (cnt < 0) cnt = 0;
1920 num = cnt - o_ptr->number;
1922 /* Save the new number */
1923 o_ptr->number += (ITEM_NUMBER)num;
1928 * @brief 店舗のオブジェクト数を削除する /
1929 * Remove a slot if it is empty
1930 * @param item 削除したいアイテムのID
1933 static void store_item_optimize(INVENTORY_IDX item)
1938 o_ptr = &st_ptr->stock[item];
1941 if (!o_ptr->k_idx) return;
1943 /* Must have no items */
1944 if (o_ptr->number) return;
1947 st_ptr->stock_num--;
1949 /* Slide everyone */
1950 for (j = item; j < st_ptr->stock_num; j++)
1952 st_ptr->stock[j] = st_ptr->stock[j + 1];
1955 /* Nuke the final slot */
1956 object_wipe(&st_ptr->stock[j]);
1960 * @brief ブラックマーケット用の無価値品の排除判定 /
1961 * This function will keep 'crap' out of the black market.
1962 * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
1963 * @return ブラックマーケットにとって無価値な品ならばTRUEを返す
1966 * Crap is defined as any item that is "available" elsewhere
1967 * Based on a suggestion by "Lee Vogt" <lvogt@cig.mcel.mot.com>
1970 static bool black_market_crap(object_type *o_ptr)
1974 /* Ego items are never crap */
1975 if (object_is_ego(o_ptr)) return (FALSE);
1977 /* Good items are never crap */
1978 if (o_ptr->to_a > 0) return (FALSE);
1979 if (o_ptr->to_h > 0) return (FALSE);
1980 if (o_ptr->to_d > 0) return (FALSE);
1982 /* Check all stores */
1983 for (i = 0; i < MAX_STORES; i++)
1985 if (i == STORE_HOME) continue;
1986 if (i == STORE_MUSEUM) continue;
1988 /* Check every item in the store */
1989 for (j = 0; j < town[p_ptr->town_num].store[i].stock_num; j++)
1991 object_type *j_ptr = &town[p_ptr->town_num].store[i].stock[j];
1993 /* Duplicate item "type", assume crappy */
1994 if (o_ptr->k_idx == j_ptr->k_idx) return (TRUE);
2004 * @brief 店舗の品揃え変化のためにアイテムを削除する /
2005 * Attempt to delete (some of) a random item from the store
2009 * Hack -- we attempt to "maintain" piles of items when possible.
2012 static void store_delete(void)
2017 /* Pick a random slot */
2018 what = (INVENTORY_IDX)randint0(st_ptr->stock_num);
2020 /* Determine how many items are here */
2021 num = st_ptr->stock[what].number;
2023 /* Hack -- sometimes, only destroy half the items */
2024 if (randint0(100) < 50) num = (num + 1) / 2;
2026 /* Hack -- sometimes, only destroy a single item */
2027 if (randint0(100) < 50) num = 1;
2029 /* Hack -- decrement the maximum timeouts and total charges of rods and wands. -LM- */
2030 if ((st_ptr->stock[what].tval == TV_ROD) || (st_ptr->stock[what].tval == TV_WAND))
2032 st_ptr->stock[what].pval -= num * st_ptr->stock[what].pval / st_ptr->stock[what].number;
2035 /* Actually destroy (part of) the item */
2036 store_item_increase(what, -num);
2037 store_item_optimize(what);
2042 * @brief 店舗の品揃え変化のためにアイテムを追加する /
2043 * Creates a random item and gives it to a store
2047 * This algorithm needs to be rethought. A lot.
2048 * Currently, "normal" stores use a pre-built array.
2049 * Note -- the "level" given to "obj_get_num()" is a "favored"
2050 * level, that is, there is a much higher chance of getting
2051 * items with a level approaching that of the given level...
2052 * Should we check for "permission" to have the given item?
2055 static void store_create(void)
2065 /* Paranoia -- no room left */
2066 if (st_ptr->stock_num >= st_ptr->stock_size) return;
2069 /* Hack -- consider up to four items */
2070 for (tries = 0; tries < 4; tries++)
2073 if (cur_store_num == STORE_BLACK)
2075 /* Pick a level for object/magic */
2076 level = 25 + randint0(25);
2078 /* Random item (usually of given level) */
2079 i = get_obj_num(level);
2081 /* Handle failure */
2088 /* Hack -- Pick an item to sell */
2089 i = st_ptr->table[randint0(st_ptr->table_num)];
2091 /* Hack -- fake level for apply_magic() */
2092 level = rand_range(1, STORE_OBJ_LEVEL);
2097 /* Create a new object of the chosen kind */
2098 object_prep(q_ptr, i);
2100 /* Apply some "low-level" magic (no artifacts) */
2101 apply_magic(q_ptr, level, AM_NO_FIXED_ART);
2103 /* Require valid object */
2104 if (!store_will_buy(q_ptr)) continue;
2106 /* Hack -- Charge lite's */
2107 if (q_ptr->tval == TV_LITE)
2109 if (q_ptr->sval == SV_LITE_TORCH) q_ptr->xtra4 = FUEL_TORCH / 2;
2110 if (q_ptr->sval == SV_LITE_LANTERN) q_ptr->xtra4 = FUEL_LAMP / 2;
2114 /* The item is "known" */
2115 object_known(q_ptr);
2117 /* Mark it storebought */
2118 q_ptr->ident |= IDENT_STORE;
2120 /* Mega-Hack -- no chests in stores */
2121 if (q_ptr->tval == TV_CHEST) continue;
2123 /* Prune the black market */
2124 if (cur_store_num == STORE_BLACK)
2126 /* Hack -- No "crappy" items */
2127 if (black_market_crap(q_ptr)) continue;
2129 /* Hack -- No "cheap" items */
2130 if (object_value(q_ptr) < 10) continue;
2132 /* No "worthless" items */
2133 /* if (object_value(q_ptr) <= 0) continue; */
2136 /* Prune normal stores */
2139 /* No "worthless" items */
2140 if (object_value(q_ptr) <= 0) continue;
2144 /* Mass produce and/or Apply discount */
2145 mass_produce(q_ptr);
2147 /* Attempt to carry the (known) item */
2148 (void)store_carry(q_ptr);
2150 /* Definitely done */
2157 * @brief 店舗の割引対象外にするかどうかを判定 /
2158 * Eliminate need to bargain if player has haggled well in the past
2159 * @param minprice アイテムの最低販売価格
2160 * @return 割引を禁止するならTRUEを返す。
2162 static bool noneedtobargain(PRICE minprice)
2164 s32b good = st_ptr->good_buy;
2165 s32b bad = st_ptr->bad_buy;
2167 /* Cheap items are "boring" */
2168 if (minprice < 10L) return (TRUE);
2170 /* Perfect haggling */
2171 if (good == MAX_SHORT) return (TRUE);
2173 /* Reward good haggles, punish bad haggles, notice price */
2174 if (good > ((3 * bad) + (5 + (minprice/50)))) return (TRUE);
2176 /* Return the flag */
2182 * @brief 店主の持つプレイヤーに対する売買の良し悪し経験を記憶する /
2183 * Update the bargain info
2184 * @param price 実際の取引価格
2185 * @param minprice 店主の提示した価格
2189 static void updatebargain(PRICE price, PRICE minprice, int num)
2191 /* Hack -- auto-haggle */
2192 if (!manual_haggle) return;
2194 /* Cheap items are "boring" */
2195 if ((minprice/num) < 10L) return;
2197 /* Count the successful haggles */
2198 if (price == minprice)
2200 /* Just count the good haggles */
2201 if (st_ptr->good_buy < MAX_SHORT)
2207 /* Count the failed haggles */
2210 /* Just count the bad haggles */
2211 if (st_ptr->bad_buy < MAX_SHORT)
2220 * @brief 店の商品リストを再表示する /
2221 * Re-displays a single store entry
2225 static void display_entry(int pos)
2231 GAME_TEXT o_name[MAX_NLEN];
2236 o_ptr = &st_ptr->stock[pos];
2238 /* Get the "offset" */
2239 i = (pos % store_bottom);
2241 /* Label it, clear the line --(-- */
2242 (void)sprintf(out_val, "%c) ", ((i > 25) ? toupper(I2A(i - 26)) : I2A(i)));
2243 prt(out_val, i+6, 0);
2246 if (show_item_graph)
2248 byte a = object_attr(o_ptr);
2249 char c = object_char(o_ptr);
2251 Term_queue_bigchar(cur_col, i + 6, a, c, 0, 0);
2252 if (use_bigtile) cur_col++;
2257 /* Describe an item in the home */
2258 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
2262 /* Leave room for weights, if necessary -DRS- */
2263 if (show_weights) maxwid -= 10;
2265 object_desc(o_name, o_ptr, 0);
2266 o_name[maxwid] = '\0';
2267 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, cur_col);
2272 /* Only show the weight of an individual item */
2273 int wgt = o_ptr->weight;
2275 sprintf(out_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt));
2276 put_str(out_val, i+6, 67);
2278 (void)sprintf(out_val, "%3d.%d lb", wgt / 10, wgt % 10);
2279 put_str(out_val, i+6, 68);
2285 /* Describe an item (fully) in a store */
2288 /* Must leave room for the "price" */
2291 /* Leave room for weights, if necessary -DRS- */
2292 if (show_weights) maxwid -= 7;
2294 /* Describe the object (fully) */
2295 object_desc(o_name, o_ptr, 0);
2296 o_name[maxwid] = '\0';
2297 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, cur_col);
2302 /* Only show the weight of an individual item */
2303 int wgt = o_ptr->weight;
2305 sprintf(out_val, "%3d.%1d", lbtokg1(wgt) , lbtokg2(wgt) );
2306 put_str(out_val, i+6, 60);
2308 (void)sprintf(out_val, "%3d.%d", wgt / 10, wgt % 10);
2309 put_str(out_val, i+6, 61);
2314 /* Display a "fixed" cost */
2315 if (o_ptr->ident & (IDENT_FIXED))
2317 /* Extract the "minimum" price */
2318 x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2320 /* Actually draw the price (not fixed) */
2322 (void)sprintf(out_val, "%9ld固", (long)x);
2324 (void)sprintf(out_val, "%9ld F", (long)x);
2327 put_str(out_val, i+6, 68);
2330 /* Display a "taxed" cost */
2331 else if (!manual_haggle)
2333 /* Extract the "minimum" price */
2334 x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2336 /* Hack -- Apply Sales Tax if needed */
2337 if (!noneedtobargain(x)) x += x / 10;
2339 /* Actually draw the price (with tax) */
2340 (void)sprintf(out_val, "%9ld ", (long)x);
2341 put_str(out_val, i+6, 68);
2344 /* Display a "haggle" cost */
2347 /* Extrect the "maximum" price */
2348 x = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
2350 /* Actually draw the price (not fixed) */
2351 (void)sprintf(out_val, "%9ld ", (long)x);
2352 put_str(out_val, i+6, 68);
2359 * @brief 店の商品リストを表示する /
2360 * Displays a store's inventory -RAK-
2363 * All prices are listed as "per individual object". -BEN-
2365 static void display_inventory(void)
2369 /* Display the next 12 items */
2370 for (k = 0; k < store_bottom; k++)
2372 /* Do not display "dead" items */
2373 if (store_top + k >= st_ptr->stock_num) break;
2375 /* Display that line */
2376 display_entry(store_top + k);
2379 /* Erase the extra lines and the "more" prompt */
2380 for (i = k; i < store_bottom + 1; i++) prt("", i + 6, 0);
2382 /* Assume "no current page" */
2384 put_str(" ", 5, 20);
2386 put_str(" ", 5, 20);
2390 /* Visual reminder of "more items" */
2391 if (st_ptr->stock_num > store_bottom)
2393 /* Show "more" reminder (after the last item) */
2395 prt("-続く-", k + 6, 3);
2397 prt("-more-", k + 6, 3);
2401 /* Indicate the "current page" */
2402 /* Trailing spaces are to display (Page xx) and (Page x) */
2404 put_str(format("(%dページ) ", store_top/store_bottom + 1), 5, 20);
2406 put_str(format("(Page %d) ", store_top/store_bottom + 1), 5, 20);
2411 if (cur_store_num == STORE_HOME || cur_store_num == STORE_MUSEUM)
2413 k = st_ptr->stock_size;
2415 if (cur_store_num == STORE_HOME && !powerup_home) k /= 10;
2417 put_str(format("アイテム数: %4d/%4d", st_ptr->stock_num, k), 19 + xtra_stock, 27);
2419 put_str(format("Objects: %4d/%4d", st_ptr->stock_num, k), 19 + xtra_stock, 30);
2426 * @brief プレイヤーの所持金を表示する /
2427 * Displays players gold -RAK-
2431 static void store_prt_gold(void)
2436 prt("手持ちのお金: ", 19 + xtra_stock, 53);
2438 prt("Gold Remaining: ", 19 + xtra_stock, 53);
2442 sprintf(out_val, "%9ld", (long)p_ptr->au);
2443 prt(out_val, 19 + xtra_stock, 68);
2447 * @brief 店舗情報全体を表示するメインルーチン /
2448 * Displays store (after clearing screen) -RAK-
2452 static void display_store(void)
2458 /* The "Home" is special */
2459 if (cur_store_num == STORE_HOME)
2461 /* Put the owner name */
2463 put_str("我が家", 3, 31);
2465 put_str("Your Home", 3, 30);
2469 /* Label the item descriptions */
2471 put_str("アイテムの一覧", 5, 4);
2473 put_str("Item Description", 5, 3);
2477 /* If showing weights, show label */
2481 put_str("重さ", 5, 72);
2483 put_str("Weight", 5, 70);
2489 /* The "Home" is special */
2490 else if (cur_store_num == STORE_MUSEUM)
2492 /* Put the owner name */
2494 put_str("博物館", 3, 31);
2496 put_str("Museum", 3, 30);
2500 /* Label the item descriptions */
2502 put_str("アイテムの一覧", 5, 4);
2504 put_str("Item Description", 5, 3);
2508 /* If showing weights, show label */
2512 put_str("重さ", 5, 72);
2514 put_str("Weight", 5, 70);
2523 cptr store_name = (f_name + f_info[cur_store_feat].name);
2524 cptr owner_name = (ot_ptr->owner_name);
2525 cptr race_name = race_info[ot_ptr->owner_race].title;
2527 /* Put the owner name and race */
2528 sprintf(buf, "%s (%s)", owner_name, race_name);
2529 put_str(buf, 3, 10);
2531 /* Show the max price in the store (above prices) */
2532 sprintf(buf, "%s (%ld)", store_name, (long)(ot_ptr->max_cost));
2535 /* Label the item descriptions */
2537 put_str("商品の一覧", 5, 7);
2539 put_str("Item Description", 5, 3);
2543 /* If showing weights, show label */
2547 put_str("重さ", 5, 62);
2549 put_str("Weight", 5, 60);
2554 /* Label the asking price (in stores) */
2556 put_str("価格", 5, 73);
2558 put_str("Price", 5, 72);
2563 /* Display the current gold */
2566 /* Draw in the inventory */
2567 display_inventory();
2573 * @brief 店舗からアイテムを選択する /
2574 * Get the ID of a store item and return its value -RAK-
2575 * @param com_val 選択IDを返す参照ポインタ
2576 * @param pmt メッセージキャプション
2579 * @return 実際に選択したらTRUE、キャンセルしたらFALSE
2581 static int get_stock(COMMAND_CODE *com_val, cptr pmt, int i, int j)
2587 /* Get the item index */
2588 if (repeat_pull(com_val))
2590 /* Verify the item */
2591 if ((*com_val >= i) && (*com_val <= j))
2602 /* Assume failure */
2605 /* Build the prompt */
2607 hi = (j > 25) ? toupper(I2A(j - 26)) : I2A(j);
2609 (void)sprintf(out_val, "(%s:%c-%c, ESCで中断) %s",
2610 (((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) ? "アイテム" : "商品"),
2613 (void)sprintf(out_val, "(Items %c-%c, ESC to exit) %s",
2618 /* Ask until done */
2624 if (!get_com(out_val, &command, FALSE)) break;
2627 if (islower(command))
2629 else if (isupper(command))
2630 k = A2I(tolower(command)) + 26;
2634 /* Legal responses */
2635 if ((k >= i) && (k <= j))
2644 /* Clear the prompt */
2648 if (command == ESCAPE) return (FALSE);
2650 repeat_push(*com_val);
2658 * @brief 店主の不満度を増やし、プレイヤーを締め出す判定と処理を行う /
2659 * Increase the insult counter and get angry if too many -RAK-
2660 * @return プレイヤーを締め出す場合TRUEを返す
2662 static int increase_insults(void)
2664 /* Increase insults */
2665 st_ptr->insult_cur++;
2667 /* Become insulted */
2668 if (st_ptr->insult_cur > ot_ptr->insult_max)
2674 st_ptr->insult_cur = 0;
2675 st_ptr->good_buy = 0;
2676 st_ptr->bad_buy = 0;
2679 st_ptr->store_open = turn + TURNS_PER_TICK*TOWN_DAWN/8 + randint1(TURNS_PER_TICK*TOWN_DAWN/8);
2691 * @brief 店主の不満度を減らす /
2692 * Decrease insults -RAK-
2693 * @return プレイヤーを締め出す場合TRUEを返す
2695 static void decrease_insults(void)
2697 /* Decrease insults */
2698 if (st_ptr->insult_cur) st_ptr->insult_cur--;
2703 * @brief 店主の不満度が増えた場合のみのメッセージを表示する /
2704 * Have insulted while haggling -RAK-
2705 * @return プレイヤーを締め出す場合TRUEを返す
2707 static int haggle_insults(void)
2709 /* Increase insults */
2710 if (increase_insults()) return (TRUE);
2712 /* Display and flush insult */
2721 * Mega-Hack -- Enable "increments"
2723 static bool allow_inc = FALSE;
2726 * Mega-Hack -- Last "increment" during haggling
2728 static s32b last_inc = 0L;
2732 * @brief 交渉価格を確認と認証の是非を行う /
2735 * @param poffer 別途価格提示をした場合の値を返す参照ポインタ
2736 * @param price 現在の交渉価格
2737 * @param final 最終確定価格ならばTRUE
2738 * @return プレイヤーを締め出す場合TRUEを返す
2740 static int get_haggle(cptr pmt, s32b *poffer, PRICE price, int final)
2750 /* Clear old increment if necessary */
2751 if (!allow_inc) last_inc = 0L;
2758 sprintf(buf, "%s [承諾] ", pmt);
2760 sprintf(buf, "%s [accept] ", pmt);
2765 /* Old (negative) increment, and not final */
2766 else if (last_inc < 0)
2769 sprintf(buf, "%s [-$%ld] ", pmt, (long)(ABS(last_inc)));
2771 sprintf(buf, "%s [-%ld] ", pmt, (long)(ABS(last_inc)));
2776 /* Old (positive) increment, and not final */
2777 else if (last_inc > 0)
2780 sprintf(buf, "%s [+$%ld] ", pmt, (long)(ABS(last_inc)));
2782 sprintf(buf, "%s [+%ld] ", pmt, (long)(ABS(last_inc)));
2790 sprintf(buf, "%s ", pmt);
2798 /* Ask until done */
2803 /* Display prompt */
2807 strcpy(out_val, "");
2810 * Ask the user for a response.
2811 * Don't allow to use numpad as cursor key.
2813 res = askfor_aux(out_val, 32, FALSE);
2819 if (!res) return FALSE;
2821 /* Skip leading spaces */
2822 for (p = out_val; *p == ' '; p++) /* loop */;
2824 /* Empty response */
2827 /* Accept current price */
2835 /* Use previous increment */
2836 if (allow_inc && last_inc)
2838 *poffer += last_inc;
2843 /* Normal response */
2846 /* Extract a number */
2849 /* Handle "incremental" number */
2850 if ((*p == '+' || *p == '-'))
2852 /* Allow increments */
2855 /* Use the given "increment" */
2862 /* Handle normal number */
2865 /* Use the given "number" */
2874 msg_print("値がおかしいです。");
2876 msg_print("Invalid response.");
2888 * @brief 店主がプレイヤーからの交渉価格を判断する /
2889 * Receive an offer (from the player)
2891 * @param poffer 店主からの交渉価格を返す参照ポインタ
2892 * @param last_offer 現在の交渉価格
2893 * @param factor 店主の価格基準倍率
2894 * @param price アイテムの実価値
2895 * @param final 最終価格確定ならばTRUE
2896 * @return プレイヤーの価格に対して不服ならばTRUEを返す /
2897 * Return TRUE if offer is NOT okay
2899 static bool receive_offer(cptr pmt, s32b *poffer,
2900 s32b last_offer, int factor,
2901 PRICE price, int final)
2903 /* Haggle till done */
2906 /* Get a haggle (or cancel) */
2907 if (!get_haggle(pmt, poffer, price, final)) return (TRUE);
2909 /* Acceptable offer */
2910 if (((*poffer) * factor) >= (last_offer * factor)) break;
2912 /* Insult, and check for kicked out */
2913 if (haggle_insults()) return (TRUE);
2915 /* Reject offer (correctly) */
2916 (*poffer) = last_offer;
2925 * @brief プレイヤーが購入する時の値切り処理メインルーチン /
2926 * Haggling routine -RAK-
2927 * @param o_ptr オブジェクトの構造体参照ポインタ
2928 * @param price 最終価格を返す参照ポインタ
2929 * @return プレイヤーの価格に対して店主が不服ならばTRUEを返す /
2930 * Return TRUE if purchase is NOT successful
2932 static bool purchase_haggle(object_type *o_ptr, s32b *price)
2934 s32b cur_ask, final_ask;
2935 s32b last_offer, offer;
2937 s32b min_per, max_per;
2938 int flag, loop_flag, noneed;
2939 int annoyed = 0, final = FALSE;
2941 bool cancel = FALSE;
2946 cptr pmt = "Asking";
2956 /* Extract the starting offer and the final offer */
2957 cur_ask = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
2958 final_ask = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2960 /* Determine if haggling is necessary */
2961 noneed = noneedtobargain(final_ask);
2963 /* No need to haggle */
2964 if (noneed || !manual_haggle)
2966 /* No need to haggle */
2969 /* Message summary */
2971 msg_print("結局この金額にまとまった。");
2973 msg_print("You eventually agree upon the price.");
2979 /* No haggle option */
2982 /* Message summary */
2984 msg_print("すんなりとこの金額にまとまった。");
2986 msg_print("You quickly agree upon the price.");
2991 /* Apply Sales Tax */
2992 final_ask += final_ask / 10;
2996 cur_ask = final_ask;
2998 /* Go to final offer */
3002 pmt = "Final Offer";
3009 /* Haggle for the whole pile */
3010 cur_ask *= o_ptr->number;
3011 final_ask *= o_ptr->number;
3014 /* Haggle parameters */
3015 min_per = ot_ptr->haggle_per;
3016 max_per = min_per * 3;
3018 /* Mega-Hack -- artificial "last offer" value */
3019 last_offer = object_value(o_ptr) * o_ptr->number;
3020 last_offer = last_offer * (200 - (int)(ot_ptr->max_inflate)) / 100L;
3021 if (last_offer <= 0) last_offer = 1;
3026 /* No incremental haggling yet */
3029 /* Haggle until done */
3030 for (flag = FALSE; !flag; )
3034 while (!flag && loop_flag)
3036 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
3037 put_str(out_val, 1, 0);
3039 cancel = receive_offer("提示する金額? ",
3041 cancel = receive_offer("What do you offer? ",
3044 &offer, last_offer, 1, cur_ask, final);
3050 else if (offer > cur_ask)
3055 else if (offer == cur_ask)
3068 x1 = 100 * (offer - last_offer) / (cur_ask - last_offer);
3071 if (haggle_insults())
3077 else if (x1 > max_per)
3080 if (x1 < max_per) x1 = max_per;
3082 x2 = rand_range(x1-2, x1+2);
3083 x3 = ((cur_ask - offer) * x2 / 100L) + 1;
3084 /* don't let the price go up */
3089 if (cur_ask < final_ask)
3092 cur_ask = final_ask;
3096 pmt = "Final Offer";
3102 (void)(increase_insults());
3107 else if (offer >= cur_ask)
3119 (void)sprintf(out_val, "前回の提示金額: $%ld",
3121 (void)sprintf(out_val, "Your last offer: %ld",
3125 put_str(out_val, 1, 39);
3126 say_comment_2(cur_ask, annoyed);
3132 if (cancel) return (TRUE);
3134 /* Update bargaining info */
3135 updatebargain(*price, final_ask, o_ptr->number);
3143 * @brief プレイヤーが売却する時の値切り処理メインルーチン /
3144 * Haggling routine -RAK-
3145 * @param o_ptr オブジェクトの構造体参照ポインタ
3146 * @param price 最終価格を返す参照ポインタ
3147 * @return プレイヤーの価格に対して店主が不服ならばTRUEを返す /
3148 * Return TRUE if purchase is NOT successful
3150 static bool sell_haggle(object_type *o_ptr, s32b *price)
3152 s32b purse, cur_ask, final_ask;
3153 s32b last_offer = 0, offer = 0;
3155 s32b min_per, max_per;
3156 int flag, loop_flag, noneed;
3157 int annoyed = 0, final = FALSE;
3158 bool cancel = FALSE;
3171 /* Obtain the starting offer and the final offer */
3172 cur_ask = price_item(o_ptr, ot_ptr->max_inflate, TRUE);
3173 final_ask = price_item(o_ptr, ot_ptr->min_inflate, TRUE);
3175 /* Determine if haggling is necessary */
3176 noneed = noneedtobargain(final_ask);
3178 /* Get the owner's payout limit */
3179 purse = (s32b)(ot_ptr->max_cost);
3181 /* No need to haggle */
3182 if (noneed || !manual_haggle || (final_ask >= purse))
3184 /* Apply Sales Tax (if needed) */
3185 if (!manual_haggle && !noneed)
3187 final_ask -= final_ask / 10;
3190 /* No reason to haggle */
3191 if (final_ask >= purse)
3194 msg_print("即座にこの金額にまとまった。");
3196 msg_print("You instantly agree upon the price.");
3201 /* Offer full purse */
3205 /* No need to haggle */
3209 msg_print("結局この金額にまとまった。");
3211 msg_print("You eventually agree upon the price.");
3217 /* No haggle option */
3220 /* Message summary */
3222 msg_print("すんなりとこの金額にまとまった。");
3224 msg_print("You quickly agree upon the price.");
3231 cur_ask = final_ask;
3238 pmt = "Final Offer";
3243 /* Haggle for the whole pile */
3244 cur_ask *= o_ptr->number;
3245 final_ask *= o_ptr->number;
3248 /* Display commands */
3250 /* Haggling parameters */
3251 min_per = ot_ptr->haggle_per;
3252 max_per = min_per * 3;
3254 /* Mega-Hack -- artificial "last offer" value */
3255 last_offer = object_value(o_ptr) * o_ptr->number;
3256 last_offer = last_offer * ot_ptr->max_inflate / 100L;
3261 /* No incremental haggling yet */
3265 for (flag = FALSE; !flag; )
3271 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
3272 put_str(out_val, 1, 0);
3274 cancel = receive_offer("提示する価格? ",
3276 cancel = receive_offer("What price do you ask? ",
3279 &offer, last_offer, -1, cur_ask, final);
3285 else if (offer < cur_ask)
3288 /* rejected, reset offer for incremental haggling */
3291 else if (offer == cur_ask)
3302 if (flag || !loop_flag) break;
3307 x1 = 100 * (last_offer - offer) / (last_offer - cur_ask);
3310 if (haggle_insults())
3316 else if (x1 > max_per)
3319 if (x1 < max_per) x1 = max_per;
3321 x2 = rand_range(x1-2, x1+2);
3322 x3 = ((offer - cur_ask) * x2 / 100L) + 1;
3323 /* don't let the price go down */
3327 if (cur_ask > final_ask)
3329 cur_ask = final_ask;
3334 pmt = "Final Offer";
3342 /* 追加 $0 で買い取られてしまうのを防止 By FIRST*/
3345 (void)(increase_insults());
3348 else if (offer <= cur_ask)
3359 (void)sprintf(out_val,
3361 "前回の提示価格 $%ld", (long)last_offer);
3363 "Your last bid %ld", (long)last_offer);
3366 put_str(out_val, 1, 39);
3367 say_comment_3(cur_ask, annoyed);
3373 if (cancel) return (TRUE);
3375 /* Update bargaining info */
3376 updatebargain(*price, final_ask, o_ptr->number);
3384 * @brief 店からの購入処理のメインルーチン /
3385 * Buy an item from a store -RAK-
3388 static void store_purchase(void)
3391 COMMAND_CODE item, item_new;
3402 GAME_TEXT o_name[MAX_NLEN];
3406 if (cur_store_num == STORE_MUSEUM)
3409 msg_print("博物館から取り出すことはできません。");
3411 msg_print("Museum.");
3417 if (st_ptr->stock_num <= 0)
3419 if (cur_store_num == STORE_HOME)
3421 msg_print("我が家には何も置いてありません。");
3423 msg_print("Your home is empty.");
3428 msg_print("現在商品の在庫を切らしています。");
3430 msg_print("I am currently out of stock.");
3437 /* Find the number of objects on this and following pages */
3438 i = (st_ptr->stock_num - store_top);
3440 /* And then restrict it to the current page */
3441 if (i > store_bottom) i = store_bottom;
3445 /* ブラックマーケットの時は別のメッセージ */
3446 switch( cur_store_num ) {
3448 sprintf(out_val, "どのアイテムを取りますか? ");
3451 sprintf(out_val, "どれ? ");
3454 sprintf(out_val, "どの品物が欲しいんだい? ");
3458 if (cur_store_num == STORE_HOME)
3460 sprintf(out_val, "Which item do you want to take? ");
3464 sprintf(out_val, "Which item are you interested in? ");
3469 /* Get the item number to be bought */
3470 if (!get_stock(&item, out_val, 0, i - 1)) return;
3472 /* Get the actual index */
3473 item = item + store_top;
3475 /* Get the actual item */
3476 o_ptr = &st_ptr->stock[item];
3478 /* Assume the player wants just one of them */
3482 /* Get a copy of the object */
3483 object_copy(j_ptr, o_ptr);
3486 * If a rod or wand, allocate total maximum timeouts or charges
3487 * between those purchased and left on the shelf.
3489 reduce_charges(j_ptr, o_ptr->number - amt);
3491 /* Modify quantity */
3492 j_ptr->number = amt;
3494 /* Hack -- require room in pack */
3495 if (!inven_carry_okay(j_ptr))
3497 msg_print(_("そんなにアイテムを持てない。", "You cannot carry that many different items."));
3501 /* Determine the "best" price (per item) */
3502 best = price_item(j_ptr, ot_ptr->min_inflate, FALSE);
3504 /* Find out how many the player wants */
3505 if (o_ptr->number > 1)
3507 /* Hack -- note cost of "fixed" items */
3508 if ((cur_store_num != STORE_HOME) &&
3509 (o_ptr->ident & IDENT_FIXED))
3511 msg_format(_("一つにつき $%ldです。", "That costs %ld gold per item."), (long)(best));
3514 /* Get a quantity */
3515 amt = get_quantity(NULL, o_ptr->number);
3517 /* Allow user abort */
3518 if (amt <= 0) return;
3522 /* Get desired object */
3523 object_copy(j_ptr, o_ptr);
3526 * If a rod or wand, allocate total maximum timeouts or charges
3527 * between those purchased and left on the shelf.
3529 reduce_charges(j_ptr, o_ptr->number - amt);
3531 /* Modify quantity */
3532 j_ptr->number = amt;
3534 /* Hack -- require room in pack */
3535 if (!inven_carry_okay(j_ptr))
3537 msg_print(_("ザックにそのアイテムを入れる隙間がない。", "You cannot carry that many items."));
3541 /* Attempt to buy it */
3542 if (cur_store_num != STORE_HOME)
3544 /* Fixed price, quick buy */
3545 if (o_ptr->ident & (IDENT_FIXED))
3550 /* Go directly to the "best" deal */
3551 price = (best * j_ptr->number);
3557 /* Describe the object (fully) */
3558 object_desc(o_name, j_ptr, 0);
3559 msg_format(_("%s(%c)を購入する。", "Buying %s (%c)."), o_name, I2A(item));
3562 /* Haggle for a final price */
3563 choice = purchase_haggle(j_ptr, &price);
3565 /* Hack -- Got kicked out */
3566 if (st_ptr->store_open >= turn) return;
3569 /* Player wants it */
3572 /* Fix the item price (if "correctly" haggled) */
3573 if (price == (best * j_ptr->number)) o_ptr->ident |= (IDENT_FIXED);
3575 /* Player can afford it */
3576 if (p_ptr->au >= price)
3581 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
3582 chg_virtue(V_JUSTICE, -1);
3583 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
3584 chg_virtue(V_NATURE, -1);
3592 /* Spend the money */
3595 /* Update the display */
3598 /* Hack -- buying an item makes you aware of it */
3599 object_aware(j_ptr);
3601 /* Hack -- clear the "fixed" flag from the item */
3602 j_ptr->ident &= ~(IDENT_FIXED);
3604 /* Describe the transaction */
3605 object_desc(o_name, j_ptr, 0);
3607 msg_format(_("%sを $%ldで購入しました。", "You bought %s for %ld gold."), o_name, (long)price);
3609 strcpy(record_o_name, o_name);
3612 if (record_buy) do_cmd_write_nikki(NIKKI_BUY, 0, o_name);
3613 object_desc(o_name, o_ptr, OD_NAME_ONLY);
3614 if(record_rand_art && o_ptr->art_name)
3615 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
3617 /* Erase the inscription */
3618 j_ptr->inscription = 0;
3620 /* Erase the "feeling" */
3621 j_ptr->feeling = FEEL_NONE;
3622 j_ptr->ident &= ~(IDENT_STORE);
3623 /* Give it to the player */
3624 item_new = inven_carry(j_ptr);
3626 /* Describe the final result */
3627 object_desc(o_name, &inventory[item_new], 0);
3628 msg_format(_("%s(%c)を手に入れた。", "You have %s (%c)."), o_name, index_to_label(item_new));
3630 /* Auto-inscription */
3631 autopick_alter_item(item_new, FALSE);
3633 /* Now, reduce the original stack's pval. */
3634 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3636 o_ptr->pval -= j_ptr->pval;
3640 /* Note how many slots the store used to have */
3641 i = st_ptr->stock_num;
3643 /* Remove the bought items from the store */
3644 store_item_increase(item, -amt);
3645 store_item_optimize(item);
3647 /* Store is empty */
3648 if (st_ptr->stock_num == 0)
3651 if (one_in_(STORE_SHUFFLE))
3654 msg_print(_("店主は引退した。", "The shopkeeper retires."));
3656 /* Shuffle the store */
3657 store_shuffle(cur_store_num);
3660 sprintf(buf, "%s (%s)",
3661 ot_ptr->owner_name, race_info[ot_ptr->owner_race].title);
3662 put_str(buf, 3, 10);
3663 sprintf(buf, "%s (%ld)",
3664 (f_name + f_info[cur_store_feat].name), (long)(ot_ptr->max_cost));
3671 msg_print(_("店主は新たな在庫を取り出した。", "The shopkeeper brings out some new stock."));
3675 for (i = 0; i < 10; i++)
3677 /* Maintain the store */
3678 store_maint(p_ptr->town_num, cur_store_num);
3683 display_inventory();
3686 /* The item is gone */
3687 else if (st_ptr->stock_num != i)
3689 /* Pick the correct screen */
3690 if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
3691 display_inventory();
3694 /* Item is still here */
3697 /* Redraw the item */
3698 display_entry(item);
3702 /* Player cannot afford it */
3705 /* Simple message (no insult) */
3706 msg_print(_("お金が足りません。", "You do not have enough gold."));
3711 /* Home is much easier */
3714 bool combined_or_reordered;
3716 /* Distribute charges of wands/rods */
3717 distribute_charges(o_ptr, j_ptr, amt);
3719 /* Give it to the player */
3720 item_new = inven_carry(j_ptr);
3722 /* Describe just the result */
3723 object_desc(o_name, &inventory[item_new], 0);
3725 msg_format(_("%s(%c)を取った。", "You have %s (%c)."), o_name, index_to_label(item_new));
3728 /* Take note if we take the last one */
3729 i = st_ptr->stock_num;
3731 /* Remove the items from the home */
3732 store_item_increase(item, -amt);
3733 store_item_optimize(item);
3735 combined_or_reordered = combine_and_reorder_home(STORE_HOME);
3737 /* Hack -- Item is still here */
3738 if (i == st_ptr->stock_num)
3740 if (combined_or_reordered) display_inventory();
3742 /* Redraw the item */
3743 else display_entry(item);
3746 /* The item is gone */
3750 if (st_ptr->stock_num == 0) store_top = 0;
3752 /* Nothing left on that screen */
3753 else if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
3754 display_inventory();
3756 chg_virtue(V_SACRIFICE, 1);
3760 /* Not kicked out */
3766 * @brief 店からの売却処理のメインルーチン /
3767 * Sell an item to the store (or home)
3770 static void store_sell(void)
3777 PRICE price, value, dummy;
3786 GAME_TEXT o_name[MAX_NLEN];
3789 /* Prepare a prompt */
3790 if (cur_store_num == STORE_HOME)
3791 q = _("どのアイテムを置きますか? ", "Drop which item? ");
3793 else if (cur_store_num == STORE_MUSEUM)
3794 q = _("どのアイテムを寄贈しますか? ", "Give which item? ");
3797 q = _("どのアイテムを売りますか? ", "Sell which item? ");
3799 /* Only allow items the store will buy */
3800 item_tester_hook = store_will_buy;
3802 /* 我が家でおかしなメッセージが出るオリジナルのバグを修正 */
3803 if (cur_store_num == STORE_HOME)
3805 s = _("置けるアイテムを持っていません。", "You don't have any item to drop.");
3807 else if (cur_store_num == STORE_MUSEUM)
3809 s = _("寄贈できるアイテムを持っていません。", "You don't have any item to give.");
3813 s = _("欲しい物がないですねえ。", "You have nothing that I want.");
3816 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) return;
3818 /* Get the item (in the pack) */
3821 o_ptr = &inventory[item];
3824 /* Get the item (on the floor) */
3827 o_ptr = &o_list[0 - item];
3831 /* Hack -- Cannot remove cursed items */
3832 if ((item >= INVEN_RARM) && object_is_cursed(o_ptr))
3834 msg_print(_("ふーむ、どうやらそれは呪われているようだね。", "Hmmm, it seems to be cursed."));
3839 /* Assume one item */
3842 /* Find out how many the player wants (letter means "all") */
3843 if (o_ptr->number > 1)
3845 /* Get a quantity */
3846 amt = get_quantity(NULL, o_ptr->number);
3848 /* Allow user abort */
3849 if (amt <= 0) return;
3853 /* Get a copy of the object */
3854 object_copy(q_ptr, o_ptr);
3856 /* Modify quantity */
3857 q_ptr->number = amt;
3860 * Hack -- If a rod or wand, allocate total maximum
3861 * timeouts or charges to those being sold. -LM-
3863 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3865 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
3868 /* Get a full description */
3869 object_desc(o_name, q_ptr, 0);
3871 /* Remove any inscription, feeling for stores */
3872 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
3874 q_ptr->inscription = 0;
3875 q_ptr->feeling = FEEL_NONE;
3878 /* Is there room in the store (or the home?) */
3879 if (!store_check_num(q_ptr))
3881 if (cur_store_num == STORE_HOME)
3882 msg_print(_("我が家にはもう置く場所がない。", "Your home is full."));
3884 else if (cur_store_num == STORE_MUSEUM)
3885 msg_print(_("博物館はもう満杯だ。", "Museum is full."));
3888 msg_print(_("すいませんが、店にはもう置く場所がありません。", "I have not the room in my store to keep it."));
3895 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
3897 /* Describe the transaction */
3898 msg_format(_("%s(%c)を売却する。", "Selling %s (%c)."), o_name, index_to_label(item));
3903 choice = sell_haggle(q_ptr, &price);
3906 if (st_ptr->store_open >= turn) return;
3918 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
3919 chg_virtue(V_JUSTICE, -1);
3921 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
3922 chg_virtue(V_NATURE, 1);
3925 /* Get some money */
3928 /* Update the display */
3931 /* Get the "apparent" value */
3932 dummy = object_value(q_ptr) * q_ptr->number;
3934 identify_item(o_ptr);
3937 /* Get a copy of the object */
3938 object_copy(q_ptr, o_ptr);
3940 /* Modify quantity */
3941 q_ptr->number = amt;
3943 /* Make it look like to be known */
3944 q_ptr->ident |= IDENT_STORE;
3947 * Hack -- If a rod or wand, let the shopkeeper know just
3948 * how many charges he really paid for. -LM-
3950 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3952 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
3955 /* Get the "actual" value */
3956 value = object_value(q_ptr) * q_ptr->number;
3958 /* Get the description all over again */
3959 object_desc(o_name, q_ptr, 0);
3961 /* Describe the result (in message buffer) */
3962 msg_format(_("%sを $%ldで売却しました。", "You sold %s for %ld gold."), o_name, (long)price);
3964 if (record_sell) do_cmd_write_nikki(NIKKI_SELL, 0, o_name);
3966 if (!((o_ptr->tval == TV_FIGURINE) && (value > 0)))
3968 /* Analyze the prices (and comment verbally) unless a figurine*/
3969 purchase_analyze(price, value, dummy);
3973 * Hack -- Allocate charges between those wands or rods sold
3974 * and retained, unless all are being sold. -LM-
3976 distribute_charges(o_ptr, q_ptr, amt);
3978 /* Reset timeouts of the sold items */
3981 /* Take the item from the player, describe the result */
3982 inven_item_increase(item, -amt);
3983 inven_item_describe(item);
3985 /* If items remain, auto-inscribe before optimizing */
3986 if (o_ptr->number > 0)
3987 autopick_alter_item(item, FALSE);
3989 inven_item_optimize(item);
3992 /* The store gets that (known) item */
3993 item_pos = store_carry(q_ptr);
3995 /* Re-display if item is now in store */
3998 store_top = (item_pos / store_bottom) * store_bottom;
3999 display_inventory();
4004 /* Player is at museum */
4005 else if (cur_store_num == STORE_MUSEUM)
4007 char o2_name[MAX_NLEN];
4008 object_desc(o2_name, q_ptr, OD_NAME_ONLY);
4010 if (-1 == store_check_num(q_ptr))
4012 msg_print(_("それと同じ品物は既に博物館にあるようです。", "The same object as it is already in the Museum."));
4016 msg_print(_("博物館に寄贈したものは取り出すことができません!!", "You cannot take items which is given to the Museum back!!"));
4019 if (!get_check(format(_("本当に%sを寄贈しますか?", "Really give %s to the Museum? "), o2_name))) return;
4021 identify_item(q_ptr);
4022 q_ptr->ident |= IDENT_MENTAL;
4024 /* Distribute charges of wands/rods */
4025 distribute_charges(o_ptr, q_ptr, amt);
4026 msg_format(_("%sを置いた。(%c)", "You drop %s (%c)."), o_name, index_to_label(item));
4029 /* Take it from the players inventory */
4030 inven_item_increase(item, -amt);
4031 inven_item_describe(item);
4032 inven_item_optimize(item);
4035 /* Let the home carry it */
4036 item_pos = home_carry(q_ptr);
4038 /* Update store display */
4041 store_top = (item_pos / store_bottom) * store_bottom;
4042 display_inventory();
4045 /* Player is at home */
4048 /* Distribute charges of wands/rods */
4049 distribute_charges(o_ptr, q_ptr, amt);
4050 msg_format(_("%sを置いた。(%c)", "You drop %s (%c)."), o_name, index_to_label(item));
4054 /* Take it from the players inventory */
4055 inven_item_increase(item, -amt);
4056 inven_item_describe(item);
4057 inven_item_optimize(item);
4060 /* Let the home carry it */
4061 item_pos = home_carry(q_ptr);
4063 /* Update store display */
4066 store_top = (item_pos / store_bottom) * store_bottom;
4067 display_inventory();
4071 if ((choice == 0) && (item >= INVEN_RARM))
4080 * @brief 店のアイテムを調べるコマンドのメインルーチン /
4081 * Examine an item in a store -JDL-
4084 static void store_examine(void)
4089 GAME_TEXT o_name[MAX_NLEN];
4093 if (st_ptr->stock_num <= 0)
4095 if (cur_store_num == STORE_HOME)
4096 msg_print(_("我が家には何も置いてありません。", "Your home is empty."));
4097 else if (cur_store_num == STORE_MUSEUM)
4098 msg_print(_("博物館には何も置いてありません。", "Museum is empty."));
4100 msg_print(_("現在商品の在庫を切らしています。", "I am currently out of stock."));
4104 /* Find the number of objects on this and following pages */
4105 i = (st_ptr->stock_num - store_top);
4107 /* And then restrict it to the current page */
4108 if (i > store_bottom) i = store_bottom;
4111 sprintf(out_val, _("どれを調べますか?", "Which item do you want to examine? "));
4113 /* Get the item number to be examined */
4114 if (!get_stock(&item, out_val, 0, i - 1)) return;
4116 /* Get the actual index */
4117 item = item + store_top;
4119 /* Get the actual item */
4120 o_ptr = &st_ptr->stock[item];
4122 /* Require full knowledge */
4123 if (!(o_ptr->ident & IDENT_MENTAL))
4125 /* This can only happen in the home */
4126 msg_print(_("このアイテムについて特に知っていることはない。", "You have no special knowledge about that item."));
4130 object_desc(o_name, o_ptr, 0);
4131 msg_format(_("%sを調べている...", "Examining %s..."), o_name);
4133 if (!screen_object(o_ptr, SCROBJ_FORCE_DETAIL))
4134 msg_print(_("特に変わったところはないようだ。", "You see nothing special."));
4141 * @brief 博物館のアイテムを除去するコマンドのメインルーチン /
4142 * Remove an item from museum (Originally from TOband)
4145 static void museum_remove_object(void)
4150 GAME_TEXT o_name[MAX_NLEN];
4154 if (st_ptr->stock_num <= 0)
4156 msg_print(_("博物館には何も置いてありません。", "Museum is empty."));
4160 /* Find the number of objects on this and following pages */
4161 i = st_ptr->stock_num - store_top;
4163 /* And then restrict it to the current page */
4164 if (i > store_bottom) i = store_bottom;
4167 sprintf(out_val, _("どのアイテムの展示をやめさせますか?", "Which item do you want to order to remove? "));
4169 /* Get the item number to be removed */
4170 if (!get_stock(&item, out_val, 0, i - 1)) return;
4172 /* Get the actual index */
4173 item = item + store_top;
4175 /* Get the actual item */
4176 o_ptr = &st_ptr->stock[item];
4178 object_desc(o_name, o_ptr, 0);
4180 msg_print(_("展示をやめさせたアイテムは二度と見ることはできません!", "You cannot see items which is removed from the Museum!"));
4181 if (!get_check(format(_("本当に%sの展示をやめさせますか?", "Really order to remove %s from the Museum? "), o_name))) return;
4183 msg_format(_("%sの展示をやめさせた。", "You ordered to remove %s."), o_name);
4185 /* Remove the items from the home */
4186 store_item_increase(item, -o_ptr->number);
4187 store_item_optimize(item);
4189 (void)combine_and_reorder_home(STORE_MUSEUM);
4191 /* The item is gone */
4194 if (st_ptr->stock_num == 0) store_top = 0;
4196 /* Nothing left on that screen */
4197 else if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
4198 display_inventory();
4205 * Hack -- set this to leave the store
4207 static bool leave_store = FALSE;
4211 * @brief 店舗処理コマンド選択のメインルーチン /
4212 * Process a command in a store
4216 * Note that we must allow the use of a few "special" commands
4217 * in the stores which are not allowed in the dungeon, and we
4218 * must disable some commands which are allowed in the dungeon
4219 * but not in the stores, to prevent chaos.
4222 static void store_process_command(void)
4224 /* Handle repeating the last command */
4227 if (rogue_like_commands && command_cmd == 'l')
4229 command_cmd = 'x'; /* hack! */
4232 /* Parse the command */
4233 switch (command_cmd)
4243 /* 1 ページ戻るコマンド: 我が家のページ数が多いので重宝するはず By BUG */
4246 if (st_ptr->stock_num <= store_bottom) {
4247 msg_print(_("これで全部です。", "Entire inventory is shown."));
4250 store_top -= store_bottom;
4251 if ( store_top < 0 )
4252 store_top = ((st_ptr->stock_num - 1 )/store_bottom) * store_bottom;
4253 if ( (cur_store_num == STORE_HOME) && (powerup_home == FALSE) )
4254 if ( store_top >= store_bottom ) store_top = store_bottom;
4255 display_inventory();
4263 if (st_ptr->stock_num <= store_bottom)
4265 msg_print(_("これで全部です。", "Entire inventory is shown."));
4269 store_top += store_bottom;
4271 * 隠しオプション(powerup_home)がセットされていないときは
4272 * 我が家では 2 ページまでしか表示しない
4274 if ((cur_store_num == STORE_HOME) &&
4275 (powerup_home == FALSE) &&
4276 (st_ptr->stock_num >= STORE_INVEN_MAX))
4278 if (store_top >= (STORE_INVEN_MAX - 1))
4285 if (store_top >= st_ptr->stock_num) store_top = 0;
4288 display_inventory();
4300 /* Get (purchase) */
4327 /*** Inventory Commands ***/
4329 /* Wear/wield equipment */
4336 /* Take off equipment */
4343 /* Destroy an item */
4350 /* Equipment list */
4357 /* Inventory list */
4365 /*** Various commands ***/
4367 /* Identify an object */
4374 /* Hack -- toggle windows */
4377 toggle_inven_equip();
4381 /*** Use various objects ***/
4386 if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4387 (p_ptr->pclass == CLASS_BERSERKER) ||
4388 (p_ptr->pclass == CLASS_NINJA) ||
4389 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4390 ) do_cmd_mind_browse();
4391 else if (p_ptr->pclass == CLASS_SMITH)
4393 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4394 do_cmd_magic_eater(TRUE, FALSE);
4395 else if (p_ptr->pclass == CLASS_SNIPER)
4396 do_cmd_snipe_browse();
4397 else do_cmd_browse();
4401 /* Inscribe an object */
4408 /* Uninscribe an object */
4411 do_cmd_uninscribe();
4417 /*** Help and Such ***/
4426 /* Identify symbol */
4429 do_cmd_query_symbol();
4433 /* Character description */
4436 p_ptr->town_num = old_town_num;
4437 do_cmd_change_name();
4438 p_ptr->town_num = inner_town_num;
4444 /*** System Commands ***/
4446 /* Hack -- User interface */
4453 /* Single line from a pref file */
4456 p_ptr->town_num = old_town_num;
4458 p_ptr->town_num = inner_town_num;
4462 /* Interact with macros */
4465 p_ptr->town_num = old_town_num;
4467 p_ptr->town_num = inner_town_num;
4471 /* Interact with visuals */
4474 p_ptr->town_num = old_town_num;
4476 p_ptr->town_num = inner_town_num;
4480 /* Interact with colors */
4483 p_ptr->town_num = old_town_num;
4485 p_ptr->town_num = inner_town_num;
4489 /* Interact with options */
4493 (void)combine_and_reorder_home(STORE_HOME);
4499 /*** Misc Commands ***/
4515 /* Repeat level feeling */
4522 /* Show previous message */
4525 do_cmd_message_one();
4529 /* Show previous messages */
4542 /* Check artifacts, uniques etc. */
4549 /* Load "screen dump" */
4552 do_cmd_load_screen();
4556 /* Save "screen dump" */
4559 do_cmd_save_screen();
4563 /* Hack -- Unknown command */
4566 if ((cur_store_num == STORE_MUSEUM) && (command_cmd == 'r'))
4568 museum_remove_object();
4572 msg_print(_("そのコマンドは店の中では使えません。", "That command does not work in stores."));
4581 * @brief 店舗処理全体のメインルーチン /
4582 * Enter a store, and interact with it. *
4586 * Note that we use the standard "request_command()" function
4587 * to get a command, allowing us to use "command_arg" and all
4588 * command macros and other nifty stuff, but we use the special
4589 * "shopping" argument, to force certain commands to be converted
4590 * into other commands, normally, we convert "p" (pray) and "m"
4591 * (cast magic) into "g" (get), and "s" (search) into "d" (drop).
4594 void do_cmd_store(void)
4600 bool need_redraw_store_inv; /* To redraw missiles damage and prices in store */
4603 Term_get_size(&w, &h);
4605 /* Calculate stocks per 1 page */
4606 xtra_stock = MIN(14+26, ((h > 24) ? (h - 24) : 0));
4607 store_bottom = MIN_STOCK + xtra_stock;
4609 /* Access the player grid */
4610 c_ptr = &cave[p_ptr->y][p_ptr->x];
4612 /* Verify a store */
4613 if (!cave_have_flag_grid(c_ptr, FF_STORE))
4615 msg_print(_("ここには店がありません。", "You see no store here."));
4619 /* Extract the store code */
4620 which = f_info[c_ptr->feat].subtype;
4622 old_town_num = p_ptr->town_num;
4623 if ((which == STORE_HOME) || (which == STORE_MUSEUM)) p_ptr->town_num = 1;
4624 if (dun_level) p_ptr->town_num = NO_TOWN;
4625 inner_town_num = p_ptr->town_num;
4627 /* Hack -- Check the "locked doors" */
4628 if ((town[p_ptr->town_num].store[which].store_open >= turn) ||
4631 msg_print(_("ドアに鍵がかかっている。", "The doors are locked."));
4632 p_ptr->town_num = old_town_num;
4636 /* Calculate the number of store maintainances since the last visit */
4637 maintain_num = (turn - town[p_ptr->town_num].store[which].last_visit) / (TURNS_PER_TICK * STORE_TICKS);
4639 /* Maintain the store max. 10 times */
4640 if (maintain_num > 10) maintain_num = 10;
4644 /* Maintain the store */
4645 for (i = 0; i < maintain_num; i++)
4646 store_maint(p_ptr->town_num, which);
4648 /* Save the visit */
4649 town[p_ptr->town_num].store[which].last_visit = turn;
4655 /* Hack -- Character is in "icky" mode */
4656 character_icky = TRUE;
4663 /* Do not expand macros */
4664 get_com_no_macros = TRUE;
4666 /* Save the store number */
4667 cur_store_num = which;
4669 /* Hack -- save the store feature */
4670 cur_store_feat = c_ptr->feat;
4672 /* Save the store and owner pointers */
4673 st_ptr = &town[p_ptr->town_num].store[cur_store_num];
4674 ot_ptr = &owners[cur_store_num][st_ptr->owner];
4676 /* Start at the beginning */
4679 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4684 leave_store = FALSE;
4686 /* Interact with player */
4687 while (!leave_store)
4689 /* Hack -- Clear line 1 */
4693 clear_from(20 + xtra_stock);
4695 /* Basic commands */
4696 prt(_(" ESC) 建物から出る", " ESC) Exit from Building."), 21 + xtra_stock, 0);
4698 /* Browse if necessary */
4699 if (st_ptr->stock_num > store_bottom)
4701 prt(_(" -)前ページ", " -) Previous page"), 22 + xtra_stock, 0);
4702 prt(_(" スペース) 次ページ", " SPACE) Next page"), 23 + xtra_stock, 0);
4706 if (cur_store_num == STORE_HOME)
4708 prt(_("g) アイテムを取る", "g) Get an item."), 21 + xtra_stock, 27);
4709 prt(_("d) アイテムを置く", "d) Drop an item."), 22 + xtra_stock, 27);
4710 prt(_("x) 家のアイテムを調べる", "x) eXamine an item in the home."), 23 + xtra_stock, 27);
4713 /* Museum commands */
4714 else if (cur_store_num == STORE_MUSEUM)
4716 prt(_("d) アイテムを置く", "d) Drop an item."), 21 + xtra_stock, 27);
4717 prt(_("r) アイテムの展示をやめる", "r) order to Remove an item."), 22 + xtra_stock, 27);
4718 prt(_("x) 博物館のアイテムを調べる", "x) eXamine an item in the museum."), 23 + xtra_stock, 27);
4724 prt(_("p) 商品を買う", "p) Purchase an item."), 21 + xtra_stock, 30);
4725 prt(_("s) アイテムを売る", "s) Sell an item."), 22 + xtra_stock, 30);
4726 prt(_("x) 商品を調べる", "x) eXamine an item in the shop"), 23 + xtra_stock,30);
4730 prt(_("i/e) 持ち物/装備の一覧", "i/e) Inventry/Equipment list"), 21 + xtra_stock, 56);
4732 if (rogue_like_commands)
4734 prt(_("w/T) 装備する/はずす", "w/T) Wear/Take off equipment"), 22 + xtra_stock, 56);
4738 prt(_("w/t) 装備する/はずす", "w/t) Wear/Take off equipment"), 22 + xtra_stock, 56);
4742 prt(_("コマンド:", "You may: "), 20 + xtra_stock, 0);
4744 request_command(TRUE);
4746 /* Process the command */
4747 store_process_command();
4750 * Hack -- To redraw missiles damage and prices in store
4751 * If player's charisma changes, or if player changes a bow, PU_BONUS is set
4753 need_redraw_store_inv = (p_ptr->update & PU_BONUS) ? TRUE : FALSE;
4755 /* Hack -- Character is still in "icky" mode */
4756 character_icky = TRUE;
4761 if (inventory[INVEN_PACK].k_idx)
4763 INVENTORY_IDX item = INVEN_PACK;
4765 object_type *o_ptr = &inventory[item];
4767 /* Hack -- Flee from the store */
4768 if (cur_store_num != STORE_HOME)
4770 if (cur_store_num == STORE_MUSEUM)
4771 msg_print(_("ザックからアイテムがあふれそうなので、あわてて博物館から出た...", "Your pack is so full that you flee the Museum..."));
4773 msg_print(_("ザックからアイテムがあふれそうなので、あわてて店から出た...", "Your pack is so full that you flee the store..."));
4779 /* Hack -- Flee from the home */
4780 else if (!store_check_num(o_ptr))
4782 msg_print(_("ザックからアイテムがあふれそうなので、あわてて家から出た...", "Your pack is so full that you flee your home..."));
4787 /* Hack -- Drop items into the home */
4795 GAME_TEXT o_name[MAX_NLEN];
4797 /* Give a message */
4798 msg_print(_("ザックからアイテムがあふれてしまった!", "Your pack overflows!"));
4802 object_copy(q_ptr, o_ptr);
4803 object_desc(o_name, q_ptr, 0);
4805 msg_format(_("%sが落ちた。(%c)", "You drop %s (%c)."), o_name, index_to_label(item));
4807 /* Remove it from the players inventory */
4808 inven_item_increase(item, -255);
4809 inven_item_describe(item);
4810 inven_item_optimize(item);
4813 /* Let the home carry it */
4814 item_pos = home_carry(q_ptr);
4816 /* Redraw the home */
4819 store_top = (item_pos / store_bottom) * store_bottom;
4820 display_inventory();
4825 /* Hack -- Redisplay store prices if charisma changes */
4826 /* Hack -- Redraw missiles damage if player changes bow */
4827 if (need_redraw_store_inv) display_inventory();
4829 /* Hack -- get kicked out of the store */
4830 if (st_ptr->store_open >= turn) leave_store = TRUE;
4833 select_floor_music();
4835 p_ptr->town_num = old_town_num;
4838 p_ptr->energy_use = 100;
4841 /* Hack -- Character is no longer in "icky" mode */
4842 character_icky = FALSE;
4845 /* Hack -- Cancel automatic command */
4848 /* Hack -- Cancel "see" mode */
4849 command_see = FALSE;
4851 /* Allow expanding macros */
4852 get_com_no_macros = FALSE;
4857 /* Update everything */
4858 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
4859 p_ptr->update |= (PU_MONSTERS);
4861 /* Redraw entire screen */
4862 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY);
4863 p_ptr->redraw |= (PR_MAP);
4864 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4870 * @brief 現在の町の店主を交代させる /
4871 * Shuffle one of the stores.
4872 * @param which 店舗種類のID
4875 void store_shuffle(int which)
4881 if (which == STORE_HOME) return;
4882 if (which == STORE_MUSEUM) return;
4885 /* Save the store index */
4886 cur_store_num = which;
4888 /* Activate that store */
4889 st_ptr = &town[p_ptr->town_num].store[cur_store_num];
4892 /* Pick a new owner */
4895 st_ptr->owner = (byte)randint0(MAX_OWNERS);
4896 if (j == st_ptr->owner) continue;
4897 for (i = 1;i < max_towns; i++)
4899 if (i == p_ptr->town_num) continue;
4900 if (st_ptr->owner == town[i].store[cur_store_num].owner) break;
4902 if (i == max_towns) break;
4905 /* Activate the new owner */
4906 ot_ptr = &owners[cur_store_num][st_ptr->owner];
4909 /* Reset the owner data */
4910 st_ptr->insult_cur = 0;
4911 st_ptr->store_open = 0;
4912 st_ptr->good_buy = 0;
4913 st_ptr->bad_buy = 0;
4916 /* Hack -- discount all the items */
4917 for (i = 0; i < st_ptr->stock_num; i++)
4921 o_ptr = &st_ptr->stock[i];
4923 if (!object_is_artifact(o_ptr))
4925 /* Hack -- Sell all non-artifact old items for "half price" */
4926 o_ptr->discount = 50;
4928 /* Hack -- Items are no longer "fixed price" */
4929 o_ptr->ident &= ~(IDENT_FIXED);
4931 /* Mega-Hack -- Note that the item is "on sale" */
4932 o_ptr->inscription = quark_add(_("売出中", "on sale"));
4939 * @brief 店の品揃えを変化させる /
4940 * Maintain the inventory at the stores.
4941 * @param town_num 町のID
4942 * @param store_num 店舗種類のID
4945 void store_maint(int town_num, int store_num)
4949 cur_store_num = store_num;
4952 if (store_num == STORE_HOME) return;
4953 if (store_num == STORE_MUSEUM) return;
4955 /* Activate that store */
4956 st_ptr = &town[town_num].store[store_num];
4958 /* Activate the owner */
4959 ot_ptr = &owners[store_num][st_ptr->owner];
4961 /* Store keeper forgives the player */
4962 st_ptr->insult_cur = 0;
4964 /* Mega-Hack -- prune the black market */
4965 if (store_num == STORE_BLACK)
4967 /* Destroy crappy black market items */
4968 for (j = st_ptr->stock_num - 1; j >= 0; j--)
4970 object_type *o_ptr = &st_ptr->stock[j];
4972 /* Destroy crappy items */
4973 if (black_market_crap(o_ptr))
4975 /* Destroy the item */
4976 store_item_increase(j, 0 - o_ptr->number);
4977 store_item_optimize(j);
4983 /* Choose the number of slots to keep */
4984 j = st_ptr->stock_num;
4986 /* Sell a few items */
4987 j = j - randint1(STORE_TURNOVER);
4989 /* Never keep more than "STORE_MAX_KEEP" slots */
4990 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
4992 /* Always "keep" at least "STORE_MIN_KEEP" items */
4993 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
4995 /* Hack -- prevent "underflow" */
4998 /* Destroy objects until only "j" slots are left */
4999 while (st_ptr->stock_num > j) store_delete();
5002 /* Choose the number of slots to fill */
5003 j = st_ptr->stock_num;
5005 /* Buy some more items */
5006 j = j + randint1(STORE_TURNOVER);
5008 /* Never keep more than "STORE_MAX_KEEP" slots */
5009 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
5011 /* Always "keep" at least "STORE_MIN_KEEP" items */
5012 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
5014 /* Hack -- prevent "overflow" */
5015 if (j >= st_ptr->stock_size) j = st_ptr->stock_size - 1;
5017 /* Acquire some new items */
5018 while (st_ptr->stock_num < j) store_create();
5023 * @brief 店舗情報を初期化する /
5024 * Initialize the stores
5025 * @param town_num 町のID
5026 * @param store_num 店舗種類のID
5029 void store_init(int town_num, int store_num)
5032 cur_store_num = store_num;
5034 /* Activate that store */
5035 st_ptr = &town[town_num].store[store_num];
5043 st_ptr->owner = (byte)randint0(MAX_OWNERS);
5044 for (i = 1;i < max_towns; i++)
5046 if (i == town_num) continue;
5047 if (st_ptr->owner == town[i].store[store_num].owner) break;
5049 if (i == max_towns) break;
5052 /* Activate the new owner */
5053 ot_ptr = &owners[store_num][st_ptr->owner];
5056 /* Initialize the store */
5057 st_ptr->store_open = 0;
5058 st_ptr->insult_cur = 0;
5059 st_ptr->good_buy = 0;
5060 st_ptr->bad_buy = 0;
5062 /* Nothing in stock */
5063 st_ptr->stock_num = 0;
5066 * MEGA-HACK - Last visit to store is
5067 * BEFORE player birth to enable store restocking
5069 st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
5071 /* Clear any old items */
5072 for (k = 0; k < st_ptr->stock_size; k++)
5074 object_wipe(&st_ptr->stock[k]);
5080 * @brief アイテムを町のブラックマーケットに移動させる /
5081 * @param o_ptr 移動させたいオブジェクトの構造体参照ポインタ
5084 void move_to_black_market(object_type *o_ptr)
5087 if (!p_ptr->town_num) return;
5089 st_ptr = &town[p_ptr->town_num].store[STORE_BLACK];
5091 o_ptr->ident |= IDENT_STORE;
5093 (void)store_carry(o_ptr);
5095 object_wipe(o_ptr); /* Don't leave a bogus object behind... */