3 * @brief 店の処理 / Store commands
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research, and\n
8 * not for profit purposes provided that this copyright and statement are\n
9 * included in all such copies.\n
10 * 2014 Deskull rearranged comment for Doxygen.
15 #include "cmd-zapwand.h"
16 #include "cmd-magiceat.h"
20 static int cur_store_num = 0;
21 static int store_top = 0;
22 static int store_bottom = 0;
23 static int xtra_stock = 0;
24 static store_type *st_ptr = NULL;
25 static const owner_type *ot_ptr = NULL;
26 static s16b old_town_num = 0;
27 static s16b inner_town_num = 0;
28 #define RUMOR_CHANCE 8
30 #define MAX_COMMENT_1 6
32 static cptr comment_1[MAX_COMMENT_1] =
53 /*! ブラックマーケット追加メッセージ(承諾) */
54 static cptr comment_1_B[MAX_COMMENT_1] = {
63 #define MAX_COMMENT_2A 2
65 static cptr comment_2a[MAX_COMMENT_2A] =
68 "私の忍耐力を試しているのかい? $%s が最後だ。",
69 "我慢にも限度があるぞ。 $%s が最後だ。"
71 "You try my patience. %s is final.",
72 "My patience grows thin. %s is final."
77 #define MAX_COMMENT_2B 12
79 static cptr comment_2b[MAX_COMMENT_2B] =
82 " $%s ぐらいは出さなきゃダメだよ。",
85 "何て奴だ! $%s 以下はあり得ないぞ。",
86 "それじゃ少なすぎる! $%s は欲しいところだ。",
87 "バカにしている! $%s はもらわないと。",
89 "おいおい! $%s を考えてくれないか?",
90 "1000匹のオークのノミに苦しめられるがいい! $%s だ。",
91 "お前の大切なものに災いあれ! $%s でどうだ。",
92 "モルゴスに賞味されるがいい!本当は $%s なんだろう?",
93 "お前の母親はオーガか! $%s は出すつもりなんだろ?"
95 "I can take no less than %s gold pieces.",
96 "I will accept no less than %s gold pieces.",
97 "Ha! No less than %s gold pieces.",
98 "You knave! No less than %s gold pieces.",
99 "That's a pittance! I want %s gold pieces.",
100 "That's an insult! I want %s gold pieces.",
101 "As if! How about %s gold pieces?",
102 "My arse! How about %s gold pieces?",
103 "May the fleas of 1000 orcs molest you! Try %s gold pieces.",
104 "May your most favourite parts go moldy! Try %s gold pieces.",
105 "May Morgoth find you tasty! Perhaps %s gold pieces?",
106 "Your mother was an Ogre! Perhaps %s gold pieces?"
112 /*! ブラックマーケット用追加メッセージ(売るとき) */
113 static cptr comment_2b_B[MAX_COMMENT_2B] = {
114 "いくら俺様がお人好しとはいえ $%s が限界だね。嫌なら帰りな。",
115 "金がないのかい、あんた?まずは家に帰って $%s 揃えてきな。",
116 "物の価値が分からん奴だな。これは $%s が普通なんだよ。",
117 "俺の付けた値段に文句があるのか? $%s が限界だ。",
118 "ひょっとして新手の冗談かい? $%s 持ってないなら帰りな。",
119 "うちは他の店とは違うんだよ。$%s ぐらいは出しな。",
120 "買う気がないなら帰りな。 $%s だと言っているんだ。",
121 "話にならないね。 $%s くらい持っているんだろ?",
122 "は?なんだそりゃ? $%s の間違いか、ひょっとして?",
123 "出口はあっちだよ。それとも $%s 出せるのかい、あんたに。",
124 "命知らずな奴だな。 $%s 出せば今日の所は勘弁してやるよ。",
125 "うちの店は貧乏人お断りだ。 $%s ぐらい出せないのかい?"
128 #define MAX_COMMENT_3A 2
130 static cptr comment_3a[MAX_COMMENT_3A] =
133 "私の忍耐力を試しているのかい? $%s が最後だ。",
134 "我慢にも限度があるぞ。 $%s が最後だ。"
136 "You try my patience. %s is final.",
137 "My patience grows thin. %s is final."
143 #define MAX_COMMENT_3B 12
145 static cptr comment_3b[MAX_COMMENT_3B] =
148 "本音を言うと $%s でいいんだろ?",
150 " $%s ぐらいなら出してもいいが。",
151 " $%s 以上払うなんて考えられないね。",
152 "まあ落ちついて。 $%s でどうだい?",
153 "そのガラクタなら $%s で引き取るよ。",
154 "それじゃ高すぎる! $%s がいいとこだろ。",
155 "どうせいらないんだろ! $%s でいいだろ?",
156 "だめだめ! $%s がずっとお似合いだよ。",
157 "バカにしている! $%s がせいぜいだ。",
158 " $%s なら嬉しいところだがなあ。",
159 " $%s 、それ以上はビタ一文出さないよ!"
161 "Perhaps %s gold pieces?",
162 "How about %s gold pieces?",
163 "I will pay no more than %s gold pieces.",
164 "I can afford no more than %s gold pieces.",
165 "Be reasonable. How about %s gold pieces?",
166 "I'll buy it as scrap for %s gold pieces.",
167 "That is too much! How about %s gold pieces?",
168 "That looks war surplus! Say %s gold pieces?",
169 "Never! %s is more like it.",
170 "That's an insult! %s is more like it.",
171 "%s gold pieces and be thankful for it!",
172 "%s gold pieces and not a copper more!"
178 /*! ブラックマーケット用追加メッセージ(買い取り) */
179 static cptr comment_3b_B[MAX_COMMENT_3B] = {
180 " $%s ってところだね。そのどうしようもないガラクタは。",
181 "この俺が $%s って言っているんだから、その通りにした方が身のためだぞ。",
182 "俺の優しさに甘えるのもいい加減にしておけ。 $%s だ。",
183 "その品なら $%s で売ってくれているがね、常識ある紳士はみんな。",
184 "こりゃまた、がめつい奴だな。いくら俺が温厚とはいえ $%s が限界だ。",
185 " $%s だ。別に俺はそんなガラクタ欲しくはないんだから。",
186 "俺の鑑定額が気に入らないのか? $%s 、嫌なら帰りな。",
187 " $%s で引き取ってやるよ。喜んで受け取りな、貧乏人。",
188 "物の価値が分からん奴は始末におえんな。それは $%s なんだよ。",
189 "そんなに金が欲しいのか、あんた? $%s で満足できんのか?",
190 "入る店間違えてんじゃないのか? $%s で嫌なら他をあたってくれ。",
191 "俺の言い値にケチをつける奴がいるとは! その度胸に免じて $%s だ。"
194 #define MAX_COMMENT_4A 4
196 static cptr comment_4a[MAX_COMMENT_4A] =
199 "もうたくさんだ!何度も私をわずらわせないでくれ!",
200 "うがー!一日の我慢の限度を超えている!",
201 "もういい!時間の無駄以外のなにものでもない!",
202 "もうやってられないよ!顔も見たくない!"
204 "Enough! You have abused me once too often!",
205 "Arghhh! I have had enough abuse for one day!",
206 "That does it! You shall waste my time no more!",
207 "This is getting nowhere! I'm going to Londis!"
213 /*! ブラックマーケット用追加メッセージ(怒りの頂点) */
214 static cptr comment_4a_B[MAX_COMMENT_4A] = {
215 "なめやがって!温厚な俺様でも限界があるってことを知れ!",
216 "俺をここまで怒らせて...命があるだけでもありがたいと思え!",
217 "ふざけてるのか!冷やかしなら相手を見てからにしろ!",
218 "いいかげんにしろ!今度こんなまねしたらただじゃおかねえぞ!"
221 #define MAX_COMMENT_4B 4
223 static cptr comment_4b[MAX_COMMENT_4B] =
232 "Get out of my sight!",
233 "Begone, you scoundrel!",
240 /*! ブラックマーケット用追加メッセージ(追い出し) */
241 static cptr comment_4b_B[MAX_COMMENT_4B] = {
248 #define MAX_COMMENT_5 8
250 static cptr comment_5[MAX_COMMENT_5] =
264 "You will have to do better than that!",
265 "Do you wish to do business or not?",
266 "You've got to be kidding!",
267 "You'd better be kidding!",
268 "You try my patience.",
269 "Hmmm, nice weather we're having."
275 /*! ブラックマーケット用追加メッセージ(怒り) */
276 static cptr comment_5_B[MAX_COMMENT_5] = {
287 #define MAX_COMMENT_6 4
289 static cptr comment_6[MAX_COMMENT_6] =
297 "I must have heard you wrong.",
298 "I'm sorry, I missed that.",
299 "I'm sorry, what was that?",
300 "Sorry, what was that again?"
308 * @brief 取引成功時の店主のメッセージ処理 /
312 static void say_comment_1(void)
315 /* ブラックマーケットのときは別のメッセージを出す */
316 if ( cur_store_num == STORE_BLACK ) {
317 msg_print(comment_1_B[randint0(MAX_COMMENT_1)]);
320 msg_print(comment_1[randint0(MAX_COMMENT_1)]);
323 msg_print(comment_1[randint0(MAX_COMMENT_1)]);
327 if (one_in_(RUMOR_CHANCE))
330 msg_print("店主は耳うちした:");
332 msg_print("The shopkeeper whispers something into your ear:");
340 * @brief プレイヤーがアイテムを買う時の価格代案メッセージ処理 /
341 * Continue haggling (player is buying)
342 * @param value 店主の提示価格
343 * @param annoyed 店主のいらつき度
346 static void say_comment_2(PRICE value, int annoyed)
350 /* Prepare a string to insert */
351 sprintf(tmp_val, "%ld", (long)value);
356 /* Formatted message */
357 msg_format(comment_2a[randint0(MAX_COMMENT_2A)], tmp_val);
363 /* Formatted message */
365 /* ブラックマーケットの時は別のメッセージを出す */
366 if ( cur_store_num == STORE_BLACK ){
367 msg_format(comment_2b_B[randint0(MAX_COMMENT_2B)], tmp_val);
370 msg_format(comment_2b[randint0(MAX_COMMENT_2B)], tmp_val);
373 msg_format(comment_2b[randint0(MAX_COMMENT_2B)], tmp_val);
381 * @brief プレイヤーがアイテムを売る時の価格代案メッセージ処理 /
382 * Continue haggling (player is selling)
383 * @param value 店主の提示価格
384 * @param annoyed 店主のいらつき度
387 static void say_comment_3(PRICE value, int annoyed)
391 /* Prepare a string to insert */
392 sprintf(tmp_val, "%ld", (long)value);
397 /* Formatted message */
398 msg_format(comment_3a[randint0(MAX_COMMENT_3A)], tmp_val);
404 /* Formatted message */
406 /* ブラックマーケットの時は別のメッセージを出す */
407 if ( cur_store_num == STORE_BLACK ){
408 msg_format(comment_3b_B[randint0(MAX_COMMENT_3B)], tmp_val);
411 msg_format(comment_3b[randint0(MAX_COMMENT_3B)], tmp_val);
414 msg_format(comment_3b[randint0(MAX_COMMENT_3B)], tmp_val);
422 * @brief 店主がプレイヤーを追い出す時のメッセージ処理 /
423 * Kick 'da bum out. -RAK-
426 static void say_comment_4(void)
429 /* ブラックマーケットの時は別のメッセージを出す */
430 if ( cur_store_num == STORE_BLACK ){
431 msg_print(comment_4a_B[randint0(MAX_COMMENT_4A)]);
432 msg_print(comment_4b_B[randint0(MAX_COMMENT_4B)]);
435 msg_print(comment_4a[randint0(MAX_COMMENT_4A)]);
436 msg_print(comment_4b[randint0(MAX_COMMENT_4B)]);
439 msg_print(comment_4a[randint0(MAX_COMMENT_4A)]);
440 msg_print(comment_4b[randint0(MAX_COMMENT_4B)]);
447 * @brief 店主がプレイヤーに取り合わない時のメッセージ処理 /
448 * You are insulting me
451 static void say_comment_5(void)
454 /* ブラックマーケットの時は別のメッセージを出す */
455 if ( cur_store_num == STORE_BLACK ){
456 msg_print(comment_5_B[randint0(MAX_COMMENT_5)]);
459 msg_print(comment_5[randint0(MAX_COMMENT_5)]);
462 msg_print(comment_5[randint0(MAX_COMMENT_5)]);
469 * @brief 店主がプレイヤーの提示を理解できなかった時のメッセージ処理 /
470 * That makes no sense.
473 static void say_comment_6(void)
475 msg_print(comment_6[randint0(MAX_COMMENT_6)]);
479 #define MAX_COMMENT_7A 4
481 static cptr comment_7a[MAX_COMMENT_7A] =
486 "誰かがむせび泣く声が聞こえる...。",
491 "You hear someone sobbing...",
492 "The shopkeeper howls in agony!"
497 #define MAX_COMMENT_7B 4
499 static cptr comment_7b[MAX_COMMENT_7B] =
509 "The shopkeeper curses at you.",
510 "The shopkeeper glares at you."
515 #define MAX_COMMENT_7C 4
517 static cptr comment_7c[MAX_COMMENT_7C] =
526 "You've made my day!",
527 "The shopkeeper giggles.",
528 "The shopkeeper laughs loudly."
533 #define MAX_COMMENT_7D 4
535 static cptr comment_7d[MAX_COMMENT_7D] =
539 "こんなおいしい思いをしたら、真面目に働けなくなるなぁ。",
544 "I think I'll retire!",
545 "The shopkeeper jumps for joy.",
546 "The shopkeeper smiles gleefully."
553 * @brief 店主が交渉を終えた際の反応を返す処理 /
554 * Let a shop-keeper React to a purchase
555 * @param price アイテムの取引額
556 * @param value アイテムの実際価値
557 * @param guess 店主が当初予想していた価値
560 * We paid "price", it was worth "value", and we thought it was worth "guess"
562 static void purchase_analyze(PRICE price, PRICE value, PRICE guess)
564 /* Item was worthless, but we bought it */
565 if ((value <= 0) && (price > value))
568 msg_print(comment_7a[randint0(MAX_COMMENT_7A)]);
570 chg_virtue(V_HONOUR, -1);
571 chg_virtue(V_JUSTICE, -1);
576 /* Item was cheaper than we thought, and we paid more than necessary */
577 else if ((value < guess) && (price > value))
580 msg_print(comment_7b[randint0(MAX_COMMENT_7B)]);
582 chg_virtue(V_JUSTICE, -1);
584 chg_virtue(V_HONOUR, -1);
589 /* Item was a good bargain, and we got away with it */
590 else if ((value > guess) && (value < (4 * guess)) && (price < value))
593 msg_print(comment_7c[randint0(MAX_COMMENT_7C)]);
596 chg_virtue(V_HONOUR, -1);
598 chg_virtue(V_HONOUR, 1);
603 /* Item was a great bargain, and we got away with it */
604 else if ((value > guess) && (price < value))
607 msg_print(comment_7d[randint0(MAX_COMMENT_7D)]);
610 chg_virtue(V_HONOUR, -1);
612 chg_virtue(V_HONOUR, 1);
614 if (10 * price < value)
615 chg_virtue(V_SACRIFICE, 1);
624 * We store the current "store feat" here so everyone can access it
626 static int cur_store_feat;
630 * Buying and selling adjustments for race combinations.
631 * Entry[owner][player] gives the basic "cost inflation".
633 static byte rgold_adj[MAX_RACES][MAX_RACES] =
635 /*Hum, HfE, Elf, Hal, Gno, Dwa, HfO, HfT, Dun, HiE, Barbarian,
636 HfOg, HGn, HTn, Cyc, Yek, Klc, Kbd, Nbl, DkE, Drc, Mind Flayer,
637 Imp, Glm, Skl, Zombie, Vampire, Spectre, Fairy, Beastman, Ent,
638 Angel, Demon, Kutar */
641 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
642 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
643 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
644 100, 120, 110, 105 },
647 { 110, 100, 100, 105, 110, 120, 125, 130, 110, 100, 110,
648 120, 115, 108, 115, 110, 110, 120, 120, 115, 115, 110,
649 120, 110, 110, 110, 120, 110, 100, 125, 100, 95, 140,
650 110, 115, 110, 110 },
653 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
654 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
655 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
656 110, 110, 105, 110 },
659 { 115, 110, 105, 95, 105, 110, 115, 130, 115, 105, 115,
660 125, 120, 120, 125, 115, 110, 120, 120, 120, 115, 115,
661 120, 110, 120, 120, 130, 110, 110, 130, 110, 95, 140,
662 115, 120, 105, 115 },
665 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
666 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
667 120, 101, 110, 110, 120, 120, 115, 130, 115, 95, 140,
668 115, 110, 110, 115 },
671 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
672 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
673 120, 105, 115, 115, 115, 115, 120, 130, 120, 95, 140,
674 115, 110, 115, 115 },
677 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
678 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
679 115, 125, 120, 120, 115, 120, 125, 115, 125, 95, 140,
680 115, 110, 115, 115 },
683 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
684 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
685 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
686 110, 110, 115, 110 },
689 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
690 120, 120, 105, 120, 115, 105, 115, 120, 110, 105, 105,
691 120, 105, 120, 120, 125, 120, 105, 135, 105, 95, 140,
692 100, 110, 110, 100 },
695 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
696 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
697 125, 115, 120, 120, 125, 120, 100, 125, 100, 95, 140,
698 110, 110, 105, 110 },
700 /* Human / Barbarian (copied from human) */
701 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
702 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
703 115, 105, 125, 125, 130, 125, 115, 120, 115, 95, 140,
704 100, 120, 110, 100 },
706 /* Half-Ogre: theoretical, copied from half-troll */
707 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
708 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
709 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
710 110, 110, 115, 110 },
712 /* Half-Giant: theoretical, copied from half-troll */
713 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
714 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
715 110, 115, 112, 112, 115, 112, 130, 120, 130, 95, 140,
716 110, 110, 115, 110 },
718 /* Half-Titan: theoretical, copied from High_Elf */
719 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
720 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
721 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
722 110, 110, 115, 110 },
724 /* Cyclops: theoretical, copied from half-troll */
725 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
726 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
727 110, 115, 112, 112, 115, 112, 130, 130, 130, 95, 140,
728 110, 110, 115, 110 },
730 /* Yeek: theoretical, copied from Half-Orc */
731 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
732 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
733 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
734 115, 110, 115, 115 },
736 /* Klackon: theoretical, copied from Gnome */
737 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
738 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
739 120, 101, 110, 110, 120, 120, 130, 130, 130, 95, 140,
740 115, 110, 115, 115 },
742 /* Kobold: theoretical, copied from Half-Orc */
743 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
744 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
745 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
746 115, 110, 115, 115 },
748 /* Nibelung: theoretical, copied from Dwarf */
749 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
750 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
751 120, 105, 115, 115, 120, 120, 130, 130, 130, 95, 140,
752 115, 135, 115, 115 },
755 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
756 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
757 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
758 110, 101, 115, 110 },
760 /* Draconian: theoretical, copied from High_Elf */
761 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
762 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
763 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
764 110, 110, 115, 110 },
766 /* Mind Flayer: theoretical, copied from High_Elf */
767 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
768 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
769 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
770 110, 110, 115, 110 },
772 /* Imp: theoretical, copied from High_Elf */
773 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
774 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
775 125, 115, 120, 120, 120, 120, 130, 130, 130, 120, 120,
776 110, 110, 115, 110 },
778 /* Golem: theoretical, copied from High_Elf */
779 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
780 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
781 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
782 110, 110, 115, 110 },
784 /* Skeleton: theoretical, copied from half-orc */
785 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
786 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
787 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
788 115, 110, 125, 115 },
790 /* Zombie: Theoretical, copied from half-orc */
791 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
792 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
793 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
794 115, 110, 125, 115 },
796 /* Vampire: Theoretical, copied from half-orc */
797 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
798 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
799 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
800 115, 110, 125, 115 },
802 /* Spectre: Theoretical, copied from half-orc */
803 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
804 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
805 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
806 115, 110, 125, 115 },
808 /* Sprite: Theoretical, copied from half-orc */
809 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
810 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
811 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
812 115, 110, 105, 115 },
814 /* Beastman: Theoretical, copied from half-orc */
815 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
816 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
817 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
818 115, 110, 115, 115 },
821 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
822 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
823 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
824 110, 110, 105, 110 },
827 { 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
828 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
829 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 160,
833 { 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
834 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
835 140, 140, 140, 140, 140, 140, 140, 140, 140, 160, 120,
836 140, 140, 140, 140 },
839 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
840 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
841 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
842 100, 120, 110, 100 },
845 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
846 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
847 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
848 110, 101, 115, 110 },
851 { 110, 110, 105, 105, 110, 115, 115, 115, 110, 105, 110,
852 115, 115, 115, 115, 115, 115, 115, 115, 115, 115, 115,
853 115, 115, 125, 125, 125, 125, 105, 115, 105, 95, 140,
854 110, 115, 100, 110 },
857 { 105, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
858 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
859 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
860 100, 120, 110, 100 },
867 * Determine the price of an item (qty one) in a store.
868 * @param o_ptr 店舗に並べるオブジェクト構造体の参照ポインタ
869 * @param greed 店主の強欲度
870 * @param flip TRUEならば店主にとっての買取価格、FALSEなら売出価格を計算
874 * This function takes into account the player's charisma, and the
875 * shop-keepers friendliness, and the shop-keeper's base greed, but
876 * never lets a shop-keeper lose money in a transaction.
877 * The "greed" value should exceed 100 when the player is "buying" the
878 * item, and should be less than 100 when the player is "selling" it.
879 * Hack -- the black market always charges twice as much as it should.
880 * Charisma adjustment runs from 80 to 130
881 * Racial adjustment runs from 95 to 130
882 * Since greed/charisma/racial adjustments are centered at 100, we need
883 * to adjust (by 200) to extract a usable multiplier. Note that the
884 * "greed" value is always something (?).
887 static s32b price_item(object_type *o_ptr, int greed, bool flip)
894 /* Get the value of one of the items */
895 price = object_value(o_ptr);
897 /* Worthless items */
898 if (price <= 0) return (0L);
901 /* Compute the racial factor */
902 factor = rgold_adj[ot_ptr->owner_race][p_ptr->prace];
904 /* Add in the charisma factor */
905 factor += adj_chr_gold[p_ptr->stat_ind[A_CHR]];
911 /* Adjust for greed */
912 adjust = 100 + (300 - (greed + factor));
914 /* Never get "silly" */
915 if (adjust > 100) adjust = 100;
917 /* Mega-Hack -- Black market sucks */
918 if (cur_store_num == STORE_BLACK)
921 /* Compute the final price (with rounding) */
922 /* Hack -- prevent underflow */
923 price = (price * adjust + 50L) / 100L;
926 /* Shop is selling */
929 /* Adjust for greed */
930 adjust = 100 + ((greed + factor) - 300);
932 /* Never get "silly" */
933 if (adjust < 100) adjust = 100;
935 /* Mega-Hack -- Black market sucks */
936 if (cur_store_num == STORE_BLACK)
939 /* Compute the final price (with rounding) */
940 /* Hack -- prevent overflow */
941 price = (s32b)(((u32b)price * (u32b)adjust + 50UL) / 100UL);
944 /* Note -- Never become "free" */
945 if (price <= 0L) return (1L);
947 /* Return the price */
953 * @brief 安価な消耗品の販売数を増やし、低確率で割引にする /
954 * Certain "cheap" objects should be created in "piles"
955 * @param o_ptr 店舗に並べるオブジェクト構造体の参照ポインタ
959 * Some objects can be sold at a "discount" (in small piles)
962 static void mass_produce(object_type *o_ptr)
965 DISCOUNT_RATE discount = 0;
967 s32b cost = object_value(o_ptr);
970 /* Analyze the type */
973 /* Food, Flasks, and Lites */
978 if (cost <= 5L) size += damroll(3, 5);
979 if (cost <= 20L) size += damroll(3, 5);
980 if (cost <= 50L) size += damroll(2, 2);
987 if (cost <= 60L) size += damroll(3, 5);
988 if (cost <= 240L) size += damroll(1, 5);
989 if (o_ptr->sval == SV_SCROLL_STAR_IDENTIFY) size += damroll(3, 5);
990 if (o_ptr->sval == SV_SCROLL_STAR_REMOVE_CURSE) size += damroll(1, 4);
995 case TV_SORCERY_BOOK:
1000 case TV_ARCANE_BOOK:
1002 case TV_DAEMON_BOOK:
1003 case TV_CRUSADE_BOOK:
1005 case TV_HISSATSU_BOOK:
1008 if (cost <= 50L) size += damroll(2, 3);
1009 if (cost <= 500L) size += damroll(1, 3);
1027 if (object_is_artifact(o_ptr)) break;
1028 if (object_is_ego(o_ptr)) break;
1029 if (cost <= 10L) size += damroll(3, 5);
1030 if (cost <= 100L) size += damroll(3, 5);
1039 if (cost <= 5L) size += damroll(5, 5);
1040 if (cost <= 50L) size += damroll(5, 5);
1041 if (cost <= 500L) size += damroll(5, 5);
1047 if (cost <= 100L) size += damroll(2, 2);
1048 if (cost <= 1000L) size += damroll(2, 2);
1061 * Because many rods (and a few wands and staffs) are useful mainly
1062 * in quantity, the Black Market will occasionally have a bunch of
1069 if ((cur_store_num == STORE_BLACK) && one_in_(3))
1071 if (cost < 1601L) size += damroll(1, 5);
1072 else if (cost < 3201L) size += damroll(1, 3);
1079 /* Pick a discount */
1084 else if (one_in_(25))
1088 else if (one_in_(150))
1092 else if (one_in_(300))
1096 else if (one_in_(500))
1101 if (o_ptr->art_name)
1106 /* Save the discount */
1107 o_ptr->discount = discount;
1109 /* Save the total pile size */
1110 o_ptr->number = size - (size * discount / 100);
1112 /* Ensure that mass-produced rods and wands get the correct pvals. */
1113 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
1115 o_ptr->pval *= (PARAMETER_VALUE)o_ptr->number;
1122 * @brief 店舗に並べた品を同一品であるかどうか判定する /
1123 * Determine if a store item can "absorb" another item
1124 * @param o_ptr 判定するオブジェクト構造体の参照ポインタ1
1125 * @param j_ptr 判定するオブジェクト構造体の参照ポインタ2
1126 * @return 同一扱いできるならTRUEを返す
1129 * See "object_similar()" for the same function for the "player"
1132 static bool store_object_similar(object_type *o_ptr, object_type *j_ptr)
1136 /* Hack -- Identical items cannot be stacked */
1137 if (o_ptr == j_ptr) return (0);
1139 /* Different objects cannot be stacked */
1140 if (o_ptr->k_idx != j_ptr->k_idx) return (0);
1142 /* Different charges (etc) cannot be stacked, unless wands or rods. */
1143 if ((o_ptr->pval != j_ptr->pval) && (o_ptr->tval != TV_WAND) && (o_ptr->tval != TV_ROD)) return (0);
1145 /* Require many identical values */
1146 if (o_ptr->to_h != j_ptr->to_h) return (0);
1147 if (o_ptr->to_d != j_ptr->to_d) return (0);
1148 if (o_ptr->to_a != j_ptr->to_a) return (0);
1150 /* Require identical "ego-item" names */
1151 if (o_ptr->name2 != j_ptr->name2) return (0);
1153 /* Artifacts don't stack! */
1154 if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return (0);
1156 /* Hack -- Identical art_flags! */
1157 for (i = 0; i < TR_FLAG_SIZE; i++)
1158 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return (0);
1160 /* Hack -- Never stack "powerful" items */
1161 if (o_ptr->xtra1 || j_ptr->xtra1) return (0);
1163 /* Hack -- Never stack recharging items */
1164 if (o_ptr->timeout || j_ptr->timeout) return (0);
1166 /* Require many identical values */
1167 if (o_ptr->ac != j_ptr->ac) return (0);
1168 if (o_ptr->dd != j_ptr->dd) return (0);
1169 if (o_ptr->ds != j_ptr->ds) return (0);
1171 /* Hack -- Never stack chests */
1172 if (o_ptr->tval == TV_CHEST) return (0);
1173 if (o_ptr->tval == TV_STATUE) return (0);
1174 if (o_ptr->tval == TV_CAPTURE) return (0);
1176 /* Require matching discounts */
1177 if (o_ptr->discount != j_ptr->discount) return (0);
1179 /* They match, so they must be similar */
1185 * @brief 店舗に並べた品を重ね合わせできるかどうか判定する /
1186 * Allow a store item to absorb another item
1187 * @param o_ptr 判定するオブジェクト構造体の参照ポインタ1
1188 * @param j_ptr 判定するオブジェクト構造体の参照ポインタ2
1189 * @return 重ね合わせできるならTRUEを返す
1192 * See "object_similar()" for the same function for the "player"
1195 static void store_object_absorb(object_type *o_ptr, object_type *j_ptr)
1197 int max_num = (o_ptr->tval == TV_ROD) ?
1198 MIN(99, MAX_SHORT / k_info[o_ptr->k_idx].pval) : 99;
1199 int total = o_ptr->number + j_ptr->number;
1200 int diff = (total > max_num) ? total - max_num : 0;
1202 /* Combine quantity, lose excess items */
1203 o_ptr->number = (total > max_num) ? max_num : total;
1205 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) together. -LM- */
1206 if (o_ptr->tval == TV_ROD)
1208 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1211 /* Hack -- if wands are stacking, combine the charges. -LM- */
1212 if (o_ptr->tval == TV_WAND)
1214 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1220 * @brief 店舗に品を置くスペースがあるかどうかの判定を返す /
1221 * Check to see if the shop will be carrying too many objects -RAK-
1222 * @param o_ptr 店舗に置きたいオブジェクト構造体の参照ポインタ
1223 * @return 置き場がないなら0、重ね合わせできるアイテムがあるなら-1、スペースがあるなら1を返す。
1226 * Note that the shop, just like a player, will not accept things
1227 * it cannot hold. Before, one could "nuke" potions this way.
1228 * Return value is now int:
1230 * -1 : Can be combined to existing slot.
1231 * 1 : Cannot be combined but there are empty spaces.
1234 static int store_check_num(object_type *o_ptr)
1239 /* The "home" acts like the player */
1240 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
1242 bool old_stack_force_notes = stack_force_notes;
1243 bool old_stack_force_costs = stack_force_costs;
1245 if (cur_store_num != STORE_HOME)
1247 stack_force_notes = FALSE;
1248 stack_force_costs = FALSE;
1251 /* Check all the items */
1252 for (i = 0; i < st_ptr->stock_num; i++)
1254 /* Get the existing item */
1255 j_ptr = &st_ptr->stock[i];
1257 /* Can the new object be combined with the old one? */
1258 if (object_similar(j_ptr, o_ptr))
1260 if (cur_store_num != STORE_HOME)
1262 stack_force_notes = old_stack_force_notes;
1263 stack_force_costs = old_stack_force_costs;
1270 if (cur_store_num != STORE_HOME)
1272 stack_force_notes = old_stack_force_notes;
1273 stack_force_costs = old_stack_force_costs;
1277 /* Normal stores do special stuff */
1280 /* Check all the items */
1281 for (i = 0; i < st_ptr->stock_num; i++)
1283 /* Get the existing item */
1284 j_ptr = &st_ptr->stock[i];
1286 /* Can the new object be combined with the old one? */
1287 if (store_object_similar(j_ptr, o_ptr)) return -1;
1291 /* Free space is always usable */
1293 * オプション powerup_home が設定されていると
1296 if ((cur_store_num == STORE_HOME) && ( powerup_home == FALSE )) {
1297 if (st_ptr->stock_num < ((st_ptr->stock_size) / 10)) {
1302 if (st_ptr->stock_num < st_ptr->stock_size) {
1307 /* But there was no room at the inn... */
1312 * @brief オブジェクトが祝福されているかの判定を返す /
1313 * @param o_ptr 判定したいオブジェクト構造体の参照ポインタ
1314 * @return アイテムが祝福されたアイテムならばTRUEを返す
1316 static bool is_blessed(object_type *o_ptr)
1318 BIT_FLAGS flgs[TR_FLAG_SIZE];
1319 object_flags(o_ptr, flgs);
1320 if (have_flag(flgs, TR_BLESSED)) return (TRUE);
1321 else return (FALSE);
1327 * @brief オブジェクトが所定の店舗で引き取れるかどうかを返す /
1328 * Determine if the current store will purchase the given item
1329 * @param o_ptr 判定したいオブジェクト構造体の参照ポインタ
1330 * @return アイテムが買い取れるならばTRUEを返す
1332 * Note that a shop-keeper must refuse to buy "worthless" items
1334 static bool store_will_buy(object_type *o_ptr)
1336 /* Hack -- The Home is simple */
1337 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) return (TRUE);
1339 /* Switch on the store */
1340 switch (cur_store_num)
1345 /* Analyze the type */
1346 switch (o_ptr->tval)
1349 if (o_ptr->sval != SV_POTION_WATER) return FALSE;
1361 case TV_BOTTLE: /* 'Green', recycling Angband */
1376 /* Analyze the type */
1377 switch (o_ptr->tval)
1398 /* Analyze the type */
1399 switch (o_ptr->tval)
1408 case TV_HISSATSU_BOOK:
1412 if(o_ptr->sval == SV_WIZSTAFF) return (FALSE);
1424 /* Analyze the type */
1425 switch (o_ptr->tval)
1428 case TV_CRUSADE_BOOK:
1438 monster_race *r_ptr = &r_info[o_ptr->pval];
1441 if (!(r_ptr->flags3 & RF3_EVIL))
1444 if (r_ptr->flags3 & RF3_GOOD) break;
1446 /* Accept animals */
1447 if (r_ptr->flags3 & RF3_ANIMAL) break;
1450 if (my_strchr("?!", r_ptr->d_char)) break;
1456 if (is_blessed(o_ptr)) break;
1465 case STORE_ALCHEMIST:
1467 /* Analyze the type */
1468 switch (o_ptr->tval)
1482 /* Analyze the type */
1483 switch (o_ptr->tval)
1485 case TV_SORCERY_BOOK:
1486 case TV_NATURE_BOOK:
1490 case TV_ARCANE_BOOK:
1492 case TV_DAEMON_BOOK:
1506 if(o_ptr->sval == SV_WIZSTAFF) break;
1507 else return (FALSE);
1514 /* Bookstore Shop */
1517 /* Analyze the type */
1518 switch (o_ptr->tval)
1520 case TV_SORCERY_BOOK:
1521 case TV_NATURE_BOOK:
1526 case TV_ARCANE_BOOK:
1528 case TV_DAEMON_BOOK:
1529 case TV_CRUSADE_BOOK:
1540 /* Ignore "worthless" items */
1541 if (object_value(o_ptr) <= 0) return (FALSE);
1549 * @brief 現在の町の指定された店舗のアイテムを整理する /
1550 * Combine and reorder items in store.
1551 * @param store_num 店舗ID
1552 * @return 実際に整理が行われたならばTRUEを返す。
1554 bool combine_and_reorder_home(int store_num)
1558 object_type forge, *o_ptr, *j_ptr;
1559 bool flag = FALSE, combined;
1560 store_type *old_st_ptr = st_ptr;
1561 bool old_stack_force_notes = stack_force_notes;
1562 bool old_stack_force_costs = stack_force_costs;
1564 st_ptr = &town[1].store[store_num];
1565 if (store_num != STORE_HOME)
1567 stack_force_notes = FALSE;
1568 stack_force_costs = FALSE;
1575 /* Combine the items in the home (backwards) */
1576 for (i = st_ptr->stock_num - 1; i > 0; i--)
1579 o_ptr = &st_ptr->stock[i];
1581 /* Skip empty items */
1582 if (!o_ptr->k_idx) continue;
1584 /* Scan the items above that item */
1585 for (j = 0; j < i; j++)
1590 j_ptr = &st_ptr->stock[j];
1592 /* Skip empty items */
1593 if (!j_ptr->k_idx) continue;
1596 * Get maximum number of the stack if these
1597 * are similar, get zero otherwise.
1599 max_num = object_similar_part(j_ptr, o_ptr);
1601 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
1602 if (max_num && j_ptr->number < max_num)
1604 if (o_ptr->number + j_ptr->number <= max_num)
1606 /* Add together the item counts */
1607 object_absorb(j_ptr, o_ptr);
1609 /* One object is gone */
1610 st_ptr->stock_num--;
1612 /* Slide everything down */
1613 for (k = i; k < st_ptr->stock_num; k++)
1615 /* Structure copy */
1616 st_ptr->stock[k] = st_ptr->stock[k + 1];
1619 /* Erase the "final" slot */
1620 object_wipe(&st_ptr->stock[k]);
1624 ITEM_NUMBER old_num = o_ptr->number;
1625 ITEM_NUMBER remain = j_ptr->number + o_ptr->number - max_num;
1627 /* Add together the item counts */
1628 object_absorb(j_ptr, o_ptr);
1630 o_ptr->number = remain;
1632 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1633 if (o_ptr->tval == TV_ROD)
1635 o_ptr->pval = o_ptr->pval * remain / old_num;
1636 o_ptr->timeout = o_ptr->timeout * remain / old_num;
1639 /* Hack -- if wands are stacking, combine the charges. -LM- */
1640 else if (o_ptr->tval == TV_WAND)
1642 o_ptr->pval = o_ptr->pval * remain / old_num;
1658 /* Re-order the items in the home (forwards) */
1659 for (i = 0; i < st_ptr->stock_num; i++)
1662 o_ptr = &st_ptr->stock[i];
1664 /* Skip empty slots */
1665 if (!o_ptr->k_idx) continue;
1667 /* Get the "value" of the item */
1668 o_value = object_value(o_ptr);
1670 /* Scan every occupied slot */
1671 for (j = 0; j < st_ptr->stock_num; j++)
1673 if (object_sort_comp(o_ptr, o_value, &st_ptr->stock[j])) break;
1676 /* Never move down */
1677 if (j >= i) continue;
1682 /* Get local object */
1685 /* Save a copy of the moving item */
1686 object_copy(j_ptr, &st_ptr->stock[i]);
1688 /* Slide the objects */
1689 for (k = i; k > j; k--)
1691 /* Slide the item */
1692 object_copy(&st_ptr->stock[k], &st_ptr->stock[k - 1]);
1695 /* Insert the moving item */
1696 object_copy(&st_ptr->stock[j], j_ptr);
1699 st_ptr = old_st_ptr;
1700 if (store_num != STORE_HOME)
1702 stack_force_notes = old_stack_force_notes;
1703 stack_force_costs = old_stack_force_costs;
1711 * @brief 我が家にオブジェクトを加える /
1712 * Add the item "o_ptr" to the inventory of the "Home"
1713 * @param o_ptr 加えたいオブジェクトの構造体参照ポインタ
1717 * In all cases, return the slot (or -1) where the object was placed
1718 * Note that this is a hacked up version of "inven_carry()".
1719 * Also note that it may not correctly "adapt" to "knowledge" bacoming
1720 * known, the player may have to pick stuff up and drop it again.
1723 static int home_carry(object_type *o_ptr)
1729 bool old_stack_force_notes = stack_force_notes;
1730 bool old_stack_force_costs = stack_force_costs;
1732 if (cur_store_num != STORE_HOME)
1734 stack_force_notes = FALSE;
1735 stack_force_costs = FALSE;
1738 /* Check each existing item (try to combine) */
1739 for (slot = 0; slot < st_ptr->stock_num; slot++)
1741 /* Get the existing item */
1742 j_ptr = &st_ptr->stock[slot];
1744 /* The home acts just like the player */
1745 if (object_similar(j_ptr, o_ptr))
1747 /* Save the new number of items */
1748 object_absorb(j_ptr, o_ptr);
1750 if (cur_store_num != STORE_HOME)
1752 stack_force_notes = old_stack_force_notes;
1753 stack_force_costs = old_stack_force_costs;
1761 if (cur_store_num != STORE_HOME)
1763 stack_force_notes = old_stack_force_notes;
1764 stack_force_costs = old_stack_force_costs;
1769 * 隠し機能: オプション powerup_home が設定されていると
1773 if ((cur_store_num != STORE_HOME) || (powerup_home == TRUE)) {
1774 if (st_ptr->stock_num >= st_ptr->stock_size) {
1779 if (st_ptr->stock_num >= ((st_ptr->stock_size) / 10)) {
1785 /* Determine the "value" of the item */
1786 value = object_value(o_ptr);
1788 /* Check existing slots to see if we must "slide" */
1789 for (slot = 0; slot < st_ptr->stock_num; slot++)
1791 if (object_sort_comp(o_ptr, value, &st_ptr->stock[slot])) break;
1794 /* Slide the others up */
1795 for (i = st_ptr->stock_num; i > slot; i--)
1797 st_ptr->stock[i] = st_ptr->stock[i-1];
1800 /* More stuff now */
1801 st_ptr->stock_num++;
1803 /* Insert the new item */
1804 st_ptr->stock[slot] = *o_ptr;
1806 chg_virtue(V_SACRIFICE, -1);
1808 (void)combine_and_reorder_home(cur_store_num);
1810 /* Return the location */
1816 * @brief 店舗にオブジェクトを加える /
1817 * Add the item "o_ptr" to a real stores inventory.
1818 * @param o_ptr 加えたいオブジェクトの構造体参照ポインタ
1822 * In all cases, return the slot (or -1) where the object was placed
1823 * Note that this is a hacked up version of "inven_carry()".
1824 * Also note that it may not correctly "adapt" to "knowledge" bacoming
1825 * known, the player may have to pick stuff up and drop it again.
1828 static int store_carry(object_type *o_ptr)
1831 s32b value, j_value;
1835 /* Evaluate the object */
1836 value = object_value(o_ptr);
1838 /* Cursed/Worthless items "disappear" when sold */
1839 if (value <= 0) return (-1);
1841 /* All store items are fully *identified* */
1842 o_ptr->ident |= IDENT_MENTAL;
1844 /* Erase the inscription */
1845 o_ptr->inscription = 0;
1847 /* Erase the "feeling" */
1848 o_ptr->feeling = FEEL_NONE;
1850 /* Check each existing item (try to combine) */
1851 for (slot = 0; slot < st_ptr->stock_num; slot++)
1853 /* Get the existing item */
1854 j_ptr = &st_ptr->stock[slot];
1856 /* Can the existing items be incremented? */
1857 if (store_object_similar(j_ptr, o_ptr))
1859 /* Hack -- extra items disappear */
1860 store_object_absorb(j_ptr, o_ptr);
1868 if (st_ptr->stock_num >= st_ptr->stock_size) return (-1);
1871 /* Check existing slots to see if we must "slide" */
1872 for (slot = 0; slot < st_ptr->stock_num; slot++)
1875 j_ptr = &st_ptr->stock[slot];
1877 /* Objects sort by decreasing type */
1878 if (o_ptr->tval > j_ptr->tval) break;
1879 if (o_ptr->tval < j_ptr->tval) continue;
1881 /* Objects sort by increasing sval */
1882 if (o_ptr->sval < j_ptr->sval) break;
1883 if (o_ptr->sval > j_ptr->sval) continue;
1886 * Hack: otherwise identical rods sort by
1887 * increasing recharge time --dsb
1889 if (o_ptr->tval == TV_ROD)
1891 if (o_ptr->pval < j_ptr->pval) break;
1892 if (o_ptr->pval > j_ptr->pval) continue;
1895 /* Evaluate that slot */
1896 j_value = object_value(j_ptr);
1898 /* Objects sort by decreasing value */
1899 if (value > j_value) break;
1900 if (value < j_value) continue;
1903 /* Slide the others up */
1904 for (i = st_ptr->stock_num; i > slot; i--)
1906 st_ptr->stock[i] = st_ptr->stock[i-1];
1909 /* More stuff now */
1910 st_ptr->stock_num++;
1912 /* Insert the new item */
1913 st_ptr->stock[slot] = *o_ptr;
1915 /* Return the location */
1921 * @brief 店舗のオブジェクト数を増やす /
1922 * Add the item "o_ptr" to a real stores inventory.
1923 * @param item 増やしたいアイテムのID
1928 * Increase, by a given amount, the number of a certain item
1929 * in a certain store. This can result in zero items.
1931 * @todo numは本来ITEM_NUMBER型にしたい。
1933 static void store_item_increase(INVENTORY_IDX item, int num)
1939 o_ptr = &st_ptr->stock[item];
1941 /* Verify the number */
1942 cnt = o_ptr->number + num;
1943 if (cnt > 255) cnt = 255;
1944 else if (cnt < 0) cnt = 0;
1945 num = cnt - o_ptr->number;
1947 /* Save the new number */
1948 o_ptr->number += (ITEM_NUMBER)num;
1953 * @brief 店舗のオブジェクト数を削除する /
1954 * Remove a slot if it is empty
1955 * @param item 削除したいアイテムのID
1958 static void store_item_optimize(INVENTORY_IDX item)
1964 o_ptr = &st_ptr->stock[item];
1967 if (!o_ptr->k_idx) return;
1969 /* Must have no items */
1970 if (o_ptr->number) return;
1973 st_ptr->stock_num--;
1975 /* Slide everyone */
1976 for (j = item; j < st_ptr->stock_num; j++)
1978 st_ptr->stock[j] = st_ptr->stock[j + 1];
1981 /* Nuke the final slot */
1982 object_wipe(&st_ptr->stock[j]);
1986 * @brief ブラックマーケット用の無価値品の排除判定 /
1987 * This function will keep 'crap' out of the black market.
1988 * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
1989 * @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
1992 * Crap is defined as any item that is "available" elsewhere
1993 * Based on a suggestion by "Lee Vogt" <lvogt@cig.mcel.mot.com>
1996 static bool black_market_crap(object_type *o_ptr)
2000 /* Ego items are never crap */
2001 if (object_is_ego(o_ptr)) return (FALSE);
2003 /* Good items are never crap */
2004 if (o_ptr->to_a > 0) return (FALSE);
2005 if (o_ptr->to_h > 0) return (FALSE);
2006 if (o_ptr->to_d > 0) return (FALSE);
2008 /* Check all stores */
2009 for (i = 0; i < MAX_STORES; i++)
2011 if (i == STORE_HOME) continue;
2012 if (i == STORE_MUSEUM) continue;
2014 /* Check every item in the store */
2015 for (j = 0; j < town[p_ptr->town_num].store[i].stock_num; j++)
2017 object_type *j_ptr = &town[p_ptr->town_num].store[i].stock[j];
2019 /* Duplicate item "type", assume crappy */
2020 if (o_ptr->k_idx == j_ptr->k_idx) return (TRUE);
2030 * @brief 店舗の品揃え変化のためにアイテムを削除する /
2031 * Attempt to delete (some of) a random item from the store
2035 * Hack -- we attempt to "maintain" piles of items when possible.
2038 static void store_delete(void)
2043 /* Pick a random slot */
2044 what = (INVENTORY_IDX)randint0(st_ptr->stock_num);
2046 /* Determine how many items are here */
2047 num = st_ptr->stock[what].number;
2049 /* Hack -- sometimes, only destroy half the items */
2050 if (randint0(100) < 50) num = (num + 1) / 2;
2052 /* Hack -- sometimes, only destroy a single item */
2053 if (randint0(100) < 50) num = 1;
2055 /* Hack -- decrement the maximum timeouts and total charges of rods and wands. -LM- */
2056 if ((st_ptr->stock[what].tval == TV_ROD) || (st_ptr->stock[what].tval == TV_WAND))
2058 st_ptr->stock[what].pval -= num * st_ptr->stock[what].pval / st_ptr->stock[what].number;
2061 /* Actually destroy (part of) the item */
2062 store_item_increase(what, -num);
2063 store_item_optimize(what);
2068 * @brief 店舗の品揃え変化のためにアイテムを追加する /
2069 * Creates a random item and gives it to a store
2073 * This algorithm needs to be rethought. A lot.
2074 * Currently, "normal" stores use a pre-built array.
2075 * Note -- the "level" given to "obj_get_num()" is a "favored"
2076 * level, that is, there is a much higher chance of getting
2077 * items with a level approaching that of the given level...
2078 * Should we check for "permission" to have the given item?
2081 static void store_create(void)
2091 /* Paranoia -- no room left */
2092 if (st_ptr->stock_num >= st_ptr->stock_size) return;
2095 /* Hack -- consider up to four items */
2096 for (tries = 0; tries < 4; tries++)
2099 if (cur_store_num == STORE_BLACK)
2101 /* Pick a level for object/magic */
2102 level = 25 + randint0(25);
2104 /* Random item (usually of given level) */
2105 i = get_obj_num(level);
2107 /* Handle failure */
2114 /* Hack -- Pick an item to sell */
2115 i = st_ptr->table[randint0(st_ptr->table_num)];
2117 /* Hack -- fake level for apply_magic() */
2118 level = rand_range(1, STORE_OBJ_LEVEL);
2122 /* Get local object */
2125 /* Create a new object of the chosen kind */
2126 object_prep(q_ptr, i);
2128 /* Apply some "low-level" magic (no artifacts) */
2129 apply_magic(q_ptr, level, AM_NO_FIXED_ART);
2131 /* Require valid object */
2132 if (!store_will_buy(q_ptr)) continue;
2134 /* Hack -- Charge lite's */
2135 if (q_ptr->tval == TV_LITE)
2137 if (q_ptr->sval == SV_LITE_TORCH) q_ptr->xtra4 = FUEL_TORCH / 2;
2138 if (q_ptr->sval == SV_LITE_LANTERN) q_ptr->xtra4 = FUEL_LAMP / 2;
2142 /* The item is "known" */
2143 object_known(q_ptr);
2145 /* Mark it storebought */
2146 q_ptr->ident |= IDENT_STORE;
2148 /* Mega-Hack -- no chests in stores */
2149 if (q_ptr->tval == TV_CHEST) continue;
2151 /* Prune the black market */
2152 if (cur_store_num == STORE_BLACK)
2154 /* Hack -- No "crappy" items */
2155 if (black_market_crap(q_ptr)) continue;
2157 /* Hack -- No "cheap" items */
2158 if (object_value(q_ptr) < 10) continue;
2160 /* No "worthless" items */
2161 /* if (object_value(q_ptr) <= 0) continue; */
2164 /* Prune normal stores */
2167 /* No "worthless" items */
2168 if (object_value(q_ptr) <= 0) continue;
2172 /* Mass produce and/or Apply discount */
2173 mass_produce(q_ptr);
2175 /* Attempt to carry the (known) item */
2176 (void)store_carry(q_ptr);
2178 /* Definitely done */
2185 * @brief 店舗の割引対象外にするかどうかを判定 /
2186 * Eliminate need to bargain if player has haggled well in the past
2187 * @param minprice アイテムの最低販売価格
2188 * @return 割引を禁止するならTRUEを返す。
2190 static bool noneedtobargain(PRICE minprice)
2192 s32b good = st_ptr->good_buy;
2193 s32b bad = st_ptr->bad_buy;
2195 /* Cheap items are "boring" */
2196 if (minprice < 10L) return (TRUE);
2198 /* Perfect haggling */
2199 if (good == MAX_SHORT) return (TRUE);
2201 /* Reward good haggles, punish bad haggles, notice price */
2202 if (good > ((3 * bad) + (5 + (minprice/50)))) return (TRUE);
2204 /* Return the flag */
2210 * @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 /
2211 * Update the bargain info
2212 * @param price 実際の取引価格
2213 * @param minprice 店主の提示した価格
2217 static void updatebargain(PRICE price, PRICE minprice, int num)
2219 /* Hack -- auto-haggle */
2220 if (!manual_haggle) return;
2222 /* Cheap items are "boring" */
2223 if ((minprice/num) < 10L) return;
2225 /* Count the successful haggles */
2226 if (price == minprice)
2228 /* Just count the good haggles */
2229 if (st_ptr->good_buy < MAX_SHORT)
2235 /* Count the failed haggles */
2238 /* Just count the bad haggles */
2239 if (st_ptr->bad_buy < MAX_SHORT)
2248 * @brief 店の商品リストを再表示する /
2249 * Re-displays a single store entry
2253 static void display_entry(int pos)
2259 char o_name[MAX_NLEN];
2266 o_ptr = &st_ptr->stock[pos];
2268 /* Get the "offset" */
2269 i = (pos % store_bottom);
2271 /* Label it, clear the line --(-- */
2272 (void)sprintf(out_val, "%c) ", ((i > 25) ? toupper(I2A(i - 26)) : I2A(i)));
2273 prt(out_val, i+6, 0);
2276 if (show_item_graph)
2278 byte a = object_attr(o_ptr);
2279 char c = object_char(o_ptr);
2281 Term_queue_bigchar(cur_col, i + 6, a, c, 0, 0);
2282 if (use_bigtile) cur_col++;
2287 /* Describe an item in the home */
2288 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
2292 /* Leave room for weights, if necessary -DRS- */
2293 if (show_weights) maxwid -= 10;
2295 /* Describe the object */
2296 object_desc(o_name, o_ptr, 0);
2297 o_name[maxwid] = '\0';
2298 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, cur_col);
2303 /* Only show the weight of an individual item */
2304 int wgt = o_ptr->weight;
2306 sprintf(out_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
2307 put_str(out_val, i+6, 67);
2309 (void)sprintf(out_val, "%3d.%d lb", wgt / 10, wgt % 10);
2310 put_str(out_val, i+6, 68);
2316 /* Describe an item (fully) in a store */
2319 /* Must leave room for the "price" */
2322 /* Leave room for weights, if necessary -DRS- */
2323 if (show_weights) maxwid -= 7;
2325 /* Describe the object (fully) */
2326 object_desc(o_name, o_ptr, 0);
2327 o_name[maxwid] = '\0';
2328 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, cur_col);
2333 /* Only show the weight of an individual item */
2334 int wgt = o_ptr->weight;
2336 sprintf(out_val, "%3d.%1d", lbtokg1(wgt) , lbtokg2(wgt) );
2337 put_str(out_val, i+6, 60);
2339 (void)sprintf(out_val, "%3d.%d", wgt / 10, wgt % 10);
2340 put_str(out_val, i+6, 61);
2345 /* Display a "fixed" cost */
2346 if (o_ptr->ident & (IDENT_FIXED))
2348 /* Extract the "minimum" price */
2349 x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2351 /* Actually draw the price (not fixed) */
2353 (void)sprintf(out_val, "%9ld固", (long)x);
2355 (void)sprintf(out_val, "%9ld F", (long)x);
2358 put_str(out_val, i+6, 68);
2361 /* Display a "taxed" cost */
2362 else if (!manual_haggle)
2364 /* Extract the "minimum" price */
2365 x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2367 /* Hack -- Apply Sales Tax if needed */
2368 if (!noneedtobargain(x)) x += x / 10;
2370 /* Actually draw the price (with tax) */
2371 (void)sprintf(out_val, "%9ld ", (long)x);
2372 put_str(out_val, i+6, 68);
2375 /* Display a "haggle" cost */
2378 /* Extrect the "maximum" price */
2379 x = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
2381 /* Actually draw the price (not fixed) */
2382 (void)sprintf(out_val, "%9ld ", (long)x);
2383 put_str(out_val, i+6, 68);
2390 * @brief 店の商品リストを表示する /
2391 * Displays a store's inventory -RAK-
2394 * All prices are listed as "per individual object". -BEN-
2396 static void display_inventory(void)
2400 /* Display the next 12 items */
2401 for (k = 0; k < store_bottom; k++)
2403 /* Do not display "dead" items */
2404 if (store_top + k >= st_ptr->stock_num) break;
2406 /* Display that line */
2407 display_entry(store_top + k);
2410 /* Erase the extra lines and the "more" prompt */
2411 for (i = k; i < store_bottom + 1; i++) prt("", i + 6, 0);
2413 /* Assume "no current page" */
2415 put_str(" ", 5, 20);
2417 put_str(" ", 5, 20);
2421 /* Visual reminder of "more items" */
2422 if (st_ptr->stock_num > store_bottom)
2424 /* Show "more" reminder (after the last item) */
2426 prt("-続く-", k + 6, 3);
2428 prt("-more-", k + 6, 3);
2432 /* Indicate the "current page" */
2433 /* Trailing spaces are to display (Page xx) and (Page x) */
2435 put_str(format("(%dページ) ", store_top/store_bottom + 1), 5, 20);
2437 put_str(format("(Page %d) ", store_top/store_bottom + 1), 5, 20);
2442 if (cur_store_num == STORE_HOME || cur_store_num == STORE_MUSEUM)
2444 k = st_ptr->stock_size;
2446 if (cur_store_num == STORE_HOME && !powerup_home) k /= 10;
2448 put_str(format("アイテム数: %4d/%4d", st_ptr->stock_num, k), 19 + xtra_stock, 27);
2450 put_str(format("Objects: %4d/%4d", st_ptr->stock_num, k), 19 + xtra_stock, 30);
2457 * @brief プレイヤーの所持金を表示する /
2458 * Displays players gold -RAK-
2462 static void store_prt_gold(void)
2467 prt("手持ちのお金: ", 19 + xtra_stock, 53);
2469 prt("Gold Remaining: ", 19 + xtra_stock, 53);
2473 sprintf(out_val, "%9ld", (long)p_ptr->au);
2474 prt(out_val, 19 + xtra_stock, 68);
2478 * @brief 店舗情報全体を表示するメインルーチン /
2479 * Displays store (after clearing screen) -RAK-
2483 static void display_store(void)
2491 /* The "Home" is special */
2492 if (cur_store_num == STORE_HOME)
2494 /* Put the owner name */
2496 put_str("我が家", 3, 31);
2498 put_str("Your Home", 3, 30);
2502 /* Label the item descriptions */
2504 put_str("アイテムの一覧", 5, 4);
2506 put_str("Item Description", 5, 3);
2510 /* If showing weights, show label */
2514 put_str("重さ", 5, 72);
2516 put_str("Weight", 5, 70);
2522 /* The "Home" is special */
2523 else if (cur_store_num == STORE_MUSEUM)
2525 /* Put the owner name */
2527 put_str("博物館", 3, 31);
2529 put_str("Museum", 3, 30);
2533 /* Label the item descriptions */
2535 put_str("アイテムの一覧", 5, 4);
2537 put_str("Item Description", 5, 3);
2541 /* If showing weights, show label */
2545 put_str("重さ", 5, 72);
2547 put_str("Weight", 5, 70);
2556 cptr store_name = (f_name + f_info[cur_store_feat].name);
2557 cptr owner_name = (ot_ptr->owner_name);
2558 cptr race_name = race_info[ot_ptr->owner_race].title;
2560 /* Put the owner name and race */
2561 sprintf(buf, "%s (%s)", owner_name, race_name);
2562 put_str(buf, 3, 10);
2564 /* Show the max price in the store (above prices) */
2565 sprintf(buf, "%s (%ld)", store_name, (long)(ot_ptr->max_cost));
2568 /* Label the item descriptions */
2570 put_str("商品の一覧", 5, 7);
2572 put_str("Item Description", 5, 3);
2576 /* If showing weights, show label */
2580 put_str("重さ", 5, 62);
2582 put_str("Weight", 5, 60);
2587 /* Label the asking price (in stores) */
2589 put_str("価格", 5, 73);
2591 put_str("Price", 5, 72);
2596 /* Display the current gold */
2599 /* Draw in the inventory */
2600 display_inventory();
2606 * @brief 店舗からアイテムを選択する /
2607 * Get the ID of a store item and return its value -RAK-
2608 * @param com_val 選択IDを返す参照ポインタ
2609 * @param pmt メッセージキャプション
2612 * @return 実際に選択したらTRUE、キャンセルしたらFALSE
2614 static int get_stock(COMMAND_CODE *com_val, cptr pmt, int i, int j)
2620 /* Get the item index */
2621 if (repeat_pull(com_val))
2623 /* Verify the item */
2624 if ((*com_val >= i) && (*com_val <= j))
2635 /* Assume failure */
2638 /* Build the prompt */
2640 hi = (j > 25) ? toupper(I2A(j - 26)) : I2A(j);
2642 (void)sprintf(out_val, "(%s:%c-%c, ESCで中断) %s",
2643 (((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) ? "アイテム" : "商品"),
2646 (void)sprintf(out_val, "(Items %c-%c, ESC to exit) %s",
2651 /* Ask until done */
2657 if (!get_com(out_val, &command, FALSE)) break;
2660 if (islower(command))
2662 else if (isupper(command))
2663 k = A2I(tolower(command)) + 26;
2667 /* Legal responses */
2668 if ((k >= i) && (k <= j))
2677 /* Clear the prompt */
2681 if (command == ESCAPE) return (FALSE);
2683 repeat_push(*com_val);
2691 * @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 /
2692 * Increase the insult counter and get angry if too many -RAK-
2693 * @return プレイヤーを締め出す場合TRUEを返す
2695 static int increase_insults(void)
2697 /* Increase insults */
2698 st_ptr->insult_cur++;
2700 /* Become insulted */
2701 if (st_ptr->insult_cur > ot_ptr->insult_max)
2707 st_ptr->insult_cur = 0;
2708 st_ptr->good_buy = 0;
2709 st_ptr->bad_buy = 0;
2712 st_ptr->store_open = turn + TURNS_PER_TICK*TOWN_DAWN/8 + randint1(TURNS_PER_TICK*TOWN_DAWN/8);
2724 * @brief 店主の不満度を減らす /
2725 * Decrease insults -RAK-
2726 * @return プレイヤーを締め出す場合TRUEを返す
2728 static void decrease_insults(void)
2730 /* Decrease insults */
2731 if (st_ptr->insult_cur) st_ptr->insult_cur--;
2736 * @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 /
2737 * Have insulted while haggling -RAK-
2738 * @return プレイヤーを締め出す場合TRUEを返す
2740 static int haggle_insults(void)
2742 /* Increase insults */
2743 if (increase_insults()) return (TRUE);
2745 /* Display and flush insult */
2754 * Mega-Hack -- Enable "increments"
2756 static bool allow_inc = FALSE;
2759 * Mega-Hack -- Last "increment" during haggling
2761 static s32b last_inc = 0L;
2765 * @brief 交渉価格を確認と認証の是非を行う /
2768 * @param poffer 別途価格提示をした場合の値を返す参照ポインタ
2769 * @param price 現在の交渉価格
2770 * @param final 最終確定価格ならばTRUE
2771 * @return プレイヤーを締め出す場合TRUEを返す
2773 static int get_haggle(cptr pmt, s32b *poffer, PRICE price, int final)
2783 /* Clear old increment if necessary */
2784 if (!allow_inc) last_inc = 0L;
2791 sprintf(buf, "%s [承諾] ", pmt);
2793 sprintf(buf, "%s [accept] ", pmt);
2798 /* Old (negative) increment, and not final */
2799 else if (last_inc < 0)
2802 sprintf(buf, "%s [-$%ld] ", pmt, (long)(ABS(last_inc)));
2804 sprintf(buf, "%s [-%ld] ", pmt, (long)(ABS(last_inc)));
2809 /* Old (positive) increment, and not final */
2810 else if (last_inc > 0)
2813 sprintf(buf, "%s [+$%ld] ", pmt, (long)(ABS(last_inc)));
2815 sprintf(buf, "%s [+%ld] ", pmt, (long)(ABS(last_inc)));
2823 sprintf(buf, "%s ", pmt);
2831 /* Ask until done */
2836 /* Display prompt */
2840 strcpy(out_val, "");
2843 * Ask the user for a response.
2844 * Don't allow to use numpad as cursor key.
2846 res = askfor_aux(out_val, 32, FALSE);
2852 if (!res) return FALSE;
2854 /* Skip leading spaces */
2855 for (p = out_val; *p == ' '; p++) /* loop */;
2857 /* Empty response */
2860 /* Accept current price */
2868 /* Use previous increment */
2869 if (allow_inc && last_inc)
2871 *poffer += last_inc;
2876 /* Normal response */
2879 /* Extract a number */
2882 /* Handle "incremental" number */
2883 if ((*p == '+' || *p == '-'))
2885 /* Allow increments */
2888 /* Use the given "increment" */
2895 /* Handle normal number */
2898 /* Use the given "number" */
2907 msg_print("値がおかしいです。");
2909 msg_print("Invalid response.");
2921 * @brief 店主がプレイヤーからの交渉価格を判断する /
2922 * Receive an offer (from the player)
2924 * @param poffer 店主からの交渉価格を返す参照ポインタ
2925 * @param last_offer 現在の交渉価格
2926 * @param factor 店主の価格基準倍率
2927 * @param price アイテムの実価値
2928 * @param final 最終価格確定ならばTRUE
2929 * @return プレイヤーの価格に対して不服ならばTRUEを返す /
2930 * Return TRUE if offer is NOT okay
2932 static bool receive_offer(cptr pmt, s32b *poffer,
2933 s32b last_offer, int factor,
2934 PRICE price, int final)
2936 /* Haggle till done */
2939 /* Get a haggle (or cancel) */
2940 if (!get_haggle(pmt, poffer, price, final)) return (TRUE);
2942 /* Acceptable offer */
2943 if (((*poffer) * factor) >= (last_offer * factor)) break;
2945 /* Insult, and check for kicked out */
2946 if (haggle_insults()) return (TRUE);
2948 /* Reject offer (correctly) */
2949 (*poffer) = last_offer;
2958 * @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 /
2959 * Haggling routine -RAK-
2960 * @param o_ptr オブジェクトの構造体参照ポインタ
2961 * @param price 最終価格を返す参照ポインタ
2962 * @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 /
2963 * Return TRUE if purchase is NOT successful
2965 static bool purchase_haggle(object_type *o_ptr, s32b *price)
2967 s32b cur_ask, final_ask;
2968 s32b last_offer, offer;
2970 s32b min_per, max_per;
2971 int flag, loop_flag, noneed;
2972 int annoyed = 0, final = FALSE;
2974 bool cancel = FALSE;
2979 cptr pmt = "Asking";
2989 /* Extract the starting offer and the final offer */
2990 cur_ask = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
2991 final_ask = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2993 /* Determine if haggling is necessary */
2994 noneed = noneedtobargain(final_ask);
2996 /* No need to haggle */
2997 if (noneed || !manual_haggle)
2999 /* No need to haggle */
3002 /* Message summary */
3004 msg_print("結局この金額にまとまった。");
3006 msg_print("You eventually agree upon the price.");
3012 /* No haggle option */
3015 /* Message summary */
3017 msg_print("すんなりとこの金額にまとまった。");
3019 msg_print("You quickly agree upon the price.");
3024 /* Apply Sales Tax */
3025 final_ask += final_ask / 10;
3029 cur_ask = final_ask;
3031 /* Go to final offer */
3035 pmt = "Final Offer";
3042 /* Haggle for the whole pile */
3043 cur_ask *= o_ptr->number;
3044 final_ask *= o_ptr->number;
3047 /* Haggle parameters */
3048 min_per = ot_ptr->haggle_per;
3049 max_per = min_per * 3;
3051 /* Mega-Hack -- artificial "last offer" value */
3052 last_offer = object_value(o_ptr) * o_ptr->number;
3053 last_offer = last_offer * (200 - (int)(ot_ptr->max_inflate)) / 100L;
3054 if (last_offer <= 0) last_offer = 1;
3059 /* No incremental haggling yet */
3062 /* Haggle until done */
3063 for (flag = FALSE; !flag; )
3067 while (!flag && loop_flag)
3069 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
3070 put_str(out_val, 1, 0);
3072 cancel = receive_offer("提示する金額? ",
3074 cancel = receive_offer("What do you offer? ",
3077 &offer, last_offer, 1, cur_ask, final);
3083 else if (offer > cur_ask)
3088 else if (offer == cur_ask)
3101 x1 = 100 * (offer - last_offer) / (cur_ask - last_offer);
3104 if (haggle_insults())
3110 else if (x1 > max_per)
3113 if (x1 < max_per) x1 = max_per;
3115 x2 = rand_range(x1-2, x1+2);
3116 x3 = ((cur_ask - offer) * x2 / 100L) + 1;
3117 /* don't let the price go up */
3122 if (cur_ask < final_ask)
3125 cur_ask = final_ask;
3129 pmt = "Final Offer";
3135 (void)(increase_insults());
3140 else if (offer >= cur_ask)
3152 (void)sprintf(out_val, "前回の提示金額: $%ld",
3154 (void)sprintf(out_val, "Your last offer: %ld",
3158 put_str(out_val, 1, 39);
3159 say_comment_2(cur_ask, annoyed);
3165 if (cancel) return (TRUE);
3167 /* Update bargaining info */
3168 updatebargain(*price, final_ask, o_ptr->number);
3176 * @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 /
3177 * Haggling routine -RAK-
3178 * @param o_ptr オブジェクトの構造体参照ポインタ
3179 * @param price 最終価格を返す参照ポインタ
3180 * @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 /
3181 * Return TRUE if purchase is NOT successful
3183 static bool sell_haggle(object_type *o_ptr, s32b *price)
3185 s32b purse, cur_ask, final_ask;
3186 s32b last_offer = 0, offer = 0;
3188 s32b min_per, max_per;
3189 int flag, loop_flag, noneed;
3190 int annoyed = 0, final = FALSE;
3191 bool cancel = FALSE;
3204 /* Obtain the starting offer and the final offer */
3205 cur_ask = price_item(o_ptr, ot_ptr->max_inflate, TRUE);
3206 final_ask = price_item(o_ptr, ot_ptr->min_inflate, TRUE);
3208 /* Determine if haggling is necessary */
3209 noneed = noneedtobargain(final_ask);
3211 /* Get the owner's payout limit */
3212 purse = (s32b)(ot_ptr->max_cost);
3214 /* No need to haggle */
3215 if (noneed || !manual_haggle || (final_ask >= purse))
3217 /* Apply Sales Tax (if needed) */
3218 if (!manual_haggle && !noneed)
3220 final_ask -= final_ask / 10;
3223 /* No reason to haggle */
3224 if (final_ask >= purse)
3227 msg_print("即座にこの金額にまとまった。");
3229 msg_print("You instantly agree upon the price.");
3234 /* Offer full purse */
3238 /* No need to haggle */
3242 msg_print("結局この金額にまとまった。");
3244 msg_print("You eventually agree upon the price.");
3250 /* No haggle option */
3253 /* Message summary */
3255 msg_print("すんなりとこの金額にまとまった。");
3257 msg_print("You quickly agree upon the price.");
3264 cur_ask = final_ask;
3271 pmt = "Final Offer";
3276 /* Haggle for the whole pile */
3277 cur_ask *= o_ptr->number;
3278 final_ask *= o_ptr->number;
3281 /* Display commands */
3283 /* Haggling parameters */
3284 min_per = ot_ptr->haggle_per;
3285 max_per = min_per * 3;
3287 /* Mega-Hack -- artificial "last offer" value */
3288 last_offer = object_value(o_ptr) * o_ptr->number;
3289 last_offer = last_offer * ot_ptr->max_inflate / 100L;
3294 /* No incremental haggling yet */
3298 for (flag = FALSE; !flag; )
3304 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
3305 put_str(out_val, 1, 0);
3307 cancel = receive_offer("提示する価格? ",
3309 cancel = receive_offer("What price do you ask? ",
3312 &offer, last_offer, -1, cur_ask, final);
3318 else if (offer < cur_ask)
3321 /* rejected, reset offer for incremental haggling */
3324 else if (offer == cur_ask)
3335 if (flag || !loop_flag) break;
3340 x1 = 100 * (last_offer - offer) / (last_offer - cur_ask);
3343 if (haggle_insults())
3349 else if (x1 > max_per)
3352 if (x1 < max_per) x1 = max_per;
3354 x2 = rand_range(x1-2, x1+2);
3355 x3 = ((offer - cur_ask) * x2 / 100L) + 1;
3356 /* don't let the price go down */
3360 if (cur_ask > final_ask)
3362 cur_ask = final_ask;
3367 pmt = "Final Offer";
3375 /* 追加 $0 で買い取られてしまうのを防止 By FIRST*/
3378 (void)(increase_insults());
3381 else if (offer <= cur_ask)
3392 (void)sprintf(out_val,
3394 "前回の提示価格 $%ld", (long)last_offer);
3396 "Your last bid %ld", (long)last_offer);
3399 put_str(out_val, 1, 39);
3400 say_comment_3(cur_ask, annoyed);
3406 if (cancel) return (TRUE);
3408 /* Update bargaining info */
3409 updatebargain(*price, final_ask, o_ptr->number);
3417 * @brief 店からの購入処理のメインルーチン /
3418 * Buy an item from a store -RAK-
3421 static void store_purchase(void)
3424 COMMAND_CODE item, item_new;
3435 char o_name[MAX_NLEN];
3439 if (cur_store_num == STORE_MUSEUM)
3442 msg_print("博物館から取り出すことはできません。");
3444 msg_print("Museum.");
3450 if (st_ptr->stock_num <= 0)
3452 if (cur_store_num == STORE_HOME)
3454 msg_print("我が家には何も置いてありません。");
3456 msg_print("Your home is empty.");
3461 msg_print("現在商品の在庫を切らしています。");
3463 msg_print("I am currently out of stock.");
3470 /* Find the number of objects on this and following pages */
3471 i = (st_ptr->stock_num - store_top);
3473 /* And then restrict it to the current page */
3474 if (i > store_bottom) i = store_bottom;
3478 /* ブラックマーケットの時は別のメッセージ */
3479 switch( cur_store_num ) {
3481 sprintf(out_val, "どのアイテムを取りますか? ");
3484 sprintf(out_val, "どれ? ");
3487 sprintf(out_val, "どの品物が欲しいんだい? ");
3491 if (cur_store_num == STORE_HOME)
3493 sprintf(out_val, "Which item do you want to take? ");
3497 sprintf(out_val, "Which item are you interested in? ");
3502 /* Get the item number to be bought */
3503 if (!get_stock(&item, out_val, 0, i - 1)) return;
3505 /* Get the actual index */
3506 item = item + store_top;
3508 /* Get the actual item */
3509 o_ptr = &st_ptr->stock[item];
3511 /* Assume the player wants just one of them */
3514 /* Get local object */
3517 /* Get a copy of the object */
3518 object_copy(j_ptr, o_ptr);
3521 * If a rod or wand, allocate total maximum timeouts or charges
3522 * between those purchased and left on the shelf.
3524 reduce_charges(j_ptr, o_ptr->number - amt);
3526 /* Modify quantity */
3527 j_ptr->number = amt;
3529 /* Hack -- require room in pack */
3530 if (!inven_carry_okay(j_ptr))
3533 msg_print("そんなにアイテムを持てない。");
3535 msg_print("You cannot carry that many different items.");
3541 /* Determine the "best" price (per item) */
3542 best = price_item(j_ptr, ot_ptr->min_inflate, FALSE);
3544 /* Find out how many the player wants */
3545 if (o_ptr->number > 1)
3547 /* Hack -- note cost of "fixed" items */
3548 if ((cur_store_num != STORE_HOME) &&
3549 (o_ptr->ident & IDENT_FIXED))
3552 msg_format("一つにつき $%ldです。", (long)(best));
3554 msg_format("That costs %ld gold per item.", (long)(best));
3559 /* Get a quantity */
3560 amt = get_quantity(NULL, o_ptr->number);
3562 /* Allow user abort */
3563 if (amt <= 0) return;
3566 /* Get local object */
3569 /* Get desired object */
3570 object_copy(j_ptr, o_ptr);
3573 * If a rod or wand, allocate total maximum timeouts or charges
3574 * between those purchased and left on the shelf.
3576 reduce_charges(j_ptr, o_ptr->number - amt);
3578 /* Modify quantity */
3579 j_ptr->number = amt;
3581 /* Hack -- require room in pack */
3582 if (!inven_carry_okay(j_ptr))
3585 msg_print("ザックにそのアイテムを入れる隙間がない。");
3587 msg_print("You cannot carry that many items.");
3593 /* Attempt to buy it */
3594 if (cur_store_num != STORE_HOME)
3596 /* Fixed price, quick buy */
3597 if (o_ptr->ident & (IDENT_FIXED))
3602 /* Go directly to the "best" deal */
3603 price = (best * j_ptr->number);
3609 /* Describe the object (fully) */
3610 object_desc(o_name, j_ptr, 0);
3613 msg_format("%s(%c)を購入する。", o_name, I2A(item));
3615 msg_format("Buying %s (%c).", o_name, I2A(item));
3620 /* Haggle for a final price */
3621 choice = purchase_haggle(j_ptr, &price);
3623 /* Hack -- Got kicked out */
3624 if (st_ptr->store_open >= turn) return;
3627 /* Player wants it */
3630 /* Fix the item price (if "correctly" haggled) */
3631 if (price == (best * j_ptr->number)) o_ptr->ident |= (IDENT_FIXED);
3633 /* Player can afford it */
3634 if (p_ptr->au >= price)
3639 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
3640 chg_virtue(V_JUSTICE, -1);
3641 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
3642 chg_virtue(V_NATURE, -1);
3650 /* Spend the money */
3653 /* Update the display */
3656 /* Hack -- buying an item makes you aware of it */
3657 object_aware(j_ptr);
3659 /* Hack -- clear the "fixed" flag from the item */
3660 j_ptr->ident &= ~(IDENT_FIXED);
3662 /* Describe the transaction */
3663 object_desc(o_name, j_ptr, 0);
3666 msg_format("%sを $%ldで購入しました。", o_name, (long)price);
3668 msg_format("You bought %s for %ld gold.", o_name, (long)price);
3671 strcpy(record_o_name, o_name);
3674 if (record_buy) do_cmd_write_nikki(NIKKI_BUY, 0, o_name);
3675 object_desc(o_name, o_ptr, OD_NAME_ONLY);
3676 if(record_rand_art && o_ptr->art_name)
3677 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
3679 /* Erase the inscription */
3680 j_ptr->inscription = 0;
3682 /* Erase the "feeling" */
3683 j_ptr->feeling = FEEL_NONE;
3684 j_ptr->ident &= ~(IDENT_STORE);
3685 /* Give it to the player */
3686 item_new = inven_carry(j_ptr);
3688 /* Describe the final result */
3689 object_desc(o_name, &inventory[item_new], 0);
3692 msg_format("%s(%c)を手に入れた。", o_name, index_to_label(item_new));
3694 msg_format("You have %s (%c).",
3695 o_name, index_to_label(item_new));
3698 /* Auto-inscription */
3699 autopick_alter_item(item_new, FALSE);
3701 /* Now, reduce the original stack's pval. */
3702 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3704 o_ptr->pval -= j_ptr->pval;
3710 /* Note how many slots the store used to have */
3711 i = st_ptr->stock_num;
3713 /* Remove the bought items from the store */
3714 store_item_increase(item, -amt);
3715 store_item_optimize(item);
3717 /* Store is empty */
3718 if (st_ptr->stock_num == 0)
3721 if (one_in_(STORE_SHUFFLE))
3725 msg_print("店主は引退した。");
3727 msg_print("The shopkeeper retires.");
3731 /* Shuffle the store */
3732 store_shuffle(cur_store_num);
3735 sprintf(buf, "%s (%s)",
3736 ot_ptr->owner_name, race_info[ot_ptr->owner_race].title);
3737 put_str(buf, 3, 10);
3738 sprintf(buf, "%s (%ld)",
3739 (f_name + f_info[cur_store_feat].name), (long)(ot_ptr->max_cost));
3747 msg_print("店主は新たな在庫を取り出した。");
3749 msg_print("The shopkeeper brings out some new stock.");
3755 for (i = 0; i < 10; i++)
3757 /* Maintain the store */
3758 store_maint(p_ptr->town_num, cur_store_num);
3764 /* Redraw everything */
3765 display_inventory();
3768 /* The item is gone */
3769 else if (st_ptr->stock_num != i)
3771 /* Pick the correct screen */
3772 if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
3774 /* Redraw everything */
3775 display_inventory();
3778 /* Item is still here */
3781 /* Redraw the item */
3782 display_entry(item);
3786 /* Player cannot afford it */
3789 /* Simple message (no insult) */
3791 msg_print("お金が足りません。");
3793 msg_print("You do not have enough gold.");
3800 /* Home is much easier */
3803 bool combined_or_reordered;
3805 /* Distribute charges of wands/rods */
3806 distribute_charges(o_ptr, j_ptr, amt);
3808 /* Give it to the player */
3809 item_new = inven_carry(j_ptr);
3811 /* Describe just the result */
3812 object_desc(o_name, &inventory[item_new], 0);
3815 msg_format("%s(%c)を取った。",
3817 msg_format("You have %s (%c).",
3819 o_name, index_to_label(item_new));
3824 /* Take note if we take the last one */
3825 i = st_ptr->stock_num;
3827 /* Remove the items from the home */
3828 store_item_increase(item, -amt);
3829 store_item_optimize(item);
3831 combined_or_reordered = combine_and_reorder_home(STORE_HOME);
3833 /* Hack -- Item is still here */
3834 if (i == st_ptr->stock_num)
3836 /* Redraw everything */
3837 if (combined_or_reordered) display_inventory();
3839 /* Redraw the item */
3840 else display_entry(item);
3843 /* The item is gone */
3847 if (st_ptr->stock_num == 0) store_top = 0;
3849 /* Nothing left on that screen */
3850 else if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
3852 /* Redraw everything */
3853 display_inventory();
3855 chg_virtue(V_SACRIFICE, 1);
3859 /* Not kicked out */
3865 * @brief 店からの売却処理のメインルーチン /
3866 * Sell an item to the store (or home)
3869 static void store_sell(void)
3876 PRICE price, value, dummy;
3885 char o_name[MAX_NLEN];
3888 /* Prepare a prompt */
3889 if (cur_store_num == STORE_HOME)
3891 q = "どのアイテムを置きますか? ";
3893 q = "Drop which item? ";
3896 else if (cur_store_num == STORE_MUSEUM)
3898 q = "どのアイテムを寄贈しますか? ";
3900 q = "Give which item? ";
3905 q = "どのアイテムを売りますか? ";
3907 q = "Sell which item? ";
3911 item_tester_no_ryoute = TRUE;
3912 /* Only allow items the store will buy */
3913 item_tester_hook = store_will_buy;
3915 /* 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 */
3916 if (cur_store_num == STORE_HOME)
3919 s = "置けるアイテムを持っていません。";
3921 s = "You don't have any item to drop.";
3924 else if (cur_store_num == STORE_MUSEUM)
3927 s = "寄贈できるアイテムを持っていません。";
3929 s = "You don't have any item to give.";
3937 s = "You have nothing that I want.";
3941 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return;
3943 /* Get the item (in the pack) */
3946 o_ptr = &inventory[item];
3949 /* Get the item (on the floor) */
3952 o_ptr = &o_list[0 - item];
3956 /* Hack -- Cannot remove cursed items */
3957 if ((item >= INVEN_RARM) && object_is_cursed(o_ptr))
3960 msg_print("ふーむ、どうやらそれは呪われているようだね。");
3962 msg_print("Hmmm, it seems to be cursed.");
3970 /* Assume one item */
3973 /* Find out how many the player wants (letter means "all") */
3974 if (o_ptr->number > 1)
3976 /* Get a quantity */
3977 amt = get_quantity(NULL, o_ptr->number);
3979 /* Allow user abort */
3980 if (amt <= 0) return;
3983 /* Get local object */
3986 /* Get a copy of the object */
3987 object_copy(q_ptr, o_ptr);
3989 /* Modify quantity */
3990 q_ptr->number = amt;
3993 * Hack -- If a rod or wand, allocate total maximum
3994 * timeouts or charges to those being sold. -LM-
3996 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3998 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
4001 /* Get a full description */
4002 object_desc(o_name, q_ptr, 0);
4004 /* Remove any inscription, feeling for stores */
4005 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
4007 q_ptr->inscription = 0;
4008 q_ptr->feeling = FEEL_NONE;
4011 /* Is there room in the store (or the home?) */
4012 if (!store_check_num(q_ptr))
4014 if (cur_store_num == STORE_HOME)
4016 msg_print("我が家にはもう置く場所がない。");
4018 msg_print("Your home is full.");
4021 else if (cur_store_num == STORE_MUSEUM)
4023 msg_print("博物館はもう満杯だ。");
4025 msg_print("Museum is full.");
4030 msg_print("すいませんが、店にはもう置く場所がありません。");
4032 msg_print("I have not the room in my store to keep it.");
4040 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
4042 /* Describe the transaction */
4044 msg_format("%s(%c)を売却する。", o_name, index_to_label(item));
4046 msg_format("Selling %s (%c).", o_name, index_to_label(item));
4052 choice = sell_haggle(q_ptr, &price);
4055 if (st_ptr->store_open >= turn) return;
4067 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
4068 chg_virtue(V_JUSTICE, -1);
4070 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
4071 chg_virtue(V_NATURE, 1);
4074 /* Get some money */
4077 /* Update the display */
4080 /* Get the "apparent" value */
4081 dummy = object_value(q_ptr) * q_ptr->number;
4084 identify_item(o_ptr);
4086 /* Get local object */
4089 /* Get a copy of the object */
4090 object_copy(q_ptr, o_ptr);
4092 /* Modify quantity */
4093 q_ptr->number = amt;
4095 /* Make it look like to be known */
4096 q_ptr->ident |= IDENT_STORE;
4099 * Hack -- If a rod or wand, let the shopkeeper know just
4100 * how many charges he really paid for. -LM-
4102 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
4104 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
4107 /* Get the "actual" value */
4108 value = object_value(q_ptr) * q_ptr->number;
4110 /* Get the description all over again */
4111 object_desc(o_name, q_ptr, 0);
4113 /* Describe the result (in message buffer) */
4115 msg_format("%sを $%ldで売却しました。", o_name, (long)price);
4117 msg_format("You sold %s for %ld gold.", o_name, (long)price);
4120 if (record_sell) do_cmd_write_nikki(NIKKI_SELL, 0, o_name);
4122 if (!((o_ptr->tval == TV_FIGURINE) && (value > 0)))
4124 /* Analyze the prices (and comment verbally) unless a figurine*/
4125 purchase_analyze(price, value, dummy);
4129 * Hack -- Allocate charges between those wands or rods sold
4130 * and retained, unless all are being sold. -LM-
4132 distribute_charges(o_ptr, q_ptr, amt);
4134 /* Reset timeouts of the sold items */
4137 /* Take the item from the player, describe the result */
4138 inven_item_increase(item, -amt);
4139 inven_item_describe(item);
4141 /* If items remain, auto-inscribe before optimizing */
4142 if (o_ptr->number > 0)
4143 autopick_alter_item(item, FALSE);
4145 inven_item_optimize(item);
4150 /* The store gets that (known) item */
4151 item_pos = store_carry(q_ptr);
4153 /* Re-display if item is now in store */
4156 store_top = (item_pos / store_bottom) * store_bottom;
4157 display_inventory();
4162 /* Player is at museum */
4163 else if (cur_store_num == STORE_MUSEUM)
4165 char o2_name[MAX_NLEN];
4166 object_desc(o2_name, q_ptr, OD_NAME_ONLY);
4168 if (-1 == store_check_num(q_ptr))
4171 msg_print("それと同じ品物は既に博物館にあるようです。");
4173 msg_print("The same object as it is already in the Museum.");
4179 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!!");
4181 msg_print("You cannot take items which is given to the Museum back!!");
4185 if (!get_check(format("本当に%sを寄贈しますか?", o2_name))) return;
4187 if (!get_check(format("Really give %s to the Museum? ", o2_name))) return;
4191 identify_item(q_ptr);
4192 q_ptr->ident |= IDENT_MENTAL;
4194 /* Distribute charges of wands/rods */
4195 distribute_charges(o_ptr, q_ptr, amt);
4199 msg_format("%sを置いた。(%c)", o_name, index_to_label(item));
4201 msg_format("You drop %s (%c).", o_name, index_to_label(item));
4206 /* Take it from the players inventory */
4207 inven_item_increase(item, -amt);
4208 inven_item_describe(item);
4209 inven_item_optimize(item);
4214 /* Let the home carry it */
4215 item_pos = home_carry(q_ptr);
4217 /* Update store display */
4220 store_top = (item_pos / store_bottom) * store_bottom;
4221 display_inventory();
4224 /* Player is at home */
4227 /* Distribute charges of wands/rods */
4228 distribute_charges(o_ptr, q_ptr, amt);
4232 msg_format("%sを置いた。(%c)", o_name, index_to_label(item));
4234 msg_format("You drop %s (%c).", o_name, index_to_label(item));
4239 /* Take it from the players inventory */
4240 inven_item_increase(item, -amt);
4241 inven_item_describe(item);
4242 inven_item_optimize(item);
4247 /* Let the home carry it */
4248 item_pos = home_carry(q_ptr);
4250 /* Update store display */
4253 store_top = (item_pos / store_bottom) * store_bottom;
4254 display_inventory();
4258 if ((choice == 0) && (item >= INVEN_RARM))
4267 * @brief 店のアイテムを調べるコマンドのメインルーチン /
4268 * Examine an item in a store -JDL-
4271 static void store_examine(void)
4276 char o_name[MAX_NLEN];
4281 if (st_ptr->stock_num <= 0)
4283 if (cur_store_num == STORE_HOME)
4285 msg_print("我が家には何も置いてありません。");
4287 msg_print("Your home is empty.");
4290 else if (cur_store_num == STORE_MUSEUM)
4292 msg_print("博物館には何も置いてありません。");
4294 msg_print("Museum is empty.");
4299 msg_print("現在商品の在庫を切らしています。");
4301 msg_print("I am currently out of stock.");
4308 /* Find the number of objects on this and following pages */
4309 i = (st_ptr->stock_num - store_top);
4311 /* And then restrict it to the current page */
4312 if (i > store_bottom) i = store_bottom;
4316 sprintf(out_val, "どれを調べますか?");
4318 sprintf(out_val, "Which item do you want to examine? ");
4322 /* Get the item number to be examined */
4323 if (!get_stock(&item, out_val, 0, i - 1)) return;
4325 /* Get the actual index */
4326 item = item + store_top;
4328 /* Get the actual item */
4329 o_ptr = &st_ptr->stock[item];
4331 /* Require full knowledge */
4332 if (!(o_ptr->ident & IDENT_MENTAL))
4334 /* This can only happen in the home */
4336 msg_print("このアイテムについて特に知っていることはない。");
4338 msg_print("You have no special knowledge about that item.");
4345 object_desc(o_name, o_ptr, 0);
4349 msg_format("%sを調べている...", o_name);
4351 msg_format("Examining %s...", o_name);
4355 /* Describe it fully */
4356 if (!screen_object(o_ptr, SCROBJ_FORCE_DETAIL))
4358 msg_print("特に変わったところはないようだ。");
4360 msg_print("You see nothing special.");
4369 * @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 /
4370 * Remove an item from museum (Originally from TOband)
4373 static void museum_remove_object(void)
4378 char o_name[MAX_NLEN];
4382 if (st_ptr->stock_num <= 0)
4385 msg_print("博物館には何も置いてありません。");
4387 msg_print("Museum is empty.");
4393 /* Find the number of objects on this and following pages */
4394 i = st_ptr->stock_num - store_top;
4396 /* And then restrict it to the current page */
4397 if (i > store_bottom) i = store_bottom;
4401 sprintf(out_val, "どのアイテムの展示をやめさせますか?");
4403 sprintf(out_val, "Which item do you want to order to remove? ");
4406 /* Get the item number to be removed */
4407 if (!get_stock(&item, out_val, 0, i - 1)) return;
4409 /* Get the actual index */
4410 item = item + store_top;
4412 /* Get the actual item */
4413 o_ptr = &st_ptr->stock[item];
4416 object_desc(o_name, o_ptr, 0);
4419 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!");
4420 if (!get_check(format("本当に%sの展示をやめさせますか?", o_name))) return;
4422 msg_print("You cannot see items which is removed from the Museum!");
4423 if (!get_check(format("Really order to remove %s from the Museum? ", o_name))) return;
4427 msg_format("%sの展示をやめさせた。", o_name);
4429 msg_format("You ordered to remove %s.", o_name);
4432 /* Remove the items from the home */
4433 store_item_increase(item, -o_ptr->number);
4434 store_item_optimize(item);
4436 (void)combine_and_reorder_home(STORE_MUSEUM);
4438 /* The item is gone */
4441 if (st_ptr->stock_num == 0) store_top = 0;
4443 /* Nothing left on that screen */
4444 else if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
4446 /* Redraw everything */
4447 display_inventory();
4454 * Hack -- set this to leave the store
4456 static bool leave_store = FALSE;
4460 * @brief 店舗処理コマンド選択のメインルーチン /
4461 * Process a command in a store
4465 * Note that we must allow the use of a few "special" commands
4466 * in the stores which are not allowed in the dungeon, and we
4467 * must disable some commands which are allowed in the dungeon
4468 * but not in the stores, to prevent chaos.
4471 static void store_process_command(void)
4473 /* Handle repeating the last command */
4476 if (rogue_like_commands && command_cmd == 'l')
4478 command_cmd = 'x'; /* hack! */
4481 /* Parse the command */
4482 switch (command_cmd)
4492 /* 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 */
4495 if (st_ptr->stock_num <= store_bottom) {
4497 msg_print("これで全部です。");
4499 msg_print("Entire inventory is shown.");
4503 store_top -= store_bottom;
4504 if ( store_top < 0 )
4505 store_top = ((st_ptr->stock_num - 1 )/store_bottom) * store_bottom;
4506 if ( (cur_store_num == STORE_HOME) && (powerup_home == FALSE) )
4507 if ( store_top >= store_bottom ) store_top = store_bottom;
4508 display_inventory();
4516 if (st_ptr->stock_num <= store_bottom)
4519 msg_print("これで全部です。");
4521 msg_print("Entire inventory is shown.");
4527 store_top += store_bottom;
4529 * 隠しオプション(powerup_home)がセットされていないときは
4530 * 我が家では 2 ページまでしか表示しない
4532 if ((cur_store_num == STORE_HOME) &&
4533 (powerup_home == FALSE) &&
4534 (st_ptr->stock_num >= STORE_INVEN_MAX))
4536 if (store_top >= (STORE_INVEN_MAX - 1))
4543 if (store_top >= st_ptr->stock_num) store_top = 0;
4546 display_inventory();
4559 /* Get (purchase) */
4586 /*** Inventory Commands ***/
4588 /* Wear/wield equipment */
4595 /* Take off equipment */
4602 /* Destroy an item */
4609 /* Equipment list */
4616 /* Inventory list */
4624 /*** Various commands ***/
4626 /* Identify an object */
4633 /* Hack -- toggle windows */
4636 toggle_inven_equip();
4642 /*** Use various objects ***/
4647 if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4648 (p_ptr->pclass == CLASS_BERSERKER) ||
4649 (p_ptr->pclass == CLASS_NINJA) ||
4650 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4651 ) do_cmd_mind_browse();
4652 else if (p_ptr->pclass == CLASS_SMITH)
4654 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4655 do_cmd_magic_eater(TRUE, FALSE);
4656 else if (p_ptr->pclass == CLASS_SNIPER)
4657 do_cmd_snipe_browse();
4658 else do_cmd_browse();
4662 /* Inscribe an object */
4669 /* Uninscribe an object */
4672 do_cmd_uninscribe();
4678 /*** Help and Such ***/
4687 /* Identify symbol */
4690 do_cmd_query_symbol();
4694 /* Character description */
4697 p_ptr->town_num = old_town_num;
4698 do_cmd_change_name();
4699 p_ptr->town_num = inner_town_num;
4705 /*** System Commands ***/
4707 /* Hack -- User interface */
4714 /* Single line from a pref file */
4717 p_ptr->town_num = old_town_num;
4719 p_ptr->town_num = inner_town_num;
4723 /* Interact with macros */
4726 p_ptr->town_num = old_town_num;
4728 p_ptr->town_num = inner_town_num;
4732 /* Interact with visuals */
4735 p_ptr->town_num = old_town_num;
4737 p_ptr->town_num = inner_town_num;
4741 /* Interact with colors */
4744 p_ptr->town_num = old_town_num;
4746 p_ptr->town_num = inner_town_num;
4750 /* Interact with options */
4754 (void)combine_and_reorder_home(STORE_HOME);
4760 /*** Misc Commands ***/
4776 /* Repeat level feeling */
4783 /* Show previous message */
4786 do_cmd_message_one();
4790 /* Show previous messages */
4803 /* Check artifacts, uniques etc. */
4810 /* Load "screen dump" */
4813 do_cmd_load_screen();
4817 /* Save "screen dump" */
4820 do_cmd_save_screen();
4824 /* Hack -- Unknown command */
4827 if ((cur_store_num == STORE_MUSEUM) && (command_cmd == 'r'))
4829 museum_remove_object();
4834 msg_print("そのコマンドは店の中では使えません。");
4836 msg_print("That command does not work in stores.");
4847 * @brief 店舗処理全体のメインルーチン /
4848 * Enter a store, and interact with it. *
4852 * Note that we use the standard "request_command()" function
4853 * to get a command, allowing us to use "command_arg" and all
4854 * command macros and other nifty stuff, but we use the special
4855 * "shopping" argument, to force certain commands to be converted
4856 * into other commands, normally, we convert "p" (pray) and "m"
4857 * (cast magic) into "g" (get), and "s" (search) into "d" (drop).
4860 void do_cmd_store(void)
4866 bool need_redraw_store_inv; /* To redraw missiles damage and prices in store */
4870 Term_get_size(&w, &h);
4872 /* Calculate stocks per 1 page */
4873 xtra_stock = MIN(14+26, ((h > 24) ? (h - 24) : 0));
4874 store_bottom = MIN_STOCK + xtra_stock;
4876 /* Access the player grid */
4877 c_ptr = &cave[p_ptr->y][p_ptr->x];
4879 /* Verify a store */
4880 if (!cave_have_flag_grid(c_ptr, FF_STORE))
4883 msg_print("ここには店がありません。");
4885 msg_print("You see no store here.");
4891 /* Extract the store code */
4892 which = f_info[c_ptr->feat].subtype;
4894 old_town_num = p_ptr->town_num;
4895 if ((which == STORE_HOME) || (which == STORE_MUSEUM)) p_ptr->town_num = 1;
4896 if (dun_level) p_ptr->town_num = NO_TOWN;
4897 inner_town_num = p_ptr->town_num;
4899 /* Hack -- Check the "locked doors" */
4900 if ((town[p_ptr->town_num].store[which].store_open >= turn) ||
4904 msg_print("ドアに鍵がかかっている。");
4906 msg_print("The doors are locked.");
4909 p_ptr->town_num = old_town_num;
4913 /* Calculate the number of store maintainances since the last visit */
4914 maintain_num = (turn - town[p_ptr->town_num].store[which].last_visit) / (TURNS_PER_TICK * STORE_TICKS);
4916 /* Maintain the store max. 10 times */
4917 if (maintain_num > 10) maintain_num = 10;
4921 /* Maintain the store */
4922 for (i = 0; i < maintain_num; i++)
4923 store_maint(p_ptr->town_num, which);
4925 /* Save the visit */
4926 town[p_ptr->town_num].store[which].last_visit = turn;
4929 /* Forget the lite */
4932 /* Forget the view */
4936 /* Hack -- Character is in "icky" mode */
4937 character_icky = TRUE;
4940 /* No command argument */
4943 /* No repeated command */
4946 /* No automatic command */
4949 /* Do not expand macros */
4950 get_com_no_macros = TRUE;
4952 /* Save the store number */
4953 cur_store_num = which;
4955 /* Hack -- save the store feature */
4956 cur_store_feat = c_ptr->feat;
4958 /* Save the store and owner pointers */
4959 st_ptr = &town[p_ptr->town_num].store[cur_store_num];
4960 ot_ptr = &owners[cur_store_num][st_ptr->owner];
4963 /* Start at the beginning */
4966 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4968 /* Display the store */
4972 leave_store = FALSE;
4974 /* Interact with player */
4975 while (!leave_store)
4977 /* Hack -- Clear line 1 */
4981 clear_from(20 + xtra_stock);
4984 /* Basic commands */
4986 prt(" ESC) 建物から出る", 21 + xtra_stock, 0);
4988 prt(" ESC) Exit from Building.", 21 + xtra_stock, 0);
4992 /* Browse if necessary */
4993 if (st_ptr->stock_num > store_bottom)
4996 prt(" -)前ページ", 22 + xtra_stock, 0);
4997 prt(" スペース) 次ページ", 23 + xtra_stock, 0);
4999 prt(" -) Previous page", 22 + xtra_stock, 0);
5000 prt(" SPACE) Next page", 23 + xtra_stock, 0);
5006 if (cur_store_num == STORE_HOME)
5009 prt("g) アイテムを取る", 21 + xtra_stock, 27);
5010 prt("d) アイテムを置く", 22 + xtra_stock, 27);
5011 prt("x) 家のアイテムを調べる", 23 + xtra_stock, 27);
5013 prt("g) Get an item.", 21 + xtra_stock, 27);
5014 prt("d) Drop an item.", 22 + xtra_stock, 27);
5015 prt("x) eXamine an item in the home.", 23 + xtra_stock, 27);
5019 /* Museum commands */
5020 else if (cur_store_num == STORE_MUSEUM)
5023 prt("d) アイテムを置く", 21 + xtra_stock, 27);
5024 prt("r) アイテムの展示をやめる", 22 + xtra_stock, 27);
5025 prt("x) 博物館のアイテムを調べる", 23 + xtra_stock, 27);
5027 prt("d) Drop an item.", 21 + xtra_stock, 27);
5028 prt("r) order to Remove an item.", 22 + xtra_stock, 27);
5029 prt("x) eXamine an item in the museum.", 23 + xtra_stock, 27);
5037 prt("p) 商品を買う", 21 + xtra_stock, 30);
5038 prt("s) アイテムを売る", 22 + xtra_stock, 30);
5039 prt("x) 商品を調べる", 23 + xtra_stock,30);
5041 prt("p) Purchase an item.", 21 + xtra_stock, 30);
5042 prt("s) Sell an item.", 22 + xtra_stock, 30);
5043 prt("x) eXamine an item in the shop", 23 + xtra_stock,30);
5050 prt("i/e) 持ち物/装備の一覧", 21 + xtra_stock, 56);
5052 if (rogue_like_commands)
5054 prt("w/T) 装備する/はずす", 22 + xtra_stock, 56);
5058 prt("w/t) 装備する/はずす", 22 + xtra_stock, 56);
5061 prt("i/e) Inventry/Equipment list", 21 + xtra_stock, 56);
5063 if (rogue_like_commands)
5065 prt("w/T) Wear/Take off equipment", 22 + xtra_stock, 56);
5069 prt("w/t) Wear/Take off equipment", 22 + xtra_stock, 56);
5074 prt("コマンド:", 20 + xtra_stock, 0);
5076 prt("You may: ", 20 + xtra_stock, 0);
5081 request_command(TRUE);
5083 /* Process the command */
5084 store_process_command();
5087 * Hack -- To redraw missiles damage and prices in store
5088 * If player's charisma changes, or if player changes a bow, PU_BONUS is set
5090 need_redraw_store_inv = (p_ptr->update & PU_BONUS) ? TRUE : FALSE;
5092 /* Hack -- Character is still in "icky" mode */
5093 character_icky = TRUE;
5102 if (inventory[INVEN_PACK].k_idx)
5104 INVENTORY_IDX item = INVEN_PACK;
5106 object_type *o_ptr = &inventory[item];
5108 /* Hack -- Flee from the store */
5109 if (cur_store_num != STORE_HOME)
5112 if (cur_store_num == STORE_MUSEUM)
5113 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...");
5115 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...");
5117 if (cur_store_num == STORE_MUSEUM)
5118 msg_print("Your pack is so full that you flee the Museum...");
5120 msg_print("Your pack is so full that you flee the store...");
5128 /* Hack -- Flee from the home */
5129 else if (!store_check_num(o_ptr))
5132 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...");
5134 msg_print("Your pack is so full that you flee your home...");
5142 /* Hack -- Drop items into the home */
5150 char o_name[MAX_NLEN];
5153 /* Give a message */
5155 msg_print("ザックからアイテムがあふれてしまった!");
5157 msg_print("Your pack overflows!");
5161 /* Get local object */
5164 /* Grab a copy of the item */
5165 object_copy(q_ptr, o_ptr);
5168 object_desc(o_name, q_ptr, 0);
5171 msg_format("%sが落ちた。(%c)", o_name, index_to_label(item));
5173 msg_format("You drop %s (%c).", o_name, index_to_label(item));
5177 /* Remove it from the players inventory */
5178 inven_item_increase(item, -255);
5179 inven_item_describe(item);
5180 inven_item_optimize(item);
5185 /* Let the home carry it */
5186 item_pos = home_carry(q_ptr);
5188 /* Redraw the home */
5191 store_top = (item_pos / store_bottom) * store_bottom;
5192 display_inventory();
5197 /* Hack -- Redisplay store prices if charisma changes */
5198 /* Hack -- Redraw missiles damage if player changes bow */
5199 if (need_redraw_store_inv) display_inventory();
5201 /* Hack -- get kicked out of the store */
5202 if (st_ptr->store_open >= turn) leave_store = TRUE;
5205 select_floor_music();
5207 p_ptr->town_num = old_town_num;
5210 p_ptr->energy_use = 100;
5213 /* Hack -- Character is no longer in "icky" mode */
5214 character_icky = FALSE;
5217 /* Hack -- Cancel automatic command */
5220 /* Hack -- Cancel "see" mode */
5221 command_see = FALSE;
5223 /* Allow expanding macros */
5224 get_com_no_macros = FALSE;
5226 /* Flush messages */
5230 /* Clear the screen */
5234 /* Update everything */
5235 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
5236 p_ptr->update |= (PU_MONSTERS);
5238 /* Redraw entire screen */
5239 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY);
5242 p_ptr->redraw |= (PR_MAP);
5244 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5250 * @brief 現在の町の店主を交代させる /
5251 * Shuffle one of the stores.
5252 * @param which 店舗種類のID
5255 void store_shuffle(int which)
5261 if (which == STORE_HOME) return;
5262 if (which == STORE_MUSEUM) return;
5265 /* Save the store index */
5266 cur_store_num = which;
5268 /* Activate that store */
5269 st_ptr = &town[p_ptr->town_num].store[cur_store_num];
5272 /* Pick a new owner */
5275 st_ptr->owner = (byte)randint0(MAX_OWNERS);
5276 if (j == st_ptr->owner) continue;
5277 for (i = 1;i < max_towns; i++)
5279 if (i == p_ptr->town_num) continue;
5280 if (st_ptr->owner == town[i].store[cur_store_num].owner) break;
5282 if (i == max_towns) break;
5285 /* Activate the new owner */
5286 ot_ptr = &owners[cur_store_num][st_ptr->owner];
5289 /* Reset the owner data */
5290 st_ptr->insult_cur = 0;
5291 st_ptr->store_open = 0;
5292 st_ptr->good_buy = 0;
5293 st_ptr->bad_buy = 0;
5296 /* Hack -- discount all the items */
5297 for (i = 0; i < st_ptr->stock_num; i++)
5302 o_ptr = &st_ptr->stock[i];
5304 if (!object_is_artifact(o_ptr))
5306 /* Hack -- Sell all non-artifact old items for "half price" */
5307 o_ptr->discount = 50;
5309 /* Hack -- Items are no longer "fixed price" */
5310 o_ptr->ident &= ~(IDENT_FIXED);
5312 /* Mega-Hack -- Note that the item is "on sale" */
5314 o_ptr->inscription = quark_add("売出中");
5316 o_ptr->inscription = quark_add("on sale");
5324 * @brief 店の品揃えを変化させる /
5325 * Maintain the inventory at the stores.
5326 * @param town_num 町のID
5327 * @param store_num 店舗種類のID
5330 void store_maint(int town_num, int store_num)
5334 cur_store_num = store_num;
5337 if (store_num == STORE_HOME) return;
5338 if (store_num == STORE_MUSEUM) return;
5340 /* Activate that store */
5341 st_ptr = &town[town_num].store[store_num];
5343 /* Activate the owner */
5344 ot_ptr = &owners[store_num][st_ptr->owner];
5346 /* Store keeper forgives the player */
5347 st_ptr->insult_cur = 0;
5349 /* Mega-Hack -- prune the black market */
5350 if (store_num == STORE_BLACK)
5352 /* Destroy crappy black market items */
5353 for (j = st_ptr->stock_num - 1; j >= 0; j--)
5355 object_type *o_ptr = &st_ptr->stock[j];
5357 /* Destroy crappy items */
5358 if (black_market_crap(o_ptr))
5360 /* Destroy the item */
5361 store_item_increase(j, 0 - o_ptr->number);
5362 store_item_optimize(j);
5368 /* Choose the number of slots to keep */
5369 j = st_ptr->stock_num;
5371 /* Sell a few items */
5372 j = j - randint1(STORE_TURNOVER);
5374 /* Never keep more than "STORE_MAX_KEEP" slots */
5375 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
5377 /* Always "keep" at least "STORE_MIN_KEEP" items */
5378 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
5380 /* Hack -- prevent "underflow" */
5383 /* Destroy objects until only "j" slots are left */
5384 while (st_ptr->stock_num > j) store_delete();
5387 /* Choose the number of slots to fill */
5388 j = st_ptr->stock_num;
5390 /* Buy some more items */
5391 j = j + randint1(STORE_TURNOVER);
5393 /* Never keep more than "STORE_MAX_KEEP" slots */
5394 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
5396 /* Always "keep" at least "STORE_MIN_KEEP" items */
5397 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
5399 /* Hack -- prevent "overflow" */
5400 if (j >= st_ptr->stock_size) j = st_ptr->stock_size - 1;
5402 /* Acquire some new items */
5403 while (st_ptr->stock_num < j) store_create();
5408 * @brief 店舗情報を初期化する /
5409 * Initialize the stores
5410 * @param town_num 町のID
5411 * @param store_num 店舗種類のID
5414 void store_init(int town_num, int store_num)
5418 cur_store_num = store_num;
5420 /* Activate that store */
5421 st_ptr = &town[town_num].store[store_num];
5429 st_ptr->owner = (byte)randint0(MAX_OWNERS);
5430 for (i = 1;i < max_towns; i++)
5432 if (i == town_num) continue;
5433 if (st_ptr->owner == town[i].store[store_num].owner) break;
5435 if (i == max_towns) break;
5438 /* Activate the new owner */
5439 ot_ptr = &owners[store_num][st_ptr->owner];
5442 /* Initialize the store */
5443 st_ptr->store_open = 0;
5444 st_ptr->insult_cur = 0;
5445 st_ptr->good_buy = 0;
5446 st_ptr->bad_buy = 0;
5448 /* Nothing in stock */
5449 st_ptr->stock_num = 0;
5452 * MEGA-HACK - Last visit to store is
5453 * BEFORE player birth to enable store restocking
5455 st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
5457 /* Clear any old items */
5458 for (k = 0; k < st_ptr->stock_size; k++)
5460 object_wipe(&st_ptr->stock[k]);
5466 * @brief アイテムを町のブラックマーケットに移動させる /
5467 * @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
5470 void move_to_black_market(object_type *o_ptr)
5473 if (!p_ptr->town_num) return;
5475 st_ptr = &town[p_ptr->town_num].store[STORE_BLACK];
5477 o_ptr->ident |= IDENT_STORE;
5479 (void)store_carry(o_ptr);
5481 object_wipe(o_ptr); /* Don't leave a bogus object behind... */