4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Store commands */
17 /* ²¼¤ÎÊý¤«¤é°ÜÆ°¤·¤Æ¤¤Þ¤·¤¿ */
18 static int cur_store_num = 0;
19 static int store_top = 0;
20 static store_type *st_ptr = NULL;
21 static owner_type *ot_ptr = NULL;
23 static s16b old_town_num = 0;
24 static s16b inner_town_num = 0;
25 #define RUMOR_CHANCE 8
27 #define MAX_COMMENT_1 6
29 static cptr comment_1[MAX_COMMENT_1] =
50 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÄɲåá¥Ã¥»¡¼¥¸¡Ê¾µÂú¡Ë */
51 static cptr comment_1_B[MAX_COMMENT_1] = {
52 "¤Þ¤¢¡¢¤½¤ì¤Ç¤¤¤¤¤ä¡£",
53 "º£Æü¤Ï¤½¤ì¤Ç´ªÊÛ¤·¤Æ¤ä¤ë¡£",
60 #define MAX_COMMENT_2A 2
62 static cptr comment_2a[MAX_COMMENT_2A] =
65 "»ä¤ÎǦÂÑÎϤò»î¤·¤Æ¤¤¤ë¤Î¤«¤¤¡© $%s ¤¬ºÇ¸å¤À¡£",
66 "²æËý¤Ë¤â¸ÂÅÙ¤¬¤¢¤ë¤¾¡£ $%s ¤¬ºÇ¸å¤À¡£"
68 "You try my patience. %s is final.",
69 "My patience grows thin. %s is final."
74 #define MAX_COMMENT_2B 12
76 static cptr comment_2b[MAX_COMMENT_2B] =
79 " $%s ¤°¤é¤¤¤Ï½Ð¤µ¤Ê¤¤ã¥À¥á¤À¤è¡£",
80 " $%s ¤Ê¤é¼õ¤±¼è¤Ã¤Æ¤â¤¤¤¤¤¬¡£",
81 "¥Ï¡ª $%s °Ê²¼¤Ï¤Ê¤¤¤Í¡£",
82 "²¿¤ÆÅÛ¤À¡ª $%s °Ê²¼¤Ï¤¢¤êÆÀ¤Ê¤¤¤¾¡£",
83 "¤½¤ì¤¸¤ã¾¯¤Ê¤¹¤®¤ë¡ª $%s ¤ÏÍߤ·¤¤¤È¤³¤í¤À¡£",
84 "¥Ð¥«¤Ë¤·¤Æ¤¤¤ë¡ª $%s ¤Ï¤â¤é¤ï¤Ê¤¤¤È¡£",
85 "±³¤À¤í¤¦¡ª $%s ¤Ç¤É¤¦¤À¤¤¡©",
86 "¤ª¤¤¤ª¤¤¡ª $%s ¤ò¹Í¤¨¤Æ¤¯¤ì¤Ê¤¤¤«¡©",
87 "1000ɤ¤Î¥ª¡¼¥¯¤Î¥Î¥ß¤Ë¶ì¤·¤á¤é¤ì¤ë¤¬¤¤¤¤¡ª $%s ¤À¡£",
88 "¤ªÁ°¤ÎÂçÀڤʤâ¤Î¤ËºÒ¤¤¤¢¤ì¡ª $%s ¤Ç¤É¤¦¤À¡£",
89 "¥â¥ë¥´¥¹¤Ë¾ÞÌ£¤µ¤ì¤ë¤¬¤¤¤¤¡ªËÜÅö¤Ï $%s ¤Ê¤ó¤À¤í¤¦¡©",
90 "¤ªÁ°¤ÎÊì¿Æ¤Ï¥ª¡¼¥¬¤«¡ª $%s ¤Ï½Ð¤¹¤Ä¤â¤ê¤Ê¤ó¤À¤í¡©"
92 "I can take no less than %s gold pieces.",
93 "I will accept no less than %s gold pieces.",
94 "Ha! No less than %s gold pieces.",
95 "You knave! No less than %s gold pieces.",
96 "That's a pittance! I want %s gold pieces.",
97 "That's an insult! I want %s gold pieces.",
98 "As if! How about %s gold pieces?",
99 "My arse! How about %s gold pieces?",
100 "May the fleas of 1000 orcs molest you! Try %s gold pieces.",
101 "May your most favourite parts go moldy! Try %s gold pieces.",
102 "May Morgoth find you tasty! Perhaps %s gold pieces?",
103 "Your mother was an Ogre! Perhaps %s gold pieces?"
109 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÇä¤ë¤È¤¡Ë */
110 static cptr comment_2b_B[MAX_COMMENT_2B] = {
111 "¤¤¤¯¤é²¶Íͤ¬¤ª¿Í¹¥¤·¤È¤Ï¤¤¤¨ $%s ¤¬¸Â³¦¤À¤Í¡£·ù¤Ê¤éµ¢¤ê¤Ê¡£",
112 "¶â¤¬¤Ê¤¤¤Î¤«¤¤¡¢¤¢¤ó¤¿¡©¤Þ¤º¤Ï²È¤Ëµ¢¤Ã¤Æ $%s ·¤¨¤Æ¤¤Ê¡£",
113 "ʪ¤Î²ÁÃͤ¬Ê¬¤«¤é¤óÅÛ¤À¤Ê¡£¤³¤ì¤Ï $%s ¤¬ÉáÄ̤ʤó¤À¤è¡£",
114 "²¶¤ÎÉÕ¤±¤¿ÃÍÃʤËʸ¶ç¤¬¤¢¤ë¤Î¤«¡© $%s ¤¬¸Â³¦¤À¡£",
115 "¤Ò¤ç¤Ã¤È¤·¤Æ¿·¼ê¤Î¾éÃ̤«¤¤¡© $%s »ý¤Ã¤Æ¤Ê¤¤¤Ê¤éµ¢¤ê¤Ê¡£",
116 "¤¦¤Á¤Ï¾¤ÎŹ¤È¤Ï°ã¤¦¤ó¤À¤è¡£$%s ¤°¤é¤¤¤Ï½Ð¤·¤Ê¡£",
117 "Ç㤦µ¤¤¬¤Ê¤¤¤Ê¤éµ¢¤ê¤Ê¡£ $%s ¤À¤È¸À¤Ã¤Æ¤¤¤ë¤ó¤À¡£",
118 "Ïäˤʤé¤Ê¤¤¤Í¡£ $%s ¤¯¤é¤¤»ý¤Ã¤Æ¤¤¤ë¤ó¤À¤í¡©",
119 "¤Ï¡©¤Ê¤ó¤À¤½¤ê¤ã¡© $%s ¤Î´Ö°ã¤¤¤«¡¢¤Ò¤ç¤Ã¤È¤·¤Æ¡©",
120 "½Ð¸ý¤Ï¤¢¤Ã¤Á¤À¤è¡£¤½¤ì¤È¤â $%s ½Ð¤»¤ë¤Î¤«¤¤¡¢¤¢¤ó¤¿¤Ë¡£",
121 "Ì¿ÃΤ餺¤ÊÅÛ¤À¤Ê¡£ $%s ½Ð¤»¤Ðº£Æü¤Î½ê¤Ï´ªÊÛ¤·¤Æ¤ä¤ë¤è¡£",
122 "¤¦¤Á¤ÎŹ¤ÏÉÏ˳¿Í¤ªÃǤê¤À¡£ $%s ¤°¤é¤¤½Ð¤»¤Ê¤¤¤Î¤«¤¤¡©"
125 #define MAX_COMMENT_3A 2
127 static cptr comment_3a[MAX_COMMENT_3A] =
130 "»ä¤ÎǦÂÑÎϤò»î¤·¤Æ¤¤¤ë¤Î¤«¤¤¡© $%s ¤¬ºÇ¸å¤À¡£",
131 "²æËý¤Ë¤â¸ÂÅÙ¤¬¤¢¤ë¤¾¡£ $%s ¤¬ºÇ¸å¤À¡£"
133 "You try my patience. %s is final.",
134 "My patience grows thin. %s is final."
140 #define MAX_COMMENT_3B 12
142 static cptr comment_3b[MAX_COMMENT_3B] =
145 "Ëܲ»¤ò¸À¤¦¤È $%s ¤Ç¤¤¤¤¤ó¤À¤í¡©",
147 " $%s ¤°¤é¤¤¤Ê¤é½Ð¤·¤Æ¤â¤¤¤¤¤¬¡£",
148 " $%s °Ê¾åʧ¤¦¤Ê¤ó¤Æ¹Í¤¨¤é¤ì¤Ê¤¤¤Í¡£",
149 "¤Þ¤¢Íî¤Á¤Ä¤¤¤Æ¡£ $%s ¤Ç¤É¤¦¤À¤¤¡©",
150 "¤½¤Î¥¬¥é¥¯¥¿¤Ê¤é $%s ¤Ç°ú¤¼è¤ë¤è¡£",
151 "¤½¤ì¤¸¤ã¹â¤¹¤®¤ë¡ª $%s ¤¬¤¤¤¤¤È¤³¤À¤í¡£",
152 "¤É¤¦¤»¤¤¤é¤Ê¤¤¤ó¤À¤í¡ª $%s ¤Ç¤¤¤¤¤À¤í¡©",
153 "¤À¤á¤À¤á¡ª $%s ¤¬¤º¤Ã¤È¤ª»÷¹ç¤¤¤À¤è¡£",
154 "¥Ð¥«¤Ë¤·¤Æ¤¤¤ë¡ª $%s ¤¬¤»¤¤¤¼¤¤¤À¡£",
155 " $%s ¤Ê¤é´ò¤·¤¤¤È¤³¤í¤À¤¬¤Ê¤¢¡£",
156 " $%s ¡¢¤½¤ì°Ê¾å¤Ï¥Ó¥¿°ìʸ½Ð¤µ¤Ê¤¤¤è¡ª"
158 "Perhaps %s gold pieces?",
159 "How about %s gold pieces?",
160 "I will pay no more than %s gold pieces.",
161 "I can afford no more than %s gold pieces.",
162 "Be reasonable. How about %s gold pieces?",
163 "I'll buy it as scrap for %s gold pieces.",
164 "That is too much! How about %s gold pieces?",
165 "That looks war surplus! Say %s gold pieces?",
166 "Never! %s is more like it.",
167 "That's an insult! %s is more like it.",
168 "%s gold pieces and be thankful for it!",
169 "%s gold pieces and not a copper more!"
175 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÇ㤤¼è¤ê¡Ë */
176 static cptr comment_3b_B[MAX_COMMENT_3B] = {
177 " $%s ¤Ã¤Æ¤È¤³¤í¤À¤Í¡£¤½¤Î¤É¤¦¤·¤è¤¦¤â¤Ê¤¤¥¬¥é¥¯¥¿¤Ï¡£",
178 "¤³¤Î²¶¤¬ $%s ¤Ã¤Æ¸À¤Ã¤Æ¤¤¤ë¤ó¤À¤«¤é¡¢¤½¤ÎÄ̤ê¤Ë¤·¤¿Êý¤¬¿È¤Î¤¿¤á¤À¤¾¡£",
179 "²¶¤ÎÍ¥¤·¤µ¤Ë´Å¤¨¤ë¤Î¤â¤¤¤¤²Ã¸º¤Ë¤·¤Æ¤ª¤±¡£ $%s ¤À¡£",
180 "¤½¤ÎÉʤʤé $%s ¤ÇÇä¤Ã¤Æ¤¯¤ì¤Æ¤¤¤ë¤¬¤Í¡¢¾ï¼±¤¢¤ë¿Â»Î¤Ï¤ß¤ó¤Ê¡£",
181 "¤³¤ê¤ã¤Þ¤¿¡¢¤¬¤á¤Ä¤¤ÅÛ¤À¤Ê¡£¤¤¤¯¤é²¶¤¬²¹¸ü¤È¤Ï¤¤¤¨ $%s ¤¬¸Â³¦¤À¡£",
182 " $%s ¤À¡£Ê̤˲¶¤Ï¤½¤ó¤Ê¥¬¥é¥¯¥¿Íߤ·¤¯¤Ï¤Ê¤¤¤ó¤À¤«¤é¡£",
183 "²¶¤Î´ÕÄê³Û¤¬µ¤¤ËÆþ¤é¤Ê¤¤¤Î¤«¡© $%s ¡¢·ù¤Ê¤éµ¢¤ê¤Ê¡£",
184 " $%s ¤Ç°ú¤¼è¤Ã¤Æ¤ä¤ë¤è¡£´î¤ó¤Ç¼õ¤±¼è¤ê¤Ê¡¢ÉÏ˳¿Í¡£",
185 "ʪ¤Î²ÁÃͤ¬Ê¬¤«¤é¤óÅۤϻÏËö¤Ë¤ª¤¨¤ó¤Ê¡£¤½¤ì¤Ï $%s ¤Ê¤ó¤À¤è¡£",
186 "¤½¤ó¤Ê¤Ë¶â¤¬Íߤ·¤¤¤Î¤«¡¢¤¢¤ó¤¿¡© $%s ¤ÇËþ¤Ǥ¤ó¤Î¤«¡©",
187 "Æþ¤ëŹ´Ö°ã¤¨¤Æ¤ó¤¸¤ã¤Ê¤¤¤Î¤«¡© $%s ¤Ç·ù¤Ê¤é¾¤ò¤¢¤¿¤Ã¤Æ¤¯¤ì¡£",
188 "²¶¤Î¸À¤¤Ãͤ˥±¥Á¤ò¤Ä¤±¤ëÅÛ¤¬¤¤¤ë¤È¤Ï¡ª ¤½¤ÎÅÙ¶»¤ËÌȤ¸¤Æ $%s ¤À¡£"
191 #define MAX_COMMENT_4A 4
193 static cptr comment_4a[MAX_COMMENT_4A] =
196 "¤â¤¦¤¿¤¯¤µ¤ó¤À¡ª²¿ÅÙ¤â»ä¤ò¤ï¤º¤é¤ï¤»¤Ê¤¤¤Ç¤¯¤ì¡ª",
197 "¤¦¤¬¡¼¡ª°ìÆü¤Î²æËý¤Î¸ÂÅÙ¤òĶ¤¨¤Æ¤¤¤ë¡ª",
198 "¤â¤¦¤¤¤¤¡ª»þ´Ö¤Î̵Â̰ʳ°¤Î¤Ê¤Ë¤â¤Î¤Ç¤â¤Ê¤¤¡ª",
199 "¤â¤¦¤ä¤Ã¤Æ¤é¤ì¤Ê¤¤¤è¡ª´é¤â¸«¤¿¤¯¤Ê¤¤¡ª"
201 "Enough! You have abused me once too often!",
202 "Arghhh! I have had enough abuse for one day!",
203 "That does it! You shall waste my time no more!",
204 "This is getting nowhere! I'm going to Londis!"
210 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÅܤê¤ÎĺÅÀ¡Ë */
211 static cptr comment_4a_B[MAX_COMMENT_4A] = {
212 "¤Ê¤á¤ä¤¬¤Ã¤Æ¡ª²¹¸ü¤Ê²¶ÍͤǤâ¸Â³¦¤¬¤¢¤ë¤Ã¤Æ¤³¤È¤òÃΤ졪",
213 "²¶¤ò¤³¤³¤Þ¤ÇÅܤ餻¤Æ...Ì¿¤¬¤¢¤ë¤À¤±¤Ç¤â¤¢¤ê¤¬¤¿¤¤¤È»×¤¨¡ª",
214 "¤Õ¤¶¤±¤Æ¤ë¤Î¤«¡ªÎä¤ä¤«¤·¤Ê¤éÁê¼ê¤ò¸«¤Æ¤«¤é¤Ë¤·¤í¡ª",
215 "¤¤¤¤¤«¤²¤ó¤Ë¤·¤í¡ªº£ÅÙ¤³¤ó¤Ê¤Þ¤Í¤·¤¿¤é¤¿¤À¤¸¤ã¤ª¤«¤Í¤¨¤¾¡ª"
218 #define MAX_COMMENT_4B 4
220 static cptr comment_4b[MAX_COMMENT_4B] =
224 "²¶¤ÎÁ°¤«¤é¾Ã¤¨¼º¤»¤í¡ª",
225 "¤É¤Ã¤«¤Ë¹Ô¤Ã¤Á¤Þ¤¨¡ª",
226 "½Ð¤í¡¢½Ð¤í¡¢½Ð¤Æ¹Ô¤±¡ª"
229 "Get out of my sight!",
230 "Begone, you scoundrel!",
237 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÄɤ¤½Ð¤·¡Ë */
238 static cptr comment_4b_B[MAX_COMMENT_4B] = {
239 "ÆóÅ٤Ȥ¦¤Á¤ËÍè¤ë¤ó¤¸¤ã¤Í¤¨¡ª¡ª",
240 "¤È¤Ã¤È¤È¡¢¤É¤Ã¤«¤Ø¼º¤»¤í¡ª¡ª",
241 "º£¤¹¤°¾Ã¤¨¼º¤»¤í¡ª¡ª",
242 "½Ð¤Æ¤¤¤±¡ª½Ð¤Æ¤¤¤±¡ª¡ª"
245 #define MAX_COMMENT_5 8
247 static cptr comment_5[MAX_COMMENT_5] =
252 "¤â¤Ã¤È¿¿ÌÌÌܤ˸À¤Ã¤Æ¤¯¤ì¡ª",
253 "¸ò¾Ä¤¹¤ëµ¤¤¬¤¢¤ë¤Î¤«¤¤¡©",
254 "Îä¤ä¤«¤·¤ËÍ褿¤Î¤«¡ª",
257 "¤Õ¡¼¤à¡¢Îɤ¤Å·µ¤¤À¡£"
261 "You will have to do better than that!",
262 "Do you wish to do business or not?",
263 "You've got to be kidding!",
264 "You'd better be kidding!",
265 "You try my patience.",
266 "Hmmm, nice weather we're having."
272 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÅܤê¡Ë */
273 static cptr comment_5_B[MAX_COMMENT_5] = {
274 "»þ´Ö¤Î̵Â̤À¤Ê¡¢¤³¤ì¤Ï¡£",
275 "Ìñ²ð¤Ê¤ªµÒÍͤÀ¤Ê¡ª",
276 "Ïä·¤Æʬ¤«¤ëÁê¼ê¤¸¤ã¤Ê¤µ¤½¤¦¤À¡£",
277 "Äˤ¤Ìܤˤ¢¤¤¤¿¤¤¤é¤·¤¤¤Ê¡ª",
278 "¤Ê¤ó¤Æ¶¯ÍߤÊÅÛ¤À¡ª",
280 "¤É¤¦¤·¤è¤¦¤â¤Ê¤¤ÉÏ˳¿Í¤À¡ª",
281 "·ö²Þ¤òÇä¤Ã¤Æ¤¤¤ë¤Î¤«¡©"
284 #define MAX_COMMENT_6 4
286 static cptr comment_6[MAX_COMMENT_6] =
289 "¤É¤¦¤ä¤éʹ¤´Ö°ã¤¨¤¿¤é¤·¤¤¡£",
290 "¼ºÎé¡¢¤è¤¯Ê¹¤³¤¨¤Ê¤«¤Ã¤¿¤è¡£",
291 "¤¹¤Þ¤Ê¤¤¡¢²¿¤À¤Ã¤Æ¡©",
292 "°¤¤¡¢¤â¤¦°ìÅÙ¸À¤Ã¤Æ¤¯¤ì¤ë¡©"
294 "I must have heard you wrong.",
295 "I'm sorry, I missed that.",
296 "I'm sorry, what was that?",
297 "Sorry, what was that again?"
307 static void say_comment_1(void)
312 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î¤È¤¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
313 if ( cur_store_num == STORE_BLACK ) {
314 msg_print(comment_1_B[randint0(MAX_COMMENT_1)]);
317 msg_print(comment_1[randint0(MAX_COMMENT_1)]);
320 msg_print(comment_1[randint0(MAX_COMMENT_1)]);
324 if (one_in_(RUMOR_CHANCE))
327 msg_print("Ź¼ç¤Ï¼ª¤¦¤Á¤·¤¿:");
329 msg_print("The shopkeeper whispers something into your ear:");
334 if (!get_rnd_line_jonly("rumors_j.txt", 0, rumour, 10))
336 if (!get_rnd_line("rumors.txt", 0, rumour))
345 * Continue haggling (player is buying)
347 static void say_comment_2(s32b value, int annoyed)
351 /* Prepare a string to insert */
352 sprintf(tmp_val, "%ld", (long)value);
357 /* Formatted message */
358 msg_format(comment_2a[randint0(MAX_COMMENT_2A)], tmp_val);
364 /* Formatted message */
366 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
367 if ( cur_store_num == STORE_BLACK ){
368 msg_format(comment_2b_B[randint0(MAX_COMMENT_2B)], tmp_val);
371 msg_format(comment_2b[randint0(MAX_COMMENT_2B)], tmp_val);
374 msg_format(comment_2b[randint0(MAX_COMMENT_2B)], tmp_val);
382 * Continue haggling (player is selling)
384 static void say_comment_3(s32b value, int annoyed)
388 /* Prepare a string to insert */
389 sprintf(tmp_val, "%ld", (long)value);
394 /* Formatted message */
395 msg_format(comment_3a[randint0(MAX_COMMENT_3A)], tmp_val);
401 /* Formatted message */
403 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
404 if ( cur_store_num == STORE_BLACK ){
405 msg_format(comment_3b_B[randint0(MAX_COMMENT_3B)], tmp_val);
408 msg_format(comment_3b[randint0(MAX_COMMENT_3B)], tmp_val);
411 msg_format(comment_3b[randint0(MAX_COMMENT_3B)], tmp_val);
419 * Kick 'da bum out. -RAK-
421 static void say_comment_4(void)
424 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
425 if ( cur_store_num == STORE_BLACK ){
426 msg_print(comment_4a_B[randint0(MAX_COMMENT_4A)]);
427 msg_print(comment_4b_B[randint0(MAX_COMMENT_4B)]);
430 msg_print(comment_4a[randint0(MAX_COMMENT_4A)]);
431 msg_print(comment_4b[randint0(MAX_COMMENT_4B)]);
434 msg_print(comment_4a[randint0(MAX_COMMENT_4A)]);
435 msg_print(comment_4b[randint0(MAX_COMMENT_4B)]);
442 * You are insulting me
444 static void say_comment_5(void)
447 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
448 if ( cur_store_num == STORE_BLACK ){
449 msg_print(comment_5_B[randint0(MAX_COMMENT_5)]);
452 msg_print(comment_5[randint0(MAX_COMMENT_5)]);
455 msg_print(comment_5[randint0(MAX_COMMENT_5)]);
462 * That makes no sense.
464 static void say_comment_6(void)
466 msg_print(comment_6[randint0(MAX_COMMENT_6)]);
472 * Messages for reacting to purchase prices.
475 #define MAX_COMMENT_7A 4
477 static cptr comment_7a[MAX_COMMENT_7A] =
482 "狼¤¬¤à¤»¤Óµã¤¯À¼¤¬Ê¹¤³¤¨¤ë...¡£",
483 "Ź¼ç¤¬²ù¤·¤²¤Ë¤ï¤á¤¤¤Æ¤¤¤ë¡ª"
487 "You hear someone sobbing...",
488 "The shopkeeper howls in agony!"
493 #define MAX_COMMENT_7B 4
495 static cptr comment_7b[MAX_COMMENT_7B] =
500 "Ź¼ç¤¬º¨¤á¤·¤½¤¦¤Ë¸«¤Æ¤¤¤ë¡£",
505 "The shopkeeper curses at you.",
506 "The shopkeeper glares at you."
511 #define MAX_COMMENT_7C 4
513 static cptr comment_7c[MAX_COMMENT_7C] =
517 "·¯¤¬Å·»È¤Ë¸«¤¨¤ë¤è¡ª",
518 "Ź¼ç¤¬¥¯¥¹¥¯¥¹¾Ð¤Ã¤Æ¤¤¤ë¡£",
519 "Ź¼ç¤¬ÂçÀ¼¤Ç¾Ð¤Ã¤Æ¤¤¤ë¡£"
522 "You've made my day!",
523 "The shopkeeper giggles.",
524 "The shopkeeper laughs loudly."
529 #define MAX_COMMENT_7D 4
531 static cptr comment_7d[MAX_COMMENT_7D] =
535 "¤³¤ó¤Ê¤ª¤¤¤·¤¤»×¤¤¤ò¤·¤¿¤é¡¢¿¿ÌÌÌܤËƯ¤±¤Ê¤¯¤Ê¤ë¤Ê¤¡¡£",
536 "Ź¼ç¤Ï´ò¤·¤¯¤ÆÄ·¤Í²ó¤Ã¤Æ¤¤¤ë¡£",
537 "Ź¼ç¤ÏËþÌ̤˾Фߤò¤¿¤¿¤¨¤Æ¤¤¤ë¡£"
540 "I think I'll retire!",
541 "The shopkeeper jumps for joy.",
542 "The shopkeeper smiles gleefully."
549 * Let a shop-keeper React to a purchase
551 * We paid "price", it was worth "value", and we thought it was worth "guess"
553 static void purchase_analyze(s32b price, s32b value, s32b guess)
555 /* Item was worthless, but we bought it */
556 if ((value <= 0) && (price > value))
559 msg_print(comment_7a[randint0(MAX_COMMENT_7A)]);
561 chg_virtue(V_HONOUR, -1);
562 chg_virtue(V_JUSTICE, -1);
568 /* Item was cheaper than we thought, and we paid more than necessary */
569 else if ((value < guess) && (price > value))
572 msg_print(comment_7b[randint0(MAX_COMMENT_7B)]);
574 chg_virtue(V_JUSTICE, -1);
576 chg_virtue(V_HONOUR, -1);
582 /* Item was a good bargain, and we got away with it */
583 else if ((value > guess) && (value < (4 * guess)) && (price < value))
586 msg_print(comment_7c[randint0(MAX_COMMENT_7C)]);
589 chg_virtue(V_HONOUR, -1);
591 chg_virtue(V_HONOUR, 1);
597 /* Item was a great bargain, and we got away with it */
598 else if ((value > guess) && (price < value))
601 msg_print(comment_7d[randint0(MAX_COMMENT_7D)]);
604 chg_virtue(V_HONOUR, -1);
606 chg_virtue(V_HONOUR, 1);
608 if (10 * price < value)
609 chg_virtue(V_SACRIFICE, 1);
621 /* ÆüËܸìÈǤξì¹ç¤Ï¾å¤ÎÊý¤Ë°ÜÆ°¤·¤Æ¤¢¤ê¤Þ¤¹ */
624 * We store the current "store number" here so everyone can access it
626 static int cur_store_num = 7;
629 * We store the current "store page" here so everyone can access it
631 static int store_top = 0;
634 * We store the current "store pointer" here so everyone can access it
636 static store_type *st_ptr = NULL;
639 * We store the current "owner type" here so everyone can access it
641 static owner_type *ot_ptr = NULL;
651 * Buying and selling adjustments for race combinations.
652 * Entry[owner][player] gives the basic "cost inflation".
654 static byte rgold_adj[MAX_RACES][MAX_RACES] =
656 /*Hum, HfE, Elf, Hal, Gno, Dwa, HfO, HfT, Dun, HiE, Barbarian,
657 HfOg, HGn, HTn, Cyc, Yek, Klc, Kbd, Nbl, DkE, Drc, Mind Flayer,
658 Imp, Glm, Skl, Zombie, Vampire, Spectre, Fairy, Beastman, Ent,
662 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
663 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
664 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
665 100, 120, 110, 105 },
668 { 110, 100, 100, 105, 110, 120, 125, 130, 110, 100, 110,
669 120, 115, 108, 115, 110, 110, 120, 120, 115, 115, 110,
670 120, 110, 110, 110, 120, 110, 100, 125, 100, 95, 140,
671 110, 115, 110, 110 },
674 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
675 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
676 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
677 110, 110, 105, 110 },
680 { 115, 110, 105, 95, 105, 110, 115, 130, 115, 105, 115,
681 125, 120, 120, 125, 115, 110, 120, 120, 120, 115, 115,
682 120, 110, 120, 120, 130, 110, 110, 130, 110, 95, 140,
683 115, 120, 105, 115 },
686 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
687 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
688 120, 101, 110, 110, 120, 120, 115, 130, 115, 95, 140,
689 115, 110, 110, 115 },
692 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
693 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
694 120, 105, 115, 115, 115, 115, 120, 130, 120, 95, 140,
695 115, 110, 115, 115 },
698 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
699 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
700 115, 125, 120, 120, 115, 120, 125, 115, 125, 95, 140,
701 115, 110, 115, 115 },
704 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
705 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
706 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
707 110, 110, 115, 110 },
710 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
711 120, 120, 105, 120, 115, 105, 115, 120, 110, 105, 105,
712 120, 105, 120, 120, 125, 120, 105, 135, 105, 95, 140,
713 100, 110, 110, 100 },
716 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
717 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
718 125, 115, 120, 120, 125, 120, 100, 125, 100, 95, 140,
719 110, 110, 105, 110 },
721 /* Human / Barbarian (copied from human) */
722 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
723 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
724 115, 105, 125, 125, 130, 125, 115, 120, 115, 95, 140,
725 100, 120, 110, 100 },
727 /* Half-Ogre: theoretical, copied from half-troll */
728 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
729 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
730 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
731 110, 110, 115, 110 },
733 /* Half-Giant: theoretical, copied from half-troll */
734 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
735 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
736 110, 115, 112, 112, 115, 112, 130, 120, 130, 95, 140,
737 110, 110, 115, 110 },
739 /* Half-Titan: theoretical, copied from High_Elf */
740 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
741 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
742 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
743 110, 110, 115, 110 },
745 /* Cyclops: theoretical, copied from half-troll */
746 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
747 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
748 110, 115, 112, 112, 115, 112, 130, 130, 130, 95, 140,
749 110, 110, 115, 110 },
751 /* Yeek: theoretical, copied from Half-Orc */
752 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
753 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
754 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
755 115, 110, 115, 115 },
757 /* Klackon: theoretical, copied from Gnome */
758 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
759 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
760 120, 101, 110, 110, 120, 120, 130, 130, 130, 95, 140,
761 115, 110, 115, 115 },
763 /* Kobold: theoretical, copied from Half-Orc */
764 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
765 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
766 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
767 115, 110, 115, 115 },
769 /* Nibelung: theoretical, copied from Dwarf */
770 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
771 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
772 120, 105, 115, 115, 120, 120, 130, 130, 130, 95, 140,
773 115, 135, 115, 115 },
776 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
777 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
778 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
779 110, 101, 115, 110 },
781 /* Draconian: theoretical, copied from High_Elf */
782 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
783 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
784 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
785 110, 110, 115, 110 },
787 /* Mind Flayer: theoretical, copied from High_Elf */
788 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
789 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
790 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
791 110, 110, 115, 110 },
793 /* Imp: theoretical, copied from High_Elf */
794 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
795 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
796 125, 115, 120, 120, 120, 120, 130, 130, 130, 120, 120,
797 110, 110, 115, 110 },
799 /* Golem: theoretical, copied from High_Elf */
800 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
801 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
802 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
803 110, 110, 115, 110 },
805 /* Skeleton: theoretical, copied from half-orc */
806 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
807 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
808 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
809 115, 110, 125, 115 },
811 /* Zombie: Theoretical, copied from half-orc */
812 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
813 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
814 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
815 115, 110, 125, 115 },
817 /* Vampire: Theoretical, copied from half-orc */
818 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
819 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
820 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
821 115, 110, 125, 115 },
823 /* Spectre: Theoretical, copied from half-orc */
824 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
825 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
826 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
827 115, 110, 125, 115 },
829 /* Sprite: Theoretical, copied from half-orc */
830 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
831 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
832 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
833 115, 110, 105, 115 },
835 /* Beastman: Theoretical, copied from half-orc */
836 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
837 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
838 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
839 115, 110, 115, 115 },
842 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
843 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
844 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
845 110, 110, 105, 110 },
848 { 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
849 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
850 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 160,
854 { 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
855 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
856 140, 140, 140, 140, 140, 140, 140, 140, 140, 160, 120,
857 140, 140, 140, 140 },
860 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
861 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
862 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
863 100, 120, 110, 100 },
866 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
867 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
868 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
869 110, 101, 115, 110 },
872 { 110, 110, 105, 105, 110, 115, 115, 115, 110, 105, 110,
873 115, 115, 115, 115, 115, 115, 115, 115, 115, 115, 115,
874 115, 115, 125, 125, 125, 125, 105, 115, 105, 95, 140,
875 110, 115, 100, 110 },
878 { 105, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
879 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
880 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
881 100, 120, 110, 100 },
888 * Determine the price of an item (qty one) in a store.
890 * This function takes into account the player's charisma, and the
891 * shop-keepers friendliness, and the shop-keeper's base greed, but
892 * never lets a shop-keeper lose money in a transaction.
894 * The "greed" value should exceed 100 when the player is "buying" the
895 * item, and should be less than 100 when the player is "selling" it.
897 * Hack -- the black market always charges twice as much as it should.
899 * Charisma adjustment runs from 80 to 130
900 * Racial adjustment runs from 95 to 130
902 * Since greed/charisma/racial adjustments are centered at 100, we need
903 * to adjust (by 200) to extract a usable multiplier. Note that the
904 * "greed" value is always something (?).
906 static s32b price_item(object_type *o_ptr, int greed, bool flip)
913 /* Get the value of one of the items */
914 price = object_value(o_ptr);
916 /* Worthless items */
917 if (price <= 0) return (0L);
920 /* Compute the racial factor */
921 factor = rgold_adj[ot_ptr->owner_race][p_ptr->prace];
923 /* Add in the charisma factor */
924 factor += adj_chr_gold[p_ptr->stat_ind[A_CHR]];
930 /* Adjust for greed */
931 adjust = 100 + (300 - (greed + factor));
933 /* Never get "silly" */
934 if (adjust > 100) adjust = 100;
936 /* Mega-Hack -- Black market sucks */
937 if (cur_store_num == STORE_BLACK)
940 /* Compute the final price (with rounding) */
941 /* Hack -- prevent underflow */
942 price = (price * adjust + 50L) / 100L;
945 /* Shop is selling */
948 /* Adjust for greed */
949 adjust = 100 + ((greed + factor) - 300);
951 /* Never get "silly" */
952 if (adjust < 100) adjust = 100;
954 /* Mega-Hack -- Black market sucks */
955 if (cur_store_num == STORE_BLACK)
958 /* Compute the final price (with rounding) */
959 /* Hack -- prevent overflow */
960 price = (s32b)(((u32b)price * (u32b)adjust + 50UL) / 100UL);
963 /* Note -- Never become "free" */
964 if (price <= 0L) return (1L);
966 /* Return the price */
972 * Certain "cheap" objects should be created in "piles"
973 * Some objects can be sold at a "discount" (in small piles)
975 static void mass_produce(object_type *o_ptr)
980 s32b cost = object_value(o_ptr);
983 /* Analyze the type */
986 /* Food, Flasks, and Lites */
991 if (cost <= 5L) size += damroll(3, 5);
992 if (cost <= 20L) size += damroll(3, 5);
993 if (cost <= 50L) size += damroll(2, 2);
1000 if (cost <= 60L) size += damroll(3, 5);
1001 if (cost <= 240L) size += damroll(1, 5);
1002 if (o_ptr->sval == SV_SCROLL_STAR_IDENTIFY) size += damroll(3, 5);
1003 if (o_ptr->sval == SV_SCROLL_STAR_REMOVE_CURSE) size += damroll(1, 4);
1008 case TV_SORCERY_BOOK:
1009 case TV_NATURE_BOOK:
1013 case TV_ARCANE_BOOK:
1014 case TV_ENCHANT_BOOK:
1015 case TV_DAEMON_BOOK:
1016 case TV_CRUSADE_BOOK:
1018 case TV_HISSATSU_BOOK:
1020 if (cost <= 50L) size += damroll(2, 3);
1021 if (cost <= 500L) size += damroll(1, 3);
1039 if (o_ptr->name2) break;
1040 if (cost <= 10L) size += damroll(3, 5);
1041 if (cost <= 100L) size += damroll(3, 5);
1050 if (cost <= 5L) size += damroll(5, 5);
1051 if (cost <= 50L) size += damroll(5, 5);
1052 if (cost <= 500L) size += damroll(5, 5);
1058 if (cost <= 100L) size += damroll(2, 2);
1059 if (cost <= 1000L) size += damroll(2, 2);
1072 * Because many rods (and a few wands and staffs) are useful mainly
1073 * in quantity, the Black Market will occasionally have a bunch of
1080 if ((cur_store_num == STORE_BLACK) && one_in_(3))
1082 if (cost < 1601L) size += damroll(1, 5);
1083 else if (cost < 3201L) size += damroll(1, 3);
1086 /* Ensure that mass-produced rods and wands get the correct pvals. */
1087 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
1089 o_ptr->pval *= size;
1096 /* Pick a discount */
1101 else if (one_in_(25))
1105 else if (one_in_(150))
1109 else if (one_in_(300))
1113 else if (one_in_(500))
1119 if (o_ptr->art_name)
1121 if (cheat_peek && discount)
1124 msg_print("¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÏÃÍ°ú¤¤Ê¤·¡£");
1126 msg_print("No discount on random artifacts.");
1133 /* Save the discount */
1134 o_ptr->discount = discount;
1136 /* Save the total pile size */
1137 o_ptr->number = size - (size * discount / 100);
1143 * Determine if a store item can "absorb" another item
1145 * See "object_similar()" for the same function for the "player"
1147 static bool store_object_similar(object_type *o_ptr, object_type *j_ptr)
1151 /* Hack -- Identical items cannot be stacked */
1152 if (o_ptr == j_ptr) return (0);
1154 /* Different objects cannot be stacked */
1155 if (o_ptr->k_idx != j_ptr->k_idx) return (0);
1157 /* Different charges (etc) cannot be stacked, unless wands or rods. */
1158 if ((o_ptr->pval != j_ptr->pval) && (o_ptr->tval != TV_WAND) && (o_ptr->tval != TV_ROD)) return (0);
1160 /* Require many identical values */
1161 if (o_ptr->to_h != j_ptr->to_h) return (0);
1162 if (o_ptr->to_d != j_ptr->to_d) return (0);
1163 if (o_ptr->to_a != j_ptr->to_a) return (0);
1165 /* Require identical "artifact" names */
1166 if (o_ptr->name1 != j_ptr->name1) return (0);
1168 /* Require identical "ego-item" names */
1169 if (o_ptr->name2 != j_ptr->name2) return (0);
1171 /* Random artifacts don't stack !*/
1172 if (o_ptr->art_name || j_ptr->art_name) return (0);
1174 /* Hack -- Identical art_flags! */
1175 for (i = 0; i < TR_FLAG_SIZE; i++)
1176 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return (0);
1178 /* Hack -- Never stack "powerful" items */
1179 if (o_ptr->xtra1 || j_ptr->xtra1) return (0);
1181 /* Hack -- Never stack recharging items */
1182 if (o_ptr->timeout || j_ptr->timeout) return (0);
1184 /* Require many identical values */
1185 if (o_ptr->ac != j_ptr->ac) return (0);
1186 if (o_ptr->dd != j_ptr->dd) return (0);
1187 if (o_ptr->ds != j_ptr->ds) return (0);
1189 /* Hack -- Never stack chests */
1190 if (o_ptr->tval == TV_CHEST) return (0);
1191 if (o_ptr->tval == TV_STATUE) return (0);
1192 if (o_ptr->tval == TV_CAPTURE) return (0);
1194 /* Require matching discounts */
1195 if (o_ptr->discount != j_ptr->discount) return (0);
1197 /* They match, so they must be similar */
1203 * Allow a store item to absorb another item
1205 static void store_object_absorb(object_type *o_ptr, object_type *j_ptr)
1207 int max_num = (o_ptr->tval == TV_ROD) ?
1208 MIN(99, MAX_SHORT / k_info[o_ptr->k_idx].pval) : 99;
1209 int total = o_ptr->number + j_ptr->number;
1210 int diff = (total > max_num) ? total - max_num : 0;
1212 /* Combine quantity, lose excess items */
1213 o_ptr->number = (total > max_num) ? max_num : total;
1215 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) together. -LM- */
1216 if (o_ptr->tval == TV_ROD)
1218 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1221 /* Hack -- if wands are stacking, combine the charges. -LM- */
1222 if (o_ptr->tval == TV_WAND)
1224 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1230 * Check to see if the shop will be carrying too many objects -RAK-
1231 * Note that the shop, just like a player, will not accept things
1232 * it cannot hold. Before, one could "nuke" potions this way.
1234 * Return value is now int:
1236 * -1 : Can be combined to existing slot.
1237 * 1 : Cannot be combined but there are empty spaces.
1239 static int store_check_num(object_type *o_ptr)
1244 /* The "home" acts like the player */
1245 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
1247 /* Check all the items */
1248 for (i = 0; i < st_ptr->stock_num; i++)
1250 /* Get the existing item */
1251 j_ptr = &st_ptr->stock[i];
1253 /* Can the new object be combined with the old one? */
1254 if (object_similar(j_ptr, o_ptr)) return -1;
1258 /* Normal stores do special stuff */
1261 /* Check all the items */
1262 for (i = 0; i < st_ptr->stock_num; i++)
1264 /* Get the existing item */
1265 j_ptr = &st_ptr->stock[i];
1267 /* Can the new object be combined with the old one? */
1268 if (store_object_similar(j_ptr, o_ptr)) return -1;
1272 /* Free space is always usable */
1274 * ¥ª¥×¥·¥ç¥ó powerup_home ¤¬ÀßÄꤵ¤ì¤Æ¤¤¤ë¤È
1275 * ²æ¤¬²È¤¬ 20 ¥Ú¡¼¥¸¤Þ¤Ç»È¤¨¤ë
1277 if ((cur_store_num == STORE_HOME) && ( powerup_home == FALSE )) {
1278 if (st_ptr->stock_num < ((st_ptr->stock_size) / 10)) {
1283 if (st_ptr->stock_num < st_ptr->stock_size) {
1288 /* But there was no room at the inn... */
1293 static bool is_blessed(object_type *o_ptr)
1295 u32b flgs[TR_FLAG_SIZE];
1296 object_flags(o_ptr, flgs);
1297 if (have_flag(flgs, TR_BLESSED)) return (TRUE);
1298 else return (FALSE);
1304 * Determine if the current store will purchase the given item
1306 * Note that a shop-keeper must refuse to buy "worthless" items
1308 static bool store_will_buy(object_type *o_ptr)
1310 /* Hack -- The Home is simple */
1311 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) return (TRUE);
1313 /* Switch on the store */
1314 switch (cur_store_num)
1319 /* Analyze the type */
1320 switch (o_ptr->tval)
1323 if (o_ptr->sval != SV_POTION_WATER) return FALSE;
1335 case TV_BOTTLE: /* 'Green', recycling Angband */
1350 /* Analyze the type */
1351 switch (o_ptr->tval)
1372 /* Analyze the type */
1373 switch (o_ptr->tval)
1382 case TV_HISSATSU_BOOK:
1386 if(o_ptr->sval == SV_WIZSTAFF) return (FALSE);
1398 /* Analyze the type */
1399 switch (o_ptr->tval)
1402 case TV_CRUSADE_BOOK:
1412 monster_race *r_ptr = &r_info[o_ptr->pval];
1415 if (!(r_ptr->flags3 & RF3_EVIL))
1418 if (r_ptr->flags3 & RF3_GOOD) break;
1420 /* Accept animals */
1421 if (r_ptr->flags3 & RF3_ANIMAL) break;
1424 if (my_strchr("?!", r_ptr->d_char)) break;
1430 if (is_blessed(o_ptr)) break;
1439 case STORE_ALCHEMIST:
1441 /* Analyze the type */
1442 switch (o_ptr->tval)
1456 /* Analyze the type */
1457 switch (o_ptr->tval)
1459 case TV_SORCERY_BOOK:
1460 case TV_NATURE_BOOK:
1464 case TV_ARCANE_BOOK:
1465 case TV_ENCHANT_BOOK:
1466 case TV_DAEMON_BOOK:
1479 if(o_ptr->sval == SV_WIZSTAFF) break;
1480 else return (FALSE);
1487 /* Bookstore Shop */
1490 /* Analyze the type */
1491 switch (o_ptr->tval)
1493 case TV_SORCERY_BOOK:
1494 case TV_NATURE_BOOK:
1499 case TV_ARCANE_BOOK:
1500 case TV_ENCHANT_BOOK:
1501 case TV_DAEMON_BOOK:
1502 case TV_CRUSADE_BOOK:
1512 /* XXX XXX XXX Ignore "worthless" items */
1513 if (object_value(o_ptr) <= 0) return (FALSE);
1522 * Add the item "o_ptr" to the inventory of the "Home"
1524 * In all cases, return the slot (or -1) where the object was placed
1526 * Note that this is a hacked up version of "inven_carry()".
1528 * Also note that it may not correctly "adapt" to "knowledge" bacoming
1529 * known, the player may have to pick stuff up and drop it again.
1531 static int home_carry(object_type *o_ptr)
1534 s32b value, j_value;
1539 /* Check each existing item (try to combine) */
1540 for (slot = 0; slot < st_ptr->stock_num; slot++)
1542 /* Get the existing item */
1543 j_ptr = &st_ptr->stock[slot];
1545 /* The home acts just like the player */
1546 if (object_similar(j_ptr, o_ptr))
1548 /* Save the new number of items */
1549 object_absorb(j_ptr, o_ptr);
1558 * ±£¤·µ¡Ç½: ¥ª¥×¥·¥ç¥ó powerup_home ¤¬ÀßÄꤵ¤ì¤Æ¤¤¤ë¤È
1559 * ²æ¤¬²È¤¬ 20 ¥Ú¡¼¥¸¤Þ¤Ç»È¤¨¤ë
1562 if ( powerup_home == TRUE) {
1563 if (st_ptr->stock_num >= st_ptr->stock_size) {
1568 if (st_ptr->stock_num >= ((st_ptr->stock_size) / 10)) {
1574 /* Determine the "value" of the item */
1575 value = object_value(o_ptr);
1577 /* Check existing slots to see if we must "slide" */
1578 for (slot = 0; slot < st_ptr->stock_num; slot++)
1581 j_ptr = &st_ptr->stock[slot];
1583 /* Hack -- readable books always come first */
1584 if ((o_ptr->tval == mp_ptr->spell_book) &&
1585 (j_ptr->tval != mp_ptr->spell_book)) break;
1586 if ((j_ptr->tval == mp_ptr->spell_book) &&
1587 (o_ptr->tval != mp_ptr->spell_book)) continue;
1589 /* Objects sort by decreasing type */
1590 if (o_ptr->tval > j_ptr->tval) break;
1591 if (o_ptr->tval < j_ptr->tval) continue;
1593 /* Can happen in the home */
1594 if (!object_aware_p(o_ptr)) continue;
1595 if (!object_aware_p(j_ptr)) break;
1597 /* Objects sort by increasing sval */
1598 if (o_ptr->sval < j_ptr->sval) break;
1599 if (o_ptr->sval > j_ptr->sval) continue;
1601 /* Objects in the home can be unknown */
1602 if (!object_known_p(o_ptr)) continue;
1603 if (!object_known_p(j_ptr)) break;
1606 * Hack: otherwise identical rods sort by
1607 * increasing recharge time --dsb
1609 if (o_ptr->tval == TV_ROD)
1611 if (o_ptr->pval < j_ptr->pval) break;
1612 if (o_ptr->pval > j_ptr->pval) continue;
1614 if ((o_ptr->tval == TV_CORPSE) || (o_ptr->tval == TV_FIGURINE) || (o_ptr->tval == TV_STATUE))
1616 if (r_info[o_ptr->pval].level < r_info[j_ptr->pval].level) break;
1617 if ((r_info[o_ptr->pval].level == r_info[j_ptr->pval].level) && (o_ptr->pval < j_ptr->pval)) break;
1620 /* Objects sort by decreasing value */
1621 j_value = object_value(j_ptr);
1622 if (value > j_value) break;
1623 if (value < j_value) continue;
1626 /* Slide the others up */
1627 for (i = st_ptr->stock_num; i > slot; i--)
1629 st_ptr->stock[i] = st_ptr->stock[i-1];
1632 /* More stuff now */
1633 st_ptr->stock_num++;
1635 /* Insert the new item */
1636 st_ptr->stock[slot] = *o_ptr;
1638 chg_virtue(V_SACRIFICE, -1);
1640 /* Return the location */
1646 * Add the item "o_ptr" to a real stores inventory.
1648 * If the item is "worthless", it is thrown away (except in the home).
1650 * If the item cannot be combined with an object already in the inventory,
1651 * make a new slot for it, and calculate its "per item" price. Note that
1652 * this price will be negative, since the price will not be "fixed" yet.
1653 * Adding an item to a "fixed" price stack will not change the fixed price.
1655 * In all cases, return the slot (or -1) where the object was placed
1657 static int store_carry(object_type *o_ptr)
1660 s32b value, j_value;
1664 /* Evaluate the object */
1665 value = object_value(o_ptr);
1667 /* Cursed/Worthless items "disappear" when sold */
1668 if (value <= 0) return (-1);
1670 /* All store items are fully *identified* */
1671 o_ptr->ident |= IDENT_MENTAL;
1673 /* Erase the inscription */
1674 o_ptr->inscription = 0;
1676 /* Erase the "feeling" */
1677 o_ptr->feeling = FEEL_NONE;
1679 /* Check each existing item (try to combine) */
1680 for (slot = 0; slot < st_ptr->stock_num; slot++)
1682 /* Get the existing item */
1683 j_ptr = &st_ptr->stock[slot];
1685 /* Can the existing items be incremented? */
1686 if (store_object_similar(j_ptr, o_ptr))
1688 /* Hack -- extra items disappear */
1689 store_object_absorb(j_ptr, o_ptr);
1697 if (st_ptr->stock_num >= st_ptr->stock_size) return (-1);
1700 /* Check existing slots to see if we must "slide" */
1701 for (slot = 0; slot < st_ptr->stock_num; slot++)
1704 j_ptr = &st_ptr->stock[slot];
1706 /* Objects sort by decreasing type */
1707 if (o_ptr->tval > j_ptr->tval) break;
1708 if (o_ptr->tval < j_ptr->tval) continue;
1710 /* Objects sort by increasing sval */
1711 if (o_ptr->sval < j_ptr->sval) break;
1712 if (o_ptr->sval > j_ptr->sval) continue;
1715 * Hack: otherwise identical rods sort by
1716 * increasing recharge time --dsb
1718 if (o_ptr->tval == TV_ROD)
1720 if (o_ptr->pval < j_ptr->pval) break;
1721 if (o_ptr->pval > j_ptr->pval) continue;
1724 /* Evaluate that slot */
1725 j_value = object_value(j_ptr);
1727 /* Objects sort by decreasing value */
1728 if (value > j_value) break;
1729 if (value < j_value) continue;
1732 /* Slide the others up */
1733 for (i = st_ptr->stock_num; i > slot; i--)
1735 st_ptr->stock[i] = st_ptr->stock[i-1];
1738 /* More stuff now */
1739 st_ptr->stock_num++;
1741 /* Insert the new item */
1742 st_ptr->stock[slot] = *o_ptr;
1744 /* Return the location */
1750 * Increase, by a given amount, the number of a certain item
1751 * in a certain store. This can result in zero items.
1753 static void store_item_increase(int item, int num)
1759 o_ptr = &st_ptr->stock[item];
1761 /* Verify the number */
1762 cnt = o_ptr->number + num;
1763 if (cnt > 255) cnt = 255;
1764 else if (cnt < 0) cnt = 0;
1765 num = cnt - o_ptr->number;
1767 /* Save the new number */
1768 o_ptr->number += num;
1773 * Remove a slot if it is empty
1775 static void store_item_optimize(int item)
1781 o_ptr = &st_ptr->stock[item];
1784 if (!o_ptr->k_idx) return;
1786 /* Must have no items */
1787 if (o_ptr->number) return;
1790 st_ptr->stock_num--;
1792 /* Slide everyone */
1793 for (j = item; j < st_ptr->stock_num; j++)
1795 st_ptr->stock[j] = st_ptr->stock[j + 1];
1798 /* Nuke the final slot */
1799 object_wipe(&st_ptr->stock[j]);
1804 * This function will keep 'crap' out of the black market.
1805 * Crap is defined as any item that is "available" elsewhere
1806 * Based on a suggestion by "Lee Vogt" <lvogt@cig.mcel.mot.com>
1808 static bool black_market_crap(object_type *o_ptr)
1812 /* Ego items are never crap */
1813 if (o_ptr->name2) return (FALSE);
1815 /* Good items are never crap */
1816 if (o_ptr->to_a > 0) return (FALSE);
1817 if (o_ptr->to_h > 0) return (FALSE);
1818 if (o_ptr->to_d > 0) return (FALSE);
1820 /* Check all stores */
1821 for (i = 0; i < MAX_STORES; i++)
1823 if (i == STORE_HOME) continue;
1824 if (i == STORE_MUSEUM) continue;
1826 /* Check every item in the store */
1827 for (j = 0; j < town[p_ptr->town_num].store[i].stock_num; j++)
1829 object_type *j_ptr = &town[p_ptr->town_num].store[i].stock[j];
1831 /* Duplicate item "type", assume crappy */
1832 if (o_ptr->k_idx == j_ptr->k_idx) return (TRUE);
1842 * Attempt to delete (some of) a random item from the store
1843 * Hack -- we attempt to "maintain" piles of items when possible.
1845 static void store_delete(void)
1849 /* Pick a random slot */
1850 what = randint0(st_ptr->stock_num);
1852 /* Determine how many items are here */
1853 num = st_ptr->stock[what].number;
1855 /* Hack -- sometimes, only destroy half the items */
1856 if (randint0(100) < 50) num = (num + 1) / 2;
1858 /* Hack -- sometimes, only destroy a single item */
1859 if (randint0(100) < 50) num = 1;
1861 /* Hack -- decrement the maximum timeouts and total charges of rods and wands. -LM- */
1862 if ((st_ptr->stock[what].tval == TV_ROD) || (st_ptr->stock[what].tval == TV_WAND))
1864 st_ptr->stock[what].pval -= num * st_ptr->stock[what].pval / st_ptr->stock[what].number;
1867 /* Actually destroy (part of) the item */
1868 store_item_increase(what, -num);
1869 store_item_optimize(what);
1874 * Creates a random item and gives it to a store
1875 * This algorithm needs to be rethought. A lot.
1876 * Currently, "normal" stores use a pre-built array.
1878 * Note -- the "level" given to "obj_get_num()" is a "favored"
1879 * level, that is, there is a much higher chance of getting
1880 * items with a level approaching that of the given level...
1882 * Should we check for "permission" to have the given item?
1884 static void store_create(void)
1886 int i, tries, level;
1892 /* Paranoia -- no room left */
1893 if (st_ptr->stock_num >= st_ptr->stock_size) return;
1896 /* Hack -- consider up to four items */
1897 for (tries = 0; tries < 4; tries++)
1900 if (cur_store_num == STORE_BLACK)
1902 /* Pick a level for object/magic */
1903 level = 25 + randint0(25);
1905 /* Random item (usually of given level) */
1906 i = get_obj_num(level);
1908 /* Handle failure */
1915 /* Hack -- Pick an item to sell */
1916 i = st_ptr->table[randint0(st_ptr->table_num)];
1918 /* Hack -- fake level for apply_magic() */
1919 level = rand_range(1, STORE_OBJ_LEVEL);
1923 /* Get local object */
1926 /* Create a new object of the chosen kind */
1927 object_prep(q_ptr, i);
1929 /* Apply some "low-level" magic (no artifacts) */
1930 apply_magic(q_ptr, level, AM_NO_FIXED_ART);
1932 /* Require valid object */
1933 if (!store_will_buy(q_ptr)) continue;
1935 /* Hack -- Charge lite's */
1936 if (q_ptr->tval == TV_LITE)
1938 if (q_ptr->sval == SV_LITE_TORCH) q_ptr->xtra4 = FUEL_TORCH / 2;
1939 if (q_ptr->sval == SV_LITE_LANTERN) q_ptr->xtra4 = FUEL_LAMP / 2;
1943 /* The item is "known" */
1944 object_known(q_ptr);
1946 /* Mark it storebought */
1947 q_ptr->ident |= IDENT_STOREB;
1949 /* Mega-Hack -- no chests in stores */
1950 if (q_ptr->tval == TV_CHEST) continue;
1952 /* Prune the black market */
1953 if (cur_store_num == STORE_BLACK)
1955 /* Hack -- No "crappy" items */
1956 if (black_market_crap(q_ptr)) continue;
1958 /* Hack -- No "cheap" items */
1959 if (object_value(q_ptr) < 10) continue;
1961 /* No "worthless" items */
1962 /* if (object_value(q_ptr) <= 0) continue; */
1965 /* Prune normal stores */
1968 /* No "worthless" items */
1969 if (object_value(q_ptr) <= 0) continue;
1973 /* Mass produce and/or Apply discount */
1974 mass_produce(q_ptr);
1976 /* Attempt to carry the (known) item */
1977 (void)store_carry(q_ptr);
1979 /* Definitely done */
1987 * Eliminate need to bargain if player has haggled well in the past
1989 static bool noneedtobargain(s32b minprice)
1991 s32b good = st_ptr->good_buy;
1992 s32b bad = st_ptr->bad_buy;
1994 /* Cheap items are "boring" */
1995 if (minprice < 10L) return (TRUE);
1997 /* Perfect haggling */
1998 if (good == MAX_SHORT) return (TRUE);
2000 /* Reward good haggles, punish bad haggles, notice price */
2001 if (good > ((3 * bad) + (5 + (minprice/50)))) return (TRUE);
2003 /* Return the flag */
2009 * Update the bargain info
2011 static void updatebargain(s32b price, s32b minprice, int num)
2013 /* Hack -- auto-haggle */
2014 if (!manual_haggle) return;
2016 /* Cheap items are "boring" */
2017 if ((minprice/num) < 10L) return;
2019 /* Count the successful haggles */
2020 if (price == minprice)
2022 /* Just count the good haggles */
2023 if (st_ptr->good_buy < MAX_SHORT)
2029 /* Count the failed haggles */
2032 /* Just count the bad haggles */
2033 if (st_ptr->bad_buy < MAX_SHORT)
2043 * Re-displays a single store entry
2045 static void display_entry(int pos)
2051 char o_name[MAX_NLEN];
2058 o_ptr = &st_ptr->stock[pos];
2060 /* Get the "offset" */
2063 /* Label it, clear the line --(-- */
2064 (void)sprintf(out_val, "%c) ", I2A(i));
2065 prt(out_val, i+6, 0);
2068 if (show_item_graph)
2070 byte a = object_attr(o_ptr);
2071 char c = object_char(o_ptr);
2078 Term_queue_bigchar(cur_col, i + 6, a, c, 0, 0);
2082 /* Describe an item in the home */
2083 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
2087 /* Leave room for weights, if necessary -DRS- */
2088 if (show_weights) maxwid -= 10;
2090 /* Describe the object */
2091 object_desc(o_name, o_ptr, TRUE, 3);
2092 o_name[maxwid] = '\0';
2093 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, cur_col);
2098 /* Only show the weight of an individual item */
2099 int wgt = o_ptr->weight;
2101 sprintf(out_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
2102 put_str(out_val, i+6, 67);
2104 (void)sprintf(out_val, "%3d.%d lb", wgt / 10, wgt % 10);
2105 put_str(out_val, i+6, 68);
2111 /* Describe an item (fully) in a store */
2114 /* Must leave room for the "price" */
2117 /* Leave room for weights, if necessary -DRS- */
2118 if (show_weights) maxwid -= 7;
2120 /* Describe the object (fully) */
2121 object_desc_store(o_name, o_ptr, TRUE, 3);
2122 o_name[maxwid] = '\0';
2123 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, cur_col);
2128 /* Only show the weight of an individual item */
2129 int wgt = o_ptr->weight;
2131 sprintf(out_val, "%3d.%1d", lbtokg1(wgt) , lbtokg2(wgt) );
2132 put_str(out_val, i+6, 60);
2134 (void)sprintf(out_val, "%3d.%d", wgt / 10, wgt % 10);
2135 put_str(out_val, i+6, 61);
2140 /* Display a "fixed" cost */
2141 if (o_ptr->ident & (IDENT_FIXED))
2143 /* Extract the "minimum" price */
2144 x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2146 /* Actually draw the price (not fixed) */
2148 (void)sprintf(out_val, "%9ld¸Ç", (long)x);
2150 (void)sprintf(out_val, "%9ld F", (long)x);
2153 put_str(out_val, i+6, 68);
2156 /* Display a "taxed" cost */
2157 else if (!manual_haggle)
2159 /* Extract the "minimum" price */
2160 x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2162 /* Hack -- Apply Sales Tax if needed */
2163 if (!noneedtobargain(x)) x += x / 10;
2165 /* Actually draw the price (with tax) */
2166 (void)sprintf(out_val, "%9ld ", (long)x);
2167 put_str(out_val, i+6, 68);
2170 /* Display a "haggle" cost */
2173 /* Extrect the "maximum" price */
2174 x = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
2176 /* Actually draw the price (not fixed) */
2177 (void)sprintf(out_val, "%9ld ", (long)x);
2178 put_str(out_val, i+6, 68);
2185 * Displays a store's inventory -RAK-
2186 * All prices are listed as "per individual object". -BEN-
2188 static void display_inventory(void)
2192 /* Display the next 12 items */
2193 for (k = 0; k < 12; k++)
2195 /* Do not display "dead" items */
2196 if (store_top + k >= st_ptr->stock_num) break;
2198 /* Display that line */
2199 display_entry(store_top + k);
2202 /* Erase the extra lines and the "more" prompt */
2203 for (i = k; i < 13; i++) prt("", i + 6, 0);
2205 /* Assume "no current page" */
2207 put_str(" ", 5, 20);
2209 put_str(" ", 5, 20);
2213 /* Visual reminder of "more items" */
2214 if (st_ptr->stock_num > 12)
2216 /* Show "more" reminder (after the last item) */
2218 prt("-³¤¯-", k + 6, 3);
2220 prt("-more-", k + 6, 3);
2224 /* Indicate the "current page" */
2225 /* Trailing spaces are to display (Page xx) and (Page x) */
2227 put_str(format("(%d¥Ú¡¼¥¸) ", store_top/12 + 1), 5, 20);
2229 put_str(format("(Page %d) ", store_top/12 + 1), 5, 20);
2237 * Displays players gold -RAK-
2239 static void store_prt_gold(void)
2244 prt("¼ê»ý¤Á¤Î¤ª¶â: ", 19, 53);
2246 prt("Gold Remaining: ", 19, 53);
2250 sprintf(out_val, "%9ld", (long)p_ptr->au);
2251 prt(out_val, 19, 68);
2256 * Displays store (after clearing screen) -RAK-
2258 static void display_store(void)
2266 /* The "Home" is special */
2267 if (cur_store_num == STORE_HOME)
2269 /* Put the owner name */
2271 put_str("²æ¤¬²È", 3, 31);
2273 put_str("Your Home", 3, 30);
2277 /* Label the item descriptions */
2279 put_str("¥¢¥¤¥Æ¥à¤Î°ìÍ÷", 5, 4);
2281 put_str("Item Description", 5, 3);
2285 /* If showing weights, show label */
2289 put_str("½Å¤µ", 5, 72);
2291 put_str("Weight", 5, 70);
2297 /* The "Home" is special */
2298 else if (cur_store_num == STORE_MUSEUM)
2300 /* Put the owner name */
2302 put_str("Çîʪ´Û", 3, 31);
2304 put_str("Museum", 3, 30);
2308 /* Label the item descriptions */
2310 put_str("¥¢¥¤¥Æ¥à¤Î°ìÍ÷", 5, 4);
2312 put_str("Item Description", 5, 3);
2316 /* If showing weights, show label */
2320 put_str("½Å¤µ", 5, 72);
2322 put_str("Weight", 5, 70);
2331 cptr store_name = (f_name + f_info[FEAT_SHOP_HEAD + cur_store_num].name);
2332 cptr owner_name = (ot_ptr->owner_name);
2333 cptr race_name = race_info[ot_ptr->owner_race].title;
2335 /* Put the owner name and race */
2336 sprintf(buf, "%s (%s)", owner_name, race_name);
2337 put_str(buf, 3, 10);
2339 /* Show the max price in the store (above prices) */
2340 sprintf(buf, "%s (%ld)", store_name, (long)(ot_ptr->max_cost));
2343 /* Label the item descriptions */
2345 put_str("¾¦ÉʤΰìÍ÷", 5, 7);
2347 put_str("Item Description", 5, 3);
2351 /* If showing weights, show label */
2355 put_str("½Å¤µ", 5, 62);
2357 put_str("Weight", 5, 60);
2362 /* Label the asking price (in stores) */
2364 put_str("²Á³Ê", 5, 73);
2366 put_str("Price", 5, 72);
2371 /* Display the current gold */
2374 /* Draw in the inventory */
2375 display_inventory();
2381 * Get the ID of a store item and return its value -RAK-
2383 static int get_stock(int *com_val, cptr pmt, int i, int j)
2389 #ifdef ALLOW_REPEAT /* TNB */
2391 /* Get the item index */
2392 if (repeat_pull(com_val))
2394 /* Verify the item */
2395 if ((*com_val >= i) && (*com_val <= j))
2402 #endif /* ALLOW_REPEAT -- TNB */
2404 /* Paranoia XXX XXX XXX */
2408 /* Assume failure */
2411 /* Build the prompt */
2413 (void)sprintf(out_val, "(%s:%c-%c, ESC¤ÇÃæÃÇ) %s",
2414 (((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) ? "¥¢¥¤¥Æ¥à" : "¾¦ÉÊ"),
2415 I2A(i), I2A(j), pmt);
2417 (void)sprintf(out_val, "(Items %c-%c, ESC to exit) %s",
2418 I2A(i), I2A(j), pmt);
2422 /* Ask until done */
2428 if (!get_com(out_val, &command, FALSE)) break;
2431 k = (islower(command) ? A2I(command) : -1);
2433 /* Legal responses */
2434 if ((k >= i) && (k <= j))
2444 /* Clear the prompt */
2448 if (command == ESCAPE) return (FALSE);
2450 #ifdef ALLOW_REPEAT /* TNB */
2452 repeat_push(*com_val);
2454 #endif /* ALLOW_REPEAT -- TNB */
2462 * Increase the insult counter and get angry if too many -RAK-
2464 static int increase_insults(void)
2466 /* Increase insults */
2467 st_ptr->insult_cur++;
2469 /* Become insulted */
2470 if (st_ptr->insult_cur > ot_ptr->insult_max)
2476 st_ptr->insult_cur = 0;
2477 st_ptr->good_buy = 0;
2478 st_ptr->bad_buy = 0;
2481 st_ptr->store_open = turn + TURNS_PER_TICK*TOWN_DAWN/8 + randint1(TURNS_PER_TICK*TOWN_DAWN/8);
2493 * Decrease insults -RAK-
2495 static void decrease_insults(void)
2497 /* Decrease insults */
2498 if (st_ptr->insult_cur) st_ptr->insult_cur--;
2503 * Have insulted while haggling -RAK-
2505 static int haggle_insults(void)
2507 /* Increase insults */
2508 if (increase_insults()) return (TRUE);
2510 /* Display and flush insult */
2519 * Mega-Hack -- Enable "increments"
2521 static bool allow_inc = FALSE;
2524 * Mega-Hack -- Last "increment" during haggling
2526 static s32b last_inc = 0L;
2532 static int get_haggle(cptr pmt, s32b *poffer, s32b price, int final)
2542 /* Clear old increment if necessary */
2543 if (!allow_inc) last_inc = 0L;
2550 sprintf(buf, "%s [¾µÂú] ", pmt);
2552 sprintf(buf, "%s [accept] ", pmt);
2557 /* Old (negative) increment, and not final */
2558 else if (last_inc < 0)
2561 sprintf(buf, "%s [-$%ld] ", pmt, (long)(ABS(last_inc)));
2563 sprintf(buf, "%s [-%ld] ", pmt, (long)(ABS(last_inc)));
2568 /* Old (positive) increment, and not final */
2569 else if (last_inc > 0)
2572 sprintf(buf, "%s [+$%ld] ", pmt, (long)(ABS(last_inc)));
2574 sprintf(buf, "%s [+%ld] ", pmt, (long)(ABS(last_inc)));
2582 sprintf(buf, "%s ", pmt);
2586 /* Paranoia XXX XXX XXX */
2590 /* Ask until done */
2595 /* Display prompt */
2599 strcpy(out_val, "");
2602 * Ask the user for a response.
2603 * Don't allow to use numpad as cursor key.
2605 res = askfor_aux(out_val, 32, FALSE);
2611 if (!res) return FALSE;
2613 /* Skip leading spaces */
2614 for (p = out_val; *p == ' '; p++) /* loop */;
2616 /* Empty response */
2619 /* Accept current price */
2627 /* Use previous increment */
2628 if (allow_inc && last_inc)
2630 *poffer += last_inc;
2635 /* Normal response */
2638 /* Extract a number */
2641 /* Handle "incremental" number */
2642 if ((*p == '+' || *p == '-'))
2644 /* Allow increments */
2647 /* Use the given "increment" */
2654 /* Handle normal number */
2657 /* Use the given "number" */
2666 msg_print("Ãͤ¬¤ª¤«¤·¤¤¤Ç¤¹¡£");
2668 msg_print("Invalid response.");
2680 * Receive an offer (from the player)
2682 * Return TRUE if offer is NOT okay
2684 static bool receive_offer(cptr pmt, s32b *poffer,
2685 s32b last_offer, int factor,
2686 s32b price, int final)
2688 /* Haggle till done */
2691 /* Get a haggle (or cancel) */
2692 if (!get_haggle(pmt, poffer, price, final)) return (TRUE);
2694 /* Acceptable offer */
2695 if (((*poffer) * factor) >= (last_offer * factor)) break;
2697 /* Insult, and check for kicked out */
2698 if (haggle_insults()) return (TRUE);
2700 /* Reject offer (correctly) */
2701 (*poffer) = last_offer;
2710 * Haggling routine -RAK-
2712 * Return TRUE if purchase is NOT successful
2714 static bool purchase_haggle(object_type *o_ptr, s32b *price)
2716 s32b cur_ask, final_ask;
2717 s32b last_offer, offer;
2719 s32b min_per, max_per;
2720 int flag, loop_flag, noneed;
2721 int annoyed = 0, final = FALSE;
2723 bool cancel = FALSE;
2726 cptr pmt = "Ä󼨲Á³Ê";
2728 cptr pmt = "Asking";
2738 /* Extract the starting offer and the final offer */
2739 cur_ask = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
2740 final_ask = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2742 /* Determine if haggling is necessary */
2743 noneed = noneedtobargain(final_ask);
2745 /* No need to haggle */
2746 if (noneed || !manual_haggle)
2748 /* No need to haggle */
2751 /* Message summary */
2753 msg_print("·ë¶É¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2755 msg_print("You eventually agree upon the price.");
2761 /* No haggle option */
2764 /* Message summary */
2766 msg_print("¤¹¤ó¤Ê¤ê¤È¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2768 msg_print("You quickly agree upon the price.");
2773 /* Apply Sales Tax */
2774 final_ask += final_ask / 10;
2778 cur_ask = final_ask;
2780 /* Go to final offer */
2782 pmt = "ºÇ½ªÄ󼨲Á³Ê";
2784 pmt = "Final Offer";
2791 /* Haggle for the whole pile */
2792 cur_ask *= o_ptr->number;
2793 final_ask *= o_ptr->number;
2796 /* Haggle parameters */
2797 min_per = ot_ptr->haggle_per;
2798 max_per = min_per * 3;
2800 /* Mega-Hack -- artificial "last offer" value */
2801 last_offer = object_value(o_ptr) * o_ptr->number;
2802 last_offer = last_offer * (200 - (int)(ot_ptr->max_inflate)) / 100L;
2803 if (last_offer <= 0) last_offer = 1;
2808 /* No incremental haggling yet */
2811 /* Haggle until done */
2812 for (flag = FALSE; !flag; )
2816 while (!flag && loop_flag)
2818 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
2819 put_str(out_val, 1, 0);
2821 cancel = receive_offer("Ä󼨤¹¤ë¶â³Û? ",
2823 cancel = receive_offer("What do you offer? ",
2826 &offer, last_offer, 1, cur_ask, final);
2832 else if (offer > cur_ask)
2837 else if (offer == cur_ask)
2850 x1 = 100 * (offer - last_offer) / (cur_ask - last_offer);
2853 if (haggle_insults())
2859 else if (x1 > max_per)
2862 if (x1 < max_per) x1 = max_per;
2864 x2 = rand_range(x1-2, x1+2);
2865 x3 = ((cur_ask - offer) * x2 / 100L) + 1;
2866 /* don't let the price go up */
2871 if (cur_ask < final_ask)
2874 cur_ask = final_ask;
2876 pmt = "ºÇ½ªÄ󼨲Á³Ê";
2878 pmt = "Final Offer";
2884 (void)(increase_insults());
2889 else if (offer >= cur_ask)
2901 (void)sprintf(out_val, "Á°²ó¤ÎÄ󼨶â³Û: $%ld",
2903 (void)sprintf(out_val, "Your last offer: %ld",
2907 put_str(out_val, 1, 39);
2908 say_comment_2(cur_ask, annoyed);
2914 if (cancel) return (TRUE);
2916 /* Update bargaining info */
2917 updatebargain(*price, final_ask, o_ptr->number);
2925 * Haggling routine -RAK-
2927 * Return TRUE if purchase is NOT successful
2929 static bool sell_haggle(object_type *o_ptr, s32b *price)
2931 s32b purse, cur_ask, final_ask;
2932 s32b last_offer = 0, offer = 0;
2934 s32b min_per, max_per;
2935 int flag, loop_flag, noneed;
2936 int annoyed = 0, final = FALSE;
2937 bool cancel = FALSE;
2939 cptr pmt = "Ä󼨶â³Û";
2950 /* Obtain the starting offer and the final offer */
2951 cur_ask = price_item(o_ptr, ot_ptr->max_inflate, TRUE);
2952 final_ask = price_item(o_ptr, ot_ptr->min_inflate, TRUE);
2954 /* Determine if haggling is necessary */
2955 noneed = noneedtobargain(final_ask);
2957 /* Get the owner's payout limit */
2958 purse = (s32b)(ot_ptr->max_cost);
2960 /* No need to haggle */
2961 if (noneed || !manual_haggle || (final_ask >= purse))
2963 /* Apply Sales Tax (if needed) */
2964 if (!manual_haggle && !noneed)
2966 final_ask -= final_ask / 10;
2969 /* No reason to haggle */
2970 if (final_ask >= purse)
2974 msg_print("¨ºÂ¤Ë¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2976 msg_print("You instantly agree upon the price.");
2981 /* Offer full purse */
2985 /* No need to haggle */
2990 msg_print("·ë¶É¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2992 msg_print("You eventually agree upon the price.");
2998 /* No haggle option */
3001 /* Message summary */
3003 msg_print("¤¹¤ó¤Ê¤ê¤È¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
3005 msg_print("You quickly agree upon the price.");
3012 cur_ask = final_ask;
3017 pmt = "ºÇ½ªÄ󼨶â³Û";
3019 pmt = "Final Offer";
3024 /* Haggle for the whole pile */
3025 cur_ask *= o_ptr->number;
3026 final_ask *= o_ptr->number;
3029 /* XXX XXX XXX Display commands */
3031 /* Haggling parameters */
3032 min_per = ot_ptr->haggle_per;
3033 max_per = min_per * 3;
3035 /* Mega-Hack -- artificial "last offer" value */
3036 last_offer = object_value(o_ptr) * o_ptr->number;
3037 last_offer = last_offer * ot_ptr->max_inflate / 100L;
3042 /* No incremental haggling yet */
3046 for (flag = FALSE; !flag; )
3052 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
3053 put_str(out_val, 1, 0);
3055 cancel = receive_offer("Ä󼨤¹¤ë²Á³Ê? ",
3057 cancel = receive_offer("What price do you ask? ",
3060 &offer, last_offer, -1, cur_ask, final);
3066 else if (offer < cur_ask)
3069 /* rejected, reset offer for incremental haggling */
3072 else if (offer == cur_ask)
3083 if (flag || !loop_flag) break;
3088 x1 = 100 * (last_offer - offer) / (last_offer - cur_ask);
3091 if (haggle_insults())
3097 else if (x1 > max_per)
3100 if (x1 < max_per) x1 = max_per;
3102 x2 = rand_range(x1-2, x1+2);
3103 x3 = ((offer - cur_ask) * x2 / 100L) + 1;
3104 /* don't let the price go down */
3108 if (cur_ask > final_ask)
3110 cur_ask = final_ask;
3113 pmt = "ºÇ½ªÄ󼨶â³Û";
3115 pmt = "Final Offer";
3123 /* Äɲà $0 ¤ÇÇ㤤¼è¤é¤ì¤Æ¤·¤Þ¤¦¤Î¤òËÉ»ß By FIRST*/
3126 (void)(increase_insults());
3129 else if (offer <= cur_ask)
3140 (void)sprintf(out_val,
3142 "Á°²ó¤ÎÄ󼨲Á³Ê $%ld", (long)last_offer);
3144 "Your last bid %ld", (long)last_offer);
3147 put_str(out_val, 1, 39);
3148 say_comment_3(cur_ask, annoyed);
3154 if (cancel) return (TRUE);
3156 /* Update bargaining info */
3157 updatebargain(*price, final_ask, o_ptr->number);
3165 * Buy an item from a store -RAK-
3167 static void store_purchase(void)
3179 char o_name[MAX_NLEN];
3184 if (cur_store_num == STORE_MUSEUM)
3187 msg_print("Çîʪ´Û¤«¤é¼è¤ê½Ð¤¹¤³¤È¤Ï¤Ç¤¤Þ¤»¤ó¡£");
3189 msg_print("Museum.");
3195 if (st_ptr->stock_num <= 0)
3197 if (cur_store_num == STORE_HOME)
3199 msg_print("²æ¤¬²È¤Ë¤Ï²¿¤âÃÖ¤¤¤Æ¤¢¤ê¤Þ¤»¤ó¡£");
3201 msg_print("Your home is empty.");
3206 msg_print("¸½ºß¾¦Éʤκ߸ˤòÀڤ餷¤Æ¤¤¤Þ¤¹¡£");
3208 msg_print("I am currently out of stock.");
3215 /* Find the number of objects on this and following pages */
3216 i = (st_ptr->stock_num - store_top);
3218 /* And then restrict it to the current page */
3223 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸ */
3224 switch( cur_store_num ) {
3226 sprintf(out_val, "¤É¤Î¥¢¥¤¥Æ¥à¤ò¼è¤ê¤Þ¤¹¤«? ");
3229 sprintf(out_val, "¤É¤ì? ");
3232 sprintf(out_val, "¤É¤ÎÉÊʪ¤¬Íߤ·¤¤¤ó¤À¤¤? ");
3236 if (cur_store_num == STORE_HOME)
3238 sprintf(out_val, "Which item do you want to take? ");
3242 sprintf(out_val, "Which item are you interested in? ");
3247 /* Get the item number to be bought */
3248 if (!get_stock(&item, out_val, 0, i - 1)) return;
3250 /* Get the actual index */
3251 item = item + store_top;
3253 /* Get the actual item */
3254 o_ptr = &st_ptr->stock[item];
3256 /* Assume the player wants just one of them */
3259 /* Get local object */
3262 /* Get a copy of the object */
3263 object_copy(j_ptr, o_ptr);
3266 * If a rod or wand, allocate total maximum timeouts or charges
3267 * between those purchased and left on the shelf.
3269 reduce_charges(j_ptr, o_ptr->number - amt);
3271 /* Modify quantity */
3272 j_ptr->number = amt;
3274 /* Hack -- require room in pack */
3275 if (!inven_carry_okay(j_ptr))
3278 msg_print("¤½¤ó¤Ê¤Ë¥¢¥¤¥Æ¥à¤ò»ý¤Æ¤Ê¤¤¡£");
3280 msg_print("You cannot carry that many different items.");
3286 /* Determine the "best" price (per item) */
3287 best = price_item(j_ptr, ot_ptr->min_inflate, FALSE);
3289 /* Find out how many the player wants */
3290 if (o_ptr->number > 1)
3292 /* Hack -- note cost of "fixed" items */
3293 if ((cur_store_num != STORE_HOME) &&
3294 (o_ptr->ident & IDENT_FIXED))
3297 msg_format("°ì¤Ä¤Ë¤Ä¤ $%ld¤Ç¤¹¡£", (long)(best));
3299 msg_format("That costs %ld gold per item.", (long)(best));
3304 /* Get a quantity */
3305 amt = get_quantity(NULL, o_ptr->number);
3307 /* Allow user abort */
3308 if (amt <= 0) return;
3311 /* Get local object */
3314 /* Get desired object */
3315 object_copy(j_ptr, o_ptr);
3318 * If a rod or wand, allocate total maximum timeouts or charges
3319 * between those purchased and left on the shelf.
3321 reduce_charges(j_ptr, o_ptr->number - amt);
3323 /* Modify quantity */
3324 j_ptr->number = amt;
3326 /* Hack -- require room in pack */
3327 if (!inven_carry_okay(j_ptr))
3330 msg_print("¥¶¥Ã¥¯¤Ë¤½¤Î¥¢¥¤¥Æ¥à¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£");
3332 msg_print("You cannot carry that many items.");
3338 /* Attempt to buy it */
3339 if (cur_store_num != STORE_HOME)
3341 /* Fixed price, quick buy */
3342 if (o_ptr->ident & (IDENT_FIXED))
3347 /* Go directly to the "best" deal */
3348 price = (best * j_ptr->number);
3354 /* Describe the object (fully) */
3355 object_desc_store(o_name, j_ptr, TRUE, 3);
3359 msg_format("%s(%c)¤ò¹ØÆþ¤¹¤ë¡£", o_name, I2A(item));
3361 msg_format("Buying %s (%c).", o_name, I2A(item));
3366 /* Haggle for a final price */
3367 choice = purchase_haggle(j_ptr, &price);
3369 /* Hack -- Got kicked out */
3370 if (st_ptr->store_open >= turn) return;
3373 /* Player wants it */
3376 /* Fix the item price (if "correctly" haggled) */
3377 if (price == (best * j_ptr->number)) o_ptr->ident |= (IDENT_FIXED);
3379 /* Player can afford it */
3380 if (p_ptr->au >= price)
3385 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
3386 chg_virtue(V_JUSTICE, -1);
3387 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
3388 chg_virtue(V_NATURE, -1);
3396 /* Spend the money */
3399 /* Update the display */
3402 /* Hack -- buying an item makes you aware of it */
3403 object_aware(j_ptr);
3405 /* Hack -- clear the "fixed" flag from the item */
3406 j_ptr->ident &= ~(IDENT_FIXED);
3408 /* Describe the transaction */
3409 object_desc(o_name, j_ptr, TRUE, 3);
3413 msg_format("%s¤ò $%ld¤Ç¹ØÆþ¤·¤Þ¤·¤¿¡£", o_name, (long)price);
3415 msg_format("You bought %s for %ld gold.", o_name, (long)price);
3418 strcpy(record_o_name, o_name);
3421 if (record_buy) do_cmd_write_nikki(NIKKI_BUY, 0, o_name);
3422 object_desc(o_name, o_ptr, TRUE, 0);
3423 if(record_rand_art && o_ptr->art_name)
3424 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
3426 /* Erase the inscription */
3427 j_ptr->inscription = 0;
3429 /* Erase the "feeling" */
3430 j_ptr->feeling = FEEL_NONE;
3431 j_ptr->ident &= ~(IDENT_STOREB);
3432 /* Give it to the player */
3433 item_new = inven_carry(j_ptr);
3435 /* Describe the final result */
3436 object_desc(o_name, &inventory[item_new], TRUE, 3);
3440 msg_format("%s(%c)¤ò¼ê¤ËÆþ¤ì¤¿¡£", o_name, index_to_label(item_new));
3442 msg_format("You have %s (%c).",
3443 o_name, index_to_label(item_new));
3446 /* Auto-inscription */
3447 autopick_alter_item(item_new, FALSE);
3449 /* Now, reduce the original stack's pval. */
3450 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3452 o_ptr->pval -= j_ptr->pval;
3458 /* Note how many slots the store used to have */
3459 i = st_ptr->stock_num;
3461 /* Remove the bought items from the store */
3462 store_item_increase(item, -amt);
3463 store_item_optimize(item);
3465 /* Store is empty */
3466 if (st_ptr->stock_num == 0)
3469 if (one_in_(STORE_SHUFFLE))
3474 msg_print("Ź¼ç¤Ï°úÂष¤¿¡£");
3476 msg_print("The shopkeeper retires.");
3480 /* Shuffle the store */
3481 store_shuffle(cur_store_num);
3484 sprintf(buf, "%s (%s)",
3485 ot_ptr->owner_name, race_info[ot_ptr->owner_race].title);
3486 put_str(buf, 3, 10);
3487 sprintf(buf, "%s (%ld)",
3488 (f_name + f_info[FEAT_SHOP_HEAD + cur_store_num].name), (long)(ot_ptr->max_cost));
3497 msg_print("Ź¼ç¤Ï¿·¤¿¤Êºß¸Ë¤ò¼è¤ê½Ð¤·¤¿¡£");
3499 msg_print("The shopkeeper brings out some new stock.");
3505 for (i = 0; i < 10; i++)
3507 /* Maintain the store */
3508 store_maint(p_ptr->town_num, cur_store_num);
3514 /* Redraw everything */
3515 display_inventory();
3518 /* The item is gone */
3519 else if (st_ptr->stock_num != i)
3521 /* Pick the correct screen */
3522 if (store_top >= st_ptr->stock_num) store_top -= 12;
3524 /* Redraw everything */
3525 display_inventory();
3528 /* Item is still here */
3531 /* Redraw the item */
3532 display_entry(item);
3536 /* Player cannot afford it */
3539 /* Simple message (no insult) */
3541 msg_print("¤ª¶â¤¬Â¤ê¤Þ¤»¤ó¡£");
3543 msg_print("You do not have enough gold.");
3550 /* Home is much easier */
3553 /* Distribute charges of wands/rods */
3554 distribute_charges(o_ptr, j_ptr, amt);
3556 /* Give it to the player */
3557 item_new = inven_carry(j_ptr);
3559 /* Describe just the result */
3560 object_desc(o_name, &inventory[item_new], TRUE, 3);
3564 msg_format("%s(%c)¤ò¼è¤Ã¤¿¡£",
3566 msg_format("You have %s (%c).",
3568 o_name, index_to_label(item_new));
3573 /* Take note if we take the last one */
3574 i = st_ptr->stock_num;
3576 /* Remove the items from the home */
3577 store_item_increase(item, -amt);
3578 store_item_optimize(item);
3580 /* Hack -- Item is still here */
3581 if (i == st_ptr->stock_num)
3583 /* Redraw the item */
3584 display_entry(item);
3587 /* The item is gone */
3591 if (st_ptr->stock_num == 0) store_top = 0;
3593 /* Nothing left on that screen */
3594 else if (store_top >= st_ptr->stock_num) store_top -= 12;
3596 /* Redraw everything */
3597 display_inventory();
3599 chg_virtue(V_SACRIFICE, 1);
3603 /* Not kicked out */
3609 * Sell an item to the store (or home)
3611 static void store_sell(void)
3617 s32b price, value, dummy;
3626 char o_name[MAX_NLEN];
3629 /* Prepare a prompt */
3630 if (cur_store_num == STORE_HOME)
3632 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÃÖ¤¤Þ¤¹¤«? ";
3634 q = "Drop which item? ";
3637 else if (cur_store_num == STORE_MUSEUM)
3639 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò´ó£¤·¤Þ¤¹¤«? ";
3641 q = "Give which item? ";
3646 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÇä¤ê¤Þ¤¹¤«? ";
3648 q = "Sell which item? ";
3652 item_tester_no_ryoute = TRUE;
3653 /* Only allow items the store will buy */
3654 item_tester_hook = store_will_buy;
3657 /* ²æ¤¬²È¤Ç¤ª¤«¤·¤Ê¥á¥Ã¥»¡¼¥¸¤¬½Ð¤ë¥ª¥ê¥¸¥Ê¥ë¤Î¥Ð¥°¤ò½¤Àµ */
3658 if (cur_store_num == STORE_HOME)
3661 s = "ÃÖ¤±¤ë¥¢¥¤¥Æ¥à¤ò»ý¤Ã¤Æ¤¤¤Þ¤»¤ó¡£";
3663 s = "You don't have any item to drop.";
3666 else if (cur_store_num == STORE_MUSEUM)
3669 s = "´ó£¤Ç¤¤ë¥¢¥¤¥Æ¥à¤ò»ý¤Ã¤Æ¤¤¤Þ¤»¤ó¡£";
3671 s = "You don't have any item to give.";
3677 s = "Íߤ·¤¤Êª¤¬¤Ê¤¤¤Ç¤¹¤Í¤¨¡£";
3679 s = "You have nothing that I want.";
3683 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return;
3685 /* Get the item (in the pack) */
3688 o_ptr = &inventory[item];
3691 /* Get the item (on the floor) */
3694 o_ptr = &o_list[0 - item];
3698 /* Hack -- Cannot remove cursed items */
3699 if ((item >= INVEN_RARM) && cursed_p(o_ptr))
3703 msg_print("¤Õ¡¼¤à¡¢¤É¤¦¤ä¤é¤½¤ì¤Ï¼ö¤ï¤ì¤Æ¤¤¤ë¤è¤¦¤À¤Í¡£");
3705 msg_print("Hmmm, it seems to be cursed.");
3714 /* Assume one item */
3717 /* Find out how many the player wants (letter means "all") */
3718 if (o_ptr->number > 1)
3720 /* Get a quantity */
3721 amt = get_quantity(NULL, o_ptr->number);
3723 /* Allow user abort */
3724 if (amt <= 0) return;
3727 /* Get local object */
3730 /* Get a copy of the object */
3731 object_copy(q_ptr, o_ptr);
3733 /* Modify quantity */
3734 q_ptr->number = amt;
3737 * Hack -- If a rod or wand, allocate total maximum
3738 * timeouts or charges to those being sold. -LM-
3740 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3742 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
3745 /* Get a full description */
3746 object_desc(o_name, q_ptr, TRUE, 3);
3748 /* Remove any inscription, feeling for stores */
3749 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
3751 q_ptr->inscription = 0;
3752 q_ptr->feeling = FEEL_NONE;
3755 /* Is there room in the store (or the home?) */
3756 if (!store_check_num(q_ptr))
3758 if (cur_store_num == STORE_HOME)
3760 msg_print("²æ¤¬²È¤Ë¤Ï¤â¤¦ÃÖ¤¯¾ì½ê¤¬¤Ê¤¤¡£");
3762 msg_print("Your home is full.");
3765 else if (cur_store_num == STORE_MUSEUM)
3767 msg_print("Çîʪ´Û¤Ï¤â¤¦ËþÇÕ¤À¡£");
3769 msg_print("Museum is full.");
3774 msg_print("¤¹¤¤¤Þ¤»¤ó¤¬¡¢Å¹¤Ë¤Ï¤â¤¦ÃÖ¤¯¾ì½ê¤¬¤¢¤ê¤Þ¤»¤ó¡£");
3776 msg_print("I have not the room in my store to keep it.");
3784 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
3786 /* Describe the transaction */
3788 msg_format("%s(%c)¤òÇäµÑ¤¹¤ë¡£", o_name, index_to_label(item));
3790 msg_format("Selling %s (%c).", o_name, index_to_label(item));
3796 choice = sell_haggle(q_ptr, &price);
3799 if (st_ptr->store_open >= turn) return;
3811 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
3812 chg_virtue(V_JUSTICE, -1);
3814 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
3815 chg_virtue(V_NATURE, 1);
3818 /* Get some money */
3821 /* Update the display */
3824 /* Get the "apparent" value */
3825 dummy = object_value(q_ptr) * q_ptr->number;
3828 identify_item(o_ptr);
3830 /* Get local object */
3833 /* Get a copy of the object */
3834 object_copy(q_ptr, o_ptr);
3836 /* Modify quantity */
3837 q_ptr->number = amt;
3840 * Hack -- If a rod or wand, let the shopkeeper know just
3841 * how many charges he really paid for. -LM-
3843 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3845 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
3848 /* Get the "actual" value */
3849 value = object_value(q_ptr) * q_ptr->number;
3851 /* Get the description all over again */
3852 object_desc(o_name, q_ptr, TRUE, 3);
3854 /* Describe the result (in message buffer) */
3856 msg_format("%s¤ò $%ld¤ÇÇäµÑ¤·¤Þ¤·¤¿¡£", o_name, (long)price);
3858 msg_format("You sold %s for %ld gold.", o_name, (long)price);
3861 if (record_sell) do_cmd_write_nikki(NIKKI_SELL, 0, o_name);
3863 if (!((o_ptr->tval == TV_FIGURINE) && (value > 0)))
3865 /* Analyze the prices (and comment verbally) unless a figurine*/
3866 purchase_analyze(price, value, dummy);
3870 * Hack -- Allocate charges between those wands or rods sold
3871 * and retained, unless all are being sold. -LM-
3873 distribute_charges(o_ptr, q_ptr, amt);
3875 /* Reset timeouts of the sold items */
3878 /* Take the item from the player, describe the result */
3879 inven_item_increase(item, -amt);
3880 inven_item_describe(item);
3882 /* If items remain, auto-inscribe before optimizing */
3883 if (o_ptr->number > 0)
3884 autopick_alter_item(item, FALSE);
3886 inven_item_optimize(item);
3891 /* The store gets that (known) item */
3892 item_pos = store_carry(q_ptr);
3894 /* Re-display if item is now in store */
3897 store_top = (item_pos / 12) * 12;
3898 display_inventory();
3903 /* Player is at museum */
3904 else if (cur_store_num == STORE_MUSEUM)
3906 char o2_name[MAX_NLEN];
3907 object_desc(o2_name, q_ptr, TRUE, 0);
3909 if (-1 == store_check_num(q_ptr))
3912 msg_print("¤½¤ì¤ÈƱ¤¸ÉÊʪ¤Ï´û¤ËÇîʪ´Û¤Ë¤¢¤ë¤è¤¦¤Ç¤¹¡£");
3914 msg_print("The same object as it is already in the Museum.");
3920 msg_print("Çîʪ´Û¤Ë´ó£¤·¤¿¤â¤Î¤Ï¼è¤ê½Ð¤¹¤³¤È¤¬¤Ç¤¤Þ¤»¤ó¡ª¡ª");
3922 msg_print("You cannot take items which is given to the Museum back!!");
3926 if (!get_check(format("ËÜÅö¤Ë%s¤ò´ó£¤·¤Þ¤¹¤«¡©", o2_name))) return;
3928 if (!get_check(format("Really give %s to the Museum? ", o2_name))) return;
3932 identify_item(q_ptr);
3933 q_ptr->ident |= IDENT_MENTAL;
3935 /* Distribute charges of wands/rods */
3936 distribute_charges(o_ptr, q_ptr, amt);
3940 msg_format("%s¤òÃÖ¤¤¤¿¡£(%c)", o_name, index_to_label(item));
3942 msg_format("You drop %s (%c).", o_name, index_to_label(item));
3947 /* Take it from the players inventory */
3948 inven_item_increase(item, -amt);
3949 inven_item_describe(item);
3950 inven_item_optimize(item);
3955 /* Let the home carry it */
3956 item_pos = home_carry(q_ptr);
3958 /* Update store display */
3961 store_top = (item_pos / 12) * 12;
3962 display_inventory();
3965 /* Player is at home */
3968 /* Distribute charges of wands/rods */
3969 distribute_charges(o_ptr, q_ptr, amt);
3973 msg_format("%s¤òÃÖ¤¤¤¿¡£(%c)", o_name, index_to_label(item));
3975 msg_format("You drop %s (%c).", o_name, index_to_label(item));
3980 /* Take it from the players inventory */
3981 inven_item_increase(item, -amt);
3982 inven_item_describe(item);
3983 inven_item_optimize(item);
3988 /* Let the home carry it */
3989 item_pos = home_carry(q_ptr);
3991 /* Update store display */
3994 store_top = (item_pos / 12) * 12;
3995 display_inventory();
3998 if (item >= INVEN_RARM) calc_android_exp();
3999 if ((choice == 0) && ((item == INVEN_RARM) || (item == INVEN_LARM))) kamaenaoshi(item);
4004 * Examine an item in a store -JDL-
4006 static void store_examine(void)
4011 char o_name[MAX_NLEN];
4016 if (st_ptr->stock_num <= 0)
4018 if (cur_store_num == STORE_HOME)
4020 msg_print("²æ¤¬²È¤Ë¤Ï²¿¤âÃÖ¤¤¤Æ¤¢¤ê¤Þ¤»¤ó¡£");
4022 msg_print("Your home is empty.");
4025 else if (cur_store_num == STORE_MUSEUM)
4027 msg_print("Çîʪ´Û¤Ë¤Ï²¿¤âÃÖ¤¤¤Æ¤¢¤ê¤Þ¤»¤ó¡£");
4029 msg_print("Museum is empty.");
4034 msg_print("¸½ºß¾¦Éʤκ߸ˤòÀڤ餷¤Æ¤¤¤Þ¤¹¡£");
4036 msg_print("I am currently out of stock.");
4043 /* Find the number of objects on this and following pages */
4044 i = (st_ptr->stock_num - store_top);
4046 /* And then restrict it to the current page */
4051 sprintf(out_val, "¤É¤ì¤òÄ´¤Ù¤Þ¤¹¤«¡©");
4053 sprintf(out_val, "Which item do you want to examine? ");
4057 /* Get the item number to be examined */
4058 if (!get_stock(&item, out_val, 0, i - 1)) return;
4060 /* Get the actual index */
4061 item = item + store_top;
4063 /* Get the actual item */
4064 o_ptr = &st_ptr->stock[item];
4066 /* Require full knowledge */
4067 if (!(o_ptr->ident & IDENT_MENTAL))
4069 /* This can only happen in the home */
4071 msg_print("¤³¤Î¥¢¥¤¥Æ¥à¤Ë¤Ä¤¤¤ÆÆäËÃΤäƤ¤¤ë¤³¤È¤Ï¤Ê¤¤¡£");
4073 msg_print("You have no special knowledge about that item.");
4080 object_desc(o_name, o_ptr, TRUE, 3);
4084 msg_format("%s¤òÄ´¤Ù¤Æ¤¤¤ë...", o_name);
4086 msg_format("Examining %s...", o_name);
4090 /* Describe it fully */
4091 if (!screen_object(o_ptr, TRUE))
4093 msg_print("ÆäËÊѤï¤Ã¤¿¤È¤³¤í¤Ï¤Ê¤¤¤è¤¦¤À¡£");
4095 msg_print("You see nothing special.");
4104 * Hack -- set this to leave the store
4106 static bool leave_store = FALSE;
4110 * Process a command in a store
4112 * Note that we must allow the use of a few "special" commands
4113 * in the stores which are not allowed in the dungeon, and we
4114 * must disable some commands which are allowed in the dungeon
4115 * but not in the stores, to prevent chaos.
4117 static void store_process_command(void)
4119 #ifdef ALLOW_REPEAT /* TNB */
4121 /* Handle repeating the last command */
4124 #endif /* ALLOW_REPEAT -- TNB */
4126 if (rogue_like_commands && command_cmd == 'l')
4128 command_cmd = 'x'; /* hack! */
4131 /* Parse the command */
4132 switch (command_cmd)
4142 /* 1 ¥Ú¡¼¥¸Ìá¤ë¥³¥Þ¥ó¥É: ²æ¤¬²È¤Î¥Ú¡¼¥¸¿ô¤¬Â¿¤¤¤Î¤Ç½ÅÊõ¤¹¤ë¤Ï¤º By BUG */
4145 if (st_ptr->stock_num <= 12) {
4147 msg_print("¤³¤ì¤ÇÁ´Éô¤Ç¤¹¡£");
4149 msg_print("Entire inventory is shown.");
4154 if ( store_top < 0 )
4155 store_top = ((st_ptr->stock_num - 1 )/12) * 12;
4156 if ( (cur_store_num == STORE_HOME) && (powerup_home == FALSE) )
4157 if ( store_top >= 12 ) store_top = 12;
4158 display_inventory();
4166 if (st_ptr->stock_num <= 12)
4169 msg_print("¤³¤ì¤ÇÁ´Éô¤Ç¤¹¡£");
4171 msg_print("Entire inventory is shown.");
4179 * ±£¤·¥ª¥×¥·¥ç¥ó(powerup_home)¤¬¥»¥Ã¥È¤µ¤ì¤Æ¤¤¤Ê¤¤¤È¤¤Ï
4180 * ²æ¤¬²È¤Ç¤Ï 2 ¥Ú¡¼¥¸¤Þ¤Ç¤·¤«É½¼¨¤·¤Ê¤¤
4182 if ((cur_store_num == STORE_HOME) &&
4183 (powerup_home == FALSE) &&
4184 (st_ptr->stock_num >= STORE_INVEN_MAX))
4186 if (store_top >= (STORE_INVEN_MAX - 1))
4193 if (store_top >= st_ptr->stock_num) store_top = 0;
4196 display_inventory();
4209 /* Get (purchase) */
4236 /*** Inventory Commands ***/
4238 /* Wear/wield equipment */
4245 /* Take off equipment */
4252 /* Destroy an item */
4259 /* Equipment list */
4266 /* Inventory list */
4274 /*** Various commands ***/
4276 /* Identify an object */
4283 /* Hack -- toggle windows */
4286 toggle_inven_equip();
4292 /*** Use various objects ***/
4301 /* Inscribe an object */
4308 /* Uninscribe an object */
4311 do_cmd_uninscribe();
4317 /*** Help and Such ***/
4326 /* Identify symbol */
4329 do_cmd_query_symbol();
4333 /* Character description */
4336 p_ptr->town_num = old_town_num;
4337 do_cmd_change_name();
4338 p_ptr->town_num = inner_town_num;
4344 /*** System Commands ***/
4346 /* Hack -- User interface */
4353 /* Single line from a pref file */
4356 p_ptr->town_num = old_town_num;
4358 p_ptr->town_num = inner_town_num;
4362 /* Interact with macros */
4365 p_ptr->town_num = old_town_num;
4367 p_ptr->town_num = inner_town_num;
4371 /* Interact with visuals */
4374 p_ptr->town_num = old_town_num;
4376 p_ptr->town_num = inner_town_num;
4380 /* Interact with colors */
4383 p_ptr->town_num = old_town_num;
4385 p_ptr->town_num = inner_town_num;
4389 /* Interact with options */
4396 /*** Misc Commands ***/
4412 /* Repeat level feeling */
4419 /* Show previous message */
4422 do_cmd_message_one();
4426 /* Show previous messages */
4439 /* Check artifacts, uniques etc. */
4446 /* Load "screen dump" */
4449 do_cmd_load_screen();
4453 /* Save "screen dump" */
4456 do_cmd_save_screen();
4460 /* Hack -- Unknown command */
4464 msg_print("¤½¤Î¥³¥Þ¥ó¥É¤ÏŹ¤ÎÃæ¤Ç¤Ï»È¤¨¤Þ¤»¤ó¡£");
4466 msg_print("That command does not work in stores.");
4476 * Enter a store, and interact with it.
4478 * Note that we use the standard "request_command()" function
4479 * to get a command, allowing us to use "command_arg" and all
4480 * command macros and other nifty stuff, but we use the special
4481 * "shopping" argument, to force certain commands to be converted
4482 * into other commands, normally, we convert "p" (pray) and "m"
4483 * (cast magic) into "g" (get), and "s" (search) into "d" (drop).
4485 void do_cmd_store(void)
4491 bool need_redraw_store_inv; /* To redraw missiles damage and prices in store */
4494 /* Access the player grid */
4495 c_ptr = &cave[py][px];
4497 /* Verify a store */
4498 if (!((c_ptr->feat >= FEAT_SHOP_HEAD) &&
4499 (c_ptr->feat <= FEAT_SHOP_TAIL)) &&
4500 (c_ptr->feat != FEAT_MUSEUM))
4503 msg_print("¤³¤³¤Ë¤ÏŹ¤¬¤¢¤ê¤Þ¤»¤ó¡£");
4505 msg_print("You see no store here.");
4511 /* Extract the store code */
4512 if (c_ptr->feat == FEAT_MUSEUM) which = STORE_MUSEUM;
4513 else which = (c_ptr->feat - FEAT_SHOP_HEAD);
4515 old_town_num = p_ptr->town_num;
4516 if ((which == STORE_HOME) || (which == STORE_MUSEUM)) p_ptr->town_num = 1;
4517 if (dun_level) p_ptr->town_num = NO_TOWN;
4518 inner_town_num = p_ptr->town_num;
4520 /* Hack -- Check the "locked doors" */
4521 if ((town[p_ptr->town_num].store[which].store_open >= turn) ||
4525 msg_print("¥É¥¢¤Ë¸°¤¬¤«¤«¤Ã¤Æ¤¤¤ë¡£");
4527 msg_print("The doors are locked.");
4530 p_ptr->town_num = old_town_num;
4534 /* Calculate the number of store maintainances since the last visit */
4535 maintain_num = (turn - town[p_ptr->town_num].store[which].last_visit) / (TURNS_PER_TICK * STORE_TICKS);
4537 /* Maintain the store max. 10 times */
4538 if (maintain_num > 10) maintain_num = 10;
4542 /* Maintain the store */
4543 for (i = 0; i < maintain_num; i++)
4544 store_maint(p_ptr->town_num, which);
4546 /* Save the visit */
4547 town[p_ptr->town_num].store[which].last_visit = turn;
4550 /* Forget the lite */
4553 /* Forget the view */
4557 /* Hack -- Character is in "icky" mode */
4558 character_icky = TRUE;
4561 /* No command argument */
4564 /* No repeated command */
4567 /* No automatic command */
4571 /* Save the store number */
4572 cur_store_num = which;
4574 /* Save the store and owner pointers */
4575 st_ptr = &town[p_ptr->town_num].store[cur_store_num];
4576 ot_ptr = &owners[cur_store_num][st_ptr->owner];
4579 /* Start at the beginning */
4582 /* Display the store */
4586 leave_store = FALSE;
4588 /* Interact with player */
4589 while (!leave_store)
4591 /* Hack -- Clear line 1 */
4598 /* Basic commands */
4600 prt(" ESC) ·úʪ¤«¤é½Ð¤ë", 21, 0);
4602 prt(" ESC) Exit from Building.", 21, 0);
4606 /* Browse if necessary */
4607 if (st_ptr->stock_num > 12)
4610 prt(" -)Á°¥Ú¡¼¥¸", 22, 0);
4611 prt(" ¥¹¥Ú¡¼¥¹) ¼¡¥Ú¡¼¥¸", 23, 0);
4613 prt(" -) Previous page", 22, 0);
4614 prt(" SPACE) Next page", 23, 0);
4620 if (cur_store_num == STORE_HOME)
4623 prt("g) ¥¢¥¤¥Æ¥à¤ò¼è¤ë", 21, 27);
4624 prt("d) ¥¢¥¤¥Æ¥à¤òÃÖ¤¯", 22, 27);
4625 prt("x) ²È¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤ë", 23,27);
4627 prt("g) Get an item.", 21, 27);
4628 prt("d) Drop an item.", 22, 27);
4629 prt("x) eXamine an item in the home.", 23,27);
4634 /* Museum commands */
4635 else if (cur_store_num == STORE_MUSEUM)
4638 prt("d) ¥¢¥¤¥Æ¥à¤òÃÖ¤¯", 21, 27);
4639 prt("x) Çîʪ´Û¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤ë", 23,27);
4641 prt("d) Drop an item.", 21, 27);
4642 prt("x) eXamine an item in the museum.", 23,27);
4647 /* Shop commands XXX XXX XXX */
4651 prt("p) ¾¦ÉʤòÇ㤦", 21, 30);
4652 prt("s) ¥¢¥¤¥Æ¥à¤òÇä¤ë", 22, 30);
4653 prt("x) ¾¦ÉʤòÄ´¤Ù¤ë", 23,30);
4655 prt("p) Purchase an item.", 21, 30);
4656 prt("s) Sell an item.", 22, 30);
4657 prt("x) eXamine an item in the shop", 23,30);
4663 /* ´ðËÜŪ¤Ê¥³¥Þ¥ó¥É¤ÎÄɲÃɽ¼¨ */
4665 prt("i/e) »ý¤Áʪ/ÁõÈ÷¤Î°ìÍ÷", 21, 56);
4667 if( rogue_like_commands == TRUE )
4669 prt("w/T) ÁõÈ÷¤¹¤ë/¤Ï¤º¤¹", 22, 56);
4673 prt("w/t) ÁõÈ÷¤¹¤ë/¤Ï¤º¤¹", 22, 56);
4676 prt("i/e) Inventry/Equipment list", 21, 56);
4678 if( rogue_like_commands == TRUE )
4680 prt("w/T) Wear/Take off equipment", 22, 56);
4684 prt("w/t) Wear/Take off equipment", 22, 56);
4689 prt("¥³¥Þ¥ó¥É:", 20, 0);
4691 prt("You may: ", 20, 0);
4696 request_command(TRUE);
4698 /* Process the command */
4699 store_process_command();
4702 * Hack -- To redraw missiles damage and prices in store
4703 * If player's charisma changes, or if player changes a bow, PU_BONUS is set
4705 need_redraw_store_inv = (p_ptr->update & PU_BONUS) ? TRUE : FALSE;
4707 /* Hack -- Character is still in "icky" mode */
4708 character_icky = TRUE;
4716 /* XXX XXX XXX Pack Overflow */
4717 if (inventory[INVEN_PACK].k_idx)
4719 int item = INVEN_PACK;
4721 object_type *o_ptr = &inventory[item];
4723 /* Hack -- Flee from the store */
4724 if (cur_store_num != STORE_HOME)
4728 if (cur_store_num == STORE_MUSEUM)
4729 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤½¤¦¤Ê¤Î¤Ç¡¢¤¢¤ï¤Æ¤ÆÇîʪ´Û¤«¤é½Ð¤¿...");
4731 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤½¤¦¤Ê¤Î¤Ç¡¢¤¢¤ï¤Æ¤ÆŹ¤«¤é½Ð¤¿...");
4733 if (cur_store_num == STORE_MUSEUM)
4734 msg_print("Your pack is so full that you flee the Museum...");
4736 msg_print("Your pack is so full that you flee the store...");
4744 /* Hack -- Flee from the home */
4745 else if (!store_check_num(o_ptr))
4749 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤½¤¦¤Ê¤Î¤Ç¡¢¤¢¤ï¤Æ¤Æ²È¤«¤é½Ð¤¿...");
4751 msg_print("Your pack is so full that you flee your home...");
4759 /* Hack -- Drop items into the home */
4767 char o_name[MAX_NLEN];
4770 /* Give a message */
4772 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
4774 msg_print("Your pack overflows!");
4778 /* Get local object */
4781 /* Grab a copy of the item */
4782 object_copy(q_ptr, o_ptr);
4785 object_desc(o_name, q_ptr, TRUE, 3);
4789 msg_format("%s¤¬Íî¤Á¤¿¡£(%c)", o_name, index_to_label(item));
4791 msg_format("You drop %s (%c).", o_name, index_to_label(item));
4795 /* Remove it from the players inventory */
4796 inven_item_increase(item, -255);
4797 inven_item_describe(item);
4798 inven_item_optimize(item);
4803 /* Let the home carry it */
4804 item_pos = home_carry(q_ptr);
4806 /* Redraw the home */
4809 store_top = (item_pos / 12) * 12;
4810 display_inventory();
4815 /* Hack -- Redisplay store prices if charisma changes */
4816 /* Hack -- Redraw missiles damage if player changes bow */
4817 if (need_redraw_store_inv) display_inventory();
4819 /* Hack -- get kicked out of the store */
4820 if (st_ptr->store_open >= turn) leave_store = TRUE;
4823 p_ptr->town_num = old_town_num;
4825 /* Free turn XXX XXX XXX */
4829 /* Hack -- Character is no longer in "icky" mode */
4830 character_icky = FALSE;
4833 /* Hack -- Cancel automatic command */
4836 /* Hack -- Cancel "see" mode */
4837 command_see = FALSE;
4840 /* Flush messages XXX XXX XXX */
4844 /* Clear the screen */
4848 /* Update everything */
4849 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
4850 p_ptr->update |= (PU_MONSTERS);
4852 /* Redraw entire screen */
4853 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY);
4856 p_ptr->redraw |= (PR_MAP);
4859 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4865 * Shuffle one of the stores.
4867 void store_shuffle(int which)
4873 if (which == STORE_HOME) return;
4874 if (which == STORE_MUSEUM) return;
4877 /* Save the store index */
4878 cur_store_num = which;
4880 /* Activate that store */
4881 st_ptr = &town[p_ptr->town_num].store[cur_store_num];
4884 /* Pick a new owner */
4887 st_ptr->owner = (byte)randint0(MAX_OWNERS);
4888 if (j == st_ptr->owner) continue;
4889 for (i = 1;i < max_towns; i++)
4891 if (i == p_ptr->town_num) continue;
4892 if (st_ptr->owner == town[i].store[cur_store_num].owner) break;
4894 if (i == max_towns) break;
4897 /* Activate the new owner */
4898 ot_ptr = &owners[cur_store_num][st_ptr->owner];
4901 /* Reset the owner data */
4902 st_ptr->insult_cur = 0;
4903 st_ptr->store_open = 0;
4904 st_ptr->good_buy = 0;
4905 st_ptr->bad_buy = 0;
4908 /* Hack -- discount all the items */
4909 for (i = 0; i < st_ptr->stock_num; i++)
4914 o_ptr = &st_ptr->stock[i];
4916 if (!(artifact_p(o_ptr) || o_ptr->art_name))
4918 /* Hack -- Sell all non-artifact old items for "half price" */
4919 o_ptr->discount = 50;
4921 /* Hack -- Items are no longer "fixed price" */
4922 o_ptr->ident &= ~(IDENT_FIXED);
4924 /* Mega-Hack -- Note that the item is "on sale" */
4926 o_ptr->inscription = quark_add("Çä½ÐÃæ");
4928 o_ptr->inscription = quark_add("on sale");
4936 * Maintain the inventory at the stores.
4938 void store_maint(int town_num, int store_num)
4942 int old_rating = rating;
4944 cur_store_num = store_num;
4947 if (store_num == STORE_HOME) return;
4948 if (store_num == STORE_MUSEUM) return;
4950 /* Activate that store */
4951 st_ptr = &town[town_num].store[store_num];
4953 /* Activate the owner */
4954 ot_ptr = &owners[store_num][st_ptr->owner];
4956 /* Store keeper forgives the player */
4957 st_ptr->insult_cur = 0;
4959 /* Mega-Hack -- prune the black market */
4960 if (store_num == STORE_BLACK)
4962 /* Destroy crappy black market items */
4963 for (j = st_ptr->stock_num - 1; j >= 0; j--)
4965 object_type *o_ptr = &st_ptr->stock[j];
4967 /* Destroy crappy items */
4968 if (black_market_crap(o_ptr))
4970 /* Destroy the item */
4971 store_item_increase(j, 0 - o_ptr->number);
4972 store_item_optimize(j);
4978 /* Choose the number of slots to keep */
4979 j = st_ptr->stock_num;
4981 /* Sell a few items */
4982 j = j - randint1(STORE_TURNOVER);
4984 /* Never keep more than "STORE_MAX_KEEP" slots */
4985 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
4987 /* Always "keep" at least "STORE_MIN_KEEP" items */
4988 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
4990 /* Hack -- prevent "underflow" */
4993 /* Destroy objects until only "j" slots are left */
4994 while (st_ptr->stock_num > j) store_delete();
4997 /* Choose the number of slots to fill */
4998 j = st_ptr->stock_num;
5000 /* Buy some more items */
5001 j = j + randint1(STORE_TURNOVER);
5003 /* Never keep more than "STORE_MAX_KEEP" slots */
5004 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
5006 /* Always "keep" at least "STORE_MIN_KEEP" items */
5007 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
5009 /* Hack -- prevent "overflow" */
5010 if (j >= st_ptr->stock_size) j = st_ptr->stock_size - 1;
5012 /* Acquire some new items */
5013 while (st_ptr->stock_num < j) store_create();
5016 /* Hack -- Restore the rating */
5017 rating = old_rating;
5022 * Initialize the stores
5024 void store_init(int town_num, int store_num)
5028 cur_store_num = store_num;
5030 /* Activate that store */
5031 st_ptr = &town[town_num].store[store_num];
5039 st_ptr->owner = (byte)randint0(MAX_OWNERS);
5040 for (i = 1;i < max_towns; i++)
5042 if (i == town_num) continue;
5043 if (st_ptr->owner == town[i].store[store_num].owner) break;
5045 if (i == max_towns) break;
5048 /* Activate the new owner */
5049 ot_ptr = &owners[store_num][st_ptr->owner];
5052 /* Initialize the store */
5053 st_ptr->store_open = 0;
5054 st_ptr->insult_cur = 0;
5055 st_ptr->good_buy = 0;
5056 st_ptr->bad_buy = 0;
5058 /* Nothing in stock */
5059 st_ptr->stock_num = 0;
5062 * MEGA-HACK - Last visit to store is
5063 * BEFORE player birth to enable store restocking
5065 st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
5067 /* Clear any old items */
5068 for (k = 0; k < st_ptr->stock_size; k++)
5070 object_wipe(&st_ptr->stock[k]);
5075 void move_to_black_market(object_type *o_ptr)
5078 if (!p_ptr->town_num) return;
5080 st_ptr = &town[p_ptr->town_num].store[STORE_BLACK];
5082 o_ptr->ident |= IDENT_STOREB;
5084 (void)store_carry(o_ptr);
5086 object_wipe(o_ptr); /* Don't leave a bogus object behind... */