3 /* Purpose: Store commands */
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research, and
9 * not for profit purposes provided that this copyright and statement are
10 * included in all such copies.
17 /* ²¼¤ÎÊý¤«¤é°ÜÆ°¤·¤Æ¤¤Þ¤·¤¿ */
18 static int cur_store_num = 0;
19 static int store_top = 0;
20 static store_type *st_ptr = NULL;
21 static owner_type *ot_ptr = NULL;
23 #define RUMOR_CHANCE 8
25 #define MAX_COMMENT_1 6
27 static cptr comment_1[MAX_COMMENT_1] =
48 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÄɲåá¥Ã¥»¡¼¥¸¡Ê¾µÂú¡Ë */
49 static cptr comment_1_B[MAX_COMMENT_1] = {
50 "¤Þ¤¢¡¢¤½¤ì¤Ç¤¤¤¤¤ä¡£",
51 "º£Æü¤Ï¤½¤ì¤Ç´ªÊÛ¤·¤Æ¤ä¤ë¡£",
58 #define MAX_COMMENT_2A 2
60 static cptr comment_2a[MAX_COMMENT_2A] =
63 "»ä¤ÎǦÂÑÎϤò»î¤·¤Æ¤¤¤ë¤Î¤«¤¤¡© $%s ¤¬ºÇ¸å¤À¡£",
64 "²æËý¤Ë¤â¸ÂÅÙ¤¬¤¢¤ë¤¾¡£ $%s ¤¬ºÇ¸å¤À¡£"
66 "You try my patience. %s is final.",
67 "My patience grows thin. %s is final."
72 #define MAX_COMMENT_2B 12
74 static cptr comment_2b[MAX_COMMENT_2B] =
77 " $%s ¤°¤é¤¤¤Ï½Ð¤µ¤Ê¤¤ã¥À¥á¤À¤è¡£",
78 " $%s ¤Ê¤é¼õ¤±¼è¤Ã¤Æ¤â¤¤¤¤¤¬¡£",
79 "¥Ï¡ª $%s °Ê²¼¤Ï¤Ê¤¤¤Í¡£",
80 "²¿¤ÆÅÛ¤À¡ª $%s °Ê²¼¤Ï¤¢¤êÆÀ¤Ê¤¤¤¾¡£",
81 "¤½¤ì¤¸¤ã¾¯¤Ê¤¹¤®¤ë¡ª $%s ¤ÏÍߤ·¤¤¤È¤³¤í¤À¡£",
82 "¥Ð¥«¤Ë¤·¤Æ¤¤¤ë¡ª $%s ¤Ï¤â¤é¤ï¤Ê¤¤¤È¡£",
83 "±³¤À¤í¤¦¡ª $%s ¤Ç¤É¤¦¤À¤¤¡©",
84 "¤ª¤¤¤ª¤¤¡ª $%s ¤ò¹Í¤¨¤Æ¤¯¤ì¤Ê¤¤¤«¡©",
85 "1000ɤ¤Î¥ª¡¼¥¯¤Î¥Î¥ß¤Ë¶ì¤·¤á¤é¤ì¤ë¤¬¤¤¤¤¡ª $%s ¤À¡£",
86 "¤ªÁ°¤ÎÂçÀڤʤâ¤Î¤ËºÒ¤¤¤¢¤ì¡ª $%s ¤Ç¤É¤¦¤À¡£",
87 "¥â¥ë¥´¥¹¤Ë¾ÞÌ£¤µ¤ì¤ë¤¬¤¤¤¤¡ªËÜÅö¤Ï $%s ¤Ê¤ó¤À¤í¤¦¡©",
88 "¤ªÁ°¤ÎÊì¿Æ¤Ï¥ª¡¼¥¬¤«¡ª $%s ¤Ï½Ð¤¹¤Ä¤â¤ê¤Ê¤ó¤À¤í¡©"
90 "I can take no less than %s gold pieces.",
91 "I will accept no less than %s gold pieces.",
92 "Ha! No less than %s gold pieces.",
93 "You knave! No less than %s gold pieces.",
94 "That's a pittance! I want %s gold pieces.",
95 "That's an insult! I want %s gold pieces.",
96 "As if! How about %s gold pieces?",
97 "My arse! How about %s gold pieces?",
98 "May the fleas of 1000 orcs molest you! Try %s gold pieces.",
99 "May your most favourite parts go moldy! Try %s gold pieces.",
100 "May Morgoth find you tasty! Perhaps %s gold pieces?",
101 "Your mother was an Ogre! Perhaps %s gold pieces?"
107 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÇä¤ë¤È¤¡Ë */
108 static cptr comment_2b_B[MAX_COMMENT_2B] = {
109 "¤¤¤¯¤é²¶Íͤ¬¤ª¿Í¹¥¤·¤È¤Ï¤¤¤¨ $%s ¤¬¸Â³¦¤À¤Í¡£·ù¤Ê¤éµ¢¤ê¤Ê¡£",
110 "¶â¤¬¤Ê¤¤¤Î¤«¤¤¡¢¤¢¤ó¤¿¡©¤Þ¤º¤Ï²È¤Ëµ¢¤Ã¤Æ $%s ·¤¨¤Æ¤¤Ê¡£",
111 "ʪ¤Î²ÁÃͤ¬Ê¬¤«¤é¤óÅÛ¤À¤Ê¡£¤³¤ì¤Ï $%s ¤¬ÉáÄ̤ʤó¤À¤è¡£",
112 "²¶¤ÎÉÕ¤±¤¿ÃÍÃʤËʸ¶ç¤¬¤¢¤ë¤Î¤«¡© $%s ¤¬¸Â³¦¤À¡£",
113 "¤Ò¤ç¤Ã¤È¤·¤Æ¿·¼ê¤Î¾éÃ̤«¤¤¡© $%s »ý¤Ã¤Æ¤Ê¤¤¤Ê¤éµ¢¤ê¤Ê¡£",
114 "¤¦¤Á¤Ï¾¤ÎŹ¤È¤Ï°ã¤¦¤ó¤À¤è¡£$%s ¤°¤é¤¤¤Ï½Ð¤·¤Ê¡£",
115 "Ç㤦µ¤¤¬¤Ê¤¤¤Ê¤éµ¢¤ê¤Ê¡£ $%s ¤À¤È¸À¤Ã¤Æ¤¤¤ë¤ó¤À¡£",
116 "Ïäˤʤé¤Ê¤¤¤Í¡£ $%s ¤¯¤é¤¤»ý¤Ã¤Æ¤¤¤ë¤ó¤À¤í¡©",
117 "¤Ï¡©¤Ê¤ó¤À¤½¤ê¤ã¡© $%s ¤Î´Ö°ã¤¤¤«¡¢¤Ò¤ç¤Ã¤È¤·¤Æ¡©",
118 "½Ð¸ý¤Ï¤¢¤Ã¤Á¤À¤è¡£¤½¤ì¤È¤â $%s ½Ð¤»¤ë¤Î¤«¤¤¡¢¤¢¤ó¤¿¤Ë¡£",
119 "Ì¿ÃΤ餺¤ÊÅÛ¤À¤Ê¡£ $%s ½Ð¤»¤Ðº£Æü¤Î½ê¤Ï´ªÊÛ¤·¤Æ¤ä¤ë¤è¡£",
120 "¤¦¤Á¤ÎŹ¤ÏÉÏ˳¿Í¤ªÃǤê¤À¡£ $%s ¤°¤é¤¤½Ð¤»¤Ê¤¤¤Î¤«¤¤¡©"
123 #define MAX_COMMENT_3A 2
125 static cptr comment_3a[MAX_COMMENT_3A] =
128 "»ä¤ÎǦÂÑÎϤò»î¤·¤Æ¤¤¤ë¤Î¤«¤¤¡© $%s ¤¬ºÇ¸å¤À¡£",
129 "²æËý¤Ë¤â¸ÂÅÙ¤¬¤¢¤ë¤¾¡£ $%s ¤¬ºÇ¸å¤À¡£"
131 "You try my patience. %s is final.",
132 "My patience grows thin. %s is final."
138 #define MAX_COMMENT_3B 12
140 static cptr comment_3b[MAX_COMMENT_3B] =
143 "Ëܲ»¤ò¸À¤¦¤È $%s ¤Ç¤¤¤¤¤ó¤À¤í¡©",
145 " $%s ¤°¤é¤¤¤Ê¤é½Ð¤·¤Æ¤â¤¤¤¤¤¬¡£",
146 " $%s °Ê¾åʧ¤¦¤Ê¤ó¤Æ¹Í¤¨¤é¤ì¤Ê¤¤¤Í¡£",
147 "¤Þ¤¢Íî¤Á¤Ä¤¤¤Æ¡£ $%s ¤Ç¤É¤¦¤À¤¤¡©",
148 "¤½¤Î¥¬¥é¥¯¥¿¤Ê¤é $%s ¤Ç°ú¤¼è¤ë¤è¡£",
149 "¤½¤ì¤¸¤ã¹â¤¹¤®¤ë¡ª $%s ¤¬¤¤¤¤¤È¤³¤À¤í¡£",
150 "¤É¤¦¤»¤¤¤é¤Ê¤¤¤ó¤À¤í¡ª $%s ¤Ç¤¤¤¤¤À¤í¡©",
151 "¤À¤á¤À¤á¡ª $%s ¤¬¤º¤Ã¤È¤ª»÷¹ç¤¤¤À¤è¡£",
152 "¥Ð¥«¤Ë¤·¤Æ¤¤¤ë¡ª $%s ¤¬¤»¤¤¤¼¤¤¤À¡£",
153 " $%s ¤Ê¤é´ò¤·¤¤¤È¤³¤í¤À¤¬¤Ê¤¢¡£",
154 " $%s ¡¢¤½¤ì°Ê¾å¤Ï¥Ó¥¿°ìʸ½Ð¤µ¤Ê¤¤¤è¡ª"
156 "Perhaps %s gold pieces?",
157 "How about %s gold pieces?",
158 "I will pay no more than %s gold pieces.",
159 "I can afford no more than %s gold pieces.",
160 "Be reasonable. How about %s gold pieces?",
161 "I'll buy it as scrap for %s gold pieces.",
162 "That is too much! How about %s gold pieces?",
163 "That looks war surplus! Say %s gold pieces?",
164 "Never! %s is more like it.",
165 "That's an insult! %s is more like it.",
166 "%s gold pieces and be thankful for it!",
167 "%s gold pieces and not a copper more!"
173 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÇ㤤¼è¤ê¡Ë */
174 static cptr comment_3b_B[MAX_COMMENT_3B] = {
175 " $%s ¤Ã¤Æ¤È¤³¤í¤À¤Í¡£¤½¤Î¤É¤¦¤·¤è¤¦¤â¤Ê¤¤¥¬¥é¥¯¥¿¤Ï¡£",
176 "¤³¤Î²¶¤¬ $%s ¤Ã¤Æ¸À¤Ã¤Æ¤¤¤ë¤ó¤À¤«¤é¡¢¤½¤ÎÄ̤ê¤Ë¤·¤¿Êý¤¬¿È¤Î¤¿¤á¤À¤¾¡£",
177 "²¶¤ÎÍ¥¤·¤µ¤Ë´Å¤¨¤ë¤Î¤â¤¤¤¤²Ã¸º¤Ë¤·¤Æ¤ª¤±¡£ $%s ¤À¡£",
178 "¤½¤ÎÉʤʤé $%s ¤ÇÇä¤Ã¤Æ¤¯¤ì¤Æ¤¤¤ë¤¬¤Í¡¢¾ï¼±¤¢¤ë¿Â»Î¤Ï¤ß¤ó¤Ê¡£",
179 "¤³¤ê¤ã¤Þ¤¿¡¢¤¬¤á¤Ä¤¤ÅÛ¤À¤Ê¡£¤¤¤¯¤é²¶¤¬²¹¸ü¤È¤Ï¤¤¤¨ $%s ¤¬¸Â³¦¤À¡£",
180 " $%s ¤À¡£Ê̤˲¶¤Ï¤½¤ó¤Ê¥¬¥é¥¯¥¿Íߤ·¤¯¤Ï¤Ê¤¤¤ó¤À¤«¤é¡£",
181 "²¶¤Î´ÕÄê³Û¤¬µ¤¤ËÆþ¤é¤Ê¤¤¤Î¤«¡© $%s ¡¢·ù¤Ê¤éµ¢¤ê¤Ê¡£",
182 " $%s ¤Ç°ú¤¼è¤Ã¤Æ¤ä¤ë¤è¡£´î¤ó¤Ç¼õ¤±¼è¤ê¤Ê¡¢ÉÏ˳¿Í¡£",
183 "ʪ¤Î²ÁÃͤ¬Ê¬¤«¤é¤óÅۤϻÏËö¤Ë¤ª¤¨¤ó¤Ê¡£¤½¤ì¤Ï $%s ¤Ê¤ó¤À¤è¡£",
184 "¤½¤ó¤Ê¤Ë¶â¤¬Íߤ·¤¤¤Î¤«¡¢¤¢¤ó¤¿¡© $%s ¤ÇËþ¤Ǥ¤ó¤Î¤«¡©",
185 "Æþ¤ëŹ´Ö°ã¤¨¤Æ¤ó¤¸¤ã¤Ê¤¤¤Î¤«¡© $%s ¤Ç·ù¤Ê¤é¾¤ò¤¢¤¿¤Ã¤Æ¤¯¤ì¡£",
186 "²¶¤Î¸À¤¤Ãͤ˥±¥Á¤ò¤Ä¤±¤ëÅÛ¤¬¤¤¤ë¤È¤Ï¡ª ¤½¤ÎÅÙ¶»¤ËÌȤ¸¤Æ $%s ¤À¡£"
189 #define MAX_COMMENT_4A 4
191 static cptr comment_4a[MAX_COMMENT_4A] =
194 "¤â¤¦¤¿¤¯¤µ¤ó¤À¡ª²¿ÅÙ¤â»ä¤ò¤ï¤º¤é¤ï¤»¤Ê¤¤¤Ç¤¯¤ì¡ª",
195 "¤¦¤¬¡¼¡ª°ìÆü¤Î²æËý¤Î¸ÂÅÙ¤òĶ¤¨¤Æ¤¤¤ë¡ª",
196 "¤â¤¦¤¤¤¤¡ª»þ´Ö¤Î̵Â̰ʳ°¤Î¤Ê¤Ë¤â¤Î¤Ç¤â¤Ê¤¤¡ª",
197 "¤â¤¦¤ä¤Ã¤Æ¤é¤ì¤Ê¤¤¤è¡ª´é¤â¸«¤¿¤¯¤Ê¤¤¡ª"
199 "Enough! You have abused me once too often!",
200 "Arghhh! I have had enough abuse for one day!",
201 "That does it! You shall waste my time no more!",
202 "This is getting nowhere! I'm going to Londis!"
208 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÅܤê¤ÎĺÅÀ¡Ë */
209 static cptr comment_4a_B[MAX_COMMENT_4A] = {
210 "¤Ê¤á¤ä¤¬¤Ã¤Æ¡ª²¹¸ü¤Ê²¶ÍͤǤâ¸Â³¦¤¬¤¢¤ë¤Ã¤Æ¤³¤È¤òÃΤ졪",
211 "²¶¤ò¤³¤³¤Þ¤ÇÅܤ餻¤Æ...Ì¿¤¬¤¢¤ë¤À¤±¤Ç¤â¤¢¤ê¤¬¤¿¤¤¤È»×¤¨¡ª",
212 "¤Õ¤¶¤±¤Æ¤ë¤Î¤«¡ªÎä¤ä¤«¤·¤Ê¤éÁê¼ê¤ò¸«¤Æ¤«¤é¤Ë¤·¤í¡ª",
213 "¤¤¤¤¤«¤²¤ó¤Ë¤·¤í¡ªº£ÅÙ¤³¤ó¤Ê¤Þ¤Í¤·¤¿¤é¤¿¤À¤¸¤ã¤ª¤«¤Í¤¨¤¾¡ª"
216 #define MAX_COMMENT_4B 4
218 static cptr comment_4b[MAX_COMMENT_4B] =
222 "²¶¤ÎÁ°¤«¤é¾Ã¤¨¼º¤»¤í¡ª",
223 "¤É¤Ã¤«¤Ë¹Ô¤Ã¤Á¤Þ¤¨¡ª",
224 "½Ð¤í¡¢½Ð¤í¡¢½Ð¤Æ¹Ô¤±¡ª"
227 "Get out of my sight!",
228 "Begone, you scoundrel!",
235 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÄɤ¤½Ð¤·¡Ë */
236 static cptr comment_4b_B[MAX_COMMENT_4B] = {
237 "ÆóÅ٤Ȥ¦¤Á¤ËÍè¤ë¤ó¤¸¤ã¤Í¤¨¡ª¡ª",
238 "¤È¤Ã¤È¤È¡¢¤É¤Ã¤«¤Ø¼º¤»¤í¡ª¡ª",
239 "º£¤¹¤°¾Ã¤¨¼º¤»¤í¡ª¡ª",
240 "½Ð¤Æ¤¤¤±¡ª½Ð¤Æ¤¤¤±¡ª¡ª"
243 #define MAX_COMMENT_5 8
245 static cptr comment_5[MAX_COMMENT_5] =
250 "¤â¤Ã¤È¿¿ÌÌÌܤ˸À¤Ã¤Æ¤¯¤ì¡ª",
251 "¸ò¾Ä¤¹¤ëµ¤¤¬¤¢¤ë¤Î¤«¤¤¡©",
252 "Îä¤ä¤«¤·¤ËÍ褿¤Î¤«¡ª",
255 "¤Õ¡¼¤à¡¢Îɤ¤Å·µ¤¤À¡£"
259 "You will have to do better than that!",
260 "Do you wish to do business or not?",
261 "You've got to be kidding!",
262 "You'd better be kidding!",
263 "You try my patience.",
264 "Hmmm, nice weather we're having."
270 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÅܤê¡Ë */
271 static cptr comment_5_B[MAX_COMMENT_5] = {
272 "»þ´Ö¤Î̵Â̤À¤Ê¡¢¤³¤ì¤Ï¡£",
273 "Ìñ²ð¤Ê¤ªµÒÍͤÀ¤Ê¡ª",
274 "Ïä·¤Æʬ¤«¤ëÁê¼ê¤¸¤ã¤Ê¤µ¤½¤¦¤À¡£",
275 "Äˤ¤Ìܤˤ¢¤¤¤¿¤¤¤é¤·¤¤¤Ê¡ª",
276 "¤Ê¤ó¤Æ¶¯ÍߤÊÅÛ¤À¡ª",
278 "¤É¤¦¤·¤è¤¦¤â¤Ê¤¤ÉÏ˳¿Í¤À¡ª",
279 "·ö²Þ¤òÇä¤Ã¤Æ¤¤¤ë¤Î¤«¡©"
282 #define MAX_COMMENT_6 4
284 static cptr comment_6[MAX_COMMENT_6] =
287 "¤É¤¦¤ä¤éʹ¤´Ö°ã¤¨¤¿¤é¤·¤¤¡£",
288 "¼ºÎé¡¢¤è¤¯Ê¹¤³¤¨¤Ê¤«¤Ã¤¿¤è¡£",
289 "¤¹¤Þ¤Ê¤¤¡¢²¿¤À¤Ã¤Æ¡©",
290 "°¤¤¡¢¤â¤¦°ìÅÙ¸À¤Ã¤Æ¤¯¤ì¤ë¡©"
292 "I must have heard you wrong.",
293 "I'm sorry, I missed that.",
294 "I'm sorry, what was that?",
295 "Sorry, what was that again?"
305 static void say_comment_1(void)
310 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î¤È¤¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
311 if ( cur_store_num == STORE_BLACK ) {
312 msg_print(comment_1_B[randint0(MAX_COMMENT_1)]);
315 msg_print(comment_1[randint0(MAX_COMMENT_1)]);
318 msg_print(comment_1[randint0(MAX_COMMENT_1)]);
322 if (one_in_(RUMOR_CHANCE))
325 msg_print("Ź¼ç¤Ï¼ª¤¦¤Á¤·¤¿:");
327 msg_print("The shopkeeper whispers something into your ear:");
332 if (!get_rnd_line_jonly("rumors_j.txt", 0, rumour, 10))
334 if (!get_rnd_line("rumors.txt", 0, rumour))
343 * Continue haggling (player is buying)
345 static void say_comment_2(s32b value, int annoyed)
349 /* Prepare a string to insert */
350 sprintf(tmp_val, "%ld", (long)value);
355 /* Formatted message */
356 msg_format(comment_2a[randint0(MAX_COMMENT_2A)], tmp_val);
362 /* Formatted message */
364 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
365 if ( cur_store_num == STORE_BLACK ){
366 msg_format(comment_2b_B[randint0(MAX_COMMENT_2B)], tmp_val);
369 msg_format(comment_2b[randint0(MAX_COMMENT_2B)], tmp_val);
372 msg_format(comment_2b[randint0(MAX_COMMENT_2B)], tmp_val);
380 * Continue haggling (player is selling)
382 static void say_comment_3(s32b value, int annoyed)
386 /* Prepare a string to insert */
387 sprintf(tmp_val, "%ld", (long)value);
392 /* Formatted message */
393 msg_format(comment_3a[randint0(MAX_COMMENT_3A)], tmp_val);
399 /* Formatted message */
401 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
402 if ( cur_store_num == STORE_BLACK ){
403 msg_format(comment_3b_B[randint0(MAX_COMMENT_3B)], tmp_val);
406 msg_format(comment_3b[randint0(MAX_COMMENT_3B)], tmp_val);
409 msg_format(comment_3b[randint0(MAX_COMMENT_3B)], tmp_val);
417 * Kick 'da bum out. -RAK-
419 static void say_comment_4(void)
422 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
423 if ( cur_store_num == STORE_BLACK ){
424 msg_print(comment_4a_B[randint0(MAX_COMMENT_4A)]);
425 msg_print(comment_4b_B[randint0(MAX_COMMENT_4B)]);
428 msg_print(comment_4a[randint0(MAX_COMMENT_4A)]);
429 msg_print(comment_4b[randint0(MAX_COMMENT_4B)]);
432 msg_print(comment_4a[randint0(MAX_COMMENT_4A)]);
433 msg_print(comment_4b[randint0(MAX_COMMENT_4B)]);
440 * You are insulting me
442 static void say_comment_5(void)
445 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
446 if ( cur_store_num == STORE_BLACK ){
447 msg_print(comment_5_B[randint0(MAX_COMMENT_5)]);
450 msg_print(comment_5[randint0(MAX_COMMENT_5)]);
453 msg_print(comment_5[randint0(MAX_COMMENT_5)]);
460 * That makes no sense.
462 static void say_comment_6(void)
464 msg_print(comment_6[randint0(MAX_COMMENT_6)]);
470 * Messages for reacting to purchase prices.
473 #define MAX_COMMENT_7A 4
475 static cptr comment_7a[MAX_COMMENT_7A] =
480 "狼¤¬¤à¤»¤Óµã¤¯À¼¤¬Ê¹¤³¤¨¤ë...¡£",
481 "Ź¼ç¤¬²ù¤·¤²¤Ë¤ï¤á¤¤¤Æ¤¤¤ë¡ª"
485 "You hear someone sobbing...",
486 "The shopkeeper howls in agony!"
491 #define MAX_COMMENT_7B 4
493 static cptr comment_7b[MAX_COMMENT_7B] =
498 "Ź¼ç¤¬º¨¤á¤·¤½¤¦¤Ë¸«¤Æ¤¤¤ë¡£",
503 "The shopkeeper curses at you.",
504 "The shopkeeper glares at you."
509 #define MAX_COMMENT_7C 4
511 static cptr comment_7c[MAX_COMMENT_7C] =
515 "·¯¤¬Å·»È¤Ë¸«¤¨¤ë¤è¡ª",
516 "Ź¼ç¤¬¥¯¥¹¥¯¥¹¾Ð¤Ã¤Æ¤¤¤ë¡£",
517 "Ź¼ç¤¬ÂçÀ¼¤Ç¾Ð¤Ã¤Æ¤¤¤ë¡£"
520 "You've made my day!",
521 "The shopkeeper giggles.",
522 "The shopkeeper laughs loudly."
527 #define MAX_COMMENT_7D 4
529 static cptr comment_7d[MAX_COMMENT_7D] =
533 "¤³¤ó¤Ê¤ª¤¤¤·¤¤»×¤¤¤ò¤·¤¿¤é¡¢¿¿ÌÌÌܤËƯ¤±¤Ê¤¯¤Ê¤ë¤Ê¤¡¡£",
534 "Ź¼ç¤Ï´ò¤·¤¯¤ÆÄ·¤Í²ó¤Ã¤Æ¤¤¤ë¡£",
535 "Ź¼ç¤ÏËþÌ̤˾Фߤò¤¿¤¿¤¨¤Æ¤¤¤ë¡£"
538 "I think I'll retire!",
539 "The shopkeeper jumps for joy.",
540 "The shopkeeper smiles gleefully."
547 * Let a shop-keeper React to a purchase
549 * We paid "price", it was worth "value", and we thought it was worth "guess"
551 static void purchase_analyze(s32b price, s32b value, s32b guess)
553 /* Item was worthless, but we bought it */
554 if ((value <= 0) && (price > value))
557 msg_print(comment_7a[randint0(MAX_COMMENT_7A)]);
559 chg_virtue(V_HONOUR, -1);
560 chg_virtue(V_JUSTICE, -1);
566 /* Item was cheaper than we thought, and we paid more than necessary */
567 else if ((value < guess) && (price > value))
570 msg_print(comment_7b[randint0(MAX_COMMENT_7B)]);
572 chg_virtue(V_JUSTICE, -1);
574 chg_virtue(V_HONOUR, -1);
580 /* Item was a good bargain, and we got away with it */
581 else if ((value > guess) && (value < (4 * guess)) && (price < value))
584 msg_print(comment_7c[randint0(MAX_COMMENT_7C)]);
587 chg_virtue(V_HONOUR, -1);
589 chg_virtue(V_HONOUR, 1);
595 /* Item was a great bargain, and we got away with it */
596 else if ((value > guess) && (price < value))
599 msg_print(comment_7d[randint0(MAX_COMMENT_7D)]);
602 chg_virtue(V_HONOUR, -1);
604 chg_virtue(V_HONOUR, 1);
606 if (10 * price < value)
607 chg_virtue(V_SACRIFICE, 1);
619 /* ÆüËܸìÈǤξì¹ç¤Ï¾å¤ÎÊý¤Ë°ÜÆ°¤·¤Æ¤¢¤ê¤Þ¤¹ */
622 * We store the current "store number" here so everyone can access it
624 static int cur_store_num = 7;
627 * We store the current "store page" here so everyone can access it
629 static int store_top = 0;
632 * We store the current "store pointer" here so everyone can access it
634 static store_type *st_ptr = NULL;
637 * We store the current "owner type" here so everyone can access it
639 static owner_type *ot_ptr = NULL;
649 * Buying and selling adjustments for race combinations.
650 * Entry[owner][player] gives the basic "cost inflation".
652 static byte rgold_adj[MAX_RACES][MAX_RACES] =
654 /*Hum, HfE, Elf, Hal, Gno, Dwa, HfO, HfT, Dun, HiE, Barbarian,
655 HfOg, HGn, HTn, Cyc, Yek, Klc, Kbd, Nbl, DkE, Drc, Mind Flayer,
656 Imp, Glm, Skl, Zombie, Vampire, Spectre, Fairy, Beastman, Ent,
660 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
661 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
662 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
663 100, 120, 110, 105 },
666 { 110, 100, 100, 105, 110, 120, 125, 130, 110, 100, 110,
667 120, 115, 108, 115, 110, 110, 120, 120, 115, 115, 110,
668 120, 110, 110, 110, 120, 110, 100, 125, 100, 95, 140,
669 110, 115, 110, 110 },
672 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
673 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
674 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
675 110, 110, 105, 110 },
678 { 115, 110, 105, 95, 105, 110, 115, 130, 115, 105, 115,
679 125, 120, 120, 125, 115, 110, 120, 120, 120, 115, 115,
680 120, 110, 120, 120, 130, 110, 110, 130, 110, 95, 140,
681 115, 120, 105, 115 },
684 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
685 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
686 120, 101, 110, 110, 120, 120, 115, 130, 115, 95, 140,
687 115, 110, 110, 115 },
690 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
691 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
692 120, 105, 115, 115, 115, 115, 120, 130, 120, 95, 140,
693 115, 110, 115, 115 },
696 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
697 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
698 115, 125, 120, 120, 115, 120, 125, 115, 125, 95, 140,
699 115, 110, 115, 115 },
702 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
703 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
704 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
705 110, 110, 115, 110 },
708 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
709 120, 120, 105, 120, 115, 105, 115, 120, 110, 105, 105,
710 120, 105, 120, 120, 125, 120, 105, 135, 105, 95, 140,
711 100, 110, 110, 100 },
714 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
715 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
716 125, 115, 120, 120, 125, 120, 100, 125, 100, 95, 140,
717 110, 110, 105, 110 },
719 /* Human / Barbarian (copied from human) */
720 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
721 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
722 115, 105, 125, 125, 130, 125, 115, 120, 115, 95, 140,
723 100, 120, 110, 100 },
725 /* Half-Ogre: theoretical, copied from half-troll */
726 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
727 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
728 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
729 110, 110, 115, 110 },
731 /* Half-Giant: theoretical, copied from half-troll */
732 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
733 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
734 110, 115, 112, 112, 115, 112, 130, 120, 130, 95, 140,
735 110, 110, 115, 110 },
737 /* Half-Titan: theoretical, copied from High_Elf */
738 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
739 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
740 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
741 110, 110, 115, 110 },
743 /* Cyclops: theoretical, copied from half-troll */
744 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
745 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
746 110, 115, 112, 112, 115, 112, 130, 130, 130, 95, 140,
747 110, 110, 115, 110 },
749 /* Yeek: theoretical, copied from Half-Orc */
750 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
751 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
752 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
753 115, 110, 115, 115 },
755 /* Klackon: theoretical, copied from Gnome */
756 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
757 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
758 120, 101, 110, 110, 120, 120, 130, 130, 130, 95, 140,
759 115, 110, 115, 115 },
761 /* Kobold: theoretical, copied from Half-Orc */
762 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
763 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
764 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
765 115, 110, 115, 115 },
767 /* Nibelung: theoretical, copied from Dwarf */
768 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
769 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
770 120, 105, 115, 115, 120, 120, 130, 130, 130, 95, 140,
771 115, 135, 115, 115 },
774 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
775 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
776 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
777 110, 101, 115, 110 },
779 /* Draconian: theoretical, copied from High_Elf */
780 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
781 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
782 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
783 110, 110, 115, 110 },
785 /* Mind Flayer: theoretical, copied from High_Elf */
786 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
787 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
788 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
789 110, 110, 115, 110 },
791 /* Imp: theoretical, copied from High_Elf */
792 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
793 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
794 125, 115, 120, 120, 120, 120, 130, 130, 130, 120, 120,
795 110, 110, 115, 110 },
797 /* Golem: theoretical, copied from High_Elf */
798 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
799 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
800 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
801 110, 110, 115, 110 },
803 /* Skeleton: theoretical, copied from half-orc */
804 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
805 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
806 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
807 115, 110, 125, 115 },
809 /* Zombie: Theoretical, copied from half-orc */
810 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
811 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
812 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
813 115, 110, 125, 115 },
815 /* Vampire: Theoretical, copied from half-orc */
816 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
817 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
818 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
819 115, 110, 125, 115 },
821 /* Spectre: Theoretical, copied from half-orc */
822 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
823 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
824 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
825 115, 110, 125, 115 },
827 /* Sprite: Theoretical, copied from half-orc */
828 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
829 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
830 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
831 115, 110, 105, 115 },
833 /* Beastman: Theoretical, copied from half-orc */
834 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
835 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
836 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
837 115, 110, 115, 115 },
840 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
841 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
842 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
843 110, 110, 105, 110 },
846 { 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
847 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
848 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 160,
852 { 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
853 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
854 140, 140, 140, 140, 140, 140, 140, 140, 140, 160, 120,
855 140, 140, 140, 140 },
858 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
859 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
860 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
861 100, 120, 110, 100 },
864 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
865 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
866 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
867 110, 101, 115, 110 },
870 { 110, 110, 105, 105, 110, 115, 115, 115, 110, 105, 110,
871 115, 115, 115, 115, 115, 115, 115, 115, 115, 115, 115,
872 115, 115, 125, 125, 125, 125, 105, 115, 105, 95, 140,
873 110, 115, 100, 110 },
876 { 105, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
877 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
878 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
879 100, 120, 110, 100 },
886 * Determine the price of an item (qty one) in a store.
888 * This function takes into account the player's charisma, and the
889 * shop-keepers friendliness, and the shop-keeper's base greed, but
890 * never lets a shop-keeper lose money in a transaction.
892 * The "greed" value should exceed 100 when the player is "buying" the
893 * item, and should be less than 100 when the player is "selling" it.
895 * Hack -- the black market always charges twice as much as it should.
897 * Charisma adjustment runs from 80 to 130
898 * Racial adjustment runs from 95 to 130
900 * Since greed/charisma/racial adjustments are centered at 100, we need
901 * to adjust (by 200) to extract a usable multiplier. Note that the
902 * "greed" value is always something (?).
904 static s32b price_item(object_type *o_ptr, int greed, bool flip)
911 /* Get the value of one of the items */
912 price = object_value(o_ptr);
914 /* Worthless items */
915 if (price <= 0) return (0L);
918 /* Compute the racial factor */
919 factor = rgold_adj[ot_ptr->owner_race][p_ptr->prace];
921 /* Add in the charisma factor */
922 factor += adj_chr_gold[p_ptr->stat_ind[A_CHR]];
928 /* Adjust for greed */
929 adjust = 100 + (300 - (greed + factor));
931 /* Never get "silly" */
932 if (adjust > 100) adjust = 100;
934 /* Mega-Hack -- Black market sucks */
935 if (cur_store_num == STORE_BLACK)
939 /* Shop is selling */
942 /* Adjust for greed */
943 adjust = 100 + ((greed + factor) - 300);
945 /* Never get "silly" */
946 if (adjust < 100) adjust = 100;
948 /* Mega-Hack -- Black market sucks */
949 if (cur_store_num == STORE_BLACK)
953 /* Compute the final price (with rounding) */
954 price = (price * adjust + 50L) / 100L;
956 /* Note -- Never become "free" */
957 if (price <= 0L) return (1L);
959 /* Return the price */
965 * Certain "cheap" objects should be created in "piles"
966 * Some objects can be sold at a "discount" (in small piles)
968 static void mass_produce(object_type *o_ptr)
973 s32b cost = object_value(o_ptr);
976 /* Analyze the type */
979 /* Food, Flasks, and Lites */
984 if (cost <= 5L) size += damroll(3, 5);
985 if (cost <= 20L) size += damroll(3, 5);
992 if (cost <= 60L) size += damroll(3, 5);
993 if (cost <= 240L) size += damroll(1, 5);
994 if (o_ptr->sval == SV_SCROLL_STAR_IDENTIFY) size += damroll(3, 5);
999 case TV_SORCERY_BOOK:
1000 case TV_NATURE_BOOK:
1004 case TV_ARCANE_BOOK:
1005 case TV_ENCHANT_BOOK:
1006 case TV_DAEMON_BOOK:
1008 case TV_HISSATSU_BOOK:
1010 if (cost <= 50L) size += damroll(2, 3);
1011 if (cost <= 500L) size += damroll(1, 3);
1029 if (o_ptr->name2) break;
1030 if (cost <= 10L) size += damroll(3, 5);
1031 if (cost <= 100L) size += damroll(3, 5);
1040 if (cost <= 5L) size += damroll(5, 5);
1041 if (cost <= 50L) size += damroll(5, 5);
1042 if (cost <= 500L) size += damroll(5, 5);
1048 if (cost <= 100L) size += damroll(2, 2);
1049 if (cost <= 1000L) size += damroll(2, 2);
1062 * Because many rods (and a few wands and staffs) are useful mainly
1063 * in quantity, the Black Market will occasionally have a bunch of
1070 if ((cur_store_num == STORE_BLACK) && one_in_(3))
1072 if (cost < 1601L) size += damroll(1, 5);
1073 else if (cost < 3201L) size += damroll(1, 3);
1076 /* Ensure that mass-produced rods and wands get the correct pvals. */
1077 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
1079 o_ptr->pval *= size;
1086 /* Pick a discount */
1091 else if (one_in_(25))
1095 else if (one_in_(150))
1099 else if (one_in_(300))
1103 else if (one_in_(500))
1109 if (o_ptr->art_name)
1111 if (cheat_peek && discount)
1114 msg_print("¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÏÃÍ°ú¤¤Ê¤·¡£");
1116 msg_print("No discount on random artifacts.");
1123 /* Save the discount */
1124 o_ptr->discount = discount;
1126 /* Save the total pile size */
1127 o_ptr->number = size - (size * discount / 100);
1133 * Determine if a store item can "absorb" another item
1135 * See "object_similar()" for the same function for the "player"
1137 static bool store_object_similar(object_type *o_ptr, object_type *j_ptr)
1139 /* Hack -- Identical items cannot be stacked */
1140 if (o_ptr == j_ptr) return (0);
1142 /* Different objects cannot be stacked */
1143 if (o_ptr->k_idx != j_ptr->k_idx) return (0);
1145 /* Different charges (etc) cannot be stacked, unless wands or rods. */
1146 if ((o_ptr->pval != j_ptr->pval) && (o_ptr->tval != TV_WAND) && (o_ptr->tval != TV_ROD)) return (0);
1148 /* Require many identical values */
1149 if (o_ptr->to_h != j_ptr->to_h) return (0);
1150 if (o_ptr->to_d != j_ptr->to_d) return (0);
1151 if (o_ptr->to_a != j_ptr->to_a) return (0);
1153 /* Require identical "artifact" names */
1154 if (o_ptr->name1 != j_ptr->name1) return (0);
1156 /* Require identical "ego-item" names */
1157 if (o_ptr->name2 != j_ptr->name2) return (0);
1159 /* Random artifacts don't stack !*/
1160 if (o_ptr->art_name || j_ptr->art_name) return (0);
1162 /* Hack -- Identical art_flags! */
1163 if ((o_ptr->art_flags1 != j_ptr->art_flags1) ||
1164 (o_ptr->art_flags2 != j_ptr->art_flags2) ||
1165 (o_ptr->art_flags3 != j_ptr->art_flags3))
1168 /* Hack -- Never stack "powerful" items */
1169 if (o_ptr->xtra1 || j_ptr->xtra1) return (0);
1171 /* Hack -- Never stack recharging items */
1172 if (o_ptr->timeout || j_ptr->timeout) return (0);
1174 /* Require many identical values */
1175 if (o_ptr->ac != j_ptr->ac) return (0);
1176 if (o_ptr->dd != j_ptr->dd) return (0);
1177 if (o_ptr->ds != j_ptr->ds) return (0);
1179 /* Hack -- Never stack chests */
1180 if (o_ptr->tval == TV_CHEST) return (0);
1181 if (o_ptr->tval == TV_STATUE) return (0);
1182 if (o_ptr->tval == TV_CAPTURE) return (0);
1184 /* Require matching discounts */
1185 if (o_ptr->discount != j_ptr->discount) return (0);
1187 /* They match, so they must be similar */
1193 * Allow a store item to absorb another item
1195 static void store_object_absorb(object_type *o_ptr, object_type *j_ptr)
1197 int total = o_ptr->number + j_ptr->number;
1199 /* Combine quantity, lose excess items */
1200 o_ptr->number = (total > 99) ? 99 : total;
1202 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) together. -LM- */
1203 if (o_ptr->tval == TV_ROD)
1205 o_ptr->pval += j_ptr->pval;
1208 /* Hack -- if wands are stacking, combine the charges. -LM- */
1209 if (o_ptr->tval == TV_WAND)
1211 o_ptr->pval += j_ptr->pval;
1217 * Check to see if the shop will be carrying too many objects -RAK-
1218 * Note that the shop, just like a player, will not accept things
1219 * it cannot hold. Before, one could "nuke" potions this way.
1221 * Return value is now int:
1223 * -1 : Can be combined to existing slot.
1224 * 1 : Cannot be combined but there are empty spaces.
1226 static int store_check_num(object_type *o_ptr)
1231 /* The "home" acts like the player */
1232 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
1234 /* Check all the items */
1235 for (i = 0; i < st_ptr->stock_num; i++)
1237 /* Get the existing item */
1238 j_ptr = &st_ptr->stock[i];
1240 /* Can the new object be combined with the old one? */
1241 if (object_similar(j_ptr, o_ptr)) return -1;
1245 /* Normal stores do special stuff */
1248 /* Check all the items */
1249 for (i = 0; i < st_ptr->stock_num; i++)
1251 /* Get the existing item */
1252 j_ptr = &st_ptr->stock[i];
1254 /* Can the new object be combined with the old one? */
1255 if (store_object_similar(j_ptr, o_ptr)) return -1;
1259 /* Free space is always usable */
1261 * ¥ª¥×¥·¥ç¥ó powerup_home ¤¬ÀßÄꤵ¤ì¤Æ¤¤¤ë¤È
1262 * ²æ¤¬²È¤¬ 20 ¥Ú¡¼¥¸¤Þ¤Ç»È¤¨¤ë
1264 if ((cur_store_num == STORE_HOME) && ( powerup_home == FALSE )) {
1265 if (st_ptr->stock_num < ((st_ptr->stock_size) / 10)) {
1270 if (st_ptr->stock_num < st_ptr->stock_size) {
1275 /* But there was no room at the inn... */
1280 static bool is_blessed(object_type *o_ptr)
1283 object_flags(o_ptr, &f1, &f2, &f3);
1284 if (f3 & TR3_BLESSED) return (TRUE);
1285 else return (FALSE);
1291 * Determine if the current store will purchase the given item
1293 * Note that a shop-keeper must refuse to buy "worthless" items
1295 static bool store_will_buy(object_type *o_ptr)
1297 /* Hack -- The Home is simple */
1298 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) return (TRUE);
1300 /* Switch on the store */
1301 switch (cur_store_num)
1306 /* Analyze the type */
1307 switch (o_ptr->tval)
1319 case TV_BOTTLE: /* 'Green', recycling Angband */
1334 /* Analyze the type */
1335 switch (o_ptr->tval)
1356 /* Analyze the type */
1357 switch (o_ptr->tval)
1366 case TV_HISSATSU_BOOK:
1370 if(o_ptr->sval == SV_WIZSTAFF) return (FALSE);
1382 /* Analyze the type */
1383 switch (o_ptr->tval)
1395 monster_race *r_ptr = &r_info[o_ptr->pval];
1398 if (!(r_ptr->flags3 & RF3_EVIL))
1401 if (r_ptr->flags3 & RF3_GOOD) break;
1403 /* Accept animals */
1404 if (r_ptr->flags3 & RF3_ANIMAL) break;
1407 if (strchr("?!", r_ptr->d_char)) break;
1413 if (is_blessed(o_ptr)) break;
1422 case STORE_ALCHEMIST:
1424 /* Analyze the type */
1425 switch (o_ptr->tval)
1439 /* Analyze the type */
1440 switch (o_ptr->tval)
1442 case TV_SORCERY_BOOK:
1443 case TV_NATURE_BOOK:
1447 case TV_ARCANE_BOOK:
1448 case TV_ENCHANT_BOOK:
1449 case TV_DAEMON_BOOK:
1462 if(o_ptr->sval == SV_WIZSTAFF) break;
1463 else return (FALSE);
1470 /* Bookstore Shop */
1473 /* Analyze the type */
1474 switch (o_ptr->tval)
1476 case TV_SORCERY_BOOK:
1477 case TV_NATURE_BOOK:
1482 case TV_ARCANE_BOOK:
1483 case TV_ENCHANT_BOOK:
1484 case TV_DAEMON_BOOK:
1494 /* XXX XXX XXX Ignore "worthless" items */
1495 if (object_value(o_ptr) <= 0) return (FALSE);
1504 * Add the item "o_ptr" to the inventory of the "Home"
1506 * In all cases, return the slot (or -1) where the object was placed
1508 * Note that this is a hacked up version of "inven_carry()".
1510 * Also note that it may not correctly "adapt" to "knowledge" bacoming
1511 * known, the player may have to pick stuff up and drop it again.
1513 static int home_carry(object_type *o_ptr)
1516 s32b value, j_value;
1521 /* Check each existing item (try to combine) */
1522 for (slot = 0; slot < st_ptr->stock_num; slot++)
1524 /* Get the existing item */
1525 j_ptr = &st_ptr->stock[slot];
1527 /* The home acts just like the player */
1528 if (object_similar(j_ptr, o_ptr))
1530 /* Save the new number of items */
1531 object_absorb(j_ptr, o_ptr);
1540 * ±£¤·µ¡Ç½: ¥ª¥×¥·¥ç¥ó powerup_home ¤¬ÀßÄꤵ¤ì¤Æ¤¤¤ë¤È
1541 * ²æ¤¬²È¤¬ 20 ¥Ú¡¼¥¸¤Þ¤Ç»È¤¨¤ë
1544 if ( powerup_home == TRUE) {
1545 if (st_ptr->stock_num >= st_ptr->stock_size) {
1550 if (st_ptr->stock_num >= ((st_ptr->stock_size) / 10)) {
1556 /* Determine the "value" of the item */
1557 value = object_value(o_ptr);
1559 /* Check existing slots to see if we must "slide" */
1560 for (slot = 0; slot < st_ptr->stock_num; slot++)
1563 j_ptr = &st_ptr->stock[slot];
1565 /* Hack -- readable books always come first */
1566 if ((o_ptr->tval == mp_ptr->spell_book) &&
1567 (j_ptr->tval != mp_ptr->spell_book)) break;
1568 if ((j_ptr->tval == mp_ptr->spell_book) &&
1569 (o_ptr->tval != mp_ptr->spell_book)) continue;
1571 /* Objects sort by decreasing type */
1572 if (o_ptr->tval > j_ptr->tval) break;
1573 if (o_ptr->tval < j_ptr->tval) continue;
1575 /* Can happen in the home */
1576 if (!object_aware_p(o_ptr)) continue;
1577 if (!object_aware_p(j_ptr)) break;
1579 /* Objects sort by increasing sval */
1580 if (o_ptr->sval < j_ptr->sval) break;
1581 if (o_ptr->sval > j_ptr->sval) continue;
1583 /* Objects in the home can be unknown */
1584 if (!object_known_p(o_ptr)) continue;
1585 if (!object_known_p(j_ptr)) break;
1588 * Hack: otherwise identical rods sort by
1589 * increasing recharge time --dsb
1591 if (o_ptr->tval == TV_ROD)
1593 if (o_ptr->pval < j_ptr->pval) break;
1594 if (o_ptr->pval > j_ptr->pval) continue;
1596 if ((o_ptr->tval == TV_CORPSE) || (o_ptr->tval == TV_FIGURINE) || (o_ptr->tval == TV_STATUE))
1598 if (r_info[o_ptr->pval].level < r_info[j_ptr->pval].level) break;
1599 if ((r_info[o_ptr->pval].level == r_info[j_ptr->pval].level) && (o_ptr->pval < j_ptr->pval)) break;
1602 /* Objects sort by decreasing value */
1603 j_value = object_value(j_ptr);
1604 if (value > j_value) break;
1605 if (value < j_value) continue;
1608 /* Slide the others up */
1609 for (i = st_ptr->stock_num; i > slot; i--)
1611 st_ptr->stock[i] = st_ptr->stock[i-1];
1614 /* More stuff now */
1615 st_ptr->stock_num++;
1617 /* Insert the new item */
1618 st_ptr->stock[slot] = *o_ptr;
1620 chg_virtue(V_SACRIFICE, -1);
1622 /* Return the location */
1628 * Add the item "o_ptr" to a real stores inventory.
1630 * If the item is "worthless", it is thrown away (except in the home).
1632 * If the item cannot be combined with an object already in the inventory,
1633 * make a new slot for it, and calculate its "per item" price. Note that
1634 * this price will be negative, since the price will not be "fixed" yet.
1635 * Adding an item to a "fixed" price stack will not change the fixed price.
1637 * In all cases, return the slot (or -1) where the object was placed
1639 static int store_carry(object_type *o_ptr)
1642 s32b value, j_value;
1646 /* Evaluate the object */
1647 value = object_value(o_ptr);
1649 /* Cursed/Worthless items "disappear" when sold */
1650 if (value <= 0) return (-1);
1652 /* All store items are fully *identified* */
1653 o_ptr->ident |= IDENT_MENTAL;
1655 /* Erase the inscription */
1656 o_ptr->inscription = 0;
1658 /* Erase the "feeling" */
1659 o_ptr->feeling = FEEL_NONE;
1661 /* Check each existing item (try to combine) */
1662 for (slot = 0; slot < st_ptr->stock_num; slot++)
1664 /* Get the existing item */
1665 j_ptr = &st_ptr->stock[slot];
1667 /* Can the existing items be incremented? */
1668 if (store_object_similar(j_ptr, o_ptr))
1670 /* Hack -- extra items disappear */
1671 store_object_absorb(j_ptr, o_ptr);
1679 if (st_ptr->stock_num >= st_ptr->stock_size) return (-1);
1682 /* Check existing slots to see if we must "slide" */
1683 for (slot = 0; slot < st_ptr->stock_num; slot++)
1686 j_ptr = &st_ptr->stock[slot];
1688 /* Objects sort by decreasing type */
1689 if (o_ptr->tval > j_ptr->tval) break;
1690 if (o_ptr->tval < j_ptr->tval) continue;
1692 /* Objects sort by increasing sval */
1693 if (o_ptr->sval < j_ptr->sval) break;
1694 if (o_ptr->sval > j_ptr->sval) continue;
1697 * Hack: otherwise identical rods sort by
1698 * increasing recharge time --dsb
1700 if (o_ptr->tval == TV_ROD)
1702 if (o_ptr->pval < j_ptr->pval) break;
1703 if (o_ptr->pval > j_ptr->pval) continue;
1706 /* Evaluate that slot */
1707 j_value = object_value(j_ptr);
1709 /* Objects sort by decreasing value */
1710 if (value > j_value) break;
1711 if (value < j_value) continue;
1714 /* Slide the others up */
1715 for (i = st_ptr->stock_num; i > slot; i--)
1717 st_ptr->stock[i] = st_ptr->stock[i-1];
1720 /* More stuff now */
1721 st_ptr->stock_num++;
1723 /* Insert the new item */
1724 st_ptr->stock[slot] = *o_ptr;
1726 /* Return the location */
1732 * Increase, by a given amount, the number of a certain item
1733 * in a certain store. This can result in zero items.
1735 static void store_item_increase(int item, int num)
1741 o_ptr = &st_ptr->stock[item];
1743 /* Verify the number */
1744 cnt = o_ptr->number + num;
1745 if (cnt > 255) cnt = 255;
1746 else if (cnt < 0) cnt = 0;
1747 num = cnt - o_ptr->number;
1749 /* Save the new number */
1750 o_ptr->number += num;
1755 * Remove a slot if it is empty
1757 static void store_item_optimize(int item)
1763 o_ptr = &st_ptr->stock[item];
1766 if (!o_ptr->k_idx) return;
1768 /* Must have no items */
1769 if (o_ptr->number) return;
1772 st_ptr->stock_num--;
1774 /* Slide everyone */
1775 for (j = item; j < st_ptr->stock_num; j++)
1777 st_ptr->stock[j] = st_ptr->stock[j + 1];
1780 /* Nuke the final slot */
1781 object_wipe(&st_ptr->stock[j]);
1786 * This function will keep 'crap' out of the black market.
1787 * Crap is defined as any item that is "available" elsewhere
1788 * Based on a suggestion by "Lee Vogt" <lvogt@cig.mcel.mot.com>
1790 static bool black_market_crap(object_type *o_ptr)
1794 /* Ego items are never crap */
1795 if (o_ptr->name2) return (FALSE);
1797 /* Good items are never crap */
1798 if (o_ptr->to_a > 0) return (FALSE);
1799 if (o_ptr->to_h > 0) return (FALSE);
1800 if (o_ptr->to_d > 0) return (FALSE);
1802 /* Check all stores */
1803 for (i = 0; i < MAX_STORES; i++)
1805 if (i == STORE_HOME) continue;
1806 if (i == STORE_MUSEUM) continue;
1808 /* Check every item in the store */
1809 for (j = 0; j < town[p_ptr->town_num].store[i].stock_num; j++)
1811 object_type *j_ptr = &town[p_ptr->town_num].store[i].stock[j];
1813 /* Duplicate item "type", assume crappy */
1814 if (o_ptr->k_idx == j_ptr->k_idx) return (TRUE);
1824 * Attempt to delete (some of) a random item from the store
1825 * Hack -- we attempt to "maintain" piles of items when possible.
1827 static void store_delete(void)
1831 /* Pick a random slot */
1832 what = randint0(st_ptr->stock_num);
1834 /* Determine how many items are here */
1835 num = st_ptr->stock[what].number;
1837 /* Hack -- sometimes, only destroy half the items */
1838 if (randint0(100) < 50) num = (num + 1) / 2;
1840 /* Hack -- sometimes, only destroy a single item */
1841 if (randint0(100) < 50) num = 1;
1843 /* Hack -- decrement the maximum timeouts and total charges of rods and wands. -LM- */
1844 if ((st_ptr->stock[what].tval == TV_ROD) || (st_ptr->stock[what].tval == TV_WAND))
1846 st_ptr->stock[what].pval -= num * st_ptr->stock[what].pval / st_ptr->stock[what].number;
1849 /* Actually destroy (part of) the item */
1850 store_item_increase(what, -num);
1851 store_item_optimize(what);
1856 * Creates a random item and gives it to a store
1857 * This algorithm needs to be rethought. A lot.
1858 * Currently, "normal" stores use a pre-built array.
1860 * Note -- the "level" given to "obj_get_num()" is a "favored"
1861 * level, that is, there is a much higher chance of getting
1862 * items with a level approaching that of the given level...
1864 * Should we check for "permission" to have the given item?
1866 static void store_create(void)
1868 int i, tries, level;
1874 /* Paranoia -- no room left */
1875 if (st_ptr->stock_num >= st_ptr->stock_size) return;
1878 /* Hack -- consider up to four items */
1879 for (tries = 0; tries < 4; tries++)
1882 if (cur_store_num == STORE_BLACK)
1884 /* Pick a level for object/magic */
1885 level = 25 + randint0(25);
1887 /* Random item (usually of given level) */
1888 i = get_obj_num(level);
1890 /* Handle failure */
1897 /* Hack -- Pick an item to sell */
1898 i = st_ptr->table[randint0(st_ptr->table_num)];
1900 /* Hack -- fake level for apply_magic() */
1901 level = rand_range(1, STORE_OBJ_LEVEL);
1905 /* Get local object */
1908 /* Create a new object of the chosen kind */
1909 object_prep(q_ptr, i);
1911 /* Apply some "low-level" magic (no artifacts) */
1912 apply_magic(q_ptr, level, FALSE, FALSE, FALSE, FALSE);
1914 /* Require valid object */
1915 if (!store_will_buy(q_ptr)) continue;
1917 /* Hack -- Charge lite's */
1918 if (q_ptr->tval == TV_LITE)
1920 if (q_ptr->sval == SV_LITE_TORCH) q_ptr->xtra4 = FUEL_TORCH / 2;
1921 if (q_ptr->sval == SV_LITE_LANTERN) q_ptr->xtra4 = FUEL_LAMP / 2;
1925 /* The item is "known" */
1926 object_known(q_ptr);
1928 /* Mark it storebought */
1929 q_ptr->ident |= IDENT_STOREB;
1931 /* Mega-Hack -- no chests in stores */
1932 if (q_ptr->tval == TV_CHEST) continue;
1934 /* Prune the black market */
1935 if (cur_store_num == STORE_BLACK)
1937 /* Hack -- No "crappy" items */
1938 if (black_market_crap(q_ptr)) continue;
1940 /* Hack -- No "cheap" items */
1941 if (object_value(q_ptr) < 10) continue;
1943 /* No "worthless" items */
1944 /* if (object_value(q_ptr) <= 0) continue; */
1947 /* Prune normal stores */
1950 /* No "worthless" items */
1951 if (object_value(q_ptr) <= 0) continue;
1955 /* Mass produce and/or Apply discount */
1956 mass_produce(q_ptr);
1958 /* Attempt to carry the (known) item */
1959 (void)store_carry(q_ptr);
1961 /* Definitely done */
1969 * Eliminate need to bargain if player has haggled well in the past
1971 static bool noneedtobargain(s32b minprice)
1973 s32b good = st_ptr->good_buy;
1974 s32b bad = st_ptr->bad_buy;
1976 /* Cheap items are "boring" */
1977 if (minprice < 10L) return (TRUE);
1979 /* Perfect haggling */
1980 if (good == MAX_SHORT) return (TRUE);
1982 /* Reward good haggles, punish bad haggles, notice price */
1983 if (good > ((3 * bad) + (5 + (minprice/50)))) return (TRUE);
1985 /* Return the flag */
1991 * Update the bargain info
1993 static void updatebargain(s32b price, s32b minprice, int num)
1995 /* Hack -- auto-haggle */
1996 if (!manual_haggle) return;
1998 /* Cheap items are "boring" */
1999 if ((minprice/num) < 10L) return;
2001 /* Count the successful haggles */
2002 if (price == minprice)
2004 /* Just count the good haggles */
2005 if (st_ptr->good_buy < MAX_SHORT)
2011 /* Count the failed haggles */
2014 /* Just count the bad haggles */
2015 if (st_ptr->bad_buy < MAX_SHORT)
2025 * Re-displays a single store entry
2027 static void display_entry(int pos)
2033 char o_name[MAX_NLEN];
2040 o_ptr = &st_ptr->stock[pos];
2042 /* Get the "offset" */
2045 /* Label it, clear the line --(-- */
2046 (void)sprintf(out_val, "%c) ", I2A(i));
2047 prt(out_val, i+6, 0);
2050 if (show_item_graph)
2052 byte a = object_attr(o_ptr);
2053 char c = object_char(o_ptr);
2060 Term_draw(cur_col, i + 6, a, c);
2065 Term_draw(cur_col, i + 6, 255, 255);
2070 /* Describe an item in the home */
2071 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
2075 /* Leave room for weights, if necessary -DRS- */
2076 if (show_weights) maxwid -= 10;
2078 /* Describe the object */
2079 object_desc(o_name, o_ptr, TRUE, 3);
2080 o_name[maxwid] = '\0';
2081 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, cur_col);
2086 /* Only show the weight of an individual item */
2087 int wgt = o_ptr->weight;
2089 sprintf(out_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
2090 put_str(out_val, i+6, 67);
2092 (void)sprintf(out_val, "%3d.%d lb", wgt / 10, wgt % 10);
2093 put_str(out_val, i+6, 68);
2099 /* Describe an item (fully) in a store */
2102 /* Must leave room for the "price" */
2105 /* Leave room for weights, if necessary -DRS- */
2106 if (show_weights) maxwid -= 7;
2108 /* Describe the object (fully) */
2109 object_desc_store(o_name, o_ptr, TRUE, 3);
2110 o_name[maxwid] = '\0';
2111 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, cur_col);
2116 /* Only show the weight of an individual item */
2117 int wgt = o_ptr->weight;
2119 sprintf(out_val, "%3d.%1d", lbtokg1(wgt) , lbtokg2(wgt) );
2120 put_str(out_val, i+6, 60);
2122 (void)sprintf(out_val, "%3d.%d", wgt / 10, wgt % 10);
2123 put_str(out_val, i+6, 61);
2128 /* Display a "fixed" cost */
2129 if (o_ptr->ident & (IDENT_FIXED))
2131 /* Extract the "minimum" price */
2132 x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2134 /* Actually draw the price (not fixed) */
2136 (void)sprintf(out_val, "%9ld¸Ç", (long)x);
2138 (void)sprintf(out_val, "%9ld F", (long)x);
2141 put_str(out_val, i+6, 68);
2144 /* Display a "taxed" cost */
2145 else if (!manual_haggle)
2147 /* Extract the "minimum" price */
2148 x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2150 /* Hack -- Apply Sales Tax if needed */
2151 if (!noneedtobargain(x)) x += x / 10;
2153 /* Actually draw the price (with tax) */
2154 (void)sprintf(out_val, "%9ld ", (long)x);
2155 put_str(out_val, i+6, 68);
2158 /* Display a "haggle" cost */
2161 /* Extrect the "maximum" price */
2162 x = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
2164 /* Actually draw the price (not fixed) */
2165 (void)sprintf(out_val, "%9ld ", (long)x);
2166 put_str(out_val, i+6, 68);
2173 * Displays a store's inventory -RAK-
2174 * All prices are listed as "per individual object". -BEN-
2176 static void display_inventory(void)
2180 /* Display the next 12 items */
2181 for (k = 0; k < 12; k++)
2183 /* Do not display "dead" items */
2184 if (store_top + k >= st_ptr->stock_num) break;
2186 /* Display that line */
2187 display_entry(store_top + k);
2190 /* Erase the extra lines and the "more" prompt */
2191 for (i = k; i < 13; i++) prt("", i + 6, 0);
2193 /* Assume "no current page" */
2195 put_str(" ", 5, 20);
2197 put_str(" ", 5, 20);
2201 /* Visual reminder of "more items" */
2202 if (st_ptr->stock_num > 12)
2204 /* Show "more" reminder (after the last item) */
2206 prt("-³¤¯-", k + 6, 3);
2208 prt("-more-", k + 6, 3);
2212 /* Indicate the "current page" */
2214 put_str(format("(%d¥Ú¡¼¥¸)", store_top/12 + 1), 5, 20);
2216 put_str(format("(Page %d)", store_top/12 + 1), 5, 20);
2224 * Displays players gold -RAK-
2226 static void store_prt_gold(void)
2231 prt("¼ê»ý¤Á¤Î¤ª¶â: ", 19, 53);
2233 prt("Gold Remaining: ", 19, 53);
2237 sprintf(out_val, "%9ld", (long)p_ptr->au);
2238 prt(out_val, 19, 68);
2243 * Displays store (after clearing screen) -RAK-
2245 static void display_store(void)
2253 /* The "Home" is special */
2254 if (cur_store_num == STORE_HOME)
2256 /* Put the owner name */
2258 put_str("²æ¤¬²È", 3, 31);
2260 put_str("Your Home", 3, 30);
2264 /* Label the item descriptions */
2266 put_str("¥¢¥¤¥Æ¥à¤Î°ìÍ÷", 5, 4);
2268 put_str("Item Description", 5, 3);
2272 /* If showing weights, show label */
2276 put_str("½Å¤µ", 5, 72);
2278 put_str("Weight", 5, 70);
2284 /* The "Home" is special */
2285 else if (cur_store_num == STORE_MUSEUM)
2287 /* Put the owner name */
2289 put_str("Çîʪ´Û", 3, 31);
2291 put_str("Museum", 3, 30);
2295 /* Label the item descriptions */
2297 put_str("¥¢¥¤¥Æ¥à¤Î°ìÍ÷", 5, 4);
2299 put_str("Item Description", 5, 3);
2303 /* If showing weights, show label */
2307 put_str("½Å¤µ", 5, 72);
2309 put_str("Weight", 5, 70);
2318 cptr store_name = (f_name + f_info[FEAT_SHOP_HEAD + cur_store_num].name);
2319 cptr owner_name = (ot_ptr->owner_name);
2320 cptr race_name = race_info[ot_ptr->owner_race].title;
2322 /* Put the owner name and race */
2323 sprintf(buf, "%s (%s)", owner_name, race_name);
2324 put_str(buf, 3, 10);
2326 /* Show the max price in the store (above prices) */
2327 sprintf(buf, "%s (%ld)", store_name, (long)(ot_ptr->max_cost));
2330 /* Label the item descriptions */
2332 put_str("¾¦ÉʤΰìÍ÷", 5, 7);
2334 put_str("Item Description", 5, 3);
2338 /* If showing weights, show label */
2342 put_str("½Å¤µ", 5, 62);
2344 put_str("Weight", 5, 60);
2349 /* Label the asking price (in stores) */
2351 put_str("²Á³Ê", 5, 73);
2353 put_str("Price", 5, 72);
2358 /* Display the current gold */
2361 /* Draw in the inventory */
2362 display_inventory();
2368 * Get the ID of a store item and return its value -RAK-
2370 static int get_stock(int *com_val, cptr pmt, int i, int j)
2376 #ifdef ALLOW_REPEAT /* TNB */
2378 /* Get the item index */
2379 if (repeat_pull(com_val))
2381 /* Verify the item */
2382 if ((*com_val >= i) && (*com_val <= j))
2389 #endif /* ALLOW_REPEAT -- TNB */
2391 /* Paranoia XXX XXX XXX */
2395 /* Assume failure */
2398 /* Build the prompt */
2400 (void)sprintf(out_val, "(%s:%c-%c, ESC¤ÇÃæÃÇ) %s",
2401 (((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) ? "¥¢¥¤¥Æ¥à" : "¾¦ÉÊ"),
2402 I2A(i), I2A(j), pmt);
2404 (void)sprintf(out_val, "(Items %c-%c, ESC to exit) %s",
2405 I2A(i), I2A(j), pmt);
2409 /* Ask until done */
2415 if (!get_com(out_val, &command, FALSE)) break;
2418 k = (islower(command) ? A2I(command) : -1);
2420 /* Legal responses */
2421 if ((k >= i) && (k <= j))
2431 /* Clear the prompt */
2435 if (command == ESCAPE) return (FALSE);
2437 #ifdef ALLOW_REPEAT /* TNB */
2439 repeat_push(*com_val);
2441 #endif /* ALLOW_REPEAT -- TNB */
2449 * Increase the insult counter and get angry if too many -RAK-
2451 static int increase_insults(void)
2453 /* Increase insults */
2454 st_ptr->insult_cur++;
2456 /* Become insulted */
2457 if (st_ptr->insult_cur > ot_ptr->insult_max)
2463 st_ptr->insult_cur = 0;
2464 st_ptr->good_buy = 0;
2465 st_ptr->bad_buy = 0;
2468 st_ptr->store_open = turn + TURNS_PER_TICK*TOWN_DAWN/8 + randint1(TURNS_PER_TICK*TOWN_DAWN/8);
2480 * Decrease insults -RAK-
2482 static void decrease_insults(void)
2484 /* Decrease insults */
2485 if (st_ptr->insult_cur) st_ptr->insult_cur--;
2490 * Have insulted while haggling -RAK-
2492 static int haggle_insults(void)
2494 /* Increase insults */
2495 if (increase_insults()) return (TRUE);
2497 /* Display and flush insult */
2506 * Mega-Hack -- Enable "increments"
2508 static bool allow_inc = FALSE;
2511 * Mega-Hack -- Last "increment" during haggling
2513 static s32b last_inc = 0L;
2519 static int get_haggle(cptr pmt, s32b *poffer, s32b price, int final)
2529 /* Clear old increment if necessary */
2530 if (!allow_inc) last_inc = 0L;
2537 sprintf(buf, "%s [¾µÂú] ", pmt);
2539 sprintf(buf, "%s [accept] ", pmt);
2544 /* Old (negative) increment, and not final */
2545 else if (last_inc < 0)
2548 sprintf(buf, "%s [-$%ld] ", pmt, (long)(ABS(last_inc)));
2550 sprintf(buf, "%s [-%ld] ", pmt, (long)(ABS(last_inc)));
2555 /* Old (positive) increment, and not final */
2556 else if (last_inc > 0)
2559 sprintf(buf, "%s [+$%ld] ", pmt, (long)(ABS(last_inc)));
2561 sprintf(buf, "%s [+%ld] ", pmt, (long)(ABS(last_inc)));
2569 sprintf(buf, "%s ", pmt);
2573 /* Paranoia XXX XXX XXX */
2577 /* Ask until done */
2581 strcpy(out_val, "");
2583 /* Ask the user for a response */
2584 if (!get_string(buf, out_val, 32)) return (FALSE);
2586 /* Skip leading spaces */
2587 for (p = out_val; *p == ' '; p++) /* loop */;
2589 /* Empty response */
2592 /* Accept current price */
2600 /* Use previous increment */
2601 if (allow_inc && last_inc)
2603 *poffer += last_inc;
2608 /* Normal response */
2611 /* Extract a number */
2614 /* Handle "incremental" number */
2615 if ((*p == '+' || *p == '-'))
2617 /* Allow increments */
2620 /* Use the given "increment" */
2627 /* Handle normal number */
2630 /* Use the given "number" */
2639 msg_print("Ãͤ¬¤ª¤«¤·¤¤¤Ç¤¹¡£");
2641 msg_print("Invalid response.");
2653 * Receive an offer (from the player)
2655 * Return TRUE if offer is NOT okay
2657 static bool receive_offer(cptr pmt, s32b *poffer,
2658 s32b last_offer, int factor,
2659 s32b price, int final)
2661 /* Haggle till done */
2664 /* Get a haggle (or cancel) */
2665 if (!get_haggle(pmt, poffer, price, final)) return (TRUE);
2667 /* Acceptable offer */
2668 if (((*poffer) * factor) >= (last_offer * factor)) break;
2670 /* Insult, and check for kicked out */
2671 if (haggle_insults()) return (TRUE);
2673 /* Reject offer (correctly) */
2674 (*poffer) = last_offer;
2683 * Haggling routine -RAK-
2685 * Return TRUE if purchase is NOT successful
2687 static bool purchase_haggle(object_type *o_ptr, s32b *price)
2689 s32b cur_ask, final_ask;
2690 s32b last_offer, offer;
2692 s32b min_per, max_per;
2693 int flag, loop_flag, noneed;
2694 int annoyed = 0, final = FALSE;
2696 bool cancel = FALSE;
2699 cptr pmt = "Ä󼨲Á³Ê";
2701 cptr pmt = "Asking";
2711 /* Extract the starting offer and the final offer */
2712 cur_ask = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
2713 final_ask = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2715 /* Determine if haggling is necessary */
2716 noneed = noneedtobargain(final_ask);
2718 /* No need to haggle */
2719 if (noneed || !manual_haggle)
2721 /* No need to haggle */
2724 /* Message summary */
2726 msg_print("·ë¶É¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2728 msg_print("You eventually agree upon the price.");
2734 /* No haggle option */
2737 /* Message summary */
2739 msg_print("¤¹¤ó¤Ê¤ê¤È¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2741 msg_print("You quickly agree upon the price.");
2746 /* Apply Sales Tax */
2747 final_ask += final_ask / 10;
2751 cur_ask = final_ask;
2753 /* Go to final offer */
2755 pmt = "ºÇ½ªÄ󼨲Á³Ê";
2757 pmt = "Final Offer";
2764 /* Haggle for the whole pile */
2765 cur_ask *= o_ptr->number;
2766 final_ask *= o_ptr->number;
2769 /* Haggle parameters */
2770 min_per = ot_ptr->haggle_per;
2771 max_per = min_per * 3;
2773 /* Mega-Hack -- artificial "last offer" value */
2774 last_offer = object_value(o_ptr) * o_ptr->number;
2775 last_offer = last_offer * (200 - (int)(ot_ptr->max_inflate)) / 100L;
2776 if (last_offer <= 0) last_offer = 1;
2781 /* No incremental haggling yet */
2784 /* Haggle until done */
2785 for (flag = FALSE; !flag; )
2789 while (!flag && loop_flag)
2791 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
2792 put_str(out_val, 1, 0);
2794 cancel = receive_offer("Ä󼨤¹¤ë¶â³Û? ",
2796 cancel = receive_offer("What do you offer? ",
2799 &offer, last_offer, 1, cur_ask, final);
2805 else if (offer > cur_ask)
2810 else if (offer == cur_ask)
2823 x1 = 100 * (offer - last_offer) / (cur_ask - last_offer);
2826 if (haggle_insults())
2832 else if (x1 > max_per)
2835 if (x1 < max_per) x1 = max_per;
2837 x2 = rand_range(x1-2, x1+2);
2838 x3 = ((cur_ask - offer) * x2 / 100L) + 1;
2839 /* don't let the price go up */
2844 if (cur_ask < final_ask)
2847 cur_ask = final_ask;
2849 pmt = "ºÇ½ªÄ󼨲Á³Ê";
2851 pmt = "Final Offer";
2857 (void)(increase_insults());
2862 else if (offer >= cur_ask)
2874 (void)sprintf(out_val, "Á°²ó¤ÎÄ󼨶â³Û: $%ld",
2876 (void)sprintf(out_val, "Your last offer: %ld",
2880 put_str(out_val, 1, 39);
2881 say_comment_2(cur_ask, annoyed);
2887 if (cancel) return (TRUE);
2889 /* Update bargaining info */
2890 updatebargain(*price, final_ask, o_ptr->number);
2898 * Haggling routine -RAK-
2900 * Return TRUE if purchase is NOT successful
2902 static bool sell_haggle(object_type *o_ptr, s32b *price)
2904 s32b purse, cur_ask, final_ask;
2905 s32b last_offer = 0, offer = 0;
2907 s32b min_per, max_per;
2908 int flag, loop_flag, noneed;
2909 int annoyed = 0, final = FALSE;
2910 bool cancel = FALSE;
2912 cptr pmt = "Ä󼨶â³Û";
2923 /* Obtain the starting offer and the final offer */
2924 cur_ask = price_item(o_ptr, ot_ptr->max_inflate, TRUE);
2925 final_ask = price_item(o_ptr, ot_ptr->min_inflate, TRUE);
2927 /* Determine if haggling is necessary */
2928 noneed = noneedtobargain(final_ask);
2930 /* Get the owner's payout limit */
2931 purse = (s32b)(ot_ptr->max_cost);
2933 /* No need to haggle */
2934 if (noneed || !manual_haggle || (final_ask >= purse))
2936 /* No reason to haggle */
2937 if (final_ask >= purse)
2941 msg_print("¨ºÂ¤Ë¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2943 msg_print("You instantly agree upon the price.");
2948 /* Offer full purse */
2952 /* No need to haggle */
2957 msg_print("·ë¶É¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2959 msg_print("You eventually agree upon the price.");
2965 /* No haggle option */
2968 /* Message summary */
2970 msg_print("¤¹¤ó¤Ê¤ê¤È¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2972 msg_print("You quickly agree upon the price.");
2977 /* Apply Sales Tax */
2978 final_ask -= final_ask / 10;
2982 cur_ask = final_ask;
2987 pmt = "ºÇ½ªÄ󼨶â³Û";
2989 pmt = "Final Offer";
2994 /* Haggle for the whole pile */
2995 cur_ask *= o_ptr->number;
2996 final_ask *= o_ptr->number;
2999 /* XXX XXX XXX Display commands */
3001 /* Haggling parameters */
3002 min_per = ot_ptr->haggle_per;
3003 max_per = min_per * 3;
3005 /* Mega-Hack -- artificial "last offer" value */
3006 last_offer = object_value(o_ptr) * o_ptr->number;
3007 last_offer = last_offer * ot_ptr->max_inflate / 100L;
3012 /* No incremental haggling yet */
3016 for (flag = FALSE; !flag; )
3022 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
3023 put_str(out_val, 1, 0);
3025 cancel = receive_offer("Ä󼨤¹¤ë²Á³Ê? ",
3027 cancel = receive_offer("What price do you ask? ",
3030 &offer, last_offer, -1, cur_ask, final);
3036 else if (offer < cur_ask)
3039 /* rejected, reset offer for incremental haggling */
3042 else if (offer == cur_ask)
3053 if (flag || !loop_flag) break;
3058 x1 = 100 * (last_offer - offer) / (last_offer - cur_ask);
3061 if (haggle_insults())
3067 else if (x1 > max_per)
3070 if (x1 < max_per) x1 = max_per;
3072 x2 = rand_range(x1-2, x1+2);
3073 x3 = ((offer - cur_ask) * x2 / 100L) + 1;
3074 /* don't let the price go down */
3078 if (cur_ask > final_ask)
3080 cur_ask = final_ask;
3083 pmt = "ºÇ½ªÄ󼨶â³Û";
3085 pmt = "Final Offer";
3093 /* Äɲà $0 ¤ÇÇ㤤¼è¤é¤ì¤Æ¤·¤Þ¤¦¤Î¤òËÉ»ß By FIRST*/
3096 (void)(increase_insults());
3099 else if (offer <= cur_ask)
3110 (void)sprintf(out_val,
3112 "Á°²ó¤ÎÄ󼨲Á³Ê $%ld", (long)last_offer);
3114 "Your last bid %ld", (long)last_offer);
3117 put_str(out_val, 1, 39);
3118 say_comment_3(cur_ask, annoyed);
3124 if (cancel) return (TRUE);
3126 /* Update bargaining info */
3127 updatebargain(*price, final_ask, o_ptr->number);
3135 * Buy an item from a store -RAK-
3137 static void store_purchase(void)
3149 char o_name[MAX_NLEN];
3154 if (cur_store_num == STORE_MUSEUM)
3157 msg_print("Çîʪ´Û¤«¤é¼è¤ê½Ð¤¹¤³¤È¤Ï¤Ç¤¤Þ¤»¤ó¡£");
3159 msg_print("Museum.");
3165 if (st_ptr->stock_num <= 0)
3167 if (cur_store_num == STORE_HOME)
3169 msg_print("²æ¤¬²È¤Ë¤Ï²¿¤âÃÖ¤¤¤Æ¤¢¤ê¤Þ¤»¤ó¡£");
3171 msg_print("Your home is empty.");
3176 msg_print("¸½ºß¾¦Éʤκ߸ˤòÀڤ餷¤Æ¤¤¤Þ¤¹¡£");
3178 msg_print("I am currently out of stock.");
3185 /* Find the number of objects on this and following pages */
3186 i = (st_ptr->stock_num - store_top);
3188 /* And then restrict it to the current page */
3193 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸ */
3194 switch( cur_store_num ) {
3196 sprintf(out_val, "¤É¤Î¥¢¥¤¥Æ¥à¤ò¼è¤ê¤Þ¤¹¤«? ");
3199 sprintf(out_val, "¤É¤ì? ");
3202 sprintf(out_val, "¤É¤ÎÉÊʪ¤¬Íߤ·¤¤¤ó¤À¤¤? ");
3206 if (cur_store_num == STORE_HOME)
3208 sprintf(out_val, "Which item do you want to take? ");
3212 sprintf(out_val, "Which item are you interested in? ");
3217 /* Get the item number to be bought */
3218 if (!get_stock(&item, out_val, 0, i - 1)) return;
3220 /* Get the actual index */
3221 item = item + store_top;
3223 /* Get the actual item */
3224 o_ptr = &st_ptr->stock[item];
3226 /* Assume the player wants just one of them */
3229 /* Get local object */
3232 /* Get a copy of the object */
3233 object_copy(j_ptr, o_ptr);
3236 * If a rod or wand, allocate total maximum timeouts or charges
3237 * between those purchased and left on the shelf.
3239 reduce_charges(j_ptr, o_ptr->number - amt);
3241 /* Modify quantity */
3242 j_ptr->number = amt;
3244 /* Hack -- require room in pack */
3245 if (!inven_carry_okay(j_ptr))
3248 msg_print("¤½¤ó¤Ê¤Ë¥¢¥¤¥Æ¥à¤ò»ý¤Æ¤Ê¤¤¡£");
3250 msg_print("You cannot carry that many different items.");
3256 /* Determine the "best" price (per item) */
3257 best = price_item(j_ptr, ot_ptr->min_inflate, FALSE);
3259 /* Find out how many the player wants */
3260 if (o_ptr->number > 1)
3262 /* Hack -- note cost of "fixed" items */
3263 if ((cur_store_num != STORE_HOME) &&
3264 (o_ptr->ident & IDENT_FIXED))
3267 msg_format("°ì¤Ä¤Ë¤Ä¤ $%ld¤Ç¤¹¡£", (long)(best));
3269 msg_format("That costs %ld gold per item.", (long)(best));
3274 /* Get a quantity */
3275 amt = get_quantity(NULL, o_ptr->number);
3277 /* Allow user abort */
3278 if (amt <= 0) return;
3281 /* Get local object */
3284 /* Get desired object */
3285 object_copy(j_ptr, o_ptr);
3288 * If a rod or wand, allocate total maximum timeouts or charges
3289 * between those purchased and left on the shelf.
3291 reduce_charges(j_ptr, o_ptr->number - amt);
3293 /* Modify quantity */
3294 j_ptr->number = amt;
3296 /* Hack -- require room in pack */
3297 if (!inven_carry_okay(j_ptr))
3300 msg_print("¥¶¥Ã¥¯¤Ë¤½¤Î¥¢¥¤¥Æ¥à¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£");
3302 msg_print("You cannot carry that many items.");
3308 /* Attempt to buy it */
3309 if (cur_store_num != STORE_HOME)
3311 /* Fixed price, quick buy */
3312 if (o_ptr->ident & (IDENT_FIXED))
3317 /* Go directly to the "best" deal */
3318 price = (best * j_ptr->number);
3324 /* Describe the object (fully) */
3325 object_desc_store(o_name, j_ptr, TRUE, 3);
3329 msg_format("%s(%c)¤ò¹ØÆþ¤¹¤ë¡£", o_name, I2A(item));
3331 msg_format("Buying %s (%c).", o_name, I2A(item));
3336 /* Haggle for a final price */
3337 choice = purchase_haggle(j_ptr, &price);
3339 /* Hack -- Got kicked out */
3340 if (st_ptr->store_open >= turn) return;
3343 /* Player wants it */
3346 /* Fix the item price (if "correctly" haggled) */
3347 if (price == (best * j_ptr->number)) o_ptr->ident |= (IDENT_FIXED);
3349 /* Player can afford it */
3350 if (p_ptr->au >= price)
3355 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
3356 chg_virtue(V_JUSTICE, -1);
3357 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
3358 chg_virtue(V_NATURE, -1);
3366 /* Spend the money */
3369 /* Update the display */
3372 /* Hack -- buying an item makes you aware of it */
3373 object_aware(j_ptr);
3375 /* Hack -- clear the "fixed" flag from the item */
3376 j_ptr->ident &= ~(IDENT_FIXED);
3378 /* Describe the transaction */
3379 object_desc(o_name, j_ptr, TRUE, 3);
3383 msg_format("%s¤ò $%ld¤Ç¹ØÆþ¤·¤Þ¤·¤¿¡£", o_name, (long)price);
3385 msg_format("You bought %s for %ld gold.", o_name, (long)price);
3388 strcpy(record_o_name, o_name);
3391 if (record_buy) do_cmd_write_nikki(NIKKI_BUY, 0, o_name);
3392 object_desc(o_name, o_ptr, TRUE, 0);
3393 if(record_rand_art && o_ptr->art_name)
3394 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
3396 /* Erase the inscription */
3397 j_ptr->inscription = 0;
3399 /* Erase the "feeling" */
3400 j_ptr->feeling = FEEL_NONE;
3401 j_ptr->ident &= ~(IDENT_STOREB);
3402 /* Give it to the player */
3403 item_new = inven_carry(j_ptr);
3405 /* Describe the final result */
3406 object_desc(o_name, &inventory[item_new], TRUE, 3);
3410 msg_format("%s(%c)¤ò¼ê¤ËÆþ¤ì¤¿¡£", o_name, index_to_label(item_new));
3412 msg_format("You have %s (%c).",
3413 o_name, index_to_label(item_new));
3417 /* Now, reduce the original stack's pval. */
3418 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3420 o_ptr->pval -= j_ptr->pval;
3426 /* Note how many slots the store used to have */
3427 i = st_ptr->stock_num;
3429 /* Remove the bought items from the store */
3430 store_item_increase(item, -amt);
3431 store_item_optimize(item);
3433 /* Store is empty */
3434 if (st_ptr->stock_num == 0)
3437 if (one_in_(STORE_SHUFFLE))
3442 msg_print("Ź¼ç¤Ï°úÂष¤¿¡£");
3444 msg_print("The shopkeeper retires.");
3448 /* Shuffle the store */
3449 store_shuffle(cur_store_num);
3452 sprintf(buf, "%s (%s)",
3453 ot_ptr->owner_name, race_info[ot_ptr->owner_race].title);
3454 put_str(buf, 3, 10);
3455 sprintf(buf, "%s (%ld)",
3456 (f_name + f_info[FEAT_SHOP_HEAD + cur_store_num].name), (long)(ot_ptr->max_cost));
3465 msg_print("Ź¼ç¤Ï¿·¤¿¤Êºß¸Ë¤ò¼è¤ê½Ð¤·¤¿¡£");
3467 msg_print("The shopkeeper brings out some new stock.");
3473 for (i = 0; i < 10; i++)
3475 /* Maintain the store */
3476 store_maint(p_ptr->town_num, cur_store_num);
3482 /* Redraw everything */
3483 display_inventory();
3486 /* The item is gone */
3487 else if (st_ptr->stock_num != i)
3489 /* Pick the correct screen */
3490 if (store_top >= st_ptr->stock_num) store_top -= 12;
3492 /* Redraw everything */
3493 display_inventory();
3496 /* Item is still here */
3499 /* Redraw the item */
3500 display_entry(item);
3504 /* Player cannot afford it */
3507 /* Simple message (no insult) */
3509 msg_print("¤ª¶â¤¬Â¤ê¤Þ¤»¤ó¡£");
3511 msg_print("You do not have enough gold.");
3518 /* Home is much easier */
3521 /* Distribute charges of wands/rods */
3522 distribute_charges(o_ptr, j_ptr, amt);
3524 /* Give it to the player */
3525 item_new = inven_carry(j_ptr);
3527 /* Describe just the result */
3528 object_desc(o_name, &inventory[item_new], TRUE, 3);
3532 msg_format("%s(%c)¤ò¼è¤Ã¤¿¡£",
3534 msg_format("You have %s (%c).",
3536 o_name, index_to_label(item_new));
3541 /* Take note if we take the last one */
3542 i = st_ptr->stock_num;
3544 /* Remove the items from the home */
3545 store_item_increase(item, -amt);
3546 store_item_optimize(item);
3548 /* Hack -- Item is still here */
3549 if (i == st_ptr->stock_num)
3551 /* Redraw the item */
3552 display_entry(item);
3555 /* The item is gone */
3559 if (st_ptr->stock_num == 0) store_top = 0;
3561 /* Nothing left on that screen */
3562 else if (store_top >= st_ptr->stock_num) store_top -= 12;
3564 /* Redraw everything */
3565 display_inventory();
3567 chg_virtue(V_SACRIFICE, 1);
3571 /* Not kicked out */
3577 * Sell an item to the store (or home)
3579 static void store_sell(void)
3585 s32b price, value, dummy;
3594 char o_name[MAX_NLEN];
3597 /* Prepare a prompt */
3598 if (cur_store_num == STORE_HOME)
3600 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÃÖ¤¤Þ¤¹¤«? ";
3602 q = "Drop which item? ";
3605 else if (cur_store_num == STORE_MUSEUM)
3607 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò´ó£¤·¤Þ¤¹¤«? ";
3609 q = "Give which item? ";
3614 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÇä¤ê¤Þ¤¹¤«? ";
3616 q = "Sell which item? ";
3620 item_tester_no_ryoute = TRUE;
3621 /* Only allow items the store will buy */
3622 item_tester_hook = store_will_buy;
3625 /* ²æ¤¬²È¤Ç¤ª¤«¤·¤Ê¥á¥Ã¥»¡¼¥¸¤¬½Ð¤ë¥ª¥ê¥¸¥Ê¥ë¤Î¥Ð¥°¤ò½¤Àµ */
3626 if (cur_store_num == STORE_HOME)
3629 s = "ÃÖ¤±¤ë¥¢¥¤¥Æ¥à¤ò»ý¤Ã¤Æ¤¤¤Þ¤»¤ó¡£";
3631 s = "You don't have any item to drop.";
3634 else if (cur_store_num == STORE_MUSEUM)
3637 s = "´ó£¤Ç¤¤ë¥¢¥¤¥Æ¥à¤ò»ý¤Ã¤Æ¤¤¤Þ¤»¤ó¡£";
3639 s = "You don't have any item to give.";
3645 s = "Íߤ·¤¤Êª¤¬¤Ê¤¤¤Ç¤¹¤Í¤¨¡£";
3647 s = "You have nothing that I want.";
3651 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return;
3653 /* Get the item (in the pack) */
3656 o_ptr = &inventory[item];
3659 /* Get the item (on the floor) */
3662 o_ptr = &o_list[0 - item];
3666 /* Hack -- Cannot remove cursed items */
3667 if ((item >= INVEN_RARM) && cursed_p(o_ptr))
3671 msg_print("¤Õ¡¼¤à¡¢¤É¤¦¤ä¤é¤½¤ì¤Ï¼ö¤ï¤ì¤Æ¤¤¤ë¤è¤¦¤À¤Í¡£");
3673 msg_print("Hmmm, it seems to be cursed.");
3682 /* Assume one item */
3685 /* Find out how many the player wants (letter means "all") */
3686 if (o_ptr->number > 1)
3688 /* Get a quantity */
3689 amt = get_quantity(NULL, o_ptr->number);
3691 /* Allow user abort */
3692 if (amt <= 0) return;
3695 /* Get local object */
3698 /* Get a copy of the object */
3699 object_copy(q_ptr, o_ptr);
3701 /* Modify quantity */
3702 q_ptr->number = amt;
3705 * Hack -- If a rod or wand, allocate total maximum
3706 * timeouts or charges to those being sold. -LM-
3708 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3710 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
3713 /* Get a full description */
3714 object_desc(o_name, q_ptr, TRUE, 3);
3716 /* Remove any inscription, feeling for stores */
3717 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
3719 q_ptr->inscription = 0;
3720 q_ptr->feeling = FEEL_NONE;
3723 /* Is there room in the store (or the home?) */
3724 if (!store_check_num(q_ptr))
3726 if (cur_store_num == STORE_HOME)
3728 msg_print("²æ¤¬²È¤Ë¤Ï¤â¤¦ÃÖ¤¯¾ì½ê¤¬¤Ê¤¤¡£");
3730 msg_print("Your home is full.");
3733 else if (cur_store_num == STORE_MUSEUM)
3735 msg_print("Çîʪ´Û¤Ï¤â¤¦ËþÇÕ¤À¡£");
3737 msg_print("Museum is full.");
3742 msg_print("¤¹¤¤¤Þ¤»¤ó¤¬¡¢Å¹¤Ë¤Ï¤â¤¦ÃÖ¤¯¾ì½ê¤¬¤¢¤ê¤Þ¤»¤ó¡£");
3744 msg_print("I have not the room in my store to keep it.");
3752 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
3754 /* Describe the transaction */
3756 msg_format("%s(%c)¤òÇäµÑ¤¹¤ë¡£", o_name, index_to_label(item));
3758 msg_format("Selling %s (%c).", o_name, index_to_label(item));
3764 choice = sell_haggle(q_ptr, &price);
3767 if (st_ptr->store_open >= turn) return;
3779 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
3780 chg_virtue(V_JUSTICE, -1);
3782 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
3783 chg_virtue(V_NATURE, 1);
3786 /* Get some money */
3789 /* Update the display */
3792 /* Get the "apparent" value */
3793 dummy = object_value(q_ptr) * q_ptr->number;
3796 identify_item(o_ptr);
3798 /* Get local object */
3801 /* Get a copy of the object */
3802 object_copy(q_ptr, o_ptr);
3804 /* Modify quantity */
3805 q_ptr->number = amt;
3808 * Hack -- If a rod or wand, let the shopkeeper know just
3809 * how many charges he really paid for. -LM-
3811 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3813 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
3816 /* Get the "actual" value */
3817 value = object_value(q_ptr) * q_ptr->number;
3819 /* Get the description all over again */
3820 object_desc(o_name, q_ptr, TRUE, 3);
3822 /* Describe the result (in message buffer) */
3824 msg_format("%s¤ò $%ld¤ÇÇäµÑ¤·¤Þ¤·¤¿¡£", o_name, (long)price);
3826 msg_format("You sold %s for %ld gold.", o_name, (long)price);
3829 if (record_sell) do_cmd_write_nikki(NIKKI_SELL, 0, o_name);
3831 if (!((o_ptr->tval == TV_FIGURINE) && (value > 0)))
3833 /* Analyze the prices (and comment verbally) unless a figurine*/
3834 purchase_analyze(price, value, dummy);
3838 * Hack -- Allocate charges between those wands or rods sold
3839 * and retained, unless all are being sold. -LM-
3841 distribute_charges(o_ptr, q_ptr, amt);
3843 /* Reset timeouts of the sold items */
3846 /* Take the item from the player, describe the result */
3847 inven_item_increase(item, -amt);
3848 inven_item_describe(item);
3849 inven_item_optimize(item);
3854 /* The store gets that (known) item */
3855 item_pos = store_carry(q_ptr);
3857 /* Re-display if item is now in store */
3860 store_top = (item_pos / 12) * 12;
3861 display_inventory();
3866 /* Player is at museum */
3867 else if (cur_store_num == STORE_MUSEUM)
3869 char o2_name[MAX_NLEN];
3870 object_desc(o2_name, q_ptr, TRUE, 0);
3872 if (-1 == store_check_num(q_ptr))
3875 msg_print("¤½¤ì¤ÈƱ¤¸ÉÊʪ¤Ï´û¤ËÇîʪ´Û¤Ë¤¢¤ë¤è¤¦¤Ç¤¹¡£");
3877 msg_print("The same object as it is already in the Museum.");
3883 msg_print("Çîʪ´Û¤Ë´ó£¤·¤¿¤â¤Î¤Ï¼è¤ê½Ð¤¹¤³¤È¤¬¤Ç¤¤Þ¤»¤ó¡ª¡ª");
3885 msg_print("You cannot take items which is given to the Museum back!!");
3889 if (!get_check(format("ËÜÅö¤Ë%s¤ò´ó£¤·¤Þ¤¹¤«¡©", o2_name))) return;
3891 if (!get_check(format("Really give %s to the Museum? ", o2_name))) return;
3895 identify_item(q_ptr);
3896 q_ptr->ident |= IDENT_MENTAL;
3898 /* Distribute charges of wands/rods */
3899 distribute_charges(o_ptr, q_ptr, amt);
3903 msg_format("%s¤òÃÖ¤¤¤¿¡£(%c)", o_name, index_to_label(item));
3905 msg_format("You drop %s (%c).", o_name, index_to_label(item));
3910 /* Take it from the players inventory */
3911 inven_item_increase(item, -amt);
3912 inven_item_describe(item);
3913 inven_item_optimize(item);
3918 /* Let the home carry it */
3919 item_pos = home_carry(q_ptr);
3921 /* Update store display */
3924 store_top = (item_pos / 12) * 12;
3925 display_inventory();
3928 /* Player is at home */
3931 /* Distribute charges of wands/rods */
3932 distribute_charges(o_ptr, q_ptr, amt);
3936 msg_format("%s¤òÃÖ¤¤¤¿¡£(%c)", o_name, index_to_label(item));
3938 msg_format("You drop %s (%c).", o_name, index_to_label(item));
3943 /* Take it from the players inventory */
3944 inven_item_increase(item, -amt);
3945 inven_item_describe(item);
3946 inven_item_optimize(item);
3951 /* Let the home carry it */
3952 item_pos = home_carry(q_ptr);
3954 /* Update store display */
3957 store_top = (item_pos / 12) * 12;
3958 display_inventory();
3961 if (item >= INVEN_RARM) calc_android_exp();
3962 if ((choice == 0) && ((item == INVEN_RARM) || (item == INVEN_LARM))) kamaenaoshi(item);
3967 * Examine an item in a store -JDL-
3969 static void store_examine(void)
3974 char o_name[MAX_NLEN];
3979 if (st_ptr->stock_num <= 0)
3981 if (cur_store_num == STORE_HOME)
3983 msg_print("²æ¤¬²È¤Ë¤Ï²¿¤âÃÖ¤¤¤Æ¤¢¤ê¤Þ¤»¤ó¡£");
3985 msg_print("Your home is empty.");
3988 if (cur_store_num == STORE_MUSEUM)
3990 msg_print("Çîʪ´Û¤Ë¤Ï²¿¤âÃÖ¤¤¤Æ¤¢¤ê¤Þ¤»¤ó¡£");
3992 msg_print("Museum is empty.");
3997 msg_print("¸½ºß¾¦Éʤκ߸ˤòÀڤ餷¤Æ¤¤¤Þ¤¹¡£");
3999 msg_print("I am currently out of stock.");
4006 /* Find the number of objects on this and following pages */
4007 i = (st_ptr->stock_num - store_top);
4009 /* And then restrict it to the current page */
4014 sprintf(out_val, "¤É¤ì¤òÄ´¤Ù¤Þ¤¹¤«¡©");
4016 sprintf(out_val, "Which item do you want to examine? ");
4020 /* Get the item number to be examined */
4021 if (!get_stock(&item, out_val, 0, i - 1)) return;
4023 /* Get the actual index */
4024 item = item + store_top;
4026 /* Get the actual item */
4027 o_ptr = &st_ptr->stock[item];
4029 /* Require full knowledge */
4030 if (!(o_ptr->ident & IDENT_MENTAL))
4032 /* This can only happen in the home */
4034 msg_print("¤³¤Î¥¢¥¤¥Æ¥à¤Ë¤Ä¤¤¤ÆÆäËÃΤäƤ¤¤ë¤³¤È¤Ï¤Ê¤¤¡£");
4036 msg_print("You have no special knowledge about that item.");
4043 object_desc(o_name, o_ptr, TRUE, 3);
4047 msg_format("%s¤òÄ´¤Ù¤Æ¤¤¤ë...", o_name);
4049 msg_format("Examining %s...", o_name);
4053 /* Describe it fully */
4054 if (!identify_fully_aux(o_ptr))
4056 msg_print("ÆäËÊѤï¤Ã¤¿¤È¤³¤í¤Ï¤Ê¤¤¤è¤¦¤À¡£");
4058 msg_print("You see nothing special.");
4067 * Hack -- set this to leave the store
4069 static bool leave_store = FALSE;
4073 * Process a command in a store
4075 * Note that we must allow the use of a few "special" commands
4076 * in the stores which are not allowed in the dungeon, and we
4077 * must disable some commands which are allowed in the dungeon
4078 * but not in the stores, to prevent chaos.
4080 static void store_process_command(void)
4082 #ifdef ALLOW_REPEAT /* TNB */
4084 /* Handle repeating the last command */
4087 #endif /* ALLOW_REPEAT -- TNB */
4089 if (rogue_like_commands && command_cmd == 'l')
4091 command_cmd = 'x'; /* hack! */
4094 /* Parse the command */
4095 switch (command_cmd)
4105 /* 1 ¥Ú¡¼¥¸Ìá¤ë¥³¥Þ¥ó¥É: ²æ¤¬²È¤Î¥Ú¡¼¥¸¿ô¤¬Â¿¤¤¤Î¤Ç½ÅÊõ¤¹¤ë¤Ï¤º By BUG */
4108 if (st_ptr->stock_num <= 12) {
4110 msg_print("¤³¤ì¤ÇÁ´Éô¤Ç¤¹¡£");
4112 msg_print("Entire inventory is shown.");
4117 if ( store_top < 0 )
4118 store_top = ((st_ptr->stock_num - 1 )/12) * 12;
4119 if ( (cur_store_num == STORE_HOME) && (powerup_home == FALSE) )
4120 if ( store_top >= 12 ) store_top = 12;
4121 display_inventory();
4129 if (st_ptr->stock_num <= 12)
4132 msg_print("¤³¤ì¤ÇÁ´Éô¤Ç¤¹¡£");
4134 msg_print("Entire inventory is shown.");
4142 * ±£¤·¥ª¥×¥·¥ç¥ó(powerup_home)¤¬¥»¥Ã¥È¤µ¤ì¤Æ¤¤¤Ê¤¤¤È¤¤Ï
4143 * ²æ¤¬²È¤Ç¤Ï 2 ¥Ú¡¼¥¸¤Þ¤Ç¤·¤«É½¼¨¤·¤Ê¤¤
4145 if ((cur_store_num == STORE_HOME) &&
4146 (powerup_home == FALSE) &&
4147 (st_ptr->stock_num >= STORE_INVEN_MAX))
4149 if (store_top >= (STORE_INVEN_MAX - 1))
4156 if (store_top >= st_ptr->stock_num) store_top = 0;
4159 display_inventory();
4172 /* Get (purchase) */
4199 /*** Inventory Commands ***/
4201 /* Wear/wield equipment */
4208 /* Take off equipment */
4215 /* Destroy an item */
4222 /* Equipment list */
4229 /* Inventory list */
4237 /*** Various commands ***/
4239 /* Identify an object */
4246 /* Hack -- toggle windows */
4249 toggle_inven_equip();
4255 /*** Use various objects ***/
4264 /* Inscribe an object */
4271 /* Uninscribe an object */
4274 do_cmd_uninscribe();
4280 /*** Help and Such ***/
4289 /* Identify symbol */
4292 do_cmd_query_symbol();
4296 /* Character description */
4299 do_cmd_change_name();
4305 /*** System Commands ***/
4307 /* Hack -- User interface */
4314 /* Single line from a pref file */
4321 /* Interact with macros */
4328 /* Interact with visuals */
4335 /* Interact with colors */
4342 /* Interact with options */
4349 /*** Misc Commands ***/
4365 /* Repeat level feeling */
4372 /* Show previous message */
4375 do_cmd_message_one();
4379 /* Show previous messages */
4392 /* Check artifacts, uniques etc. */
4399 /* Load "screen dump" */
4402 do_cmd_load_screen();
4406 /* Save "screen dump" */
4409 do_cmd_save_screen();
4413 /* Hack -- Unknown command */
4417 msg_print("¤½¤Î¥³¥Þ¥ó¥É¤ÏŹ¤ÎÃæ¤Ç¤Ï»È¤¨¤Þ¤»¤ó¡£");
4419 msg_print("That command does not work in stores.");
4429 * Enter a store, and interact with it.
4431 * Note that we use the standard "request_command()" function
4432 * to get a command, allowing us to use "command_arg" and all
4433 * command macros and other nifty stuff, but we use the special
4434 * "shopping" argument, to force certain commands to be converted
4435 * into other commands, normally, we convert "p" (pray) and "m"
4436 * (cast magic) into "g" (get), and "s" (search) into "d" (drop).
4438 void do_cmd_store(void)
4448 /* Access the player grid */
4449 c_ptr = &cave[py][px];
4451 /* Verify a store */
4452 if (!((c_ptr->feat >= FEAT_SHOP_HEAD) &&
4453 (c_ptr->feat <= FEAT_SHOP_TAIL)) &&
4454 (c_ptr->feat != FEAT_MUSEUM))
4457 msg_print("¤³¤³¤Ë¤ÏŹ¤¬¤¢¤ê¤Þ¤»¤ó¡£");
4459 msg_print("You see no store here.");
4465 /* Extract the store code */
4466 if (c_ptr->feat == FEAT_MUSEUM) which = STORE_MUSEUM;
4467 else which = (c_ptr->feat - FEAT_SHOP_HEAD);
4469 old_town_num = p_ptr->town_num;
4470 if ((which == STORE_HOME) || (which == STORE_MUSEUM)) p_ptr->town_num = 1;
4471 if (dun_level) p_ptr->town_num = NO_TOWN;
4473 /* Hack -- Check the "locked doors" */
4474 if ((town[p_ptr->town_num].store[which].store_open >= turn) ||
4478 msg_print("¥É¥¢¤Ë¸°¤¬¤«¤«¤Ã¤Æ¤¤¤ë¡£");
4480 msg_print("The doors are locked.");
4483 p_ptr->town_num = old_town_num;
4487 /* Calculate the number of store maintainances since the last visit */
4488 maintain_num = (turn - town[p_ptr->town_num].store[which].last_visit) / (TURNS_PER_TICK * STORE_TURNS);
4490 /* Maintain the store max. 10 times */
4491 if (maintain_num > 10) maintain_num = 10;
4495 /* Maintain the store */
4496 for (i = 0; i < maintain_num; i++)
4497 store_maint(p_ptr->town_num, which);
4499 /* Save the visit */
4500 town[p_ptr->town_num].store[which].last_visit = turn;
4503 /* Forget the lite */
4506 /* Forget the view */
4510 /* Hack -- Character is in "icky" mode */
4511 character_icky = TRUE;
4514 /* No command argument */
4517 /* No repeated command */
4520 /* No automatic command */
4524 /* Save the store number */
4525 cur_store_num = which;
4527 /* Save the store and owner pointers */
4528 st_ptr = &town[p_ptr->town_num].store[cur_store_num];
4529 ot_ptr = &owners[cur_store_num][st_ptr->owner];
4532 /* Start at the beginning */
4535 /* Display the store */
4539 leave_store = FALSE;
4541 /* Interact with player */
4542 while (!leave_store)
4544 /* Hack -- Clear line 1 */
4547 /* Hack -- Check the charisma */
4548 tmp_chr = p_ptr->stat_use[A_CHR];
4554 /* Basic commands */
4556 prt(" ESC) ·úʪ¤«¤é½Ð¤ë", 21, 0);
4558 prt(" ESC) Exit from Building.", 21, 0);
4562 /* Browse if necessary */
4563 if (st_ptr->stock_num > 12)
4566 prt(" -)Á°¥Ú¡¼¥¸", 22, 0);
4567 prt(" ¥¹¥Ú¡¼¥¹) ¼¡¥Ú¡¼¥¸", 23, 0);
4569 prt(" -) Previous page", 22, 0);
4570 prt(" SPACE) Next page", 23, 0);
4576 if (cur_store_num == STORE_HOME)
4579 prt("g) ¥¢¥¤¥Æ¥à¤ò¼è¤ë", 21, 27);
4580 prt("d) ¥¢¥¤¥Æ¥à¤òÃÖ¤¯", 22, 27);
4581 prt("x) ²È¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤ë", 23,27);
4583 prt("g) Get an item.", 21, 27);
4584 prt("d) Drop an item.", 22, 27);
4585 prt("x) eXamine an item in the home.", 23,27);
4590 /* Museum commands */
4591 else if (cur_store_num == STORE_MUSEUM)
4594 prt("d) ¥¢¥¤¥Æ¥à¤òÃÖ¤¯", 21, 27);
4595 prt("x) Çîʪ´Û¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤ë", 23,27);
4597 prt("d) Drop an item.", 21, 27);
4598 prt("x) eXamine an item in the museum.", 23,27);
4603 /* Shop commands XXX XXX XXX */
4607 prt("p) ¾¦ÉʤòÇ㤦", 21, 30);
4608 prt("s) ¥¢¥¤¥Æ¥à¤òÇä¤ë", 22, 30);
4609 prt("x) ¾¦ÉʤòÄ´¤Ù¤ë", 23,30);
4611 prt("p) Purchase an item.", 21, 30);
4612 prt("s) Sell an item.", 22, 30);
4613 prt("x) eXamine an item in the shop", 23,30);
4619 /* ´ðËÜŪ¤Ê¥³¥Þ¥ó¥É¤ÎÄɲÃɽ¼¨ */
4621 prt("i/e) »ý¤Áʪ/ÁõÈ÷¤Î°ìÍ÷", 21, 56);
4623 if( rogue_like_commands == TRUE )
4625 prt("w/T) ÁõÈ÷¤¹¤ë/¤Ï¤º¤¹", 22, 56);
4629 prt("w/t) ÁõÈ÷¤¹¤ë/¤Ï¤º¤¹", 22, 56);
4632 prt("i/e) Inventry/Equipment list", 21, 56);
4634 if( rogue_like_commands == TRUE )
4636 prt("w/T) Wear/Take off equipment", 22, 56);
4640 prt("w/t) Wear/Take off equipment", 22, 56);
4645 prt("¥³¥Þ¥ó¥É:", 20, 0);
4647 prt("You may: ", 20, 0);
4652 request_command(TRUE);
4654 /* Process the command */
4655 store_process_command();
4657 /* Hack -- Character is still in "icky" mode */
4658 character_icky = TRUE;
4666 /* XXX XXX XXX Pack Overflow */
4667 if (inventory[INVEN_PACK].k_idx)
4669 int item = INVEN_PACK;
4671 object_type *o_ptr = &inventory[item];
4673 /* Hack -- Flee from the store */
4674 if (cur_store_num != STORE_HOME)
4678 if (cur_store_num == STORE_MUSEUM)
4679 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤½¤¦¤Ê¤Î¤Ç¡¢¤¢¤ï¤Æ¤ÆÇîʪ´Û¤«¤é½Ð¤¿...");
4681 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤½¤¦¤Ê¤Î¤Ç¡¢¤¢¤ï¤Æ¤ÆŹ¤«¤é½Ð¤¿...");
4683 if (cur_store_num == STORE_MUSEUM)
4684 msg_print("Your pack is so full that you flee the Museum...");
4686 msg_print("Your pack is so full that you flee the store...");
4694 /* Hack -- Flee from the home */
4695 else if (!store_check_num(o_ptr))
4699 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤½¤¦¤Ê¤Î¤Ç¡¢¤¢¤ï¤Æ¤Æ²È¤«¤é½Ð¤¿...");
4701 msg_print("Your pack is so full that you flee your home...");
4709 /* Hack -- Drop items into the home */
4717 char o_name[MAX_NLEN];
4720 /* Give a message */
4722 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
4724 msg_print("Your pack overflows!");
4728 /* Get local object */
4731 /* Grab a copy of the item */
4732 object_copy(q_ptr, o_ptr);
4735 object_desc(o_name, q_ptr, TRUE, 3);
4739 msg_format("%s¤¬Íî¤Á¤¿¡£(%c)", o_name, index_to_label(item));
4741 msg_format("You drop %s (%c).", o_name, index_to_label(item));
4745 /* Remove it from the players inventory */
4746 inven_item_increase(item, -255);
4747 inven_item_describe(item);
4748 inven_item_optimize(item);
4753 /* Let the home carry it */
4754 item_pos = home_carry(q_ptr);
4756 /* Redraw the home */
4759 store_top = (item_pos / 12) * 12;
4760 display_inventory();
4765 /* Hack -- Redisplay store prices if charisma changes */
4766 if (tmp_chr != p_ptr->stat_use[A_CHR]) display_inventory();
4768 /* Hack -- get kicked out of the store */
4769 if (st_ptr->store_open >= turn) leave_store = TRUE;
4772 p_ptr->town_num = old_town_num;
4774 /* Free turn XXX XXX XXX */
4778 /* Hack -- Character is no longer in "icky" mode */
4779 character_icky = FALSE;
4782 /* Hack -- Cancel automatic command */
4785 /* Hack -- Cancel "see" mode */
4786 command_see = FALSE;
4789 /* Flush messages XXX XXX XXX */
4793 /* Clear the screen */
4797 /* Update everything */
4798 p_ptr->update |= (PU_VIEW | PU_LITE);
4799 p_ptr->update |= (PU_MONSTERS);
4801 /* Redraw entire screen */
4802 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY);
4805 p_ptr->redraw |= (PR_MAP);
4808 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4814 * Shuffle one of the stores.
4816 void store_shuffle(int which)
4822 if (which == STORE_HOME) return;
4823 if (which == STORE_MUSEUM) return;
4826 /* Save the store index */
4827 cur_store_num = which;
4829 /* Activate that store */
4830 st_ptr = &town[p_ptr->town_num].store[cur_store_num];
4833 /* Pick a new owner */
4836 st_ptr->owner = (byte)randint0(MAX_OWNERS);
4837 if (j == st_ptr->owner) continue;
4838 for (i = 1;i < max_towns; i++)
4840 if (i == p_ptr->town_num) continue;
4841 if (st_ptr->owner == town[i].store[cur_store_num].owner) break;
4843 if (i == max_towns) break;
4846 /* Activate the new owner */
4847 ot_ptr = &owners[cur_store_num][st_ptr->owner];
4850 /* Reset the owner data */
4851 st_ptr->insult_cur = 0;
4852 st_ptr->store_open = 0;
4853 st_ptr->good_buy = 0;
4854 st_ptr->bad_buy = 0;
4857 /* Hack -- discount all the items */
4858 for (i = 0; i < st_ptr->stock_num; i++)
4863 o_ptr = &st_ptr->stock[i];
4865 /* Hack -- Sell all old items for "half price" */
4866 if (!(o_ptr->art_name))
4867 o_ptr->discount = 50;
4869 /* Hack -- Items are no longer "fixed price" */
4870 o_ptr->ident &= ~(IDENT_FIXED);
4872 /* Mega-Hack -- Note that the item is "on sale" */
4874 o_ptr->inscription = quark_add("Çä½ÐÃæ");
4876 o_ptr->inscription = quark_add("on sale");
4884 * Maintain the inventory at the stores.
4886 void store_maint(int town_num, int store_num)
4890 int old_rating = rating;
4892 cur_store_num = store_num;
4895 if (store_num == STORE_HOME) return;
4896 if (store_num == STORE_MUSEUM) return;
4898 /* Activate that store */
4899 st_ptr = &town[town_num].store[store_num];
4901 /* Activate the owner */
4902 ot_ptr = &owners[store_num][st_ptr->owner];
4904 /* Store keeper forgives the player */
4905 st_ptr->insult_cur = 0;
4907 /* Mega-Hack -- prune the black market */
4908 if (store_num == STORE_BLACK)
4910 /* Destroy crappy black market items */
4911 for (j = st_ptr->stock_num - 1; j >= 0; j--)
4913 object_type *o_ptr = &st_ptr->stock[j];
4915 /* Destroy crappy items */
4916 if (black_market_crap(o_ptr))
4918 /* Destroy the item */
4919 store_item_increase(j, 0 - o_ptr->number);
4920 store_item_optimize(j);
4926 /* Choose the number of slots to keep */
4927 j = st_ptr->stock_num;
4929 /* Sell a few items */
4930 j = j - randint1(STORE_TURNOVER);
4932 /* Never keep more than "STORE_MAX_KEEP" slots */
4933 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
4935 /* Always "keep" at least "STORE_MIN_KEEP" items */
4936 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
4938 /* Hack -- prevent "underflow" */
4941 /* Destroy objects until only "j" slots are left */
4942 while (st_ptr->stock_num > j) store_delete();
4945 /* Choose the number of slots to fill */
4946 j = st_ptr->stock_num;
4948 /* Buy some more items */
4949 j = j + randint1(STORE_TURNOVER);
4951 /* Never keep more than "STORE_MAX_KEEP" slots */
4952 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
4954 /* Always "keep" at least "STORE_MIN_KEEP" items */
4955 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
4957 /* Hack -- prevent "overflow" */
4958 if (j >= st_ptr->stock_size) j = st_ptr->stock_size - 1;
4960 /* Acquire some new items */
4961 while (st_ptr->stock_num < j) store_create();
4964 /* Hack -- Restore the rating */
4965 rating = old_rating;
4970 * Initialize the stores
4972 void store_init(int town_num, int store_num)
4976 cur_store_num = store_num;
4978 /* Activate that store */
4979 st_ptr = &town[town_num].store[store_num];
4987 st_ptr->owner = (byte)randint0(MAX_OWNERS);
4988 for (i = 1;i < max_towns; i++)
4990 if (i == town_num) continue;
4991 if (st_ptr->owner == town[i].store[store_num].owner) break;
4993 if (i == max_towns) break;
4996 /* Activate the new owner */
4997 ot_ptr = &owners[store_num][st_ptr->owner];
5000 /* Initialize the store */
5001 st_ptr->store_open = 0;
5002 st_ptr->insult_cur = 0;
5003 st_ptr->good_buy = 0;
5004 st_ptr->bad_buy = 0;
5006 /* Nothing in stock */
5007 st_ptr->stock_num = 0;
5010 * MEGA-HACK - Last visit to store is
5011 * BEFORE player birth to enable store restocking
5013 st_ptr->last_visit = -200L * STORE_TURNS;
5015 /* Clear any old items */
5016 for (k = 0; k < st_ptr->stock_size; k++)
5018 object_wipe(&st_ptr->stock[k]);
5023 void move_to_black_market(object_type *o_ptr)
5026 if (!p_ptr->town_num) return;
5028 st_ptr = &town[p_ptr->town_num].store[STORE_BLACK];
5030 o_ptr->ident |= IDENT_STOREB;
5032 (void)store_carry(o_ptr);
5034 object_wipe(o_ptr); /* Don't leave a bogus object behind... */