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);
995 if (o_ptr->sval == SV_SCROLL_STAR_REMOVE_CURSE) size += damroll(1, 4);
1000 case TV_SORCERY_BOOK:
1001 case TV_NATURE_BOOK:
1005 case TV_ARCANE_BOOK:
1006 case TV_ENCHANT_BOOK:
1007 case TV_DAEMON_BOOK:
1008 case TV_CRUSADE_BOOK:
1010 case TV_HISSATSU_BOOK:
1012 if (cost <= 50L) size += damroll(2, 3);
1013 if (cost <= 500L) size += damroll(1, 3);
1031 if (o_ptr->name2) break;
1032 if (cost <= 10L) size += damroll(3, 5);
1033 if (cost <= 100L) size += damroll(3, 5);
1042 if (cost <= 5L) size += damroll(5, 5);
1043 if (cost <= 50L) size += damroll(5, 5);
1044 if (cost <= 500L) size += damroll(5, 5);
1050 if (cost <= 100L) size += damroll(2, 2);
1051 if (cost <= 1000L) size += damroll(2, 2);
1064 * Because many rods (and a few wands and staffs) are useful mainly
1065 * in quantity, the Black Market will occasionally have a bunch of
1072 if ((cur_store_num == STORE_BLACK) && one_in_(3))
1074 if (cost < 1601L) size += damroll(1, 5);
1075 else if (cost < 3201L) size += damroll(1, 3);
1078 /* Ensure that mass-produced rods and wands get the correct pvals. */
1079 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
1081 o_ptr->pval *= size;
1088 /* Pick a discount */
1093 else if (one_in_(25))
1097 else if (one_in_(150))
1101 else if (one_in_(300))
1105 else if (one_in_(500))
1111 if (o_ptr->art_name)
1113 if (cheat_peek && discount)
1116 msg_print("¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÏÃÍ°ú¤¤Ê¤·¡£");
1118 msg_print("No discount on random artifacts.");
1125 /* Save the discount */
1126 o_ptr->discount = discount;
1128 /* Save the total pile size */
1129 o_ptr->number = size - (size * discount / 100);
1135 * Determine if a store item can "absorb" another item
1137 * See "object_similar()" for the same function for the "player"
1139 static bool store_object_similar(object_type *o_ptr, object_type *j_ptr)
1143 /* Hack -- Identical items cannot be stacked */
1144 if (o_ptr == j_ptr) return (0);
1146 /* Different objects cannot be stacked */
1147 if (o_ptr->k_idx != j_ptr->k_idx) return (0);
1149 /* Different charges (etc) cannot be stacked, unless wands or rods. */
1150 if ((o_ptr->pval != j_ptr->pval) && (o_ptr->tval != TV_WAND) && (o_ptr->tval != TV_ROD)) return (0);
1152 /* Require many identical values */
1153 if (o_ptr->to_h != j_ptr->to_h) return (0);
1154 if (o_ptr->to_d != j_ptr->to_d) return (0);
1155 if (o_ptr->to_a != j_ptr->to_a) return (0);
1157 /* Require identical "artifact" names */
1158 if (o_ptr->name1 != j_ptr->name1) return (0);
1160 /* Require identical "ego-item" names */
1161 if (o_ptr->name2 != j_ptr->name2) return (0);
1163 /* Random artifacts don't stack !*/
1164 if (o_ptr->art_name || j_ptr->art_name) return (0);
1166 /* Hack -- Identical art_flags! */
1167 for (i = 0; i < TR_FLAG_SIZE; i++)
1168 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return (0);
1170 /* Hack -- Never stack "powerful" items */
1171 if (o_ptr->xtra1 || j_ptr->xtra1) return (0);
1173 /* Hack -- Never stack recharging items */
1174 if (o_ptr->timeout || j_ptr->timeout) return (0);
1176 /* Require many identical values */
1177 if (o_ptr->ac != j_ptr->ac) return (0);
1178 if (o_ptr->dd != j_ptr->dd) return (0);
1179 if (o_ptr->ds != j_ptr->ds) return (0);
1181 /* Hack -- Never stack chests */
1182 if (o_ptr->tval == TV_CHEST) return (0);
1183 if (o_ptr->tval == TV_STATUE) return (0);
1184 if (o_ptr->tval == TV_CAPTURE) return (0);
1186 /* Require matching discounts */
1187 if (o_ptr->discount != j_ptr->discount) return (0);
1189 /* They match, so they must be similar */
1195 * Allow a store item to absorb another item
1197 static void store_object_absorb(object_type *o_ptr, object_type *j_ptr)
1199 int total = o_ptr->number + j_ptr->number;
1201 /* Combine quantity, lose excess items */
1202 o_ptr->number = (total > 99) ? 99 : total;
1204 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) together. -LM- */
1205 if (o_ptr->tval == TV_ROD)
1207 o_ptr->pval += j_ptr->pval;
1210 /* Hack -- if wands are stacking, combine the charges. -LM- */
1211 if (o_ptr->tval == TV_WAND)
1213 o_ptr->pval += j_ptr->pval;
1219 * Check to see if the shop will be carrying too many objects -RAK-
1220 * Note that the shop, just like a player, will not accept things
1221 * it cannot hold. Before, one could "nuke" potions this way.
1223 * Return value is now int:
1225 * -1 : Can be combined to existing slot.
1226 * 1 : Cannot be combined but there are empty spaces.
1228 static int store_check_num(object_type *o_ptr)
1233 /* The "home" acts like the player */
1234 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
1236 /* Check all the items */
1237 for (i = 0; i < st_ptr->stock_num; i++)
1239 /* Get the existing item */
1240 j_ptr = &st_ptr->stock[i];
1242 /* Can the new object be combined with the old one? */
1243 if (object_similar(j_ptr, o_ptr)) return -1;
1247 /* Normal stores do special stuff */
1250 /* Check all the items */
1251 for (i = 0; i < st_ptr->stock_num; i++)
1253 /* Get the existing item */
1254 j_ptr = &st_ptr->stock[i];
1256 /* Can the new object be combined with the old one? */
1257 if (store_object_similar(j_ptr, o_ptr)) return -1;
1261 /* Free space is always usable */
1263 * ¥ª¥×¥·¥ç¥ó powerup_home ¤¬ÀßÄꤵ¤ì¤Æ¤¤¤ë¤È
1264 * ²æ¤¬²È¤¬ 20 ¥Ú¡¼¥¸¤Þ¤Ç»È¤¨¤ë
1266 if ((cur_store_num == STORE_HOME) && ( powerup_home == FALSE )) {
1267 if (st_ptr->stock_num < ((st_ptr->stock_size) / 10)) {
1272 if (st_ptr->stock_num < st_ptr->stock_size) {
1277 /* But there was no room at the inn... */
1282 static bool is_blessed(object_type *o_ptr)
1284 u32b flgs[TR_FLAG_SIZE];
1285 object_flags(o_ptr, flgs);
1286 if (have_flag(flgs, TR_BLESSED)) return (TRUE);
1287 else return (FALSE);
1293 * Determine if the current store will purchase the given item
1295 * Note that a shop-keeper must refuse to buy "worthless" items
1297 static bool store_will_buy(object_type *o_ptr)
1299 /* Hack -- The Home is simple */
1300 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) return (TRUE);
1302 /* Switch on the store */
1303 switch (cur_store_num)
1308 /* Analyze the type */
1309 switch (o_ptr->tval)
1321 case TV_BOTTLE: /* 'Green', recycling Angband */
1336 /* Analyze the type */
1337 switch (o_ptr->tval)
1358 /* Analyze the type */
1359 switch (o_ptr->tval)
1368 case TV_HISSATSU_BOOK:
1372 if(o_ptr->sval == SV_WIZSTAFF) return (FALSE);
1384 /* Analyze the type */
1385 switch (o_ptr->tval)
1388 case TV_CRUSADE_BOOK:
1398 monster_race *r_ptr = &r_info[o_ptr->pval];
1401 if (!(r_ptr->flags3 & RF3_EVIL))
1404 if (r_ptr->flags3 & RF3_GOOD) break;
1406 /* Accept animals */
1407 if (r_ptr->flags3 & RF3_ANIMAL) break;
1410 if (strchr("?!", r_ptr->d_char)) break;
1416 if (is_blessed(o_ptr)) break;
1425 case STORE_ALCHEMIST:
1427 /* Analyze the type */
1428 switch (o_ptr->tval)
1442 /* Analyze the type */
1443 switch (o_ptr->tval)
1445 case TV_SORCERY_BOOK:
1446 case TV_NATURE_BOOK:
1450 case TV_ARCANE_BOOK:
1451 case TV_ENCHANT_BOOK:
1452 case TV_DAEMON_BOOK:
1465 if(o_ptr->sval == SV_WIZSTAFF) break;
1466 else return (FALSE);
1473 /* Bookstore Shop */
1476 /* Analyze the type */
1477 switch (o_ptr->tval)
1479 case TV_SORCERY_BOOK:
1480 case TV_NATURE_BOOK:
1485 case TV_ARCANE_BOOK:
1486 case TV_ENCHANT_BOOK:
1487 case TV_DAEMON_BOOK:
1488 case TV_CRUSADE_BOOK:
1498 /* XXX XXX XXX Ignore "worthless" items */
1499 if (object_value(o_ptr) <= 0) return (FALSE);
1508 * Add the item "o_ptr" to the inventory of the "Home"
1510 * In all cases, return the slot (or -1) where the object was placed
1512 * Note that this is a hacked up version of "inven_carry()".
1514 * Also note that it may not correctly "adapt" to "knowledge" bacoming
1515 * known, the player may have to pick stuff up and drop it again.
1517 static int home_carry(object_type *o_ptr)
1520 s32b value, j_value;
1525 /* Check each existing item (try to combine) */
1526 for (slot = 0; slot < st_ptr->stock_num; slot++)
1528 /* Get the existing item */
1529 j_ptr = &st_ptr->stock[slot];
1531 /* The home acts just like the player */
1532 if (object_similar(j_ptr, o_ptr))
1534 /* Save the new number of items */
1535 object_absorb(j_ptr, o_ptr);
1544 * ±£¤·µ¡Ç½: ¥ª¥×¥·¥ç¥ó powerup_home ¤¬ÀßÄꤵ¤ì¤Æ¤¤¤ë¤È
1545 * ²æ¤¬²È¤¬ 20 ¥Ú¡¼¥¸¤Þ¤Ç»È¤¨¤ë
1548 if ( powerup_home == TRUE) {
1549 if (st_ptr->stock_num >= st_ptr->stock_size) {
1554 if (st_ptr->stock_num >= ((st_ptr->stock_size) / 10)) {
1560 /* Determine the "value" of the item */
1561 value = object_value(o_ptr);
1563 /* Check existing slots to see if we must "slide" */
1564 for (slot = 0; slot < st_ptr->stock_num; slot++)
1567 j_ptr = &st_ptr->stock[slot];
1569 /* Hack -- readable books always come first */
1570 if ((o_ptr->tval == mp_ptr->spell_book) &&
1571 (j_ptr->tval != mp_ptr->spell_book)) break;
1572 if ((j_ptr->tval == mp_ptr->spell_book) &&
1573 (o_ptr->tval != mp_ptr->spell_book)) continue;
1575 /* Objects sort by decreasing type */
1576 if (o_ptr->tval > j_ptr->tval) break;
1577 if (o_ptr->tval < j_ptr->tval) continue;
1579 /* Can happen in the home */
1580 if (!object_aware_p(o_ptr)) continue;
1581 if (!object_aware_p(j_ptr)) break;
1583 /* Objects sort by increasing sval */
1584 if (o_ptr->sval < j_ptr->sval) break;
1585 if (o_ptr->sval > j_ptr->sval) continue;
1587 /* Objects in the home can be unknown */
1588 if (!object_known_p(o_ptr)) continue;
1589 if (!object_known_p(j_ptr)) break;
1592 * Hack: otherwise identical rods sort by
1593 * increasing recharge time --dsb
1595 if (o_ptr->tval == TV_ROD)
1597 if (o_ptr->pval < j_ptr->pval) break;
1598 if (o_ptr->pval > j_ptr->pval) continue;
1600 if ((o_ptr->tval == TV_CORPSE) || (o_ptr->tval == TV_FIGURINE) || (o_ptr->tval == TV_STATUE))
1602 if (r_info[o_ptr->pval].level < r_info[j_ptr->pval].level) break;
1603 if ((r_info[o_ptr->pval].level == r_info[j_ptr->pval].level) && (o_ptr->pval < j_ptr->pval)) break;
1606 /* Objects sort by decreasing value */
1607 j_value = object_value(j_ptr);
1608 if (value > j_value) break;
1609 if (value < j_value) continue;
1612 /* Slide the others up */
1613 for (i = st_ptr->stock_num; i > slot; i--)
1615 st_ptr->stock[i] = st_ptr->stock[i-1];
1618 /* More stuff now */
1619 st_ptr->stock_num++;
1621 /* Insert the new item */
1622 st_ptr->stock[slot] = *o_ptr;
1624 chg_virtue(V_SACRIFICE, -1);
1626 /* Return the location */
1632 * Add the item "o_ptr" to a real stores inventory.
1634 * If the item is "worthless", it is thrown away (except in the home).
1636 * If the item cannot be combined with an object already in the inventory,
1637 * make a new slot for it, and calculate its "per item" price. Note that
1638 * this price will be negative, since the price will not be "fixed" yet.
1639 * Adding an item to a "fixed" price stack will not change the fixed price.
1641 * In all cases, return the slot (or -1) where the object was placed
1643 static int store_carry(object_type *o_ptr)
1646 s32b value, j_value;
1650 /* Evaluate the object */
1651 value = object_value(o_ptr);
1653 /* Cursed/Worthless items "disappear" when sold */
1654 if (value <= 0) return (-1);
1656 /* All store items are fully *identified* */
1657 o_ptr->ident |= IDENT_MENTAL;
1659 /* Erase the inscription */
1660 o_ptr->inscription = 0;
1662 /* Erase the "feeling" */
1663 o_ptr->feeling = FEEL_NONE;
1665 /* Check each existing item (try to combine) */
1666 for (slot = 0; slot < st_ptr->stock_num; slot++)
1668 /* Get the existing item */
1669 j_ptr = &st_ptr->stock[slot];
1671 /* Can the existing items be incremented? */
1672 if (store_object_similar(j_ptr, o_ptr))
1674 /* Hack -- extra items disappear */
1675 store_object_absorb(j_ptr, o_ptr);
1683 if (st_ptr->stock_num >= st_ptr->stock_size) return (-1);
1686 /* Check existing slots to see if we must "slide" */
1687 for (slot = 0; slot < st_ptr->stock_num; slot++)
1690 j_ptr = &st_ptr->stock[slot];
1692 /* Objects sort by decreasing type */
1693 if (o_ptr->tval > j_ptr->tval) break;
1694 if (o_ptr->tval < j_ptr->tval) continue;
1696 /* Objects sort by increasing sval */
1697 if (o_ptr->sval < j_ptr->sval) break;
1698 if (o_ptr->sval > j_ptr->sval) continue;
1701 * Hack: otherwise identical rods sort by
1702 * increasing recharge time --dsb
1704 if (o_ptr->tval == TV_ROD)
1706 if (o_ptr->pval < j_ptr->pval) break;
1707 if (o_ptr->pval > j_ptr->pval) continue;
1710 /* Evaluate that slot */
1711 j_value = object_value(j_ptr);
1713 /* Objects sort by decreasing value */
1714 if (value > j_value) break;
1715 if (value < j_value) continue;
1718 /* Slide the others up */
1719 for (i = st_ptr->stock_num; i > slot; i--)
1721 st_ptr->stock[i] = st_ptr->stock[i-1];
1724 /* More stuff now */
1725 st_ptr->stock_num++;
1727 /* Insert the new item */
1728 st_ptr->stock[slot] = *o_ptr;
1730 /* Return the location */
1736 * Increase, by a given amount, the number of a certain item
1737 * in a certain store. This can result in zero items.
1739 static void store_item_increase(int item, int num)
1745 o_ptr = &st_ptr->stock[item];
1747 /* Verify the number */
1748 cnt = o_ptr->number + num;
1749 if (cnt > 255) cnt = 255;
1750 else if (cnt < 0) cnt = 0;
1751 num = cnt - o_ptr->number;
1753 /* Save the new number */
1754 o_ptr->number += num;
1759 * Remove a slot if it is empty
1761 static void store_item_optimize(int item)
1767 o_ptr = &st_ptr->stock[item];
1770 if (!o_ptr->k_idx) return;
1772 /* Must have no items */
1773 if (o_ptr->number) return;
1776 st_ptr->stock_num--;
1778 /* Slide everyone */
1779 for (j = item; j < st_ptr->stock_num; j++)
1781 st_ptr->stock[j] = st_ptr->stock[j + 1];
1784 /* Nuke the final slot */
1785 object_wipe(&st_ptr->stock[j]);
1790 * This function will keep 'crap' out of the black market.
1791 * Crap is defined as any item that is "available" elsewhere
1792 * Based on a suggestion by "Lee Vogt" <lvogt@cig.mcel.mot.com>
1794 static bool black_market_crap(object_type *o_ptr)
1798 /* Ego items are never crap */
1799 if (o_ptr->name2) return (FALSE);
1801 /* Good items are never crap */
1802 if (o_ptr->to_a > 0) return (FALSE);
1803 if (o_ptr->to_h > 0) return (FALSE);
1804 if (o_ptr->to_d > 0) return (FALSE);
1806 /* Check all stores */
1807 for (i = 0; i < MAX_STORES; i++)
1809 if (i == STORE_HOME) continue;
1810 if (i == STORE_MUSEUM) continue;
1812 /* Check every item in the store */
1813 for (j = 0; j < town[p_ptr->town_num].store[i].stock_num; j++)
1815 object_type *j_ptr = &town[p_ptr->town_num].store[i].stock[j];
1817 /* Duplicate item "type", assume crappy */
1818 if (o_ptr->k_idx == j_ptr->k_idx) return (TRUE);
1828 * Attempt to delete (some of) a random item from the store
1829 * Hack -- we attempt to "maintain" piles of items when possible.
1831 static void store_delete(void)
1835 /* Pick a random slot */
1836 what = randint0(st_ptr->stock_num);
1838 /* Determine how many items are here */
1839 num = st_ptr->stock[what].number;
1841 /* Hack -- sometimes, only destroy half the items */
1842 if (randint0(100) < 50) num = (num + 1) / 2;
1844 /* Hack -- sometimes, only destroy a single item */
1845 if (randint0(100) < 50) num = 1;
1847 /* Hack -- decrement the maximum timeouts and total charges of rods and wands. -LM- */
1848 if ((st_ptr->stock[what].tval == TV_ROD) || (st_ptr->stock[what].tval == TV_WAND))
1850 st_ptr->stock[what].pval -= num * st_ptr->stock[what].pval / st_ptr->stock[what].number;
1853 /* Actually destroy (part of) the item */
1854 store_item_increase(what, -num);
1855 store_item_optimize(what);
1860 * Creates a random item and gives it to a store
1861 * This algorithm needs to be rethought. A lot.
1862 * Currently, "normal" stores use a pre-built array.
1864 * Note -- the "level" given to "obj_get_num()" is a "favored"
1865 * level, that is, there is a much higher chance of getting
1866 * items with a level approaching that of the given level...
1868 * Should we check for "permission" to have the given item?
1870 static void store_create(void)
1872 int i, tries, level;
1878 /* Paranoia -- no room left */
1879 if (st_ptr->stock_num >= st_ptr->stock_size) return;
1882 /* Hack -- consider up to four items */
1883 for (tries = 0; tries < 4; tries++)
1886 if (cur_store_num == STORE_BLACK)
1888 /* Pick a level for object/magic */
1889 level = 25 + randint0(25);
1891 /* Random item (usually of given level) */
1892 i = get_obj_num(level);
1894 /* Handle failure */
1901 /* Hack -- Pick an item to sell */
1902 i = st_ptr->table[randint0(st_ptr->table_num)];
1904 /* Hack -- fake level for apply_magic() */
1905 level = rand_range(1, STORE_OBJ_LEVEL);
1909 /* Get local object */
1912 /* Create a new object of the chosen kind */
1913 object_prep(q_ptr, i);
1915 /* Apply some "low-level" magic (no artifacts) */
1916 apply_magic(q_ptr, level, FALSE, FALSE, FALSE, FALSE);
1918 /* Require valid object */
1919 if (!store_will_buy(q_ptr)) continue;
1921 /* Hack -- Charge lite's */
1922 if (q_ptr->tval == TV_LITE)
1924 if (q_ptr->sval == SV_LITE_TORCH) q_ptr->xtra4 = FUEL_TORCH / 2;
1925 if (q_ptr->sval == SV_LITE_LANTERN) q_ptr->xtra4 = FUEL_LAMP / 2;
1929 /* The item is "known" */
1930 object_known(q_ptr);
1932 /* Mark it storebought */
1933 q_ptr->ident |= IDENT_STOREB;
1935 /* Mega-Hack -- no chests in stores */
1936 if (q_ptr->tval == TV_CHEST) continue;
1938 /* Prune the black market */
1939 if (cur_store_num == STORE_BLACK)
1941 /* Hack -- No "crappy" items */
1942 if (black_market_crap(q_ptr)) continue;
1944 /* Hack -- No "cheap" items */
1945 if (object_value(q_ptr) < 10) continue;
1947 /* No "worthless" items */
1948 /* if (object_value(q_ptr) <= 0) continue; */
1951 /* Prune normal stores */
1954 /* No "worthless" items */
1955 if (object_value(q_ptr) <= 0) continue;
1959 /* Mass produce and/or Apply discount */
1960 mass_produce(q_ptr);
1962 /* Attempt to carry the (known) item */
1963 (void)store_carry(q_ptr);
1965 /* Definitely done */
1973 * Eliminate need to bargain if player has haggled well in the past
1975 static bool noneedtobargain(s32b minprice)
1977 s32b good = st_ptr->good_buy;
1978 s32b bad = st_ptr->bad_buy;
1980 /* Cheap items are "boring" */
1981 if (minprice < 10L) return (TRUE);
1983 /* Perfect haggling */
1984 if (good == MAX_SHORT) return (TRUE);
1986 /* Reward good haggles, punish bad haggles, notice price */
1987 if (good > ((3 * bad) + (5 + (minprice/50)))) return (TRUE);
1989 /* Return the flag */
1995 * Update the bargain info
1997 static void updatebargain(s32b price, s32b minprice, int num)
1999 /* Hack -- auto-haggle */
2000 if (!manual_haggle) return;
2002 /* Cheap items are "boring" */
2003 if ((minprice/num) < 10L) return;
2005 /* Count the successful haggles */
2006 if (price == minprice)
2008 /* Just count the good haggles */
2009 if (st_ptr->good_buy < MAX_SHORT)
2015 /* Count the failed haggles */
2018 /* Just count the bad haggles */
2019 if (st_ptr->bad_buy < MAX_SHORT)
2029 * Re-displays a single store entry
2031 static void display_entry(int pos)
2037 char o_name[MAX_NLEN];
2044 o_ptr = &st_ptr->stock[pos];
2046 /* Get the "offset" */
2049 /* Label it, clear the line --(-- */
2050 (void)sprintf(out_val, "%c) ", I2A(i));
2051 prt(out_val, i+6, 0);
2054 if (show_item_graph)
2056 byte a = object_attr(o_ptr);
2057 char c = object_char(o_ptr);
2064 Term_draw(cur_col, i + 6, a, c);
2069 Term_draw(cur_col, i + 6, 255, -1);
2074 /* Describe an item in the home */
2075 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
2079 /* Leave room for weights, if necessary -DRS- */
2080 if (show_weights) maxwid -= 10;
2082 /* Describe the object */
2083 object_desc(o_name, o_ptr, TRUE, 3);
2084 o_name[maxwid] = '\0';
2085 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, cur_col);
2090 /* Only show the weight of an individual item */
2091 int wgt = o_ptr->weight;
2093 sprintf(out_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
2094 put_str(out_val, i+6, 67);
2096 (void)sprintf(out_val, "%3d.%d lb", wgt / 10, wgt % 10);
2097 put_str(out_val, i+6, 68);
2103 /* Describe an item (fully) in a store */
2106 /* Must leave room for the "price" */
2109 /* Leave room for weights, if necessary -DRS- */
2110 if (show_weights) maxwid -= 7;
2112 /* Describe the object (fully) */
2113 object_desc_store(o_name, o_ptr, TRUE, 3);
2114 o_name[maxwid] = '\0';
2115 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, cur_col);
2120 /* Only show the weight of an individual item */
2121 int wgt = o_ptr->weight;
2123 sprintf(out_val, "%3d.%1d", lbtokg1(wgt) , lbtokg2(wgt) );
2124 put_str(out_val, i+6, 60);
2126 (void)sprintf(out_val, "%3d.%d", wgt / 10, wgt % 10);
2127 put_str(out_val, i+6, 61);
2132 /* Display a "fixed" cost */
2133 if (o_ptr->ident & (IDENT_FIXED))
2135 /* Extract the "minimum" price */
2136 x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2138 /* Actually draw the price (not fixed) */
2140 (void)sprintf(out_val, "%9ld¸Ç", (long)x);
2142 (void)sprintf(out_val, "%9ld F", (long)x);
2145 put_str(out_val, i+6, 68);
2148 /* Display a "taxed" cost */
2149 else if (!manual_haggle)
2151 /* Extract the "minimum" price */
2152 x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2154 /* Hack -- Apply Sales Tax if needed */
2155 if (!noneedtobargain(x)) x += x / 10;
2157 /* Actually draw the price (with tax) */
2158 (void)sprintf(out_val, "%9ld ", (long)x);
2159 put_str(out_val, i+6, 68);
2162 /* Display a "haggle" cost */
2165 /* Extrect the "maximum" price */
2166 x = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
2168 /* Actually draw the price (not fixed) */
2169 (void)sprintf(out_val, "%9ld ", (long)x);
2170 put_str(out_val, i+6, 68);
2177 * Displays a store's inventory -RAK-
2178 * All prices are listed as "per individual object". -BEN-
2180 static void display_inventory(void)
2184 /* Display the next 12 items */
2185 for (k = 0; k < 12; k++)
2187 /* Do not display "dead" items */
2188 if (store_top + k >= st_ptr->stock_num) break;
2190 /* Display that line */
2191 display_entry(store_top + k);
2194 /* Erase the extra lines and the "more" prompt */
2195 for (i = k; i < 13; i++) prt("", i + 6, 0);
2197 /* Assume "no current page" */
2199 put_str(" ", 5, 20);
2201 put_str(" ", 5, 20);
2205 /* Visual reminder of "more items" */
2206 if (st_ptr->stock_num > 12)
2208 /* Show "more" reminder (after the last item) */
2210 prt("-³¤¯-", k + 6, 3);
2212 prt("-more-", k + 6, 3);
2216 /* Indicate the "current page" */
2217 /* Trailing spaces are to display (Page xx) and (Page x) */
2219 put_str(format("(%d¥Ú¡¼¥¸) ", store_top/12 + 1), 5, 20);
2221 put_str(format("(Page %d) ", store_top/12 + 1), 5, 20);
2229 * Displays players gold -RAK-
2231 static void store_prt_gold(void)
2236 prt("¼ê»ý¤Á¤Î¤ª¶â: ", 19, 53);
2238 prt("Gold Remaining: ", 19, 53);
2242 sprintf(out_val, "%9ld", (long)p_ptr->au);
2243 prt(out_val, 19, 68);
2248 * Displays store (after clearing screen) -RAK-
2250 static void display_store(void)
2258 /* The "Home" is special */
2259 if (cur_store_num == STORE_HOME)
2261 /* Put the owner name */
2263 put_str("²æ¤¬²È", 3, 31);
2265 put_str("Your Home", 3, 30);
2269 /* Label the item descriptions */
2271 put_str("¥¢¥¤¥Æ¥à¤Î°ìÍ÷", 5, 4);
2273 put_str("Item Description", 5, 3);
2277 /* If showing weights, show label */
2281 put_str("½Å¤µ", 5, 72);
2283 put_str("Weight", 5, 70);
2289 /* The "Home" is special */
2290 else if (cur_store_num == STORE_MUSEUM)
2292 /* Put the owner name */
2294 put_str("Çîʪ´Û", 3, 31);
2296 put_str("Museum", 3, 30);
2300 /* Label the item descriptions */
2302 put_str("¥¢¥¤¥Æ¥à¤Î°ìÍ÷", 5, 4);
2304 put_str("Item Description", 5, 3);
2308 /* If showing weights, show label */
2312 put_str("½Å¤µ", 5, 72);
2314 put_str("Weight", 5, 70);
2323 cptr store_name = (f_name + f_info[FEAT_SHOP_HEAD + cur_store_num].name);
2324 cptr owner_name = (ot_ptr->owner_name);
2325 cptr race_name = race_info[ot_ptr->owner_race].title;
2327 /* Put the owner name and race */
2328 sprintf(buf, "%s (%s)", owner_name, race_name);
2329 put_str(buf, 3, 10);
2331 /* Show the max price in the store (above prices) */
2332 sprintf(buf, "%s (%ld)", store_name, (long)(ot_ptr->max_cost));
2335 /* Label the item descriptions */
2337 put_str("¾¦ÉʤΰìÍ÷", 5, 7);
2339 put_str("Item Description", 5, 3);
2343 /* If showing weights, show label */
2347 put_str("½Å¤µ", 5, 62);
2349 put_str("Weight", 5, 60);
2354 /* Label the asking price (in stores) */
2356 put_str("²Á³Ê", 5, 73);
2358 put_str("Price", 5, 72);
2363 /* Display the current gold */
2366 /* Draw in the inventory */
2367 display_inventory();
2373 * Get the ID of a store item and return its value -RAK-
2375 static int get_stock(int *com_val, cptr pmt, int i, int j)
2381 #ifdef ALLOW_REPEAT /* TNB */
2383 /* Get the item index */
2384 if (repeat_pull(com_val))
2386 /* Verify the item */
2387 if ((*com_val >= i) && (*com_val <= j))
2394 #endif /* ALLOW_REPEAT -- TNB */
2396 /* Paranoia XXX XXX XXX */
2400 /* Assume failure */
2403 /* Build the prompt */
2405 (void)sprintf(out_val, "(%s:%c-%c, ESC¤ÇÃæÃÇ) %s",
2406 (((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) ? "¥¢¥¤¥Æ¥à" : "¾¦ÉÊ"),
2407 I2A(i), I2A(j), pmt);
2409 (void)sprintf(out_val, "(Items %c-%c, ESC to exit) %s",
2410 I2A(i), I2A(j), pmt);
2414 /* Ask until done */
2420 if (!get_com(out_val, &command, FALSE)) break;
2423 k = (islower(command) ? A2I(command) : -1);
2425 /* Legal responses */
2426 if ((k >= i) && (k <= j))
2436 /* Clear the prompt */
2440 if (command == ESCAPE) return (FALSE);
2442 #ifdef ALLOW_REPEAT /* TNB */
2444 repeat_push(*com_val);
2446 #endif /* ALLOW_REPEAT -- TNB */
2454 * Increase the insult counter and get angry if too many -RAK-
2456 static int increase_insults(void)
2458 /* Increase insults */
2459 st_ptr->insult_cur++;
2461 /* Become insulted */
2462 if (st_ptr->insult_cur > ot_ptr->insult_max)
2468 st_ptr->insult_cur = 0;
2469 st_ptr->good_buy = 0;
2470 st_ptr->bad_buy = 0;
2473 st_ptr->store_open = turn + TURNS_PER_TICK*TOWN_DAWN/8 + randint1(TURNS_PER_TICK*TOWN_DAWN/8);
2485 * Decrease insults -RAK-
2487 static void decrease_insults(void)
2489 /* Decrease insults */
2490 if (st_ptr->insult_cur) st_ptr->insult_cur--;
2495 * Have insulted while haggling -RAK-
2497 static int haggle_insults(void)
2499 /* Increase insults */
2500 if (increase_insults()) return (TRUE);
2502 /* Display and flush insult */
2511 * Mega-Hack -- Enable "increments"
2513 static bool allow_inc = FALSE;
2516 * Mega-Hack -- Last "increment" during haggling
2518 static s32b last_inc = 0L;
2524 static int get_haggle(cptr pmt, s32b *poffer, s32b price, int final)
2534 /* Clear old increment if necessary */
2535 if (!allow_inc) last_inc = 0L;
2542 sprintf(buf, "%s [¾µÂú] ", pmt);
2544 sprintf(buf, "%s [accept] ", pmt);
2549 /* Old (negative) increment, and not final */
2550 else if (last_inc < 0)
2553 sprintf(buf, "%s [-$%ld] ", pmt, (long)(ABS(last_inc)));
2555 sprintf(buf, "%s [-%ld] ", pmt, (long)(ABS(last_inc)));
2560 /* Old (positive) increment, and not final */
2561 else if (last_inc > 0)
2564 sprintf(buf, "%s [+$%ld] ", pmt, (long)(ABS(last_inc)));
2566 sprintf(buf, "%s [+%ld] ", pmt, (long)(ABS(last_inc)));
2574 sprintf(buf, "%s ", pmt);
2578 /* Paranoia XXX XXX XXX */
2582 /* Ask until done */
2586 strcpy(out_val, "");
2588 /* Ask the user for a response */
2589 if (!get_string(buf, out_val, 32)) return (FALSE);
2591 /* Skip leading spaces */
2592 for (p = out_val; *p == ' '; p++) /* loop */;
2594 /* Empty response */
2597 /* Accept current price */
2605 /* Use previous increment */
2606 if (allow_inc && last_inc)
2608 *poffer += last_inc;
2613 /* Normal response */
2616 /* Extract a number */
2619 /* Handle "incremental" number */
2620 if ((*p == '+' || *p == '-'))
2622 /* Allow increments */
2625 /* Use the given "increment" */
2632 /* Handle normal number */
2635 /* Use the given "number" */
2644 msg_print("Ãͤ¬¤ª¤«¤·¤¤¤Ç¤¹¡£");
2646 msg_print("Invalid response.");
2658 * Receive an offer (from the player)
2660 * Return TRUE if offer is NOT okay
2662 static bool receive_offer(cptr pmt, s32b *poffer,
2663 s32b last_offer, int factor,
2664 s32b price, int final)
2666 /* Haggle till done */
2669 /* Get a haggle (or cancel) */
2670 if (!get_haggle(pmt, poffer, price, final)) return (TRUE);
2672 /* Acceptable offer */
2673 if (((*poffer) * factor) >= (last_offer * factor)) break;
2675 /* Insult, and check for kicked out */
2676 if (haggle_insults()) return (TRUE);
2678 /* Reject offer (correctly) */
2679 (*poffer) = last_offer;
2688 * Haggling routine -RAK-
2690 * Return TRUE if purchase is NOT successful
2692 static bool purchase_haggle(object_type *o_ptr, s32b *price)
2694 s32b cur_ask, final_ask;
2695 s32b last_offer, offer;
2697 s32b min_per, max_per;
2698 int flag, loop_flag, noneed;
2699 int annoyed = 0, final = FALSE;
2701 bool cancel = FALSE;
2704 cptr pmt = "Ä󼨲Á³Ê";
2706 cptr pmt = "Asking";
2716 /* Extract the starting offer and the final offer */
2717 cur_ask = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
2718 final_ask = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2720 /* Determine if haggling is necessary */
2721 noneed = noneedtobargain(final_ask);
2723 /* No need to haggle */
2724 if (noneed || !manual_haggle)
2726 /* No need to haggle */
2729 /* Message summary */
2731 msg_print("·ë¶É¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2733 msg_print("You eventually agree upon the price.");
2739 /* No haggle option */
2742 /* Message summary */
2744 msg_print("¤¹¤ó¤Ê¤ê¤È¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2746 msg_print("You quickly agree upon the price.");
2751 /* Apply Sales Tax */
2752 final_ask += final_ask / 10;
2756 cur_ask = final_ask;
2758 /* Go to final offer */
2760 pmt = "ºÇ½ªÄ󼨲Á³Ê";
2762 pmt = "Final Offer";
2769 /* Haggle for the whole pile */
2770 cur_ask *= o_ptr->number;
2771 final_ask *= o_ptr->number;
2774 /* Haggle parameters */
2775 min_per = ot_ptr->haggle_per;
2776 max_per = min_per * 3;
2778 /* Mega-Hack -- artificial "last offer" value */
2779 last_offer = object_value(o_ptr) * o_ptr->number;
2780 last_offer = last_offer * (200 - (int)(ot_ptr->max_inflate)) / 100L;
2781 if (last_offer <= 0) last_offer = 1;
2786 /* No incremental haggling yet */
2789 /* Haggle until done */
2790 for (flag = FALSE; !flag; )
2794 while (!flag && loop_flag)
2796 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
2797 put_str(out_val, 1, 0);
2799 cancel = receive_offer("Ä󼨤¹¤ë¶â³Û? ",
2801 cancel = receive_offer("What do you offer? ",
2804 &offer, last_offer, 1, cur_ask, final);
2810 else if (offer > cur_ask)
2815 else if (offer == cur_ask)
2828 x1 = 100 * (offer - last_offer) / (cur_ask - last_offer);
2831 if (haggle_insults())
2837 else if (x1 > max_per)
2840 if (x1 < max_per) x1 = max_per;
2842 x2 = rand_range(x1-2, x1+2);
2843 x3 = ((cur_ask - offer) * x2 / 100L) + 1;
2844 /* don't let the price go up */
2849 if (cur_ask < final_ask)
2852 cur_ask = final_ask;
2854 pmt = "ºÇ½ªÄ󼨲Á³Ê";
2856 pmt = "Final Offer";
2862 (void)(increase_insults());
2867 else if (offer >= cur_ask)
2879 (void)sprintf(out_val, "Á°²ó¤ÎÄ󼨶â³Û: $%ld",
2881 (void)sprintf(out_val, "Your last offer: %ld",
2885 put_str(out_val, 1, 39);
2886 say_comment_2(cur_ask, annoyed);
2892 if (cancel) return (TRUE);
2894 /* Update bargaining info */
2895 updatebargain(*price, final_ask, o_ptr->number);
2903 * Haggling routine -RAK-
2905 * Return TRUE if purchase is NOT successful
2907 static bool sell_haggle(object_type *o_ptr, s32b *price)
2909 s32b purse, cur_ask, final_ask;
2910 s32b last_offer = 0, offer = 0;
2912 s32b min_per, max_per;
2913 int flag, loop_flag, noneed;
2914 int annoyed = 0, final = FALSE;
2915 bool cancel = FALSE;
2917 cptr pmt = "Ä󼨶â³Û";
2928 /* Obtain the starting offer and the final offer */
2929 cur_ask = price_item(o_ptr, ot_ptr->max_inflate, TRUE);
2930 final_ask = price_item(o_ptr, ot_ptr->min_inflate, TRUE);
2932 /* Determine if haggling is necessary */
2933 noneed = noneedtobargain(final_ask);
2935 /* Get the owner's payout limit */
2936 purse = (s32b)(ot_ptr->max_cost);
2938 /* No need to haggle */
2939 if (noneed || !manual_haggle || (final_ask >= purse))
2941 /* Apply Sales Tax (if needed) */
2942 if (!manual_haggle && !noneed)
2944 final_ask -= final_ask / 10;
2947 /* No reason to haggle */
2948 if (final_ask >= purse)
2952 msg_print("¨ºÂ¤Ë¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2954 msg_print("You instantly agree upon the price.");
2959 /* Offer full purse */
2963 /* No need to haggle */
2968 msg_print("·ë¶É¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2970 msg_print("You eventually agree upon the price.");
2976 /* No haggle option */
2979 /* Message summary */
2981 msg_print("¤¹¤ó¤Ê¤ê¤È¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2983 msg_print("You quickly agree upon the price.");
2990 cur_ask = final_ask;
2995 pmt = "ºÇ½ªÄ󼨶â³Û";
2997 pmt = "Final Offer";
3002 /* Haggle for the whole pile */
3003 cur_ask *= o_ptr->number;
3004 final_ask *= o_ptr->number;
3007 /* XXX XXX XXX Display commands */
3009 /* Haggling parameters */
3010 min_per = ot_ptr->haggle_per;
3011 max_per = min_per * 3;
3013 /* Mega-Hack -- artificial "last offer" value */
3014 last_offer = object_value(o_ptr) * o_ptr->number;
3015 last_offer = last_offer * ot_ptr->max_inflate / 100L;
3020 /* No incremental haggling yet */
3024 for (flag = FALSE; !flag; )
3030 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
3031 put_str(out_val, 1, 0);
3033 cancel = receive_offer("Ä󼨤¹¤ë²Á³Ê? ",
3035 cancel = receive_offer("What price do you ask? ",
3038 &offer, last_offer, -1, cur_ask, final);
3044 else if (offer < cur_ask)
3047 /* rejected, reset offer for incremental haggling */
3050 else if (offer == cur_ask)
3061 if (flag || !loop_flag) break;
3066 x1 = 100 * (last_offer - offer) / (last_offer - cur_ask);
3069 if (haggle_insults())
3075 else if (x1 > max_per)
3078 if (x1 < max_per) x1 = max_per;
3080 x2 = rand_range(x1-2, x1+2);
3081 x3 = ((offer - cur_ask) * x2 / 100L) + 1;
3082 /* don't let the price go down */
3086 if (cur_ask > final_ask)
3088 cur_ask = final_ask;
3091 pmt = "ºÇ½ªÄ󼨶â³Û";
3093 pmt = "Final Offer";
3101 /* Äɲà $0 ¤ÇÇ㤤¼è¤é¤ì¤Æ¤·¤Þ¤¦¤Î¤òËÉ»ß By FIRST*/
3104 (void)(increase_insults());
3107 else if (offer <= cur_ask)
3118 (void)sprintf(out_val,
3120 "Á°²ó¤ÎÄ󼨲Á³Ê $%ld", (long)last_offer);
3122 "Your last bid %ld", (long)last_offer);
3125 put_str(out_val, 1, 39);
3126 say_comment_3(cur_ask, annoyed);
3132 if (cancel) return (TRUE);
3134 /* Update bargaining info */
3135 updatebargain(*price, final_ask, o_ptr->number);
3143 * Buy an item from a store -RAK-
3145 static void store_purchase(void)
3157 char o_name[MAX_NLEN];
3162 if (cur_store_num == STORE_MUSEUM)
3165 msg_print("Çîʪ´Û¤«¤é¼è¤ê½Ð¤¹¤³¤È¤Ï¤Ç¤¤Þ¤»¤ó¡£");
3167 msg_print("Museum.");
3173 if (st_ptr->stock_num <= 0)
3175 if (cur_store_num == STORE_HOME)
3177 msg_print("²æ¤¬²È¤Ë¤Ï²¿¤âÃÖ¤¤¤Æ¤¢¤ê¤Þ¤»¤ó¡£");
3179 msg_print("Your home is empty.");
3184 msg_print("¸½ºß¾¦Éʤκ߸ˤòÀڤ餷¤Æ¤¤¤Þ¤¹¡£");
3186 msg_print("I am currently out of stock.");
3193 /* Find the number of objects on this and following pages */
3194 i = (st_ptr->stock_num - store_top);
3196 /* And then restrict it to the current page */
3201 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸ */
3202 switch( cur_store_num ) {
3204 sprintf(out_val, "¤É¤Î¥¢¥¤¥Æ¥à¤ò¼è¤ê¤Þ¤¹¤«? ");
3207 sprintf(out_val, "¤É¤ì? ");
3210 sprintf(out_val, "¤É¤ÎÉÊʪ¤¬Íߤ·¤¤¤ó¤À¤¤? ");
3214 if (cur_store_num == STORE_HOME)
3216 sprintf(out_val, "Which item do you want to take? ");
3220 sprintf(out_val, "Which item are you interested in? ");
3225 /* Get the item number to be bought */
3226 if (!get_stock(&item, out_val, 0, i - 1)) return;
3228 /* Get the actual index */
3229 item = item + store_top;
3231 /* Get the actual item */
3232 o_ptr = &st_ptr->stock[item];
3234 /* Assume the player wants just one of them */
3237 /* Get local object */
3240 /* Get a copy of the object */
3241 object_copy(j_ptr, o_ptr);
3244 * If a rod or wand, allocate total maximum timeouts or charges
3245 * between those purchased and left on the shelf.
3247 reduce_charges(j_ptr, o_ptr->number - amt);
3249 /* Modify quantity */
3250 j_ptr->number = amt;
3252 /* Hack -- require room in pack */
3253 if (!inven_carry_okay(j_ptr))
3256 msg_print("¤½¤ó¤Ê¤Ë¥¢¥¤¥Æ¥à¤ò»ý¤Æ¤Ê¤¤¡£");
3258 msg_print("You cannot carry that many different items.");
3264 /* Determine the "best" price (per item) */
3265 best = price_item(j_ptr, ot_ptr->min_inflate, FALSE);
3267 /* Find out how many the player wants */
3268 if (o_ptr->number > 1)
3270 /* Hack -- note cost of "fixed" items */
3271 if ((cur_store_num != STORE_HOME) &&
3272 (o_ptr->ident & IDENT_FIXED))
3275 msg_format("°ì¤Ä¤Ë¤Ä¤ $%ld¤Ç¤¹¡£", (long)(best));
3277 msg_format("That costs %ld gold per item.", (long)(best));
3282 /* Get a quantity */
3283 amt = get_quantity(NULL, o_ptr->number);
3285 /* Allow user abort */
3286 if (amt <= 0) return;
3289 /* Get local object */
3292 /* Get desired object */
3293 object_copy(j_ptr, o_ptr);
3296 * If a rod or wand, allocate total maximum timeouts or charges
3297 * between those purchased and left on the shelf.
3299 reduce_charges(j_ptr, o_ptr->number - amt);
3301 /* Modify quantity */
3302 j_ptr->number = amt;
3304 /* Hack -- require room in pack */
3305 if (!inven_carry_okay(j_ptr))
3308 msg_print("¥¶¥Ã¥¯¤Ë¤½¤Î¥¢¥¤¥Æ¥à¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£");
3310 msg_print("You cannot carry that many items.");
3316 /* Attempt to buy it */
3317 if (cur_store_num != STORE_HOME)
3319 /* Fixed price, quick buy */
3320 if (o_ptr->ident & (IDENT_FIXED))
3325 /* Go directly to the "best" deal */
3326 price = (best * j_ptr->number);
3332 /* Describe the object (fully) */
3333 object_desc_store(o_name, j_ptr, TRUE, 3);
3337 msg_format("%s(%c)¤ò¹ØÆþ¤¹¤ë¡£", o_name, I2A(item));
3339 msg_format("Buying %s (%c).", o_name, I2A(item));
3344 /* Haggle for a final price */
3345 choice = purchase_haggle(j_ptr, &price);
3347 /* Hack -- Got kicked out */
3348 if (st_ptr->store_open >= turn) return;
3351 /* Player wants it */
3354 /* Fix the item price (if "correctly" haggled) */
3355 if (price == (best * j_ptr->number)) o_ptr->ident |= (IDENT_FIXED);
3357 /* Player can afford it */
3358 if (p_ptr->au >= price)
3365 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
3366 chg_virtue(V_JUSTICE, -1);
3367 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
3368 chg_virtue(V_NATURE, -1);
3376 /* Spend the money */
3379 /* Update the display */
3382 /* Hack -- buying an item makes you aware of it */
3383 object_aware(j_ptr);
3385 /* Hack -- clear the "fixed" flag from the item */
3386 j_ptr->ident &= ~(IDENT_FIXED);
3388 /* Describe the transaction */
3389 object_desc(o_name, j_ptr, TRUE, 3);
3393 msg_format("%s¤ò $%ld¤Ç¹ØÆþ¤·¤Þ¤·¤¿¡£", o_name, (long)price);
3395 msg_format("You bought %s for %ld gold.", o_name, (long)price);
3398 strcpy(record_o_name, o_name);
3401 if (record_buy) do_cmd_write_nikki(NIKKI_BUY, 0, o_name);
3402 object_desc(o_name, o_ptr, TRUE, 0);
3403 if(record_rand_art && o_ptr->art_name)
3404 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
3406 /* Erase the inscription */
3407 j_ptr->inscription = 0;
3409 /* Erase the "feeling" */
3410 j_ptr->feeling = FEEL_NONE;
3411 j_ptr->ident &= ~(IDENT_STOREB);
3412 /* Give it to the player */
3413 item_new = inven_carry(j_ptr);
3415 /* Describe the final result */
3416 object_desc(o_name, &inventory[item_new], TRUE, 3);
3420 msg_format("%s(%c)¤ò¼ê¤ËÆþ¤ì¤¿¡£", o_name, index_to_label(item_new));
3422 msg_format("You have %s (%c).",
3423 o_name, index_to_label(item_new));
3426 /* Auto-inscription */
3427 idx = is_autopick(&inventory[item_new]);
3428 auto_inscribe_item(item_new, idx);
3430 /* Now, reduce the original stack's pval. */
3431 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3433 o_ptr->pval -= j_ptr->pval;
3439 /* Note how many slots the store used to have */
3440 i = st_ptr->stock_num;
3442 /* Remove the bought items from the store */
3443 store_item_increase(item, -amt);
3444 store_item_optimize(item);
3446 /* Store is empty */
3447 if (st_ptr->stock_num == 0)
3450 if (one_in_(STORE_SHUFFLE))
3455 msg_print("Ź¼ç¤Ï°úÂष¤¿¡£");
3457 msg_print("The shopkeeper retires.");
3461 /* Shuffle the store */
3462 store_shuffle(cur_store_num);
3465 sprintf(buf, "%s (%s)",
3466 ot_ptr->owner_name, race_info[ot_ptr->owner_race].title);
3467 put_str(buf, 3, 10);
3468 sprintf(buf, "%s (%ld)",
3469 (f_name + f_info[FEAT_SHOP_HEAD + cur_store_num].name), (long)(ot_ptr->max_cost));
3478 msg_print("Ź¼ç¤Ï¿·¤¿¤Êºß¸Ë¤ò¼è¤ê½Ð¤·¤¿¡£");
3480 msg_print("The shopkeeper brings out some new stock.");
3486 for (i = 0; i < 10; i++)
3488 /* Maintain the store */
3489 store_maint(p_ptr->town_num, cur_store_num);
3495 /* Redraw everything */
3496 display_inventory();
3499 /* The item is gone */
3500 else if (st_ptr->stock_num != i)
3502 /* Pick the correct screen */
3503 if (store_top >= st_ptr->stock_num) store_top -= 12;
3505 /* Redraw everything */
3506 display_inventory();
3509 /* Item is still here */
3512 /* Redraw the item */
3513 display_entry(item);
3517 /* Player cannot afford it */
3520 /* Simple message (no insult) */
3522 msg_print("¤ª¶â¤¬Â¤ê¤Þ¤»¤ó¡£");
3524 msg_print("You do not have enough gold.");
3531 /* Home is much easier */
3534 /* Distribute charges of wands/rods */
3535 distribute_charges(o_ptr, j_ptr, amt);
3537 /* Give it to the player */
3538 item_new = inven_carry(j_ptr);
3540 /* Describe just the result */
3541 object_desc(o_name, &inventory[item_new], TRUE, 3);
3545 msg_format("%s(%c)¤ò¼è¤Ã¤¿¡£",
3547 msg_format("You have %s (%c).",
3549 o_name, index_to_label(item_new));
3554 /* Take note if we take the last one */
3555 i = st_ptr->stock_num;
3557 /* Remove the items from the home */
3558 store_item_increase(item, -amt);
3559 store_item_optimize(item);
3561 /* Hack -- Item is still here */
3562 if (i == st_ptr->stock_num)
3564 /* Redraw the item */
3565 display_entry(item);
3568 /* The item is gone */
3572 if (st_ptr->stock_num == 0) store_top = 0;
3574 /* Nothing left on that screen */
3575 else if (store_top >= st_ptr->stock_num) store_top -= 12;
3577 /* Redraw everything */
3578 display_inventory();
3580 chg_virtue(V_SACRIFICE, 1);
3584 /* Not kicked out */
3590 * Sell an item to the store (or home)
3592 static void store_sell(void)
3598 s32b price, value, dummy;
3607 char o_name[MAX_NLEN];
3610 /* Prepare a prompt */
3611 if (cur_store_num == STORE_HOME)
3613 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÃÖ¤¤Þ¤¹¤«? ";
3615 q = "Drop which item? ";
3618 else if (cur_store_num == STORE_MUSEUM)
3620 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò´ó£¤·¤Þ¤¹¤«? ";
3622 q = "Give which item? ";
3627 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÇä¤ê¤Þ¤¹¤«? ";
3629 q = "Sell which item? ";
3633 item_tester_no_ryoute = TRUE;
3634 /* Only allow items the store will buy */
3635 item_tester_hook = store_will_buy;
3638 /* ²æ¤¬²È¤Ç¤ª¤«¤·¤Ê¥á¥Ã¥»¡¼¥¸¤¬½Ð¤ë¥ª¥ê¥¸¥Ê¥ë¤Î¥Ð¥°¤ò½¤Àµ */
3639 if (cur_store_num == STORE_HOME)
3642 s = "ÃÖ¤±¤ë¥¢¥¤¥Æ¥à¤ò»ý¤Ã¤Æ¤¤¤Þ¤»¤ó¡£";
3644 s = "You don't have any item to drop.";
3647 else if (cur_store_num == STORE_MUSEUM)
3650 s = "´ó£¤Ç¤¤ë¥¢¥¤¥Æ¥à¤ò»ý¤Ã¤Æ¤¤¤Þ¤»¤ó¡£";
3652 s = "You don't have any item to give.";
3658 s = "Íߤ·¤¤Êª¤¬¤Ê¤¤¤Ç¤¹¤Í¤¨¡£";
3660 s = "You have nothing that I want.";
3664 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return;
3666 /* Get the item (in the pack) */
3669 o_ptr = &inventory[item];
3672 /* Get the item (on the floor) */
3675 o_ptr = &o_list[0 - item];
3679 /* Hack -- Cannot remove cursed items */
3680 if ((item >= INVEN_RARM) && cursed_p(o_ptr))
3684 msg_print("¤Õ¡¼¤à¡¢¤É¤¦¤ä¤é¤½¤ì¤Ï¼ö¤ï¤ì¤Æ¤¤¤ë¤è¤¦¤À¤Í¡£");
3686 msg_print("Hmmm, it seems to be cursed.");
3695 /* Assume one item */
3698 /* Find out how many the player wants (letter means "all") */
3699 if (o_ptr->number > 1)
3701 /* Get a quantity */
3702 amt = get_quantity(NULL, o_ptr->number);
3704 /* Allow user abort */
3705 if (amt <= 0) return;
3708 /* Get local object */
3711 /* Get a copy of the object */
3712 object_copy(q_ptr, o_ptr);
3714 /* Modify quantity */
3715 q_ptr->number = amt;
3718 * Hack -- If a rod or wand, allocate total maximum
3719 * timeouts or charges to those being sold. -LM-
3721 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3723 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
3726 /* Get a full description */
3727 object_desc(o_name, q_ptr, TRUE, 3);
3729 /* Remove any inscription, feeling for stores */
3730 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
3732 q_ptr->inscription = 0;
3733 q_ptr->feeling = FEEL_NONE;
3736 /* Is there room in the store (or the home?) */
3737 if (!store_check_num(q_ptr))
3739 if (cur_store_num == STORE_HOME)
3741 msg_print("²æ¤¬²È¤Ë¤Ï¤â¤¦ÃÖ¤¯¾ì½ê¤¬¤Ê¤¤¡£");
3743 msg_print("Your home is full.");
3746 else if (cur_store_num == STORE_MUSEUM)
3748 msg_print("Çîʪ´Û¤Ï¤â¤¦ËþÇÕ¤À¡£");
3750 msg_print("Museum is full.");
3755 msg_print("¤¹¤¤¤Þ¤»¤ó¤¬¡¢Å¹¤Ë¤Ï¤â¤¦ÃÖ¤¯¾ì½ê¤¬¤¢¤ê¤Þ¤»¤ó¡£");
3757 msg_print("I have not the room in my store to keep it.");
3765 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
3767 /* Describe the transaction */
3769 msg_format("%s(%c)¤òÇäµÑ¤¹¤ë¡£", o_name, index_to_label(item));
3771 msg_format("Selling %s (%c).", o_name, index_to_label(item));
3777 choice = sell_haggle(q_ptr, &price);
3780 if (st_ptr->store_open >= turn) return;
3792 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
3793 chg_virtue(V_JUSTICE, -1);
3795 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
3796 chg_virtue(V_NATURE, 1);
3799 /* Get some money */
3802 /* Update the display */
3805 /* Get the "apparent" value */
3806 dummy = object_value(q_ptr) * q_ptr->number;
3809 identify_item(o_ptr);
3811 /* Get local object */
3814 /* Get a copy of the object */
3815 object_copy(q_ptr, o_ptr);
3817 /* Modify quantity */
3818 q_ptr->number = amt;
3821 * Hack -- If a rod or wand, let the shopkeeper know just
3822 * how many charges he really paid for. -LM-
3824 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3826 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
3829 /* Get the "actual" value */
3830 value = object_value(q_ptr) * q_ptr->number;
3832 /* Get the description all over again */
3833 object_desc(o_name, q_ptr, TRUE, 3);
3835 /* Describe the result (in message buffer) */
3837 msg_format("%s¤ò $%ld¤ÇÇäµÑ¤·¤Þ¤·¤¿¡£", o_name, (long)price);
3839 msg_format("You sold %s for %ld gold.", o_name, (long)price);
3842 if (record_sell) do_cmd_write_nikki(NIKKI_SELL, 0, o_name);
3844 if (!((o_ptr->tval == TV_FIGURINE) && (value > 0)))
3846 /* Analyze the prices (and comment verbally) unless a figurine*/
3847 purchase_analyze(price, value, dummy);
3851 * Hack -- Allocate charges between those wands or rods sold
3852 * and retained, unless all are being sold. -LM-
3854 distribute_charges(o_ptr, q_ptr, amt);
3856 /* Reset timeouts of the sold items */
3859 /* Take the item from the player, describe the result */
3860 inven_item_increase(item, -amt);
3861 inven_item_describe(item);
3862 inven_item_optimize(item);
3867 /* The store gets that (known) item */
3868 item_pos = store_carry(q_ptr);
3870 /* Re-display if item is now in store */
3873 store_top = (item_pos / 12) * 12;
3874 display_inventory();
3879 /* Player is at museum */
3880 else if (cur_store_num == STORE_MUSEUM)
3882 char o2_name[MAX_NLEN];
3883 object_desc(o2_name, q_ptr, TRUE, 0);
3885 if (-1 == store_check_num(q_ptr))
3888 msg_print("¤½¤ì¤ÈƱ¤¸ÉÊʪ¤Ï´û¤ËÇîʪ´Û¤Ë¤¢¤ë¤è¤¦¤Ç¤¹¡£");
3890 msg_print("The same object as it is already in the Museum.");
3896 msg_print("Çîʪ´Û¤Ë´ó£¤·¤¿¤â¤Î¤Ï¼è¤ê½Ð¤¹¤³¤È¤¬¤Ç¤¤Þ¤»¤ó¡ª¡ª");
3898 msg_print("You cannot take items which is given to the Museum back!!");
3902 if (!get_check(format("ËÜÅö¤Ë%s¤ò´ó£¤·¤Þ¤¹¤«¡©", o2_name))) return;
3904 if (!get_check(format("Really give %s to the Museum? ", o2_name))) return;
3908 identify_item(q_ptr);
3909 q_ptr->ident |= IDENT_MENTAL;
3911 /* Distribute charges of wands/rods */
3912 distribute_charges(o_ptr, q_ptr, amt);
3916 msg_format("%s¤òÃÖ¤¤¤¿¡£(%c)", o_name, index_to_label(item));
3918 msg_format("You drop %s (%c).", o_name, index_to_label(item));
3923 /* Take it from the players inventory */
3924 inven_item_increase(item, -amt);
3925 inven_item_describe(item);
3926 inven_item_optimize(item);
3931 /* Let the home carry it */
3932 item_pos = home_carry(q_ptr);
3934 /* Update store display */
3937 store_top = (item_pos / 12) * 12;
3938 display_inventory();
3941 /* Player is at home */
3944 /* Distribute charges of wands/rods */
3945 distribute_charges(o_ptr, q_ptr, amt);
3949 msg_format("%s¤òÃÖ¤¤¤¿¡£(%c)", o_name, index_to_label(item));
3951 msg_format("You drop %s (%c).", o_name, index_to_label(item));
3956 /* Take it from the players inventory */
3957 inven_item_increase(item, -amt);
3958 inven_item_describe(item);
3959 inven_item_optimize(item);
3964 /* Let the home carry it */
3965 item_pos = home_carry(q_ptr);
3967 /* Update store display */
3970 store_top = (item_pos / 12) * 12;
3971 display_inventory();
3974 if (item >= INVEN_RARM) calc_android_exp();
3975 if ((choice == 0) && ((item == INVEN_RARM) || (item == INVEN_LARM))) kamaenaoshi(item);
3980 * Examine an item in a store -JDL-
3982 static void store_examine(void)
3987 char o_name[MAX_NLEN];
3992 if (st_ptr->stock_num <= 0)
3994 if (cur_store_num == STORE_HOME)
3996 msg_print("²æ¤¬²È¤Ë¤Ï²¿¤âÃÖ¤¤¤Æ¤¢¤ê¤Þ¤»¤ó¡£");
3998 msg_print("Your home is empty.");
4001 else if (cur_store_num == STORE_MUSEUM)
4003 msg_print("Çîʪ´Û¤Ë¤Ï²¿¤âÃÖ¤¤¤Æ¤¢¤ê¤Þ¤»¤ó¡£");
4005 msg_print("Museum is empty.");
4010 msg_print("¸½ºß¾¦Éʤκ߸ˤòÀڤ餷¤Æ¤¤¤Þ¤¹¡£");
4012 msg_print("I am currently out of stock.");
4019 /* Find the number of objects on this and following pages */
4020 i = (st_ptr->stock_num - store_top);
4022 /* And then restrict it to the current page */
4027 sprintf(out_val, "¤É¤ì¤òÄ´¤Ù¤Þ¤¹¤«¡©");
4029 sprintf(out_val, "Which item do you want to examine? ");
4033 /* Get the item number to be examined */
4034 if (!get_stock(&item, out_val, 0, i - 1)) return;
4036 /* Get the actual index */
4037 item = item + store_top;
4039 /* Get the actual item */
4040 o_ptr = &st_ptr->stock[item];
4042 /* Require full knowledge */
4043 if (!(o_ptr->ident & IDENT_MENTAL))
4045 /* This can only happen in the home */
4047 msg_print("¤³¤Î¥¢¥¤¥Æ¥à¤Ë¤Ä¤¤¤ÆÆäËÃΤäƤ¤¤ë¤³¤È¤Ï¤Ê¤¤¡£");
4049 msg_print("You have no special knowledge about that item.");
4056 object_desc(o_name, o_ptr, TRUE, 3);
4060 msg_format("%s¤òÄ´¤Ù¤Æ¤¤¤ë...", o_name);
4062 msg_format("Examining %s...", o_name);
4066 /* Describe it fully */
4067 if (!screen_object(o_ptr, TRUE))
4069 msg_print("ÆäËÊѤï¤Ã¤¿¤È¤³¤í¤Ï¤Ê¤¤¤è¤¦¤À¡£");
4071 msg_print("You see nothing special.");
4080 * Hack -- set this to leave the store
4082 static bool leave_store = FALSE;
4086 * Process a command in a store
4088 * Note that we must allow the use of a few "special" commands
4089 * in the stores which are not allowed in the dungeon, and we
4090 * must disable some commands which are allowed in the dungeon
4091 * but not in the stores, to prevent chaos.
4093 static void store_process_command(void)
4095 #ifdef ALLOW_REPEAT /* TNB */
4097 /* Handle repeating the last command */
4100 #endif /* ALLOW_REPEAT -- TNB */
4102 if (rogue_like_commands && command_cmd == 'l')
4104 command_cmd = 'x'; /* hack! */
4107 /* Parse the command */
4108 switch (command_cmd)
4118 /* 1 ¥Ú¡¼¥¸Ìá¤ë¥³¥Þ¥ó¥É: ²æ¤¬²È¤Î¥Ú¡¼¥¸¿ô¤¬Â¿¤¤¤Î¤Ç½ÅÊõ¤¹¤ë¤Ï¤º By BUG */
4121 if (st_ptr->stock_num <= 12) {
4123 msg_print("¤³¤ì¤ÇÁ´Éô¤Ç¤¹¡£");
4125 msg_print("Entire inventory is shown.");
4130 if ( store_top < 0 )
4131 store_top = ((st_ptr->stock_num - 1 )/12) * 12;
4132 if ( (cur_store_num == STORE_HOME) && (powerup_home == FALSE) )
4133 if ( store_top >= 12 ) store_top = 12;
4134 display_inventory();
4142 if (st_ptr->stock_num <= 12)
4145 msg_print("¤³¤ì¤ÇÁ´Éô¤Ç¤¹¡£");
4147 msg_print("Entire inventory is shown.");
4155 * ±£¤·¥ª¥×¥·¥ç¥ó(powerup_home)¤¬¥»¥Ã¥È¤µ¤ì¤Æ¤¤¤Ê¤¤¤È¤¤Ï
4156 * ²æ¤¬²È¤Ç¤Ï 2 ¥Ú¡¼¥¸¤Þ¤Ç¤·¤«É½¼¨¤·¤Ê¤¤
4158 if ((cur_store_num == STORE_HOME) &&
4159 (powerup_home == FALSE) &&
4160 (st_ptr->stock_num >= STORE_INVEN_MAX))
4162 if (store_top >= (STORE_INVEN_MAX - 1))
4169 if (store_top >= st_ptr->stock_num) store_top = 0;
4172 display_inventory();
4185 /* Get (purchase) */
4212 /*** Inventory Commands ***/
4214 /* Wear/wield equipment */
4221 /* Take off equipment */
4228 /* Destroy an item */
4235 /* Equipment list */
4242 /* Inventory list */
4250 /*** Various commands ***/
4252 /* Identify an object */
4259 /* Hack -- toggle windows */
4262 toggle_inven_equip();
4268 /*** Use various objects ***/
4277 /* Inscribe an object */
4284 /* Uninscribe an object */
4287 do_cmd_uninscribe();
4293 /*** Help and Such ***/
4302 /* Identify symbol */
4305 do_cmd_query_symbol();
4309 /* Character description */
4312 do_cmd_change_name();
4318 /*** System Commands ***/
4320 /* Hack -- User interface */
4327 /* Single line from a pref file */
4334 /* Interact with macros */
4341 /* Interact with visuals */
4348 /* Interact with colors */
4355 /* Interact with options */
4362 /*** Misc Commands ***/
4378 /* Repeat level feeling */
4385 /* Show previous message */
4388 do_cmd_message_one();
4392 /* Show previous messages */
4405 /* Check artifacts, uniques etc. */
4412 /* Load "screen dump" */
4415 do_cmd_load_screen();
4419 /* Save "screen dump" */
4422 do_cmd_save_screen();
4426 /* Hack -- Unknown command */
4430 msg_print("¤½¤Î¥³¥Þ¥ó¥É¤ÏŹ¤ÎÃæ¤Ç¤Ï»È¤¨¤Þ¤»¤ó¡£");
4432 msg_print("That command does not work in stores.");
4442 * Enter a store, and interact with it.
4444 * Note that we use the standard "request_command()" function
4445 * to get a command, allowing us to use "command_arg" and all
4446 * command macros and other nifty stuff, but we use the special
4447 * "shopping" argument, to force certain commands to be converted
4448 * into other commands, normally, we convert "p" (pray) and "m"
4449 * (cast magic) into "g" (get), and "s" (search) into "d" (drop).
4451 void do_cmd_store(void)
4461 /* Access the player grid */
4462 c_ptr = &cave[py][px];
4464 /* Verify a store */
4465 if (!((c_ptr->feat >= FEAT_SHOP_HEAD) &&
4466 (c_ptr->feat <= FEAT_SHOP_TAIL)) &&
4467 (c_ptr->feat != FEAT_MUSEUM))
4470 msg_print("¤³¤³¤Ë¤ÏŹ¤¬¤¢¤ê¤Þ¤»¤ó¡£");
4472 msg_print("You see no store here.");
4478 /* Extract the store code */
4479 if (c_ptr->feat == FEAT_MUSEUM) which = STORE_MUSEUM;
4480 else which = (c_ptr->feat - FEAT_SHOP_HEAD);
4482 old_town_num = p_ptr->town_num;
4483 if ((which == STORE_HOME) || (which == STORE_MUSEUM)) p_ptr->town_num = 1;
4484 if (dun_level) p_ptr->town_num = NO_TOWN;
4486 /* Hack -- Check the "locked doors" */
4487 if ((town[p_ptr->town_num].store[which].store_open >= turn) ||
4491 msg_print("¥É¥¢¤Ë¸°¤¬¤«¤«¤Ã¤Æ¤¤¤ë¡£");
4493 msg_print("The doors are locked.");
4496 p_ptr->town_num = old_town_num;
4500 /* Calculate the number of store maintainances since the last visit */
4501 maintain_num = (turn - town[p_ptr->town_num].store[which].last_visit) / (TURNS_PER_TICK * STORE_TURNS);
4503 /* Maintain the store max. 10 times */
4504 if (maintain_num > 10) maintain_num = 10;
4508 /* Maintain the store */
4509 for (i = 0; i < maintain_num; i++)
4510 store_maint(p_ptr->town_num, which);
4512 /* Save the visit */
4513 town[p_ptr->town_num].store[which].last_visit = turn;
4516 /* Forget the lite */
4519 /* Forget the view */
4523 /* Hack -- Character is in "icky" mode */
4524 character_icky = TRUE;
4527 /* No command argument */
4530 /* No repeated command */
4533 /* No automatic command */
4537 /* Save the store number */
4538 cur_store_num = which;
4540 /* Save the store and owner pointers */
4541 st_ptr = &town[p_ptr->town_num].store[cur_store_num];
4542 ot_ptr = &owners[cur_store_num][st_ptr->owner];
4545 /* Start at the beginning */
4548 /* Display the store */
4552 leave_store = FALSE;
4554 /* Interact with player */
4555 while (!leave_store)
4557 /* Hack -- Clear line 1 */
4560 /* Hack -- Check the charisma */
4561 tmp_chr = p_ptr->stat_use[A_CHR];
4567 /* Basic commands */
4569 prt(" ESC) ·úʪ¤«¤é½Ð¤ë", 21, 0);
4571 prt(" ESC) Exit from Building.", 21, 0);
4575 /* Browse if necessary */
4576 if (st_ptr->stock_num > 12)
4579 prt(" -)Á°¥Ú¡¼¥¸", 22, 0);
4580 prt(" ¥¹¥Ú¡¼¥¹) ¼¡¥Ú¡¼¥¸", 23, 0);
4582 prt(" -) Previous page", 22, 0);
4583 prt(" SPACE) Next page", 23, 0);
4589 if (cur_store_num == STORE_HOME)
4592 prt("g) ¥¢¥¤¥Æ¥à¤ò¼è¤ë", 21, 27);
4593 prt("d) ¥¢¥¤¥Æ¥à¤òÃÖ¤¯", 22, 27);
4594 prt("x) ²È¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤ë", 23,27);
4596 prt("g) Get an item.", 21, 27);
4597 prt("d) Drop an item.", 22, 27);
4598 prt("x) eXamine an item in the home.", 23,27);
4603 /* Museum commands */
4604 else if (cur_store_num == STORE_MUSEUM)
4607 prt("d) ¥¢¥¤¥Æ¥à¤òÃÖ¤¯", 21, 27);
4608 prt("x) Çîʪ´Û¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤ë", 23,27);
4610 prt("d) Drop an item.", 21, 27);
4611 prt("x) eXamine an item in the museum.", 23,27);
4616 /* Shop commands XXX XXX XXX */
4620 prt("p) ¾¦ÉʤòÇ㤦", 21, 30);
4621 prt("s) ¥¢¥¤¥Æ¥à¤òÇä¤ë", 22, 30);
4622 prt("x) ¾¦ÉʤòÄ´¤Ù¤ë", 23,30);
4624 prt("p) Purchase an item.", 21, 30);
4625 prt("s) Sell an item.", 22, 30);
4626 prt("x) eXamine an item in the shop", 23,30);
4632 /* ´ðËÜŪ¤Ê¥³¥Þ¥ó¥É¤ÎÄɲÃɽ¼¨ */
4634 prt("i/e) »ý¤Áʪ/ÁõÈ÷¤Î°ìÍ÷", 21, 56);
4636 if( rogue_like_commands == TRUE )
4638 prt("w/T) ÁõÈ÷¤¹¤ë/¤Ï¤º¤¹", 22, 56);
4642 prt("w/t) ÁõÈ÷¤¹¤ë/¤Ï¤º¤¹", 22, 56);
4645 prt("i/e) Inventry/Equipment list", 21, 56);
4647 if( rogue_like_commands == TRUE )
4649 prt("w/T) Wear/Take off equipment", 22, 56);
4653 prt("w/t) Wear/Take off equipment", 22, 56);
4658 prt("¥³¥Þ¥ó¥É:", 20, 0);
4660 prt("You may: ", 20, 0);
4665 request_command(TRUE);
4667 /* Process the command */
4668 store_process_command();
4670 /* Hack -- Character is still in "icky" mode */
4671 character_icky = TRUE;
4679 /* XXX XXX XXX Pack Overflow */
4680 if (inventory[INVEN_PACK].k_idx)
4682 int item = INVEN_PACK;
4684 object_type *o_ptr = &inventory[item];
4686 /* Hack -- Flee from the store */
4687 if (cur_store_num != STORE_HOME)
4691 if (cur_store_num == STORE_MUSEUM)
4692 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤½¤¦¤Ê¤Î¤Ç¡¢¤¢¤ï¤Æ¤ÆÇîʪ´Û¤«¤é½Ð¤¿...");
4694 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤½¤¦¤Ê¤Î¤Ç¡¢¤¢¤ï¤Æ¤ÆŹ¤«¤é½Ð¤¿...");
4696 if (cur_store_num == STORE_MUSEUM)
4697 msg_print("Your pack is so full that you flee the Museum...");
4699 msg_print("Your pack is so full that you flee the store...");
4707 /* Hack -- Flee from the home */
4708 else if (!store_check_num(o_ptr))
4712 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤½¤¦¤Ê¤Î¤Ç¡¢¤¢¤ï¤Æ¤Æ²È¤«¤é½Ð¤¿...");
4714 msg_print("Your pack is so full that you flee your home...");
4722 /* Hack -- Drop items into the home */
4730 char o_name[MAX_NLEN];
4733 /* Give a message */
4735 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
4737 msg_print("Your pack overflows!");
4741 /* Get local object */
4744 /* Grab a copy of the item */
4745 object_copy(q_ptr, o_ptr);
4748 object_desc(o_name, q_ptr, TRUE, 3);
4752 msg_format("%s¤¬Íî¤Á¤¿¡£(%c)", o_name, index_to_label(item));
4754 msg_format("You drop %s (%c).", o_name, index_to_label(item));
4758 /* Remove it from the players inventory */
4759 inven_item_increase(item, -255);
4760 inven_item_describe(item);
4761 inven_item_optimize(item);
4766 /* Let the home carry it */
4767 item_pos = home_carry(q_ptr);
4769 /* Redraw the home */
4772 store_top = (item_pos / 12) * 12;
4773 display_inventory();
4778 /* Hack -- Redisplay store prices if charisma changes */
4779 if (tmp_chr != p_ptr->stat_use[A_CHR]) display_inventory();
4781 /* Hack -- get kicked out of the store */
4782 if (st_ptr->store_open >= turn) leave_store = TRUE;
4785 p_ptr->town_num = old_town_num;
4787 /* Free turn XXX XXX XXX */
4791 /* Hack -- Character is no longer in "icky" mode */
4792 character_icky = FALSE;
4795 /* Hack -- Cancel automatic command */
4798 /* Hack -- Cancel "see" mode */
4799 command_see = FALSE;
4802 /* Flush messages XXX XXX XXX */
4806 /* Clear the screen */
4810 /* Update everything */
4811 p_ptr->update |= (PU_VIEW | PU_LITE);
4812 p_ptr->update |= (PU_MONSTERS);
4814 /* Redraw entire screen */
4815 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY);
4818 p_ptr->redraw |= (PR_MAP);
4821 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4827 * Shuffle one of the stores.
4829 void store_shuffle(int which)
4835 if (which == STORE_HOME) return;
4836 if (which == STORE_MUSEUM) return;
4839 /* Save the store index */
4840 cur_store_num = which;
4842 /* Activate that store */
4843 st_ptr = &town[p_ptr->town_num].store[cur_store_num];
4846 /* Pick a new owner */
4849 st_ptr->owner = (byte)randint0(MAX_OWNERS);
4850 if (j == st_ptr->owner) continue;
4851 for (i = 1;i < max_towns; i++)
4853 if (i == p_ptr->town_num) continue;
4854 if (st_ptr->owner == town[i].store[cur_store_num].owner) break;
4856 if (i == max_towns) break;
4859 /* Activate the new owner */
4860 ot_ptr = &owners[cur_store_num][st_ptr->owner];
4863 /* Reset the owner data */
4864 st_ptr->insult_cur = 0;
4865 st_ptr->store_open = 0;
4866 st_ptr->good_buy = 0;
4867 st_ptr->bad_buy = 0;
4870 /* Hack -- discount all the items */
4871 for (i = 0; i < st_ptr->stock_num; i++)
4876 o_ptr = &st_ptr->stock[i];
4878 /* Hack -- Sell all old items for "half price" */
4879 if (!(o_ptr->art_name))
4880 o_ptr->discount = 50;
4882 /* Hack -- Items are no longer "fixed price" */
4883 o_ptr->ident &= ~(IDENT_FIXED);
4885 /* Mega-Hack -- Note that the item is "on sale" */
4887 o_ptr->inscription = quark_add("Çä½ÐÃæ");
4889 o_ptr->inscription = quark_add("on sale");
4897 * Maintain the inventory at the stores.
4899 void store_maint(int town_num, int store_num)
4903 int old_rating = rating;
4905 cur_store_num = store_num;
4908 if (store_num == STORE_HOME) return;
4909 if (store_num == STORE_MUSEUM) return;
4911 /* Activate that store */
4912 st_ptr = &town[town_num].store[store_num];
4914 /* Activate the owner */
4915 ot_ptr = &owners[store_num][st_ptr->owner];
4917 /* Store keeper forgives the player */
4918 st_ptr->insult_cur = 0;
4920 /* Mega-Hack -- prune the black market */
4921 if (store_num == STORE_BLACK)
4923 /* Destroy crappy black market items */
4924 for (j = st_ptr->stock_num - 1; j >= 0; j--)
4926 object_type *o_ptr = &st_ptr->stock[j];
4928 /* Destroy crappy items */
4929 if (black_market_crap(o_ptr))
4931 /* Destroy the item */
4932 store_item_increase(j, 0 - o_ptr->number);
4933 store_item_optimize(j);
4939 /* Choose the number of slots to keep */
4940 j = st_ptr->stock_num;
4942 /* Sell a few items */
4943 j = j - randint1(STORE_TURNOVER);
4945 /* Never keep more than "STORE_MAX_KEEP" slots */
4946 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
4948 /* Always "keep" at least "STORE_MIN_KEEP" items */
4949 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
4951 /* Hack -- prevent "underflow" */
4954 /* Destroy objects until only "j" slots are left */
4955 while (st_ptr->stock_num > j) store_delete();
4958 /* Choose the number of slots to fill */
4959 j = st_ptr->stock_num;
4961 /* Buy some more items */
4962 j = j + randint1(STORE_TURNOVER);
4964 /* Never keep more than "STORE_MAX_KEEP" slots */
4965 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
4967 /* Always "keep" at least "STORE_MIN_KEEP" items */
4968 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
4970 /* Hack -- prevent "overflow" */
4971 if (j >= st_ptr->stock_size) j = st_ptr->stock_size - 1;
4973 /* Acquire some new items */
4974 while (st_ptr->stock_num < j) store_create();
4977 /* Hack -- Restore the rating */
4978 rating = old_rating;
4983 * Initialize the stores
4985 void store_init(int town_num, int store_num)
4989 cur_store_num = store_num;
4991 /* Activate that store */
4992 st_ptr = &town[town_num].store[store_num];
5000 st_ptr->owner = (byte)randint0(MAX_OWNERS);
5001 for (i = 1;i < max_towns; i++)
5003 if (i == town_num) continue;
5004 if (st_ptr->owner == town[i].store[store_num].owner) break;
5006 if (i == max_towns) break;
5009 /* Activate the new owner */
5010 ot_ptr = &owners[store_num][st_ptr->owner];
5013 /* Initialize the store */
5014 st_ptr->store_open = 0;
5015 st_ptr->insult_cur = 0;
5016 st_ptr->good_buy = 0;
5017 st_ptr->bad_buy = 0;
5019 /* Nothing in stock */
5020 st_ptr->stock_num = 0;
5023 * MEGA-HACK - Last visit to store is
5024 * BEFORE player birth to enable store restocking
5026 st_ptr->last_visit = -200L * STORE_TURNS;
5028 /* Clear any old items */
5029 for (k = 0; k < st_ptr->stock_size; k++)
5031 object_wipe(&st_ptr->stock[k]);
5036 void move_to_black_market(object_type *o_ptr)
5039 if (!p_ptr->town_num) return;
5041 st_ptr = &town[p_ptr->town_num].store[STORE_BLACK];
5043 o_ptr->ident |= IDENT_STOREB;
5045 (void)store_carry(o_ptr);
5047 object_wipe(o_ptr); /* Don't leave a bogus object behind... */