4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Store commands */
17 static int cur_store_num = 0;
18 static int store_top = 0;
19 static int store_bottom = 0;
20 static int xtra_stock = 0;
21 static store_type *st_ptr = NULL;
22 static owner_type *ot_ptr = NULL;
23 static s16b old_town_num = 0;
24 static s16b inner_town_num = 0;
25 #define RUMOR_CHANCE 8
27 #define MAX_COMMENT_1 6
29 static cptr comment_1[MAX_COMMENT_1] =
50 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÄɲåá¥Ã¥»¡¼¥¸¡Ê¾µÂú¡Ë */
51 static cptr comment_1_B[MAX_COMMENT_1] = {
52 "¤Þ¤¢¡¢¤½¤ì¤Ç¤¤¤¤¤ä¡£",
53 "º£Æü¤Ï¤½¤ì¤Ç´ªÊÛ¤·¤Æ¤ä¤ë¡£",
60 #define MAX_COMMENT_2A 2
62 static cptr comment_2a[MAX_COMMENT_2A] =
65 "»ä¤ÎǦÂÑÎϤò»î¤·¤Æ¤¤¤ë¤Î¤«¤¤¡© $%s ¤¬ºÇ¸å¤À¡£",
66 "²æËý¤Ë¤â¸ÂÅÙ¤¬¤¢¤ë¤¾¡£ $%s ¤¬ºÇ¸å¤À¡£"
68 "You try my patience. %s is final.",
69 "My patience grows thin. %s is final."
74 #define MAX_COMMENT_2B 12
76 static cptr comment_2b[MAX_COMMENT_2B] =
79 " $%s ¤°¤é¤¤¤Ï½Ð¤µ¤Ê¤¤ã¥À¥á¤À¤è¡£",
80 " $%s ¤Ê¤é¼õ¤±¼è¤Ã¤Æ¤â¤¤¤¤¤¬¡£",
81 "¥Ï¡ª $%s °Ê²¼¤Ï¤Ê¤¤¤Í¡£",
82 "²¿¤ÆÅÛ¤À¡ª $%s °Ê²¼¤Ï¤¢¤êÆÀ¤Ê¤¤¤¾¡£",
83 "¤½¤ì¤¸¤ã¾¯¤Ê¤¹¤®¤ë¡ª $%s ¤ÏÍߤ·¤¤¤È¤³¤í¤À¡£",
84 "¥Ð¥«¤Ë¤·¤Æ¤¤¤ë¡ª $%s ¤Ï¤â¤é¤ï¤Ê¤¤¤È¡£",
85 "±³¤À¤í¤¦¡ª $%s ¤Ç¤É¤¦¤À¤¤¡©",
86 "¤ª¤¤¤ª¤¤¡ª $%s ¤ò¹Í¤¨¤Æ¤¯¤ì¤Ê¤¤¤«¡©",
87 "1000ɤ¤Î¥ª¡¼¥¯¤Î¥Î¥ß¤Ë¶ì¤·¤á¤é¤ì¤ë¤¬¤¤¤¤¡ª $%s ¤À¡£",
88 "¤ªÁ°¤ÎÂçÀڤʤâ¤Î¤ËºÒ¤¤¤¢¤ì¡ª $%s ¤Ç¤É¤¦¤À¡£",
89 "¥â¥ë¥´¥¹¤Ë¾ÞÌ£¤µ¤ì¤ë¤¬¤¤¤¤¡ªËÜÅö¤Ï $%s ¤Ê¤ó¤À¤í¤¦¡©",
90 "¤ªÁ°¤ÎÊì¿Æ¤Ï¥ª¡¼¥¬¤«¡ª $%s ¤Ï½Ð¤¹¤Ä¤â¤ê¤Ê¤ó¤À¤í¡©"
92 "I can take no less than %s gold pieces.",
93 "I will accept no less than %s gold pieces.",
94 "Ha! No less than %s gold pieces.",
95 "You knave! No less than %s gold pieces.",
96 "That's a pittance! I want %s gold pieces.",
97 "That's an insult! I want %s gold pieces.",
98 "As if! How about %s gold pieces?",
99 "My arse! How about %s gold pieces?",
100 "May the fleas of 1000 orcs molest you! Try %s gold pieces.",
101 "May your most favourite parts go moldy! Try %s gold pieces.",
102 "May Morgoth find you tasty! Perhaps %s gold pieces?",
103 "Your mother was an Ogre! Perhaps %s gold pieces?"
109 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÇä¤ë¤È¤¡Ë */
110 static cptr comment_2b_B[MAX_COMMENT_2B] = {
111 "¤¤¤¯¤é²¶Íͤ¬¤ª¿Í¹¥¤·¤È¤Ï¤¤¤¨ $%s ¤¬¸Â³¦¤À¤Í¡£·ù¤Ê¤éµ¢¤ê¤Ê¡£",
112 "¶â¤¬¤Ê¤¤¤Î¤«¤¤¡¢¤¢¤ó¤¿¡©¤Þ¤º¤Ï²È¤Ëµ¢¤Ã¤Æ $%s ·¤¨¤Æ¤¤Ê¡£",
113 "ʪ¤Î²ÁÃͤ¬Ê¬¤«¤é¤óÅÛ¤À¤Ê¡£¤³¤ì¤Ï $%s ¤¬ÉáÄ̤ʤó¤À¤è¡£",
114 "²¶¤ÎÉÕ¤±¤¿ÃÍÃʤËʸ¶ç¤¬¤¢¤ë¤Î¤«¡© $%s ¤¬¸Â³¦¤À¡£",
115 "¤Ò¤ç¤Ã¤È¤·¤Æ¿·¼ê¤Î¾éÃ̤«¤¤¡© $%s »ý¤Ã¤Æ¤Ê¤¤¤Ê¤éµ¢¤ê¤Ê¡£",
116 "¤¦¤Á¤Ï¾¤ÎŹ¤È¤Ï°ã¤¦¤ó¤À¤è¡£$%s ¤°¤é¤¤¤Ï½Ð¤·¤Ê¡£",
117 "Ç㤦µ¤¤¬¤Ê¤¤¤Ê¤éµ¢¤ê¤Ê¡£ $%s ¤À¤È¸À¤Ã¤Æ¤¤¤ë¤ó¤À¡£",
118 "Ïäˤʤé¤Ê¤¤¤Í¡£ $%s ¤¯¤é¤¤»ý¤Ã¤Æ¤¤¤ë¤ó¤À¤í¡©",
119 "¤Ï¡©¤Ê¤ó¤À¤½¤ê¤ã¡© $%s ¤Î´Ö°ã¤¤¤«¡¢¤Ò¤ç¤Ã¤È¤·¤Æ¡©",
120 "½Ð¸ý¤Ï¤¢¤Ã¤Á¤À¤è¡£¤½¤ì¤È¤â $%s ½Ð¤»¤ë¤Î¤«¤¤¡¢¤¢¤ó¤¿¤Ë¡£",
121 "Ì¿ÃΤ餺¤ÊÅÛ¤À¤Ê¡£ $%s ½Ð¤»¤Ðº£Æü¤Î½ê¤Ï´ªÊÛ¤·¤Æ¤ä¤ë¤è¡£",
122 "¤¦¤Á¤ÎŹ¤ÏÉÏ˳¿Í¤ªÃǤê¤À¡£ $%s ¤°¤é¤¤½Ð¤»¤Ê¤¤¤Î¤«¤¤¡©"
125 #define MAX_COMMENT_3A 2
127 static cptr comment_3a[MAX_COMMENT_3A] =
130 "»ä¤ÎǦÂÑÎϤò»î¤·¤Æ¤¤¤ë¤Î¤«¤¤¡© $%s ¤¬ºÇ¸å¤À¡£",
131 "²æËý¤Ë¤â¸ÂÅÙ¤¬¤¢¤ë¤¾¡£ $%s ¤¬ºÇ¸å¤À¡£"
133 "You try my patience. %s is final.",
134 "My patience grows thin. %s is final."
140 #define MAX_COMMENT_3B 12
142 static cptr comment_3b[MAX_COMMENT_3B] =
145 "Ëܲ»¤ò¸À¤¦¤È $%s ¤Ç¤¤¤¤¤ó¤À¤í¡©",
147 " $%s ¤°¤é¤¤¤Ê¤é½Ð¤·¤Æ¤â¤¤¤¤¤¬¡£",
148 " $%s °Ê¾åʧ¤¦¤Ê¤ó¤Æ¹Í¤¨¤é¤ì¤Ê¤¤¤Í¡£",
149 "¤Þ¤¢Íî¤Á¤Ä¤¤¤Æ¡£ $%s ¤Ç¤É¤¦¤À¤¤¡©",
150 "¤½¤Î¥¬¥é¥¯¥¿¤Ê¤é $%s ¤Ç°ú¤¼è¤ë¤è¡£",
151 "¤½¤ì¤¸¤ã¹â¤¹¤®¤ë¡ª $%s ¤¬¤¤¤¤¤È¤³¤À¤í¡£",
152 "¤É¤¦¤»¤¤¤é¤Ê¤¤¤ó¤À¤í¡ª $%s ¤Ç¤¤¤¤¤À¤í¡©",
153 "¤À¤á¤À¤á¡ª $%s ¤¬¤º¤Ã¤È¤ª»÷¹ç¤¤¤À¤è¡£",
154 "¥Ð¥«¤Ë¤·¤Æ¤¤¤ë¡ª $%s ¤¬¤»¤¤¤¼¤¤¤À¡£",
155 " $%s ¤Ê¤é´ò¤·¤¤¤È¤³¤í¤À¤¬¤Ê¤¢¡£",
156 " $%s ¡¢¤½¤ì°Ê¾å¤Ï¥Ó¥¿°ìʸ½Ð¤µ¤Ê¤¤¤è¡ª"
158 "Perhaps %s gold pieces?",
159 "How about %s gold pieces?",
160 "I will pay no more than %s gold pieces.",
161 "I can afford no more than %s gold pieces.",
162 "Be reasonable. How about %s gold pieces?",
163 "I'll buy it as scrap for %s gold pieces.",
164 "That is too much! How about %s gold pieces?",
165 "That looks war surplus! Say %s gold pieces?",
166 "Never! %s is more like it.",
167 "That's an insult! %s is more like it.",
168 "%s gold pieces and be thankful for it!",
169 "%s gold pieces and not a copper more!"
175 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÇ㤤¼è¤ê¡Ë */
176 static cptr comment_3b_B[MAX_COMMENT_3B] = {
177 " $%s ¤Ã¤Æ¤È¤³¤í¤À¤Í¡£¤½¤Î¤É¤¦¤·¤è¤¦¤â¤Ê¤¤¥¬¥é¥¯¥¿¤Ï¡£",
178 "¤³¤Î²¶¤¬ $%s ¤Ã¤Æ¸À¤Ã¤Æ¤¤¤ë¤ó¤À¤«¤é¡¢¤½¤ÎÄ̤ê¤Ë¤·¤¿Êý¤¬¿È¤Î¤¿¤á¤À¤¾¡£",
179 "²¶¤ÎÍ¥¤·¤µ¤Ë´Å¤¨¤ë¤Î¤â¤¤¤¤²Ã¸º¤Ë¤·¤Æ¤ª¤±¡£ $%s ¤À¡£",
180 "¤½¤ÎÉʤʤé $%s ¤ÇÇä¤Ã¤Æ¤¯¤ì¤Æ¤¤¤ë¤¬¤Í¡¢¾ï¼±¤¢¤ë¿Â»Î¤Ï¤ß¤ó¤Ê¡£",
181 "¤³¤ê¤ã¤Þ¤¿¡¢¤¬¤á¤Ä¤¤ÅÛ¤À¤Ê¡£¤¤¤¯¤é²¶¤¬²¹¸ü¤È¤Ï¤¤¤¨ $%s ¤¬¸Â³¦¤À¡£",
182 " $%s ¤À¡£Ê̤˲¶¤Ï¤½¤ó¤Ê¥¬¥é¥¯¥¿Íߤ·¤¯¤Ï¤Ê¤¤¤ó¤À¤«¤é¡£",
183 "²¶¤Î´ÕÄê³Û¤¬µ¤¤ËÆþ¤é¤Ê¤¤¤Î¤«¡© $%s ¡¢·ù¤Ê¤éµ¢¤ê¤Ê¡£",
184 " $%s ¤Ç°ú¤¼è¤Ã¤Æ¤ä¤ë¤è¡£´î¤ó¤Ç¼õ¤±¼è¤ê¤Ê¡¢ÉÏ˳¿Í¡£",
185 "ʪ¤Î²ÁÃͤ¬Ê¬¤«¤é¤óÅۤϻÏËö¤Ë¤ª¤¨¤ó¤Ê¡£¤½¤ì¤Ï $%s ¤Ê¤ó¤À¤è¡£",
186 "¤½¤ó¤Ê¤Ë¶â¤¬Íߤ·¤¤¤Î¤«¡¢¤¢¤ó¤¿¡© $%s ¤ÇËþ¤Ǥ¤ó¤Î¤«¡©",
187 "Æþ¤ëŹ´Ö°ã¤¨¤Æ¤ó¤¸¤ã¤Ê¤¤¤Î¤«¡© $%s ¤Ç·ù¤Ê¤é¾¤ò¤¢¤¿¤Ã¤Æ¤¯¤ì¡£",
188 "²¶¤Î¸À¤¤Ãͤ˥±¥Á¤ò¤Ä¤±¤ëÅÛ¤¬¤¤¤ë¤È¤Ï¡ª ¤½¤ÎÅÙ¶»¤ËÌȤ¸¤Æ $%s ¤À¡£"
191 #define MAX_COMMENT_4A 4
193 static cptr comment_4a[MAX_COMMENT_4A] =
196 "¤â¤¦¤¿¤¯¤µ¤ó¤À¡ª²¿ÅÙ¤â»ä¤ò¤ï¤º¤é¤ï¤»¤Ê¤¤¤Ç¤¯¤ì¡ª",
197 "¤¦¤¬¡¼¡ª°ìÆü¤Î²æËý¤Î¸ÂÅÙ¤òĶ¤¨¤Æ¤¤¤ë¡ª",
198 "¤â¤¦¤¤¤¤¡ª»þ´Ö¤Î̵Â̰ʳ°¤Î¤Ê¤Ë¤â¤Î¤Ç¤â¤Ê¤¤¡ª",
199 "¤â¤¦¤ä¤Ã¤Æ¤é¤ì¤Ê¤¤¤è¡ª´é¤â¸«¤¿¤¯¤Ê¤¤¡ª"
201 "Enough! You have abused me once too often!",
202 "Arghhh! I have had enough abuse for one day!",
203 "That does it! You shall waste my time no more!",
204 "This is getting nowhere! I'm going to Londis!"
210 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÅܤê¤ÎĺÅÀ¡Ë */
211 static cptr comment_4a_B[MAX_COMMENT_4A] = {
212 "¤Ê¤á¤ä¤¬¤Ã¤Æ¡ª²¹¸ü¤Ê²¶ÍͤǤâ¸Â³¦¤¬¤¢¤ë¤Ã¤Æ¤³¤È¤òÃΤ졪",
213 "²¶¤ò¤³¤³¤Þ¤ÇÅܤ餻¤Æ...Ì¿¤¬¤¢¤ë¤À¤±¤Ç¤â¤¢¤ê¤¬¤¿¤¤¤È»×¤¨¡ª",
214 "¤Õ¤¶¤±¤Æ¤ë¤Î¤«¡ªÎä¤ä¤«¤·¤Ê¤éÁê¼ê¤ò¸«¤Æ¤«¤é¤Ë¤·¤í¡ª",
215 "¤¤¤¤¤«¤²¤ó¤Ë¤·¤í¡ªº£ÅÙ¤³¤ó¤Ê¤Þ¤Í¤·¤¿¤é¤¿¤À¤¸¤ã¤ª¤«¤Í¤¨¤¾¡ª"
218 #define MAX_COMMENT_4B 4
220 static cptr comment_4b[MAX_COMMENT_4B] =
224 "²¶¤ÎÁ°¤«¤é¾Ã¤¨¼º¤»¤í¡ª",
225 "¤É¤Ã¤«¤Ë¹Ô¤Ã¤Á¤Þ¤¨¡ª",
226 "½Ð¤í¡¢½Ð¤í¡¢½Ð¤Æ¹Ô¤±¡ª"
229 "Get out of my sight!",
230 "Begone, you scoundrel!",
237 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÄɤ¤½Ð¤·¡Ë */
238 static cptr comment_4b_B[MAX_COMMENT_4B] = {
239 "ÆóÅ٤Ȥ¦¤Á¤ËÍè¤ë¤ó¤¸¤ã¤Í¤¨¡ª¡ª",
240 "¤È¤Ã¤È¤È¡¢¤É¤Ã¤«¤Ø¼º¤»¤í¡ª¡ª",
241 "º£¤¹¤°¾Ã¤¨¼º¤»¤í¡ª¡ª",
242 "½Ð¤Æ¤¤¤±¡ª½Ð¤Æ¤¤¤±¡ª¡ª"
245 #define MAX_COMMENT_5 8
247 static cptr comment_5[MAX_COMMENT_5] =
252 "¤â¤Ã¤È¿¿ÌÌÌܤ˸À¤Ã¤Æ¤¯¤ì¡ª",
253 "¸ò¾Ä¤¹¤ëµ¤¤¬¤¢¤ë¤Î¤«¤¤¡©",
254 "Îä¤ä¤«¤·¤ËÍ褿¤Î¤«¡ª",
257 "¤Õ¡¼¤à¡¢Îɤ¤Å·µ¤¤À¡£"
261 "You will have to do better than that!",
262 "Do you wish to do business or not?",
263 "You've got to be kidding!",
264 "You'd better be kidding!",
265 "You try my patience.",
266 "Hmmm, nice weather we're having."
272 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÅܤê¡Ë */
273 static cptr comment_5_B[MAX_COMMENT_5] = {
274 "»þ´Ö¤Î̵Â̤À¤Ê¡¢¤³¤ì¤Ï¡£",
275 "Ìñ²ð¤Ê¤ªµÒÍͤÀ¤Ê¡ª",
276 "Ïä·¤Æʬ¤«¤ëÁê¼ê¤¸¤ã¤Ê¤µ¤½¤¦¤À¡£",
277 "Äˤ¤Ìܤˤ¢¤¤¤¿¤¤¤é¤·¤¤¤Ê¡ª",
278 "¤Ê¤ó¤Æ¶¯ÍߤÊÅÛ¤À¡ª",
280 "¤É¤¦¤·¤è¤¦¤â¤Ê¤¤ÉÏ˳¿Í¤À¡ª",
281 "·ö²Þ¤òÇä¤Ã¤Æ¤¤¤ë¤Î¤«¡©"
284 #define MAX_COMMENT_6 4
286 static cptr comment_6[MAX_COMMENT_6] =
289 "¤É¤¦¤ä¤éʹ¤´Ö°ã¤¨¤¿¤é¤·¤¤¡£",
290 "¼ºÎé¡¢¤è¤¯Ê¹¤³¤¨¤Ê¤«¤Ã¤¿¤è¡£",
291 "¤¹¤Þ¤Ê¤¤¡¢²¿¤À¤Ã¤Æ¡©",
292 "°¤¤¡¢¤â¤¦°ìÅÙ¸À¤Ã¤Æ¤¯¤ì¤ë¡©"
294 "I must have heard you wrong.",
295 "I'm sorry, I missed that.",
296 "I'm sorry, what was that?",
297 "Sorry, what was that again?"
307 static void say_comment_1(void)
312 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î¤È¤¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
313 if ( cur_store_num == STORE_BLACK ) {
314 msg_print(comment_1_B[randint0(MAX_COMMENT_1)]);
317 msg_print(comment_1[randint0(MAX_COMMENT_1)]);
320 msg_print(comment_1[randint0(MAX_COMMENT_1)]);
324 if (one_in_(RUMOR_CHANCE))
327 msg_print("Ź¼ç¤Ï¼ª¤¦¤Á¤·¤¿:");
329 msg_print("The shopkeeper whispers something into your ear:");
334 if (!get_rnd_line_jonly("rumors_j.txt", 0, rumour, 10))
336 if (!get_rnd_line("rumors.txt", 0, rumour))
345 * Continue haggling (player is buying)
347 static void say_comment_2(s32b value, int annoyed)
351 /* Prepare a string to insert */
352 sprintf(tmp_val, "%ld", (long)value);
357 /* Formatted message */
358 msg_format(comment_2a[randint0(MAX_COMMENT_2A)], tmp_val);
364 /* Formatted message */
366 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
367 if ( cur_store_num == STORE_BLACK ){
368 msg_format(comment_2b_B[randint0(MAX_COMMENT_2B)], tmp_val);
371 msg_format(comment_2b[randint0(MAX_COMMENT_2B)], tmp_val);
374 msg_format(comment_2b[randint0(MAX_COMMENT_2B)], tmp_val);
382 * Continue haggling (player is selling)
384 static void say_comment_3(s32b value, int annoyed)
388 /* Prepare a string to insert */
389 sprintf(tmp_val, "%ld", (long)value);
394 /* Formatted message */
395 msg_format(comment_3a[randint0(MAX_COMMENT_3A)], tmp_val);
401 /* Formatted message */
403 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
404 if ( cur_store_num == STORE_BLACK ){
405 msg_format(comment_3b_B[randint0(MAX_COMMENT_3B)], tmp_val);
408 msg_format(comment_3b[randint0(MAX_COMMENT_3B)], tmp_val);
411 msg_format(comment_3b[randint0(MAX_COMMENT_3B)], tmp_val);
419 * Kick 'da bum out. -RAK-
421 static void say_comment_4(void)
424 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
425 if ( cur_store_num == STORE_BLACK ){
426 msg_print(comment_4a_B[randint0(MAX_COMMENT_4A)]);
427 msg_print(comment_4b_B[randint0(MAX_COMMENT_4B)]);
430 msg_print(comment_4a[randint0(MAX_COMMENT_4A)]);
431 msg_print(comment_4b[randint0(MAX_COMMENT_4B)]);
434 msg_print(comment_4a[randint0(MAX_COMMENT_4A)]);
435 msg_print(comment_4b[randint0(MAX_COMMENT_4B)]);
442 * You are insulting me
444 static void say_comment_5(void)
447 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
448 if ( cur_store_num == STORE_BLACK ){
449 msg_print(comment_5_B[randint0(MAX_COMMENT_5)]);
452 msg_print(comment_5[randint0(MAX_COMMENT_5)]);
455 msg_print(comment_5[randint0(MAX_COMMENT_5)]);
462 * That makes no sense.
464 static void say_comment_6(void)
466 msg_print(comment_6[randint0(MAX_COMMENT_6)]);
472 * Messages for reacting to purchase prices.
475 #define MAX_COMMENT_7A 4
477 static cptr comment_7a[MAX_COMMENT_7A] =
482 "狼¤¬¤à¤»¤Óµã¤¯À¼¤¬Ê¹¤³¤¨¤ë...¡£",
483 "Ź¼ç¤¬²ù¤·¤²¤Ë¤ï¤á¤¤¤Æ¤¤¤ë¡ª"
487 "You hear someone sobbing...",
488 "The shopkeeper howls in agony!"
493 #define MAX_COMMENT_7B 4
495 static cptr comment_7b[MAX_COMMENT_7B] =
500 "Ź¼ç¤¬º¨¤á¤·¤½¤¦¤Ë¸«¤Æ¤¤¤ë¡£",
505 "The shopkeeper curses at you.",
506 "The shopkeeper glares at you."
511 #define MAX_COMMENT_7C 4
513 static cptr comment_7c[MAX_COMMENT_7C] =
517 "·¯¤¬Å·»È¤Ë¸«¤¨¤ë¤è¡ª",
518 "Ź¼ç¤¬¥¯¥¹¥¯¥¹¾Ð¤Ã¤Æ¤¤¤ë¡£",
519 "Ź¼ç¤¬ÂçÀ¼¤Ç¾Ð¤Ã¤Æ¤¤¤ë¡£"
522 "You've made my day!",
523 "The shopkeeper giggles.",
524 "The shopkeeper laughs loudly."
529 #define MAX_COMMENT_7D 4
531 static cptr comment_7d[MAX_COMMENT_7D] =
535 "¤³¤ó¤Ê¤ª¤¤¤·¤¤»×¤¤¤ò¤·¤¿¤é¡¢¿¿ÌÌÌܤËƯ¤±¤Ê¤¯¤Ê¤ë¤Ê¤¡¡£",
536 "Ź¼ç¤Ï´ò¤·¤¯¤ÆÄ·¤Í²ó¤Ã¤Æ¤¤¤ë¡£",
537 "Ź¼ç¤ÏËþÌ̤˾Фߤò¤¿¤¿¤¨¤Æ¤¤¤ë¡£"
540 "I think I'll retire!",
541 "The shopkeeper jumps for joy.",
542 "The shopkeeper smiles gleefully."
549 * Let a shop-keeper React to a purchase
551 * We paid "price", it was worth "value", and we thought it was worth "guess"
553 static void purchase_analyze(s32b price, s32b value, s32b guess)
555 /* Item was worthless, but we bought it */
556 if ((value <= 0) && (price > value))
559 msg_print(comment_7a[randint0(MAX_COMMENT_7A)]);
561 chg_virtue(V_HONOUR, -1);
562 chg_virtue(V_JUSTICE, -1);
568 /* Item was cheaper than we thought, and we paid more than necessary */
569 else if ((value < guess) && (price > value))
572 msg_print(comment_7b[randint0(MAX_COMMENT_7B)]);
574 chg_virtue(V_JUSTICE, -1);
576 chg_virtue(V_HONOUR, -1);
582 /* Item was a good bargain, and we got away with it */
583 else if ((value > guess) && (value < (4 * guess)) && (price < value))
586 msg_print(comment_7c[randint0(MAX_COMMENT_7C)]);
589 chg_virtue(V_HONOUR, -1);
591 chg_virtue(V_HONOUR, 1);
597 /* Item was a great bargain, and we got away with it */
598 else if ((value > guess) && (price < value))
601 msg_print(comment_7d[randint0(MAX_COMMENT_7D)]);
604 chg_virtue(V_HONOUR, -1);
606 chg_virtue(V_HONOUR, 1);
608 if (10 * price < value)
609 chg_virtue(V_SACRIFICE, 1);
619 * We store the current "store feat" here so everyone can access it
621 static int cur_store_feat;
625 * Buying and selling adjustments for race combinations.
626 * Entry[owner][player] gives the basic "cost inflation".
628 static byte rgold_adj[MAX_RACES][MAX_RACES] =
630 /*Hum, HfE, Elf, Hal, Gno, Dwa, HfO, HfT, Dun, HiE, Barbarian,
631 HfOg, HGn, HTn, Cyc, Yek, Klc, Kbd, Nbl, DkE, Drc, Mind Flayer,
632 Imp, Glm, Skl, Zombie, Vampire, Spectre, Fairy, Beastman, Ent,
636 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
637 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
638 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
639 100, 120, 110, 105 },
642 { 110, 100, 100, 105, 110, 120, 125, 130, 110, 100, 110,
643 120, 115, 108, 115, 110, 110, 120, 120, 115, 115, 110,
644 120, 110, 110, 110, 120, 110, 100, 125, 100, 95, 140,
645 110, 115, 110, 110 },
648 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
649 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
650 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
651 110, 110, 105, 110 },
654 { 115, 110, 105, 95, 105, 110, 115, 130, 115, 105, 115,
655 125, 120, 120, 125, 115, 110, 120, 120, 120, 115, 115,
656 120, 110, 120, 120, 130, 110, 110, 130, 110, 95, 140,
657 115, 120, 105, 115 },
660 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
661 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
662 120, 101, 110, 110, 120, 120, 115, 130, 115, 95, 140,
663 115, 110, 110, 115 },
666 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
667 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
668 120, 105, 115, 115, 115, 115, 120, 130, 120, 95, 140,
669 115, 110, 115, 115 },
672 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
673 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
674 115, 125, 120, 120, 115, 120, 125, 115, 125, 95, 140,
675 115, 110, 115, 115 },
678 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
679 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
680 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
681 110, 110, 115, 110 },
684 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
685 120, 120, 105, 120, 115, 105, 115, 120, 110, 105, 105,
686 120, 105, 120, 120, 125, 120, 105, 135, 105, 95, 140,
687 100, 110, 110, 100 },
690 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
691 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
692 125, 115, 120, 120, 125, 120, 100, 125, 100, 95, 140,
693 110, 110, 105, 110 },
695 /* Human / Barbarian (copied from human) */
696 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
697 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
698 115, 105, 125, 125, 130, 125, 115, 120, 115, 95, 140,
699 100, 120, 110, 100 },
701 /* Half-Ogre: theoretical, copied from half-troll */
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 },
707 /* Half-Giant: theoretical, copied from half-troll */
708 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
709 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
710 110, 115, 112, 112, 115, 112, 130, 120, 130, 95, 140,
711 110, 110, 115, 110 },
713 /* Half-Titan: theoretical, copied from High_Elf */
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, 120, 120, 130, 130, 130, 95, 140,
717 110, 110, 115, 110 },
719 /* Cyclops: theoretical, copied from half-troll */
720 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
721 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
722 110, 115, 112, 112, 115, 112, 130, 130, 130, 95, 140,
723 110, 110, 115, 110 },
725 /* Yeek: theoretical, copied from Half-Orc */
726 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
727 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
728 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
729 115, 110, 115, 115 },
731 /* Klackon: theoretical, copied from Gnome */
732 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
733 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
734 120, 101, 110, 110, 120, 120, 130, 130, 130, 95, 140,
735 115, 110, 115, 115 },
737 /* Kobold: theoretical, copied from Half-Orc */
738 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
739 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
740 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
741 115, 110, 115, 115 },
743 /* Nibelung: theoretical, copied from Dwarf */
744 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
745 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
746 120, 105, 115, 115, 120, 120, 130, 130, 130, 95, 140,
747 115, 135, 115, 115 },
750 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
751 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
752 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
753 110, 101, 115, 110 },
755 /* Draconian: theoretical, copied from High_Elf */
756 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
757 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
758 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
759 110, 110, 115, 110 },
761 /* Mind Flayer: theoretical, copied from High_Elf */
762 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
763 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
764 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
765 110, 110, 115, 110 },
767 /* Imp: theoretical, copied from High_Elf */
768 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
769 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
770 125, 115, 120, 120, 120, 120, 130, 130, 130, 120, 120,
771 110, 110, 115, 110 },
773 /* Golem: theoretical, copied from High_Elf */
774 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
775 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
776 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
777 110, 110, 115, 110 },
779 /* Skeleton: theoretical, copied from half-orc */
780 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
781 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
782 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
783 115, 110, 125, 115 },
785 /* Zombie: Theoretical, copied from half-orc */
786 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
787 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
788 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
789 115, 110, 125, 115 },
791 /* Vampire: Theoretical, copied from half-orc */
792 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
793 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
794 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
795 115, 110, 125, 115 },
797 /* Spectre: Theoretical, copied from half-orc */
798 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
799 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
800 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
801 115, 110, 125, 115 },
803 /* Sprite: 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, 95, 140,
807 115, 110, 105, 115 },
809 /* Beastman: 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, 95, 140,
813 115, 110, 115, 115 },
816 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
817 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
818 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
819 110, 110, 105, 110 },
822 { 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
823 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
824 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 160,
828 { 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
829 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
830 140, 140, 140, 140, 140, 140, 140, 140, 140, 160, 120,
831 140, 140, 140, 140 },
834 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
835 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
836 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
837 100, 120, 110, 100 },
840 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
841 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
842 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
843 110, 101, 115, 110 },
846 { 110, 110, 105, 105, 110, 115, 115, 115, 110, 105, 110,
847 115, 115, 115, 115, 115, 115, 115, 115, 115, 115, 115,
848 115, 115, 125, 125, 125, 125, 105, 115, 105, 95, 140,
849 110, 115, 100, 110 },
852 { 105, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
853 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
854 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
855 100, 120, 110, 100 },
862 * Determine the price of an item (qty one) in a store.
864 * This function takes into account the player's charisma, and the
865 * shop-keepers friendliness, and the shop-keeper's base greed, but
866 * never lets a shop-keeper lose money in a transaction.
868 * The "greed" value should exceed 100 when the player is "buying" the
869 * item, and should be less than 100 when the player is "selling" it.
871 * Hack -- the black market always charges twice as much as it should.
873 * Charisma adjustment runs from 80 to 130
874 * Racial adjustment runs from 95 to 130
876 * Since greed/charisma/racial adjustments are centered at 100, we need
877 * to adjust (by 200) to extract a usable multiplier. Note that the
878 * "greed" value is always something (?).
880 static s32b price_item(object_type *o_ptr, int greed, bool flip)
887 /* Get the value of one of the items */
888 price = object_value(o_ptr);
890 /* Worthless items */
891 if (price <= 0) return (0L);
894 /* Compute the racial factor */
895 factor = rgold_adj[ot_ptr->owner_race][p_ptr->prace];
897 /* Add in the charisma factor */
898 factor += adj_chr_gold[p_ptr->stat_ind[A_CHR]];
904 /* Adjust for greed */
905 adjust = 100 + (300 - (greed + factor));
907 /* Never get "silly" */
908 if (adjust > 100) adjust = 100;
910 /* Mega-Hack -- Black market sucks */
911 if (cur_store_num == STORE_BLACK)
914 /* Compute the final price (with rounding) */
915 /* Hack -- prevent underflow */
916 price = (price * adjust + 50L) / 100L;
919 /* Shop is selling */
922 /* Adjust for greed */
923 adjust = 100 + ((greed + factor) - 300);
925 /* Never get "silly" */
926 if (adjust < 100) adjust = 100;
928 /* Mega-Hack -- Black market sucks */
929 if (cur_store_num == STORE_BLACK)
932 /* Compute the final price (with rounding) */
933 /* Hack -- prevent overflow */
934 price = (s32b)(((u32b)price * (u32b)adjust + 50UL) / 100UL);
937 /* Note -- Never become "free" */
938 if (price <= 0L) return (1L);
940 /* Return the price */
946 * Certain "cheap" objects should be created in "piles"
947 * Some objects can be sold at a "discount" (in small piles)
949 static void mass_produce(object_type *o_ptr)
954 s32b cost = object_value(o_ptr);
957 /* Analyze the type */
960 /* Food, Flasks, and Lites */
965 if (cost <= 5L) size += damroll(3, 5);
966 if (cost <= 20L) size += damroll(3, 5);
967 if (cost <= 50L) size += damroll(2, 2);
974 if (cost <= 60L) size += damroll(3, 5);
975 if (cost <= 240L) size += damroll(1, 5);
976 if (o_ptr->sval == SV_SCROLL_STAR_IDENTIFY) size += damroll(3, 5);
977 if (o_ptr->sval == SV_SCROLL_STAR_REMOVE_CURSE) size += damroll(1, 4);
982 case TV_SORCERY_BOOK:
990 case TV_CRUSADE_BOOK:
992 case TV_HISSATSU_BOOK:
994 if (cost <= 50L) size += damroll(2, 3);
995 if (cost <= 500L) size += damroll(1, 3);
1013 if (object_is_artifact(o_ptr)) break;
1014 if (object_is_ego(o_ptr)) break;
1015 if (cost <= 10L) size += damroll(3, 5);
1016 if (cost <= 100L) size += damroll(3, 5);
1025 if (cost <= 5L) size += damroll(5, 5);
1026 if (cost <= 50L) size += damroll(5, 5);
1027 if (cost <= 500L) size += damroll(5, 5);
1033 if (cost <= 100L) size += damroll(2, 2);
1034 if (cost <= 1000L) size += damroll(2, 2);
1047 * Because many rods (and a few wands and staffs) are useful mainly
1048 * in quantity, the Black Market will occasionally have a bunch of
1055 if ((cur_store_num == STORE_BLACK) && one_in_(3))
1057 if (cost < 1601L) size += damroll(1, 5);
1058 else if (cost < 3201L) size += damroll(1, 3);
1061 /* Ensure that mass-produced rods and wands get the correct pvals. */
1062 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
1064 o_ptr->pval *= size;
1071 /* Pick a discount */
1076 else if (one_in_(25))
1080 else if (one_in_(150))
1084 else if (one_in_(300))
1088 else if (one_in_(500))
1094 if (o_ptr->art_name)
1096 if (cheat_peek && discount)
1099 msg_print("¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÏÃÍ°ú¤¤Ê¤·¡£");
1101 msg_print("No discount on random artifacts.");
1108 /* Save the discount */
1109 o_ptr->discount = discount;
1111 /* Save the total pile size */
1112 o_ptr->number = size - (size * discount / 100);
1118 * Determine if a store item can "absorb" another item
1120 * See "object_similar()" for the same function for the "player"
1122 static bool store_object_similar(object_type *o_ptr, object_type *j_ptr)
1126 /* Hack -- Identical items cannot be stacked */
1127 if (o_ptr == j_ptr) return (0);
1129 /* Different objects cannot be stacked */
1130 if (o_ptr->k_idx != j_ptr->k_idx) return (0);
1132 /* Different charges (etc) cannot be stacked, unless wands or rods. */
1133 if ((o_ptr->pval != j_ptr->pval) && (o_ptr->tval != TV_WAND) && (o_ptr->tval != TV_ROD)) return (0);
1135 /* Require many identical values */
1136 if (o_ptr->to_h != j_ptr->to_h) return (0);
1137 if (o_ptr->to_d != j_ptr->to_d) return (0);
1138 if (o_ptr->to_a != j_ptr->to_a) return (0);
1140 /* Require identical "ego-item" names */
1141 if (o_ptr->name2 != j_ptr->name2) return (0);
1143 /* Artifacts don't stack! */
1144 if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return (0);
1146 /* Hack -- Identical art_flags! */
1147 for (i = 0; i < TR_FLAG_SIZE; i++)
1148 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return (0);
1150 /* Hack -- Never stack "powerful" items */
1151 if (o_ptr->xtra1 || j_ptr->xtra1) return (0);
1153 /* Hack -- Never stack recharging items */
1154 if (o_ptr->timeout || j_ptr->timeout) return (0);
1156 /* Require many identical values */
1157 if (o_ptr->ac != j_ptr->ac) return (0);
1158 if (o_ptr->dd != j_ptr->dd) return (0);
1159 if (o_ptr->ds != j_ptr->ds) return (0);
1161 /* Hack -- Never stack chests */
1162 if (o_ptr->tval == TV_CHEST) return (0);
1163 if (o_ptr->tval == TV_STATUE) return (0);
1164 if (o_ptr->tval == TV_CAPTURE) return (0);
1166 /* Require matching discounts */
1167 if (o_ptr->discount != j_ptr->discount) return (0);
1169 /* They match, so they must be similar */
1175 * Allow a store item to absorb another item
1177 static void store_object_absorb(object_type *o_ptr, object_type *j_ptr)
1179 int max_num = (o_ptr->tval == TV_ROD) ?
1180 MIN(99, MAX_SHORT / k_info[o_ptr->k_idx].pval) : 99;
1181 int total = o_ptr->number + j_ptr->number;
1182 int diff = (total > max_num) ? total - max_num : 0;
1184 /* Combine quantity, lose excess items */
1185 o_ptr->number = (total > max_num) ? max_num : total;
1187 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) together. -LM- */
1188 if (o_ptr->tval == TV_ROD)
1190 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1193 /* Hack -- if wands are stacking, combine the charges. -LM- */
1194 if (o_ptr->tval == TV_WAND)
1196 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1202 * Check to see if the shop will be carrying too many objects -RAK-
1203 * Note that the shop, just like a player, will not accept things
1204 * it cannot hold. Before, one could "nuke" potions this way.
1206 * Return value is now int:
1208 * -1 : Can be combined to existing slot.
1209 * 1 : Cannot be combined but there are empty spaces.
1211 static int store_check_num(object_type *o_ptr)
1216 /* The "home" acts like the player */
1217 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
1219 bool old_stack_force_notes = stack_force_notes;
1220 bool old_stack_force_costs = stack_force_costs;
1222 if (cur_store_num != STORE_HOME)
1224 stack_force_notes = FALSE;
1225 stack_force_costs = FALSE;
1228 /* Check all the items */
1229 for (i = 0; i < st_ptr->stock_num; i++)
1231 /* Get the existing item */
1232 j_ptr = &st_ptr->stock[i];
1234 /* Can the new object be combined with the old one? */
1235 if (object_similar(j_ptr, o_ptr))
1237 if (cur_store_num != STORE_HOME)
1239 stack_force_notes = old_stack_force_notes;
1240 stack_force_costs = old_stack_force_costs;
1247 if (cur_store_num != STORE_HOME)
1249 stack_force_notes = old_stack_force_notes;
1250 stack_force_costs = old_stack_force_costs;
1254 /* Normal stores do special stuff */
1257 /* Check all the items */
1258 for (i = 0; i < st_ptr->stock_num; i++)
1260 /* Get the existing item */
1261 j_ptr = &st_ptr->stock[i];
1263 /* Can the new object be combined with the old one? */
1264 if (store_object_similar(j_ptr, o_ptr)) return -1;
1268 /* Free space is always usable */
1270 * ¥ª¥×¥·¥ç¥ó powerup_home ¤¬ÀßÄꤵ¤ì¤Æ¤¤¤ë¤È
1271 * ²æ¤¬²È¤¬ 20 ¥Ú¡¼¥¸¤Þ¤Ç»È¤¨¤ë
1273 if ((cur_store_num == STORE_HOME) && ( powerup_home == FALSE )) {
1274 if (st_ptr->stock_num < ((st_ptr->stock_size) / 10)) {
1279 if (st_ptr->stock_num < st_ptr->stock_size) {
1284 /* But there was no room at the inn... */
1289 static bool is_blessed(object_type *o_ptr)
1291 u32b flgs[TR_FLAG_SIZE];
1292 object_flags(o_ptr, flgs);
1293 if (have_flag(flgs, TR_BLESSED)) return (TRUE);
1294 else return (FALSE);
1300 * Determine if the current store will purchase the given item
1302 * Note that a shop-keeper must refuse to buy "worthless" items
1304 static bool store_will_buy(object_type *o_ptr)
1306 /* Hack -- The Home is simple */
1307 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) return (TRUE);
1309 /* Switch on the store */
1310 switch (cur_store_num)
1315 /* Analyze the type */
1316 switch (o_ptr->tval)
1319 if (o_ptr->sval != SV_POTION_WATER) return FALSE;
1331 case TV_BOTTLE: /* 'Green', recycling Angband */
1346 /* Analyze the type */
1347 switch (o_ptr->tval)
1368 /* Analyze the type */
1369 switch (o_ptr->tval)
1378 case TV_HISSATSU_BOOK:
1382 if(o_ptr->sval == SV_WIZSTAFF) return (FALSE);
1394 /* Analyze the type */
1395 switch (o_ptr->tval)
1398 case TV_CRUSADE_BOOK:
1408 monster_race *r_ptr = &r_info[o_ptr->pval];
1411 if (!(r_ptr->flags3 & RF3_EVIL))
1414 if (r_ptr->flags3 & RF3_GOOD) break;
1416 /* Accept animals */
1417 if (r_ptr->flags3 & RF3_ANIMAL) break;
1420 if (my_strchr("?!", r_ptr->d_char)) break;
1426 if (is_blessed(o_ptr)) break;
1435 case STORE_ALCHEMIST:
1437 /* Analyze the type */
1438 switch (o_ptr->tval)
1452 /* Analyze the type */
1453 switch (o_ptr->tval)
1455 case TV_SORCERY_BOOK:
1456 case TV_NATURE_BOOK:
1460 case TV_ARCANE_BOOK:
1462 case TV_DAEMON_BOOK:
1475 if(o_ptr->sval == SV_WIZSTAFF) break;
1476 else return (FALSE);
1483 /* Bookstore Shop */
1486 /* Analyze the type */
1487 switch (o_ptr->tval)
1489 case TV_SORCERY_BOOK:
1490 case TV_NATURE_BOOK:
1495 case TV_ARCANE_BOOK:
1497 case TV_DAEMON_BOOK:
1498 case TV_CRUSADE_BOOK:
1508 /* XXX XXX XXX Ignore "worthless" items */
1509 if (object_value(o_ptr) <= 0) return (FALSE);
1517 * Combine and reorder items in the home
1519 bool combine_and_reorder_home(int store_num)
1523 object_type forge, *o_ptr, *j_ptr;
1524 bool flag = FALSE, combined;
1525 store_type *old_st_ptr = st_ptr;
1526 bool old_stack_force_notes = stack_force_notes;
1527 bool old_stack_force_costs = stack_force_costs;
1529 st_ptr = &town[1].store[store_num];
1530 if (store_num != STORE_HOME)
1532 stack_force_notes = FALSE;
1533 stack_force_costs = FALSE;
1540 /* Combine the items in the home (backwards) */
1541 for (i = st_ptr->stock_num - 1; i > 0; i--)
1544 o_ptr = &st_ptr->stock[i];
1546 /* Skip empty items */
1547 if (!o_ptr->k_idx) continue;
1549 /* Scan the items above that item */
1550 for (j = 0; j < i; j++)
1555 j_ptr = &st_ptr->stock[j];
1557 /* Skip empty items */
1558 if (!j_ptr->k_idx) continue;
1561 * Get maximum number of the stack if these
1562 * are similar, get zero otherwise.
1564 max_num = object_similar_part(j_ptr, o_ptr);
1566 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
1567 if (max_num && j_ptr->number < max_num)
1569 if (o_ptr->number + j_ptr->number <= max_num)
1571 /* Add together the item counts */
1572 object_absorb(j_ptr, o_ptr);
1574 /* One object is gone */
1575 st_ptr->stock_num--;
1577 /* Slide everything down */
1578 for (k = i; k < st_ptr->stock_num; k++)
1580 /* Structure copy */
1581 st_ptr->stock[k] = st_ptr->stock[k + 1];
1584 /* Erase the "final" slot */
1585 object_wipe(&st_ptr->stock[k]);
1589 int old_num = o_ptr->number;
1590 int remain = j_ptr->number + o_ptr->number - max_num;
1592 /* Add together the item counts */
1593 object_absorb(j_ptr, o_ptr);
1595 o_ptr->number = remain;
1597 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1598 if (o_ptr->tval == TV_ROD)
1600 o_ptr->pval = o_ptr->pval * remain / old_num;
1601 o_ptr->timeout = o_ptr->timeout * remain / old_num;
1604 /* Hack -- if wands are stacking, combine the charges. -LM- */
1605 else if (o_ptr->tval == TV_WAND)
1607 o_ptr->pval = o_ptr->pval * remain / old_num;
1624 /* Re-order the items in the home (forwards) */
1625 for (i = 0; i < st_ptr->stock_num; i++)
1628 o_ptr = &st_ptr->stock[i];
1630 /* Skip empty slots */
1631 if (!o_ptr->k_idx) continue;
1633 /* Get the "value" of the item */
1634 o_value = object_value(o_ptr);
1636 /* Scan every occupied slot */
1637 for (j = 0; j < st_ptr->stock_num; j++)
1639 if (object_sort_comp(o_ptr, o_value, &st_ptr->stock[j])) break;
1642 /* Never move down */
1643 if (j >= i) continue;
1648 /* Get local object */
1651 /* Save a copy of the moving item */
1652 object_copy(j_ptr, &st_ptr->stock[i]);
1654 /* Slide the objects */
1655 for (k = i; k > j; k--)
1657 /* Slide the item */
1658 object_copy(&st_ptr->stock[k], &st_ptr->stock[k - 1]);
1661 /* Insert the moving item */
1662 object_copy(&st_ptr->stock[j], j_ptr);
1665 st_ptr = old_st_ptr;
1666 if (store_num != STORE_HOME)
1668 stack_force_notes = old_stack_force_notes;
1669 stack_force_costs = old_stack_force_costs;
1677 * Add the item "o_ptr" to the inventory of the "Home"
1679 * In all cases, return the slot (or -1) where the object was placed
1681 * Note that this is a hacked up version of "inven_carry()".
1683 * Also note that it may not correctly "adapt" to "knowledge" bacoming
1684 * known, the player may have to pick stuff up and drop it again.
1686 static int home_carry(object_type *o_ptr)
1692 bool old_stack_force_notes = stack_force_notes;
1693 bool old_stack_force_costs = stack_force_costs;
1695 if (cur_store_num != STORE_HOME)
1697 stack_force_notes = FALSE;
1698 stack_force_costs = FALSE;
1701 /* Check each existing item (try to combine) */
1702 for (slot = 0; slot < st_ptr->stock_num; slot++)
1704 /* Get the existing item */
1705 j_ptr = &st_ptr->stock[slot];
1707 /* The home acts just like the player */
1708 if (object_similar(j_ptr, o_ptr))
1710 /* Save the new number of items */
1711 object_absorb(j_ptr, o_ptr);
1713 if (cur_store_num != STORE_HOME)
1715 stack_force_notes = old_stack_force_notes;
1716 stack_force_costs = old_stack_force_costs;
1724 if (cur_store_num != STORE_HOME)
1726 stack_force_notes = old_stack_force_notes;
1727 stack_force_costs = old_stack_force_costs;
1732 * ±£¤·µ¡Ç½: ¥ª¥×¥·¥ç¥ó powerup_home ¤¬ÀßÄꤵ¤ì¤Æ¤¤¤ë¤È
1733 * ²æ¤¬²È¤¬ 20 ¥Ú¡¼¥¸¤Þ¤Ç»È¤¨¤ë
1736 if ((cur_store_num != STORE_HOME) || (powerup_home == TRUE)) {
1737 if (st_ptr->stock_num >= st_ptr->stock_size) {
1742 if (st_ptr->stock_num >= ((st_ptr->stock_size) / 10)) {
1748 /* Determine the "value" of the item */
1749 value = object_value(o_ptr);
1751 /* Check existing slots to see if we must "slide" */
1752 for (slot = 0; slot < st_ptr->stock_num; slot++)
1754 if (object_sort_comp(o_ptr, value, &st_ptr->stock[slot])) break;
1757 /* Slide the others up */
1758 for (i = st_ptr->stock_num; i > slot; i--)
1760 st_ptr->stock[i] = st_ptr->stock[i-1];
1763 /* More stuff now */
1764 st_ptr->stock_num++;
1766 /* Insert the new item */
1767 st_ptr->stock[slot] = *o_ptr;
1769 chg_virtue(V_SACRIFICE, -1);
1771 (void)combine_and_reorder_home(cur_store_num);
1773 /* Return the location */
1779 * Add the item "o_ptr" to a real stores inventory.
1781 * If the item is "worthless", it is thrown away (except in the home).
1783 * If the item cannot be combined with an object already in the inventory,
1784 * make a new slot for it, and calculate its "per item" price. Note that
1785 * this price will be negative, since the price will not be "fixed" yet.
1786 * Adding an item to a "fixed" price stack will not change the fixed price.
1788 * In all cases, return the slot (or -1) where the object was placed
1790 static int store_carry(object_type *o_ptr)
1793 s32b value, j_value;
1797 /* Evaluate the object */
1798 value = object_value(o_ptr);
1800 /* Cursed/Worthless items "disappear" when sold */
1801 if (value <= 0) return (-1);
1803 /* All store items are fully *identified* */
1804 o_ptr->ident |= IDENT_MENTAL;
1806 /* Erase the inscription */
1807 o_ptr->inscription = 0;
1809 /* Erase the "feeling" */
1810 o_ptr->feeling = FEEL_NONE;
1812 /* Check each existing item (try to combine) */
1813 for (slot = 0; slot < st_ptr->stock_num; slot++)
1815 /* Get the existing item */
1816 j_ptr = &st_ptr->stock[slot];
1818 /* Can the existing items be incremented? */
1819 if (store_object_similar(j_ptr, o_ptr))
1821 /* Hack -- extra items disappear */
1822 store_object_absorb(j_ptr, o_ptr);
1830 if (st_ptr->stock_num >= st_ptr->stock_size) return (-1);
1833 /* Check existing slots to see if we must "slide" */
1834 for (slot = 0; slot < st_ptr->stock_num; slot++)
1837 j_ptr = &st_ptr->stock[slot];
1839 /* Objects sort by decreasing type */
1840 if (o_ptr->tval > j_ptr->tval) break;
1841 if (o_ptr->tval < j_ptr->tval) continue;
1843 /* Objects sort by increasing sval */
1844 if (o_ptr->sval < j_ptr->sval) break;
1845 if (o_ptr->sval > j_ptr->sval) continue;
1848 * Hack: otherwise identical rods sort by
1849 * increasing recharge time --dsb
1851 if (o_ptr->tval == TV_ROD)
1853 if (o_ptr->pval < j_ptr->pval) break;
1854 if (o_ptr->pval > j_ptr->pval) continue;
1857 /* Evaluate that slot */
1858 j_value = object_value(j_ptr);
1860 /* Objects sort by decreasing value */
1861 if (value > j_value) break;
1862 if (value < j_value) continue;
1865 /* Slide the others up */
1866 for (i = st_ptr->stock_num; i > slot; i--)
1868 st_ptr->stock[i] = st_ptr->stock[i-1];
1871 /* More stuff now */
1872 st_ptr->stock_num++;
1874 /* Insert the new item */
1875 st_ptr->stock[slot] = *o_ptr;
1877 /* Return the location */
1883 * Increase, by a given amount, the number of a certain item
1884 * in a certain store. This can result in zero items.
1886 static void store_item_increase(int item, int num)
1892 o_ptr = &st_ptr->stock[item];
1894 /* Verify the number */
1895 cnt = o_ptr->number + num;
1896 if (cnt > 255) cnt = 255;
1897 else if (cnt < 0) cnt = 0;
1898 num = cnt - o_ptr->number;
1900 /* Save the new number */
1901 o_ptr->number += num;
1906 * Remove a slot if it is empty
1908 static void store_item_optimize(int item)
1914 o_ptr = &st_ptr->stock[item];
1917 if (!o_ptr->k_idx) return;
1919 /* Must have no items */
1920 if (o_ptr->number) return;
1923 st_ptr->stock_num--;
1925 /* Slide everyone */
1926 for (j = item; j < st_ptr->stock_num; j++)
1928 st_ptr->stock[j] = st_ptr->stock[j + 1];
1931 /* Nuke the final slot */
1932 object_wipe(&st_ptr->stock[j]);
1937 * This function will keep 'crap' out of the black market.
1938 * Crap is defined as any item that is "available" elsewhere
1939 * Based on a suggestion by "Lee Vogt" <lvogt@cig.mcel.mot.com>
1941 static bool black_market_crap(object_type *o_ptr)
1945 /* Ego items are never crap */
1946 if (object_is_ego(o_ptr)) return (FALSE);
1948 /* Good items are never crap */
1949 if (o_ptr->to_a > 0) return (FALSE);
1950 if (o_ptr->to_h > 0) return (FALSE);
1951 if (o_ptr->to_d > 0) return (FALSE);
1953 /* Check all stores */
1954 for (i = 0; i < MAX_STORES; i++)
1956 if (i == STORE_HOME) continue;
1957 if (i == STORE_MUSEUM) continue;
1959 /* Check every item in the store */
1960 for (j = 0; j < town[p_ptr->town_num].store[i].stock_num; j++)
1962 object_type *j_ptr = &town[p_ptr->town_num].store[i].stock[j];
1964 /* Duplicate item "type", assume crappy */
1965 if (o_ptr->k_idx == j_ptr->k_idx) return (TRUE);
1975 * Attempt to delete (some of) a random item from the store
1976 * Hack -- we attempt to "maintain" piles of items when possible.
1978 static void store_delete(void)
1982 /* Pick a random slot */
1983 what = randint0(st_ptr->stock_num);
1985 /* Determine how many items are here */
1986 num = st_ptr->stock[what].number;
1988 /* Hack -- sometimes, only destroy half the items */
1989 if (randint0(100) < 50) num = (num + 1) / 2;
1991 /* Hack -- sometimes, only destroy a single item */
1992 if (randint0(100) < 50) num = 1;
1994 /* Hack -- decrement the maximum timeouts and total charges of rods and wands. -LM- */
1995 if ((st_ptr->stock[what].tval == TV_ROD) || (st_ptr->stock[what].tval == TV_WAND))
1997 st_ptr->stock[what].pval -= num * st_ptr->stock[what].pval / st_ptr->stock[what].number;
2000 /* Actually destroy (part of) the item */
2001 store_item_increase(what, -num);
2002 store_item_optimize(what);
2007 * Creates a random item and gives it to a store
2008 * This algorithm needs to be rethought. A lot.
2009 * Currently, "normal" stores use a pre-built array.
2011 * Note -- the "level" given to "obj_get_num()" is a "favored"
2012 * level, that is, there is a much higher chance of getting
2013 * items with a level approaching that of the given level...
2015 * Should we check for "permission" to have the given item?
2017 static void store_create(void)
2019 int i, tries, level;
2025 /* Paranoia -- no room left */
2026 if (st_ptr->stock_num >= st_ptr->stock_size) return;
2029 /* Hack -- consider up to four items */
2030 for (tries = 0; tries < 4; tries++)
2033 if (cur_store_num == STORE_BLACK)
2035 /* Pick a level for object/magic */
2036 level = 25 + randint0(25);
2038 /* Random item (usually of given level) */
2039 i = get_obj_num(level);
2041 /* Handle failure */
2048 /* Hack -- Pick an item to sell */
2049 i = st_ptr->table[randint0(st_ptr->table_num)];
2051 /* Hack -- fake level for apply_magic() */
2052 level = rand_range(1, STORE_OBJ_LEVEL);
2056 /* Get local object */
2059 /* Create a new object of the chosen kind */
2060 object_prep(q_ptr, i);
2062 /* Apply some "low-level" magic (no artifacts) */
2063 apply_magic(q_ptr, level, AM_NO_FIXED_ART);
2065 /* Require valid object */
2066 if (!store_will_buy(q_ptr)) continue;
2068 /* Hack -- Charge lite's */
2069 if (q_ptr->tval == TV_LITE)
2071 if (q_ptr->sval == SV_LITE_TORCH) q_ptr->xtra4 = FUEL_TORCH / 2;
2072 if (q_ptr->sval == SV_LITE_LANTERN) q_ptr->xtra4 = FUEL_LAMP / 2;
2076 /* The item is "known" */
2077 object_known(q_ptr);
2079 /* Mark it storebought */
2080 q_ptr->ident |= IDENT_STORE;
2082 /* Mega-Hack -- no chests in stores */
2083 if (q_ptr->tval == TV_CHEST) continue;
2085 /* Prune the black market */
2086 if (cur_store_num == STORE_BLACK)
2088 /* Hack -- No "crappy" items */
2089 if (black_market_crap(q_ptr)) continue;
2091 /* Hack -- No "cheap" items */
2092 if (object_value(q_ptr) < 10) continue;
2094 /* No "worthless" items */
2095 /* if (object_value(q_ptr) <= 0) continue; */
2098 /* Prune normal stores */
2101 /* No "worthless" items */
2102 if (object_value(q_ptr) <= 0) continue;
2106 /* Mass produce and/or Apply discount */
2107 mass_produce(q_ptr);
2109 /* Attempt to carry the (known) item */
2110 (void)store_carry(q_ptr);
2112 /* Definitely done */
2120 * Eliminate need to bargain if player has haggled well in the past
2122 static bool noneedtobargain(s32b minprice)
2124 s32b good = st_ptr->good_buy;
2125 s32b bad = st_ptr->bad_buy;
2127 /* Cheap items are "boring" */
2128 if (minprice < 10L) return (TRUE);
2130 /* Perfect haggling */
2131 if (good == MAX_SHORT) return (TRUE);
2133 /* Reward good haggles, punish bad haggles, notice price */
2134 if (good > ((3 * bad) + (5 + (minprice/50)))) return (TRUE);
2136 /* Return the flag */
2142 * Update the bargain info
2144 static void updatebargain(s32b price, s32b minprice, int num)
2146 /* Hack -- auto-haggle */
2147 if (!manual_haggle) return;
2149 /* Cheap items are "boring" */
2150 if ((minprice/num) < 10L) return;
2152 /* Count the successful haggles */
2153 if (price == minprice)
2155 /* Just count the good haggles */
2156 if (st_ptr->good_buy < MAX_SHORT)
2162 /* Count the failed haggles */
2165 /* Just count the bad haggles */
2166 if (st_ptr->bad_buy < MAX_SHORT)
2176 * Re-displays a single store entry
2178 static void display_entry(int pos)
2184 char o_name[MAX_NLEN];
2191 o_ptr = &st_ptr->stock[pos];
2193 /* Get the "offset" */
2194 i = (pos % store_bottom);
2196 /* Label it, clear the line --(-- */
2197 (void)sprintf(out_val, "%c) ", ((i > 25) ? toupper(I2A(i - 26)) : I2A(i)));
2198 prt(out_val, i+6, 0);
2201 if (show_item_graph)
2203 byte a = object_attr(o_ptr);
2204 char c = object_char(o_ptr);
2211 Term_queue_bigchar(cur_col, i + 6, a, c, 0, 0);
2212 if (use_bigtile) cur_col++;
2217 /* Describe an item in the home */
2218 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
2222 /* Leave room for weights, if necessary -DRS- */
2223 if (show_weights) maxwid -= 10;
2225 /* Describe the object */
2226 object_desc(o_name, o_ptr, 0);
2227 o_name[maxwid] = '\0';
2228 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, cur_col);
2233 /* Only show the weight of an individual item */
2234 int wgt = o_ptr->weight;
2236 sprintf(out_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
2237 put_str(out_val, i+6, 67);
2239 (void)sprintf(out_val, "%3d.%d lb", wgt / 10, wgt % 10);
2240 put_str(out_val, i+6, 68);
2246 /* Describe an item (fully) in a store */
2249 /* Must leave room for the "price" */
2252 /* Leave room for weights, if necessary -DRS- */
2253 if (show_weights) maxwid -= 7;
2255 /* Describe the object (fully) */
2256 object_desc(o_name, o_ptr, 0);
2257 o_name[maxwid] = '\0';
2258 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, cur_col);
2263 /* Only show the weight of an individual item */
2264 int wgt = o_ptr->weight;
2266 sprintf(out_val, "%3d.%1d", lbtokg1(wgt) , lbtokg2(wgt) );
2267 put_str(out_val, i+6, 60);
2269 (void)sprintf(out_val, "%3d.%d", wgt / 10, wgt % 10);
2270 put_str(out_val, i+6, 61);
2275 /* Display a "fixed" cost */
2276 if (o_ptr->ident & (IDENT_FIXED))
2278 /* Extract the "minimum" price */
2279 x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2281 /* Actually draw the price (not fixed) */
2283 (void)sprintf(out_val, "%9ld¸Ç", (long)x);
2285 (void)sprintf(out_val, "%9ld F", (long)x);
2288 put_str(out_val, i+6, 68);
2291 /* Display a "taxed" cost */
2292 else if (!manual_haggle)
2294 /* Extract the "minimum" price */
2295 x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2297 /* Hack -- Apply Sales Tax if needed */
2298 if (!noneedtobargain(x)) x += x / 10;
2300 /* Actually draw the price (with tax) */
2301 (void)sprintf(out_val, "%9ld ", (long)x);
2302 put_str(out_val, i+6, 68);
2305 /* Display a "haggle" cost */
2308 /* Extrect the "maximum" price */
2309 x = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
2311 /* Actually draw the price (not fixed) */
2312 (void)sprintf(out_val, "%9ld ", (long)x);
2313 put_str(out_val, i+6, 68);
2320 * Displays a store's inventory -RAK-
2321 * All prices are listed as "per individual object". -BEN-
2323 static void display_inventory(void)
2327 /* Display the next 12 items */
2328 for (k = 0; k < store_bottom; k++)
2330 /* Do not display "dead" items */
2331 if (store_top + k >= st_ptr->stock_num) break;
2333 /* Display that line */
2334 display_entry(store_top + k);
2337 /* Erase the extra lines and the "more" prompt */
2338 for (i = k; i < store_bottom + 1; i++) prt("", i + 6, 0);
2340 /* Assume "no current page" */
2342 put_str(" ", 5, 20);
2344 put_str(" ", 5, 20);
2348 /* Visual reminder of "more items" */
2349 if (st_ptr->stock_num > store_bottom)
2351 /* Show "more" reminder (after the last item) */
2353 prt("-³¤¯-", k + 6, 3);
2355 prt("-more-", k + 6, 3);
2359 /* Indicate the "current page" */
2360 /* Trailing spaces are to display (Page xx) and (Page x) */
2362 put_str(format("(%d¥Ú¡¼¥¸) ", store_top/store_bottom + 1), 5, 20);
2364 put_str(format("(Page %d) ", store_top/store_bottom + 1), 5, 20);
2372 * Displays players gold -RAK-
2374 static void store_prt_gold(void)
2379 prt("¼ê»ý¤Á¤Î¤ª¶â: ", 19 + xtra_stock, 53);
2381 prt("Gold Remaining: ", 19 + xtra_stock, 53);
2385 sprintf(out_val, "%9ld", (long)p_ptr->au);
2386 prt(out_val, 19 + xtra_stock, 68);
2391 * Displays store (after clearing screen) -RAK-
2393 static void display_store(void)
2401 /* The "Home" is special */
2402 if (cur_store_num == STORE_HOME)
2404 /* Put the owner name */
2406 put_str("²æ¤¬²È", 3, 31);
2408 put_str("Your Home", 3, 30);
2412 /* Label the item descriptions */
2414 put_str("¥¢¥¤¥Æ¥à¤Î°ìÍ÷", 5, 4);
2416 put_str("Item Description", 5, 3);
2420 /* If showing weights, show label */
2424 put_str("½Å¤µ", 5, 72);
2426 put_str("Weight", 5, 70);
2432 /* The "Home" is special */
2433 else if (cur_store_num == STORE_MUSEUM)
2435 /* Put the owner name */
2437 put_str("Çîʪ´Û", 3, 31);
2439 put_str("Museum", 3, 30);
2443 /* Label the item descriptions */
2445 put_str("¥¢¥¤¥Æ¥à¤Î°ìÍ÷", 5, 4);
2447 put_str("Item Description", 5, 3);
2451 /* If showing weights, show label */
2455 put_str("½Å¤µ", 5, 72);
2457 put_str("Weight", 5, 70);
2466 cptr store_name = (f_name + f_info[cur_store_feat].name);
2467 cptr owner_name = (ot_ptr->owner_name);
2468 cptr race_name = race_info[ot_ptr->owner_race].title;
2470 /* Put the owner name and race */
2471 sprintf(buf, "%s (%s)", owner_name, race_name);
2472 put_str(buf, 3, 10);
2474 /* Show the max price in the store (above prices) */
2475 sprintf(buf, "%s (%ld)", store_name, (long)(ot_ptr->max_cost));
2478 /* Label the item descriptions */
2480 put_str("¾¦ÉʤΰìÍ÷", 5, 7);
2482 put_str("Item Description", 5, 3);
2486 /* If showing weights, show label */
2490 put_str("½Å¤µ", 5, 62);
2492 put_str("Weight", 5, 60);
2497 /* Label the asking price (in stores) */
2499 put_str("²Á³Ê", 5, 73);
2501 put_str("Price", 5, 72);
2506 /* Display the current gold */
2509 /* Draw in the inventory */
2510 display_inventory();
2516 * Get the ID of a store item and return its value -RAK-
2518 static int get_stock(int *com_val, cptr pmt, int i, int j)
2524 #ifdef ALLOW_REPEAT /* TNB */
2526 /* Get the item index */
2527 if (repeat_pull(com_val))
2529 /* Verify the item */
2530 if ((*com_val >= i) && (*com_val <= j))
2537 #endif /* ALLOW_REPEAT -- TNB */
2539 /* Paranoia XXX XXX XXX */
2543 /* Assume failure */
2546 /* Build the prompt */
2548 hi = (j > 25) ? toupper(I2A(j - 26)) : I2A(j);
2550 (void)sprintf(out_val, "(%s:%c-%c, ESC¤ÇÃæÃÇ) %s",
2551 (((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) ? "¥¢¥¤¥Æ¥à" : "¾¦ÉÊ"),
2554 (void)sprintf(out_val, "(Items %c-%c, ESC to exit) %s",
2559 /* Ask until done */
2565 if (!get_com(out_val, &command, FALSE)) break;
2568 if (islower(command))
2570 else if (isupper(command))
2571 k = A2I(tolower(command)) + 26;
2575 /* Legal responses */
2576 if ((k >= i) && (k <= j))
2586 /* Clear the prompt */
2590 if (command == ESCAPE) return (FALSE);
2592 #ifdef ALLOW_REPEAT /* TNB */
2594 repeat_push(*com_val);
2596 #endif /* ALLOW_REPEAT -- TNB */
2604 * Increase the insult counter and get angry if too many -RAK-
2606 static int increase_insults(void)
2608 /* Increase insults */
2609 st_ptr->insult_cur++;
2611 /* Become insulted */
2612 if (st_ptr->insult_cur > ot_ptr->insult_max)
2618 st_ptr->insult_cur = 0;
2619 st_ptr->good_buy = 0;
2620 st_ptr->bad_buy = 0;
2623 st_ptr->store_open = turn + TURNS_PER_TICK*TOWN_DAWN/8 + randint1(TURNS_PER_TICK*TOWN_DAWN/8);
2635 * Decrease insults -RAK-
2637 static void decrease_insults(void)
2639 /* Decrease insults */
2640 if (st_ptr->insult_cur) st_ptr->insult_cur--;
2645 * Have insulted while haggling -RAK-
2647 static int haggle_insults(void)
2649 /* Increase insults */
2650 if (increase_insults()) return (TRUE);
2652 /* Display and flush insult */
2661 * Mega-Hack -- Enable "increments"
2663 static bool allow_inc = FALSE;
2666 * Mega-Hack -- Last "increment" during haggling
2668 static s32b last_inc = 0L;
2674 static int get_haggle(cptr pmt, s32b *poffer, s32b price, int final)
2684 /* Clear old increment if necessary */
2685 if (!allow_inc) last_inc = 0L;
2692 sprintf(buf, "%s [¾µÂú] ", pmt);
2694 sprintf(buf, "%s [accept] ", pmt);
2699 /* Old (negative) increment, and not final */
2700 else if (last_inc < 0)
2703 sprintf(buf, "%s [-$%ld] ", pmt, (long)(ABS(last_inc)));
2705 sprintf(buf, "%s [-%ld] ", pmt, (long)(ABS(last_inc)));
2710 /* Old (positive) increment, and not final */
2711 else if (last_inc > 0)
2714 sprintf(buf, "%s [+$%ld] ", pmt, (long)(ABS(last_inc)));
2716 sprintf(buf, "%s [+%ld] ", pmt, (long)(ABS(last_inc)));
2724 sprintf(buf, "%s ", pmt);
2728 /* Paranoia XXX XXX XXX */
2732 /* Ask until done */
2737 /* Display prompt */
2741 strcpy(out_val, "");
2744 * Ask the user for a response.
2745 * Don't allow to use numpad as cursor key.
2747 res = askfor_aux(out_val, 32, FALSE);
2753 if (!res) return FALSE;
2755 /* Skip leading spaces */
2756 for (p = out_val; *p == ' '; p++) /* loop */;
2758 /* Empty response */
2761 /* Accept current price */
2769 /* Use previous increment */
2770 if (allow_inc && last_inc)
2772 *poffer += last_inc;
2777 /* Normal response */
2780 /* Extract a number */
2783 /* Handle "incremental" number */
2784 if ((*p == '+' || *p == '-'))
2786 /* Allow increments */
2789 /* Use the given "increment" */
2796 /* Handle normal number */
2799 /* Use the given "number" */
2808 msg_print("Ãͤ¬¤ª¤«¤·¤¤¤Ç¤¹¡£");
2810 msg_print("Invalid response.");
2822 * Receive an offer (from the player)
2824 * Return TRUE if offer is NOT okay
2826 static bool receive_offer(cptr pmt, s32b *poffer,
2827 s32b last_offer, int factor,
2828 s32b price, int final)
2830 /* Haggle till done */
2833 /* Get a haggle (or cancel) */
2834 if (!get_haggle(pmt, poffer, price, final)) return (TRUE);
2836 /* Acceptable offer */
2837 if (((*poffer) * factor) >= (last_offer * factor)) break;
2839 /* Insult, and check for kicked out */
2840 if (haggle_insults()) return (TRUE);
2842 /* Reject offer (correctly) */
2843 (*poffer) = last_offer;
2852 * Haggling routine -RAK-
2854 * Return TRUE if purchase is NOT successful
2856 static bool purchase_haggle(object_type *o_ptr, s32b *price)
2858 s32b cur_ask, final_ask;
2859 s32b last_offer, offer;
2861 s32b min_per, max_per;
2862 int flag, loop_flag, noneed;
2863 int annoyed = 0, final = FALSE;
2865 bool cancel = FALSE;
2868 cptr pmt = "Ä󼨲Á³Ê";
2870 cptr pmt = "Asking";
2880 /* Extract the starting offer and the final offer */
2881 cur_ask = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
2882 final_ask = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2884 /* Determine if haggling is necessary */
2885 noneed = noneedtobargain(final_ask);
2887 /* No need to haggle */
2888 if (noneed || !manual_haggle)
2890 /* No need to haggle */
2893 /* Message summary */
2895 msg_print("·ë¶É¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2897 msg_print("You eventually agree upon the price.");
2903 /* No haggle option */
2906 /* Message summary */
2908 msg_print("¤¹¤ó¤Ê¤ê¤È¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2910 msg_print("You quickly agree upon the price.");
2915 /* Apply Sales Tax */
2916 final_ask += final_ask / 10;
2920 cur_ask = final_ask;
2922 /* Go to final offer */
2924 pmt = "ºÇ½ªÄ󼨲Á³Ê";
2926 pmt = "Final Offer";
2933 /* Haggle for the whole pile */
2934 cur_ask *= o_ptr->number;
2935 final_ask *= o_ptr->number;
2938 /* Haggle parameters */
2939 min_per = ot_ptr->haggle_per;
2940 max_per = min_per * 3;
2942 /* Mega-Hack -- artificial "last offer" value */
2943 last_offer = object_value(o_ptr) * o_ptr->number;
2944 last_offer = last_offer * (200 - (int)(ot_ptr->max_inflate)) / 100L;
2945 if (last_offer <= 0) last_offer = 1;
2950 /* No incremental haggling yet */
2953 /* Haggle until done */
2954 for (flag = FALSE; !flag; )
2958 while (!flag && loop_flag)
2960 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
2961 put_str(out_val, 1, 0);
2963 cancel = receive_offer("Ä󼨤¹¤ë¶â³Û? ",
2965 cancel = receive_offer("What do you offer? ",
2968 &offer, last_offer, 1, cur_ask, final);
2974 else if (offer > cur_ask)
2979 else if (offer == cur_ask)
2992 x1 = 100 * (offer - last_offer) / (cur_ask - last_offer);
2995 if (haggle_insults())
3001 else if (x1 > max_per)
3004 if (x1 < max_per) x1 = max_per;
3006 x2 = rand_range(x1-2, x1+2);
3007 x3 = ((cur_ask - offer) * x2 / 100L) + 1;
3008 /* don't let the price go up */
3013 if (cur_ask < final_ask)
3016 cur_ask = final_ask;
3018 pmt = "ºÇ½ªÄ󼨲Á³Ê";
3020 pmt = "Final Offer";
3026 (void)(increase_insults());
3031 else if (offer >= cur_ask)
3043 (void)sprintf(out_val, "Á°²ó¤ÎÄ󼨶â³Û: $%ld",
3045 (void)sprintf(out_val, "Your last offer: %ld",
3049 put_str(out_val, 1, 39);
3050 say_comment_2(cur_ask, annoyed);
3056 if (cancel) return (TRUE);
3058 /* Update bargaining info */
3059 updatebargain(*price, final_ask, o_ptr->number);
3067 * Haggling routine -RAK-
3069 * Return TRUE if purchase is NOT successful
3071 static bool sell_haggle(object_type *o_ptr, s32b *price)
3073 s32b purse, cur_ask, final_ask;
3074 s32b last_offer = 0, offer = 0;
3076 s32b min_per, max_per;
3077 int flag, loop_flag, noneed;
3078 int annoyed = 0, final = FALSE;
3079 bool cancel = FALSE;
3081 cptr pmt = "Ä󼨶â³Û";
3092 /* Obtain the starting offer and the final offer */
3093 cur_ask = price_item(o_ptr, ot_ptr->max_inflate, TRUE);
3094 final_ask = price_item(o_ptr, ot_ptr->min_inflate, TRUE);
3096 /* Determine if haggling is necessary */
3097 noneed = noneedtobargain(final_ask);
3099 /* Get the owner's payout limit */
3100 purse = (s32b)(ot_ptr->max_cost);
3102 /* No need to haggle */
3103 if (noneed || !manual_haggle || (final_ask >= purse))
3105 /* Apply Sales Tax (if needed) */
3106 if (!manual_haggle && !noneed)
3108 final_ask -= final_ask / 10;
3111 /* No reason to haggle */
3112 if (final_ask >= purse)
3116 msg_print("¨ºÂ¤Ë¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
3118 msg_print("You instantly agree upon the price.");
3123 /* Offer full purse */
3127 /* No need to haggle */
3132 msg_print("·ë¶É¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
3134 msg_print("You eventually agree upon the price.");
3140 /* No haggle option */
3143 /* Message summary */
3145 msg_print("¤¹¤ó¤Ê¤ê¤È¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
3147 msg_print("You quickly agree upon the price.");
3154 cur_ask = final_ask;
3159 pmt = "ºÇ½ªÄ󼨶â³Û";
3161 pmt = "Final Offer";
3166 /* Haggle for the whole pile */
3167 cur_ask *= o_ptr->number;
3168 final_ask *= o_ptr->number;
3171 /* XXX XXX XXX Display commands */
3173 /* Haggling parameters */
3174 min_per = ot_ptr->haggle_per;
3175 max_per = min_per * 3;
3177 /* Mega-Hack -- artificial "last offer" value */
3178 last_offer = object_value(o_ptr) * o_ptr->number;
3179 last_offer = last_offer * ot_ptr->max_inflate / 100L;
3184 /* No incremental haggling yet */
3188 for (flag = FALSE; !flag; )
3194 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
3195 put_str(out_val, 1, 0);
3197 cancel = receive_offer("Ä󼨤¹¤ë²Á³Ê? ",
3199 cancel = receive_offer("What price do you ask? ",
3202 &offer, last_offer, -1, cur_ask, final);
3208 else if (offer < cur_ask)
3211 /* rejected, reset offer for incremental haggling */
3214 else if (offer == cur_ask)
3225 if (flag || !loop_flag) break;
3230 x1 = 100 * (last_offer - offer) / (last_offer - cur_ask);
3233 if (haggle_insults())
3239 else if (x1 > max_per)
3242 if (x1 < max_per) x1 = max_per;
3244 x2 = rand_range(x1-2, x1+2);
3245 x3 = ((offer - cur_ask) * x2 / 100L) + 1;
3246 /* don't let the price go down */
3250 if (cur_ask > final_ask)
3252 cur_ask = final_ask;
3255 pmt = "ºÇ½ªÄ󼨶â³Û";
3257 pmt = "Final Offer";
3265 /* Äɲà $0 ¤ÇÇ㤤¼è¤é¤ì¤Æ¤·¤Þ¤¦¤Î¤òËÉ»ß By FIRST*/
3268 (void)(increase_insults());
3271 else if (offer <= cur_ask)
3282 (void)sprintf(out_val,
3284 "Á°²ó¤ÎÄ󼨲Á³Ê $%ld", (long)last_offer);
3286 "Your last bid %ld", (long)last_offer);
3289 put_str(out_val, 1, 39);
3290 say_comment_3(cur_ask, annoyed);
3296 if (cancel) return (TRUE);
3298 /* Update bargaining info */
3299 updatebargain(*price, final_ask, o_ptr->number);
3307 * Buy an item from a store -RAK-
3309 static void store_purchase(void)
3321 char o_name[MAX_NLEN];
3325 if (cur_store_num == STORE_MUSEUM)
3328 msg_print("Çîʪ´Û¤«¤é¼è¤ê½Ð¤¹¤³¤È¤Ï¤Ç¤¤Þ¤»¤ó¡£");
3330 msg_print("Museum.");
3336 if (st_ptr->stock_num <= 0)
3338 if (cur_store_num == STORE_HOME)
3340 msg_print("²æ¤¬²È¤Ë¤Ï²¿¤âÃÖ¤¤¤Æ¤¢¤ê¤Þ¤»¤ó¡£");
3342 msg_print("Your home is empty.");
3347 msg_print("¸½ºß¾¦Éʤκ߸ˤòÀڤ餷¤Æ¤¤¤Þ¤¹¡£");
3349 msg_print("I am currently out of stock.");
3356 /* Find the number of objects on this and following pages */
3357 i = (st_ptr->stock_num - store_top);
3359 /* And then restrict it to the current page */
3360 if (i > store_bottom) i = store_bottom;
3364 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸ */
3365 switch( cur_store_num ) {
3367 sprintf(out_val, "¤É¤Î¥¢¥¤¥Æ¥à¤ò¼è¤ê¤Þ¤¹¤«? ");
3370 sprintf(out_val, "¤É¤ì? ");
3373 sprintf(out_val, "¤É¤ÎÉÊʪ¤¬Íߤ·¤¤¤ó¤À¤¤? ");
3377 if (cur_store_num == STORE_HOME)
3379 sprintf(out_val, "Which item do you want to take? ");
3383 sprintf(out_val, "Which item are you interested in? ");
3388 /* Get the item number to be bought */
3389 if (!get_stock(&item, out_val, 0, i - 1)) return;
3391 /* Get the actual index */
3392 item = item + store_top;
3394 /* Get the actual item */
3395 o_ptr = &st_ptr->stock[item];
3397 /* Assume the player wants just one of them */
3400 /* Get local object */
3403 /* Get a copy of the object */
3404 object_copy(j_ptr, o_ptr);
3407 * If a rod or wand, allocate total maximum timeouts or charges
3408 * between those purchased and left on the shelf.
3410 reduce_charges(j_ptr, o_ptr->number - amt);
3412 /* Modify quantity */
3413 j_ptr->number = amt;
3415 /* Hack -- require room in pack */
3416 if (!inven_carry_okay(j_ptr))
3419 msg_print("¤½¤ó¤Ê¤Ë¥¢¥¤¥Æ¥à¤ò»ý¤Æ¤Ê¤¤¡£");
3421 msg_print("You cannot carry that many different items.");
3427 /* Determine the "best" price (per item) */
3428 best = price_item(j_ptr, ot_ptr->min_inflate, FALSE);
3430 /* Find out how many the player wants */
3431 if (o_ptr->number > 1)
3433 /* Hack -- note cost of "fixed" items */
3434 if ((cur_store_num != STORE_HOME) &&
3435 (o_ptr->ident & IDENT_FIXED))
3438 msg_format("°ì¤Ä¤Ë¤Ä¤ $%ld¤Ç¤¹¡£", (long)(best));
3440 msg_format("That costs %ld gold per item.", (long)(best));
3445 /* Get a quantity */
3446 amt = get_quantity(NULL, o_ptr->number);
3448 /* Allow user abort */
3449 if (amt <= 0) return;
3452 /* Get local object */
3455 /* Get desired object */
3456 object_copy(j_ptr, o_ptr);
3459 * If a rod or wand, allocate total maximum timeouts or charges
3460 * between those purchased and left on the shelf.
3462 reduce_charges(j_ptr, o_ptr->number - amt);
3464 /* Modify quantity */
3465 j_ptr->number = amt;
3467 /* Hack -- require room in pack */
3468 if (!inven_carry_okay(j_ptr))
3471 msg_print("¥¶¥Ã¥¯¤Ë¤½¤Î¥¢¥¤¥Æ¥à¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£");
3473 msg_print("You cannot carry that many items.");
3479 /* Attempt to buy it */
3480 if (cur_store_num != STORE_HOME)
3482 /* Fixed price, quick buy */
3483 if (o_ptr->ident & (IDENT_FIXED))
3488 /* Go directly to the "best" deal */
3489 price = (best * j_ptr->number);
3495 /* Describe the object (fully) */
3496 object_desc(o_name, j_ptr, 0);
3500 msg_format("%s(%c)¤ò¹ØÆþ¤¹¤ë¡£", o_name, I2A(item));
3502 msg_format("Buying %s (%c).", o_name, I2A(item));
3507 /* Haggle for a final price */
3508 choice = purchase_haggle(j_ptr, &price);
3510 /* Hack -- Got kicked out */
3511 if (st_ptr->store_open >= turn) return;
3514 /* Player wants it */
3517 /* Fix the item price (if "correctly" haggled) */
3518 if (price == (best * j_ptr->number)) o_ptr->ident |= (IDENT_FIXED);
3520 /* Player can afford it */
3521 if (p_ptr->au >= price)
3526 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
3527 chg_virtue(V_JUSTICE, -1);
3528 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
3529 chg_virtue(V_NATURE, -1);
3537 /* Spend the money */
3540 /* Update the display */
3543 /* Hack -- buying an item makes you aware of it */
3544 object_aware(j_ptr);
3546 /* Hack -- clear the "fixed" flag from the item */
3547 j_ptr->ident &= ~(IDENT_FIXED);
3549 /* Describe the transaction */
3550 object_desc(o_name, j_ptr, 0);
3554 msg_format("%s¤ò $%ld¤Ç¹ØÆþ¤·¤Þ¤·¤¿¡£", o_name, (long)price);
3556 msg_format("You bought %s for %ld gold.", o_name, (long)price);
3559 strcpy(record_o_name, o_name);
3562 if (record_buy) do_cmd_write_nikki(NIKKI_BUY, 0, o_name);
3563 object_desc(o_name, o_ptr, OD_NAME_ONLY);
3564 if(record_rand_art && o_ptr->art_name)
3565 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
3567 /* Erase the inscription */
3568 j_ptr->inscription = 0;
3570 /* Erase the "feeling" */
3571 j_ptr->feeling = FEEL_NONE;
3572 j_ptr->ident &= ~(IDENT_STORE);
3573 /* Give it to the player */
3574 item_new = inven_carry(j_ptr);
3576 /* Describe the final result */
3577 object_desc(o_name, &inventory[item_new], 0);
3581 msg_format("%s(%c)¤ò¼ê¤ËÆþ¤ì¤¿¡£", o_name, index_to_label(item_new));
3583 msg_format("You have %s (%c).",
3584 o_name, index_to_label(item_new));
3587 /* Auto-inscription */
3588 autopick_alter_item(item_new, FALSE);
3590 /* Now, reduce the original stack's pval. */
3591 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3593 o_ptr->pval -= j_ptr->pval;
3599 /* Note how many slots the store used to have */
3600 i = st_ptr->stock_num;
3602 /* Remove the bought items from the store */
3603 store_item_increase(item, -amt);
3604 store_item_optimize(item);
3606 /* Store is empty */
3607 if (st_ptr->stock_num == 0)
3610 if (one_in_(STORE_SHUFFLE))
3615 msg_print("Ź¼ç¤Ï°úÂष¤¿¡£");
3617 msg_print("The shopkeeper retires.");
3621 /* Shuffle the store */
3622 store_shuffle(cur_store_num);
3625 sprintf(buf, "%s (%s)",
3626 ot_ptr->owner_name, race_info[ot_ptr->owner_race].title);
3627 put_str(buf, 3, 10);
3628 sprintf(buf, "%s (%ld)",
3629 (f_name + f_info[cur_store_feat].name), (long)(ot_ptr->max_cost));
3638 msg_print("Ź¼ç¤Ï¿·¤¿¤Êºß¸Ë¤ò¼è¤ê½Ð¤·¤¿¡£");
3640 msg_print("The shopkeeper brings out some new stock.");
3646 for (i = 0; i < 10; i++)
3648 /* Maintain the store */
3649 store_maint(p_ptr->town_num, cur_store_num);
3655 /* Redraw everything */
3656 display_inventory();
3659 /* The item is gone */
3660 else if (st_ptr->stock_num != i)
3662 /* Pick the correct screen */
3663 if (store_top >= st_ptr->stock_num) store_top -= 12;
3665 /* Redraw everything */
3666 display_inventory();
3669 /* Item is still here */
3672 /* Redraw the item */
3673 display_entry(item);
3677 /* Player cannot afford it */
3680 /* Simple message (no insult) */
3682 msg_print("¤ª¶â¤¬Â¤ê¤Þ¤»¤ó¡£");
3684 msg_print("You do not have enough gold.");
3691 /* Home is much easier */
3694 bool combined_or_reordered;
3696 /* Distribute charges of wands/rods */
3697 distribute_charges(o_ptr, j_ptr, amt);
3699 /* Give it to the player */
3700 item_new = inven_carry(j_ptr);
3702 /* Describe just the result */
3703 object_desc(o_name, &inventory[item_new], 0);
3707 msg_format("%s(%c)¤ò¼è¤Ã¤¿¡£",
3709 msg_format("You have %s (%c).",
3711 o_name, index_to_label(item_new));
3716 /* Take note if we take the last one */
3717 i = st_ptr->stock_num;
3719 /* Remove the items from the home */
3720 store_item_increase(item, -amt);
3721 store_item_optimize(item);
3723 combined_or_reordered = combine_and_reorder_home(STORE_HOME);
3725 /* Hack -- Item is still here */
3726 if (i == st_ptr->stock_num)
3728 /* Redraw everything */
3729 if (combined_or_reordered) display_inventory();
3731 /* Redraw the item */
3732 else display_entry(item);
3735 /* The item is gone */
3739 if (st_ptr->stock_num == 0) store_top = 0;
3741 /* Nothing left on that screen */
3742 else if (store_top >= st_ptr->stock_num) store_top -= 12;
3744 /* Redraw everything */
3745 display_inventory();
3747 chg_virtue(V_SACRIFICE, 1);
3751 /* Not kicked out */
3757 * Sell an item to the store (or home)
3759 static void store_sell(void)
3765 s32b price, value, dummy;
3774 char o_name[MAX_NLEN];
3777 /* Prepare a prompt */
3778 if (cur_store_num == STORE_HOME)
3780 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÃÖ¤¤Þ¤¹¤«? ";
3782 q = "Drop which item? ";
3785 else if (cur_store_num == STORE_MUSEUM)
3787 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò´ó£¤·¤Þ¤¹¤«? ";
3789 q = "Give which item? ";
3794 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÇä¤ê¤Þ¤¹¤«? ";
3796 q = "Sell which item? ";
3800 item_tester_no_ryoute = TRUE;
3801 /* Only allow items the store will buy */
3802 item_tester_hook = store_will_buy;
3805 /* ²æ¤¬²È¤Ç¤ª¤«¤·¤Ê¥á¥Ã¥»¡¼¥¸¤¬½Ð¤ë¥ª¥ê¥¸¥Ê¥ë¤Î¥Ð¥°¤ò½¤Àµ */
3806 if (cur_store_num == STORE_HOME)
3809 s = "ÃÖ¤±¤ë¥¢¥¤¥Æ¥à¤ò»ý¤Ã¤Æ¤¤¤Þ¤»¤ó¡£";
3811 s = "You don't have any item to drop.";
3814 else if (cur_store_num == STORE_MUSEUM)
3817 s = "´ó£¤Ç¤¤ë¥¢¥¤¥Æ¥à¤ò»ý¤Ã¤Æ¤¤¤Þ¤»¤ó¡£";
3819 s = "You don't have any item to give.";
3825 s = "Íߤ·¤¤Êª¤¬¤Ê¤¤¤Ç¤¹¤Í¤¨¡£";
3827 s = "You have nothing that I want.";
3831 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return;
3833 /* Get the item (in the pack) */
3836 o_ptr = &inventory[item];
3839 /* Get the item (on the floor) */
3842 o_ptr = &o_list[0 - item];
3846 /* Hack -- Cannot remove cursed items */
3847 if ((item >= INVEN_RARM) && object_is_cursed(o_ptr))
3851 msg_print("¤Õ¡¼¤à¡¢¤É¤¦¤ä¤é¤½¤ì¤Ï¼ö¤ï¤ì¤Æ¤¤¤ë¤è¤¦¤À¤Í¡£");
3853 msg_print("Hmmm, it seems to be cursed.");
3862 /* Assume one item */
3865 /* Find out how many the player wants (letter means "all") */
3866 if (o_ptr->number > 1)
3868 /* Get a quantity */
3869 amt = get_quantity(NULL, o_ptr->number);
3871 /* Allow user abort */
3872 if (amt <= 0) return;
3875 /* Get local object */
3878 /* Get a copy of the object */
3879 object_copy(q_ptr, o_ptr);
3881 /* Modify quantity */
3882 q_ptr->number = amt;
3885 * Hack -- If a rod or wand, allocate total maximum
3886 * timeouts or charges to those being sold. -LM-
3888 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3890 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
3893 /* Get a full description */
3894 object_desc(o_name, q_ptr, 0);
3896 /* Remove any inscription, feeling for stores */
3897 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
3899 q_ptr->inscription = 0;
3900 q_ptr->feeling = FEEL_NONE;
3903 /* Is there room in the store (or the home?) */
3904 if (!store_check_num(q_ptr))
3906 if (cur_store_num == STORE_HOME)
3908 msg_print("²æ¤¬²È¤Ë¤Ï¤â¤¦ÃÖ¤¯¾ì½ê¤¬¤Ê¤¤¡£");
3910 msg_print("Your home is full.");
3913 else if (cur_store_num == STORE_MUSEUM)
3915 msg_print("Çîʪ´Û¤Ï¤â¤¦ËþÇÕ¤À¡£");
3917 msg_print("Museum is full.");
3922 msg_print("¤¹¤¤¤Þ¤»¤ó¤¬¡¢Å¹¤Ë¤Ï¤â¤¦ÃÖ¤¯¾ì½ê¤¬¤¢¤ê¤Þ¤»¤ó¡£");
3924 msg_print("I have not the room in my store to keep it.");
3932 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
3934 /* Describe the transaction */
3936 msg_format("%s(%c)¤òÇäµÑ¤¹¤ë¡£", o_name, index_to_label(item));
3938 msg_format("Selling %s (%c).", o_name, index_to_label(item));
3944 choice = sell_haggle(q_ptr, &price);
3947 if (st_ptr->store_open >= turn) return;
3959 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
3960 chg_virtue(V_JUSTICE, -1);
3962 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
3963 chg_virtue(V_NATURE, 1);
3966 /* Get some money */
3969 /* Update the display */
3972 /* Get the "apparent" value */
3973 dummy = object_value(q_ptr) * q_ptr->number;
3976 identify_item(o_ptr);
3978 /* Get local object */
3981 /* Get a copy of the object */
3982 object_copy(q_ptr, o_ptr);
3984 /* Modify quantity */
3985 q_ptr->number = amt;
3987 /* Make it look like to be known */
3988 q_ptr->ident |= IDENT_STORE;
3991 * Hack -- If a rod or wand, let the shopkeeper know just
3992 * how many charges he really paid for. -LM-
3994 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3996 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
3999 /* Get the "actual" value */
4000 value = object_value(q_ptr) * q_ptr->number;
4002 /* Get the description all over again */
4003 object_desc(o_name, q_ptr, 0);
4005 /* Describe the result (in message buffer) */
4007 msg_format("%s¤ò $%ld¤ÇÇäµÑ¤·¤Þ¤·¤¿¡£", o_name, (long)price);
4009 msg_format("You sold %s for %ld gold.", o_name, (long)price);
4012 if (record_sell) do_cmd_write_nikki(NIKKI_SELL, 0, o_name);
4014 if (!((o_ptr->tval == TV_FIGURINE) && (value > 0)))
4016 /* Analyze the prices (and comment verbally) unless a figurine*/
4017 purchase_analyze(price, value, dummy);
4021 * Hack -- Allocate charges between those wands or rods sold
4022 * and retained, unless all are being sold. -LM-
4024 distribute_charges(o_ptr, q_ptr, amt);
4026 /* Reset timeouts of the sold items */
4029 /* Take the item from the player, describe the result */
4030 inven_item_increase(item, -amt);
4031 inven_item_describe(item);
4033 /* If items remain, auto-inscribe before optimizing */
4034 if (o_ptr->number > 0)
4035 autopick_alter_item(item, FALSE);
4037 inven_item_optimize(item);
4042 /* The store gets that (known) item */
4043 item_pos = store_carry(q_ptr);
4045 /* Re-display if item is now in store */
4048 store_top = (item_pos / store_bottom) * store_bottom;
4049 display_inventory();
4054 /* Player is at museum */
4055 else if (cur_store_num == STORE_MUSEUM)
4057 char o2_name[MAX_NLEN];
4058 object_desc(o2_name, q_ptr, OD_NAME_ONLY);
4060 if (-1 == store_check_num(q_ptr))
4063 msg_print("¤½¤ì¤ÈƱ¤¸ÉÊʪ¤Ï´û¤ËÇîʪ´Û¤Ë¤¢¤ë¤è¤¦¤Ç¤¹¡£");
4065 msg_print("The same object as it is already in the Museum.");
4071 msg_print("Çîʪ´Û¤Ë´ó£¤·¤¿¤â¤Î¤Ï¼è¤ê½Ð¤¹¤³¤È¤¬¤Ç¤¤Þ¤»¤ó¡ª¡ª");
4073 msg_print("You cannot take items which is given to the Museum back!!");
4077 if (!get_check(format("ËÜÅö¤Ë%s¤ò´ó£¤·¤Þ¤¹¤«¡©", o2_name))) return;
4079 if (!get_check(format("Really give %s to the Museum? ", o2_name))) return;
4083 identify_item(q_ptr);
4084 q_ptr->ident |= IDENT_MENTAL;
4086 /* Distribute charges of wands/rods */
4087 distribute_charges(o_ptr, q_ptr, amt);
4091 msg_format("%s¤òÃÖ¤¤¤¿¡£(%c)", o_name, index_to_label(item));
4093 msg_format("You drop %s (%c).", o_name, index_to_label(item));
4098 /* Take it from the players inventory */
4099 inven_item_increase(item, -amt);
4100 inven_item_describe(item);
4101 inven_item_optimize(item);
4106 /* Let the home carry it */
4107 item_pos = home_carry(q_ptr);
4109 /* Update store display */
4112 store_top = (item_pos / store_bottom) * store_bottom;
4113 display_inventory();
4116 /* Player is at home */
4119 /* Distribute charges of wands/rods */
4120 distribute_charges(o_ptr, q_ptr, amt);
4124 msg_format("%s¤òÃÖ¤¤¤¿¡£(%c)", o_name, index_to_label(item));
4126 msg_format("You drop %s (%c).", o_name, index_to_label(item));
4131 /* Take it from the players inventory */
4132 inven_item_increase(item, -amt);
4133 inven_item_describe(item);
4134 inven_item_optimize(item);
4139 /* Let the home carry it */
4140 item_pos = home_carry(q_ptr);
4142 /* Update store display */
4145 store_top = (item_pos / store_bottom) * store_bottom;
4146 display_inventory();
4150 if ((choice == 0) && (item >= INVEN_RARM))
4159 * Examine an item in a store -JDL-
4161 static void store_examine(void)
4166 char o_name[MAX_NLEN];
4171 if (st_ptr->stock_num <= 0)
4173 if (cur_store_num == STORE_HOME)
4175 msg_print("²æ¤¬²È¤Ë¤Ï²¿¤âÃÖ¤¤¤Æ¤¢¤ê¤Þ¤»¤ó¡£");
4177 msg_print("Your home is empty.");
4180 else if (cur_store_num == STORE_MUSEUM)
4182 msg_print("Çîʪ´Û¤Ë¤Ï²¿¤âÃÖ¤¤¤Æ¤¢¤ê¤Þ¤»¤ó¡£");
4184 msg_print("Museum is empty.");
4189 msg_print("¸½ºß¾¦Éʤκ߸ˤòÀڤ餷¤Æ¤¤¤Þ¤¹¡£");
4191 msg_print("I am currently out of stock.");
4198 /* Find the number of objects on this and following pages */
4199 i = (st_ptr->stock_num - store_top);
4201 /* And then restrict it to the current page */
4206 sprintf(out_val, "¤É¤ì¤òÄ´¤Ù¤Þ¤¹¤«¡©");
4208 sprintf(out_val, "Which item do you want to examine? ");
4212 /* Get the item number to be examined */
4213 if (!get_stock(&item, out_val, 0, i - 1)) return;
4215 /* Get the actual index */
4216 item = item + store_top;
4218 /* Get the actual item */
4219 o_ptr = &st_ptr->stock[item];
4221 /* Require full knowledge */
4222 if (!(o_ptr->ident & IDENT_MENTAL))
4224 /* This can only happen in the home */
4226 msg_print("¤³¤Î¥¢¥¤¥Æ¥à¤Ë¤Ä¤¤¤ÆÆäËÃΤäƤ¤¤ë¤³¤È¤Ï¤Ê¤¤¡£");
4228 msg_print("You have no special knowledge about that item.");
4235 object_desc(o_name, o_ptr, 0);
4239 msg_format("%s¤òÄ´¤Ù¤Æ¤¤¤ë...", o_name);
4241 msg_format("Examining %s...", o_name);
4245 /* Describe it fully */
4246 if (!screen_object(o_ptr, SCROBJ_FORCE_DETAIL))
4248 msg_print("ÆäËÊѤï¤Ã¤¿¤È¤³¤í¤Ï¤Ê¤¤¤è¤¦¤À¡£");
4250 msg_print("You see nothing special.");
4259 * Remove an item from museum (Originally from TOband)
4261 static void museum_remove_object(void)
4266 char o_name[MAX_NLEN];
4270 if (st_ptr->stock_num <= 0)
4273 msg_print("Çîʪ´Û¤Ë¤Ï²¿¤âÃÖ¤¤¤Æ¤¢¤ê¤Þ¤»¤ó¡£");
4275 msg_print("Museum is empty.");
4281 /* Find the number of objects on this and following pages */
4282 i = st_ptr->stock_num - store_top;
4284 /* And then restrict it to the current page */
4289 sprintf(out_val, "¤É¤Î¥¢¥¤¥Æ¥à¤ÎŸ¼¨¤ò¤ä¤á¤µ¤»¤Þ¤¹¤«¡©");
4291 sprintf(out_val, "Which item do you want to order to remove? ");
4294 /* Get the item number to be removed */
4295 if (!get_stock(&item, out_val, 0, i - 1)) return;
4297 /* Get the actual index */
4298 item = item + store_top;
4300 /* Get the actual item */
4301 o_ptr = &st_ptr->stock[item];
4304 object_desc(o_name, o_ptr, 0);
4307 msg_print("Ÿ¼¨¤ò¤ä¤á¤µ¤»¤¿¥¢¥¤¥Æ¥à¤ÏÆóÅ٤ȸ«¤ë¤³¤È¤Ï¤Ç¤¤Þ¤»¤ó¡ª");
4308 if (!get_check(format("ËÜÅö¤Ë%s¤ÎŸ¼¨¤ò¤ä¤á¤µ¤»¤Þ¤¹¤«¡©", o_name))) return;
4310 msg_print("You cannot see items which is removed from the Museum!");
4311 if (!get_check(format("Really order to remove %s from the Museum? ", o_name))) return;
4316 msg_format("%s¤ÎŸ¼¨¤ò¤ä¤á¤µ¤»¤¿¡£", o_name);
4318 msg_format("You ordered to remove %s.", o_name);
4321 /* Remove the items from the home */
4322 store_item_increase(item, -o_ptr->number);
4323 store_item_optimize(item);
4325 (void)combine_and_reorder_home(STORE_MUSEUM);
4327 /* The item is gone */
4330 if (st_ptr->stock_num == 0) store_top = 0;
4332 /* Nothing left on that screen */
4333 else if (store_top >= st_ptr->stock_num) store_top -= 12;
4335 /* Redraw everything */
4336 display_inventory();
4343 * Hack -- set this to leave the store
4345 static bool leave_store = FALSE;
4349 * Process a command in a store
4351 * Note that we must allow the use of a few "special" commands
4352 * in the stores which are not allowed in the dungeon, and we
4353 * must disable some commands which are allowed in the dungeon
4354 * but not in the stores, to prevent chaos.
4356 static void store_process_command(void)
4358 #ifdef ALLOW_REPEAT /* TNB */
4360 /* Handle repeating the last command */
4363 #endif /* ALLOW_REPEAT -- TNB */
4365 if (rogue_like_commands && command_cmd == 'l')
4367 command_cmd = 'x'; /* hack! */
4370 /* Parse the command */
4371 switch (command_cmd)
4381 /* 1 ¥Ú¡¼¥¸Ìá¤ë¥³¥Þ¥ó¥É: ²æ¤¬²È¤Î¥Ú¡¼¥¸¿ô¤¬Â¿¤¤¤Î¤Ç½ÅÊõ¤¹¤ë¤Ï¤º By BUG */
4384 if (st_ptr->stock_num <= store_bottom) {
4386 msg_print("¤³¤ì¤ÇÁ´Éô¤Ç¤¹¡£");
4388 msg_print("Entire inventory is shown.");
4392 store_top -= store_bottom;
4393 if ( store_top < 0 )
4394 store_top = ((st_ptr->stock_num - 1 )/store_bottom) * store_bottom;
4395 if ( (cur_store_num == STORE_HOME) && (powerup_home == FALSE) )
4396 if ( store_top >= store_bottom ) store_top = store_bottom;
4397 display_inventory();
4405 if (st_ptr->stock_num <= store_bottom)
4408 msg_print("¤³¤ì¤ÇÁ´Éô¤Ç¤¹¡£");
4410 msg_print("Entire inventory is shown.");
4416 store_top += store_bottom;
4418 * ±£¤·¥ª¥×¥·¥ç¥ó(powerup_home)¤¬¥»¥Ã¥È¤µ¤ì¤Æ¤¤¤Ê¤¤¤È¤¤Ï
4419 * ²æ¤¬²È¤Ç¤Ï 2 ¥Ú¡¼¥¸¤Þ¤Ç¤·¤«É½¼¨¤·¤Ê¤¤
4421 if ((cur_store_num == STORE_HOME) &&
4422 (powerup_home == FALSE) &&
4423 (st_ptr->stock_num >= STORE_INVEN_MAX))
4425 if (store_top >= (STORE_INVEN_MAX - 1))
4432 if (store_top >= st_ptr->stock_num) store_top = 0;
4435 display_inventory();
4448 /* Get (purchase) */
4475 /*** Inventory Commands ***/
4477 /* Wear/wield equipment */
4484 /* Take off equipment */
4491 /* Destroy an item */
4498 /* Equipment list */
4505 /* Inventory list */
4513 /*** Various commands ***/
4515 /* Identify an object */
4522 /* Hack -- toggle windows */
4525 toggle_inven_equip();
4531 /*** Use various objects ***/
4536 if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4537 (p_ptr->pclass == CLASS_BERSERKER) ||
4538 (p_ptr->pclass == CLASS_NINJA) ||
4539 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4540 ) do_cmd_mind_browse();
4541 else if (p_ptr->pclass == CLASS_SMITH)
4543 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4544 do_cmd_magic_eater(TRUE);
4545 else do_cmd_browse();
4549 /* Inscribe an object */
4556 /* Uninscribe an object */
4559 do_cmd_uninscribe();
4565 /*** Help and Such ***/
4574 /* Identify symbol */
4577 do_cmd_query_symbol();
4581 /* Character description */
4584 p_ptr->town_num = old_town_num;
4585 do_cmd_change_name();
4586 p_ptr->town_num = inner_town_num;
4592 /*** System Commands ***/
4594 /* Hack -- User interface */
4601 /* Single line from a pref file */
4604 p_ptr->town_num = old_town_num;
4606 p_ptr->town_num = inner_town_num;
4610 /* Interact with macros */
4613 p_ptr->town_num = old_town_num;
4615 p_ptr->town_num = inner_town_num;
4619 /* Interact with visuals */
4622 p_ptr->town_num = old_town_num;
4624 p_ptr->town_num = inner_town_num;
4628 /* Interact with colors */
4631 p_ptr->town_num = old_town_num;
4633 p_ptr->town_num = inner_town_num;
4637 /* Interact with options */
4641 (void)combine_and_reorder_home(STORE_HOME);
4647 /*** Misc Commands ***/
4663 /* Repeat level feeling */
4670 /* Show previous message */
4673 do_cmd_message_one();
4677 /* Show previous messages */
4690 /* Check artifacts, uniques etc. */
4697 /* Load "screen dump" */
4700 do_cmd_load_screen();
4704 /* Save "screen dump" */
4707 do_cmd_save_screen();
4711 /* Hack -- Unknown command */
4714 if ((cur_store_num == STORE_MUSEUM) && (command_cmd == 'r'))
4716 museum_remove_object();
4721 msg_print("¤½¤Î¥³¥Þ¥ó¥É¤ÏŹ¤ÎÃæ¤Ç¤Ï»È¤¨¤Þ¤»¤ó¡£");
4723 msg_print("That command does not work in stores.");
4734 * Enter a store, and interact with it.
4736 * Note that we use the standard "request_command()" function
4737 * to get a command, allowing us to use "command_arg" and all
4738 * command macros and other nifty stuff, but we use the special
4739 * "shopping" argument, to force certain commands to be converted
4740 * into other commands, normally, we convert "p" (pray) and "m"
4741 * (cast magic) into "g" (get), and "s" (search) into "d" (drop).
4743 void do_cmd_store(void)
4749 bool need_redraw_store_inv; /* To redraw missiles damage and prices in store */
4753 Term_get_size(&w, &h);
4755 /* Calculate stocks per 1 page */
4756 xtra_stock = MIN(14+26, ((h > 24) ? (h - 24) : 0));
4757 store_bottom = MIN_STOCK + xtra_stock;
4759 /* Access the player grid */
4760 c_ptr = &cave[py][px];
4762 /* Verify a store */
4763 if (!cave_have_flag_grid(c_ptr, FF_STORE))
4766 msg_print("¤³¤³¤Ë¤ÏŹ¤¬¤¢¤ê¤Þ¤»¤ó¡£");
4768 msg_print("You see no store here.");
4774 /* Extract the store code */
4775 which = f_info[c_ptr->feat].subtype;
4777 old_town_num = p_ptr->town_num;
4778 if ((which == STORE_HOME) || (which == STORE_MUSEUM)) p_ptr->town_num = 1;
4779 if (dun_level) p_ptr->town_num = NO_TOWN;
4780 inner_town_num = p_ptr->town_num;
4782 /* Hack -- Check the "locked doors" */
4783 if ((town[p_ptr->town_num].store[which].store_open >= turn) ||
4787 msg_print("¥É¥¢¤Ë¸°¤¬¤«¤«¤Ã¤Æ¤¤¤ë¡£");
4789 msg_print("The doors are locked.");
4792 p_ptr->town_num = old_town_num;
4796 /* Calculate the number of store maintainances since the last visit */
4797 maintain_num = (turn - town[p_ptr->town_num].store[which].last_visit) / (TURNS_PER_TICK * STORE_TICKS);
4799 /* Maintain the store max. 10 times */
4800 if (maintain_num > 10) maintain_num = 10;
4804 /* Maintain the store */
4805 for (i = 0; i < maintain_num; i++)
4806 store_maint(p_ptr->town_num, which);
4808 /* Save the visit */
4809 town[p_ptr->town_num].store[which].last_visit = turn;
4812 /* Forget the lite */
4815 /* Forget the view */
4819 /* Hack -- Character is in "icky" mode */
4820 character_icky = TRUE;
4823 /* No command argument */
4826 /* No repeated command */
4829 /* No automatic command */
4833 /* Save the store number */
4834 cur_store_num = which;
4836 /* Hack -- save the store feature */
4837 cur_store_feat = c_ptr->feat;
4839 /* Save the store and owner pointers */
4840 st_ptr = &town[p_ptr->town_num].store[cur_store_num];
4841 ot_ptr = &owners[cur_store_num][st_ptr->owner];
4844 /* Start at the beginning */
4847 /* Display the store */
4851 leave_store = FALSE;
4853 /* Interact with player */
4854 while (!leave_store)
4856 /* Hack -- Clear line 1 */
4860 clear_from(20 + xtra_stock);
4863 /* Basic commands */
4865 prt(" ESC) ·úʪ¤«¤é½Ð¤ë", 21 + xtra_stock, 0);
4867 prt(" ESC) Exit from Building.", 21 + xtra_stock, 0);
4871 /* Browse if necessary */
4872 if (st_ptr->stock_num > store_bottom)
4875 prt(" -)Á°¥Ú¡¼¥¸", 22 + xtra_stock, 0);
4876 prt(" ¥¹¥Ú¡¼¥¹) ¼¡¥Ú¡¼¥¸", 23 + xtra_stock, 0);
4878 prt(" -) Previous page", 22 + xtra_stock, 0);
4879 prt(" SPACE) Next page", 23 + xtra_stock, 0);
4885 if (cur_store_num == STORE_HOME)
4888 prt("g) ¥¢¥¤¥Æ¥à¤ò¼è¤ë", 21 + xtra_stock, 27);
4889 prt("d) ¥¢¥¤¥Æ¥à¤òÃÖ¤¯", 22 + xtra_stock, 27);
4890 prt("x) ²È¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤ë", 23 + xtra_stock, 27);
4892 prt("g) Get an item.", 21 + xtra_stock, 27);
4893 prt("d) Drop an item.", 22 + xtra_stock, 27);
4894 prt("x) eXamine an item in the home.", 23 + xtra_stock, 27);
4898 /* Museum commands */
4899 else if (cur_store_num == STORE_MUSEUM)
4902 prt("d) ¥¢¥¤¥Æ¥à¤òÃÖ¤¯", 21 + xtra_stock, 27);
4903 prt("r) ¥¢¥¤¥Æ¥à¤ÎŸ¼¨¤ò¤ä¤á¤ë", 22 + xtra_stock, 27);
4904 prt("x) Çîʪ´Û¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤ë", 23 + xtra_stock, 27);
4906 prt("d) Drop an item.", 21 + xtra_stock, 27);
4907 prt("r) order to Remove an item.", 22 + xtra_stock, 27);
4908 prt("x) eXamine an item in the museum.", 23 + xtra_stock, 27);
4912 /* Shop commands XXX XXX XXX */
4916 prt("p) ¾¦ÉʤòÇ㤦", 21 + xtra_stock, 30);
4917 prt("s) ¥¢¥¤¥Æ¥à¤òÇä¤ë", 22 + xtra_stock, 30);
4918 prt("x) ¾¦ÉʤòÄ´¤Ù¤ë", 23 + xtra_stock,30);
4920 prt("p) Purchase an item.", 21 + xtra_stock, 30);
4921 prt("s) Sell an item.", 22 + xtra_stock, 30);
4922 prt("x) eXamine an item in the shop", 23 + xtra_stock,30);
4927 /* ´ðËÜŪ¤Ê¥³¥Þ¥ó¥É¤ÎÄɲÃɽ¼¨ */
4929 prt("i/e) »ý¤Áʪ/ÁõÈ÷¤Î°ìÍ÷", 21 + xtra_stock, 56);
4931 if (rogue_like_commands)
4933 prt("w/T) ÁõÈ÷¤¹¤ë/¤Ï¤º¤¹", 22 + xtra_stock, 56);
4937 prt("w/t) ÁõÈ÷¤¹¤ë/¤Ï¤º¤¹", 22 + xtra_stock, 56);
4940 prt("i/e) Inventry/Equipment list", 21 + xtra_stock, 56);
4942 if (rogue_like_commands)
4944 prt("w/T) Wear/Take off equipment", 22 + xtra_stock, 56);
4948 prt("w/t) Wear/Take off equipment", 22 + xtra_stock, 56);
4953 prt("¥³¥Þ¥ó¥É:", 20 + xtra_stock, 0);
4955 prt("You may: ", 20 + xtra_stock, 0);
4960 request_command(TRUE);
4962 /* Process the command */
4963 store_process_command();
4966 * Hack -- To redraw missiles damage and prices in store
4967 * If player's charisma changes, or if player changes a bow, PU_BONUS is set
4969 need_redraw_store_inv = (p_ptr->update & PU_BONUS) ? TRUE : FALSE;
4971 /* Hack -- Character is still in "icky" mode */
4972 character_icky = TRUE;
4980 /* XXX XXX XXX Pack Overflow */
4981 if (inventory[INVEN_PACK].k_idx)
4983 int item = INVEN_PACK;
4985 object_type *o_ptr = &inventory[item];
4987 /* Hack -- Flee from the store */
4988 if (cur_store_num != STORE_HOME)
4992 if (cur_store_num == STORE_MUSEUM)
4993 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤½¤¦¤Ê¤Î¤Ç¡¢¤¢¤ï¤Æ¤ÆÇîʪ´Û¤«¤é½Ð¤¿...");
4995 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤½¤¦¤Ê¤Î¤Ç¡¢¤¢¤ï¤Æ¤ÆŹ¤«¤é½Ð¤¿...");
4997 if (cur_store_num == STORE_MUSEUM)
4998 msg_print("Your pack is so full that you flee the Museum...");
5000 msg_print("Your pack is so full that you flee the store...");
5008 /* Hack -- Flee from the home */
5009 else if (!store_check_num(o_ptr))
5013 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤½¤¦¤Ê¤Î¤Ç¡¢¤¢¤ï¤Æ¤Æ²È¤«¤é½Ð¤¿...");
5015 msg_print("Your pack is so full that you flee your home...");
5023 /* Hack -- Drop items into the home */
5031 char o_name[MAX_NLEN];
5034 /* Give a message */
5036 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
5038 msg_print("Your pack overflows!");
5042 /* Get local object */
5045 /* Grab a copy of the item */
5046 object_copy(q_ptr, o_ptr);
5049 object_desc(o_name, q_ptr, 0);
5053 msg_format("%s¤¬Íî¤Á¤¿¡£(%c)", o_name, index_to_label(item));
5055 msg_format("You drop %s (%c).", o_name, index_to_label(item));
5059 /* Remove it from the players inventory */
5060 inven_item_increase(item, -255);
5061 inven_item_describe(item);
5062 inven_item_optimize(item);
5067 /* Let the home carry it */
5068 item_pos = home_carry(q_ptr);
5070 /* Redraw the home */
5073 store_top = (item_pos / 12) * 12;
5074 display_inventory();
5079 /* Hack -- Redisplay store prices if charisma changes */
5080 /* Hack -- Redraw missiles damage if player changes bow */
5081 if (need_redraw_store_inv) display_inventory();
5083 /* Hack -- get kicked out of the store */
5084 if (st_ptr->store_open >= turn) leave_store = TRUE;
5087 p_ptr->town_num = old_town_num;
5089 /* Free turn XXX XXX XXX */
5093 /* Hack -- Character is no longer in "icky" mode */
5094 character_icky = FALSE;
5097 /* Hack -- Cancel automatic command */
5100 /* Hack -- Cancel "see" mode */
5101 command_see = FALSE;
5104 /* Flush messages XXX XXX XXX */
5108 /* Clear the screen */
5112 /* Update everything */
5113 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
5114 p_ptr->update |= (PU_MONSTERS);
5116 /* Redraw entire screen */
5117 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY);
5120 p_ptr->redraw |= (PR_MAP);
5123 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5129 * Shuffle one of the stores.
5131 void store_shuffle(int which)
5137 if (which == STORE_HOME) return;
5138 if (which == STORE_MUSEUM) return;
5141 /* Save the store index */
5142 cur_store_num = which;
5144 /* Activate that store */
5145 st_ptr = &town[p_ptr->town_num].store[cur_store_num];
5148 /* Pick a new owner */
5151 st_ptr->owner = (byte)randint0(MAX_OWNERS);
5152 if (j == st_ptr->owner) continue;
5153 for (i = 1;i < max_towns; i++)
5155 if (i == p_ptr->town_num) continue;
5156 if (st_ptr->owner == town[i].store[cur_store_num].owner) break;
5158 if (i == max_towns) break;
5161 /* Activate the new owner */
5162 ot_ptr = &owners[cur_store_num][st_ptr->owner];
5165 /* Reset the owner data */
5166 st_ptr->insult_cur = 0;
5167 st_ptr->store_open = 0;
5168 st_ptr->good_buy = 0;
5169 st_ptr->bad_buy = 0;
5172 /* Hack -- discount all the items */
5173 for (i = 0; i < st_ptr->stock_num; i++)
5178 o_ptr = &st_ptr->stock[i];
5180 if (!object_is_artifact(o_ptr))
5182 /* Hack -- Sell all non-artifact old items for "half price" */
5183 o_ptr->discount = 50;
5185 /* Hack -- Items are no longer "fixed price" */
5186 o_ptr->ident &= ~(IDENT_FIXED);
5188 /* Mega-Hack -- Note that the item is "on sale" */
5190 o_ptr->inscription = quark_add("Çä½ÐÃæ");
5192 o_ptr->inscription = quark_add("on sale");
5200 * Maintain the inventory at the stores.
5202 void store_maint(int town_num, int store_num)
5206 cur_store_num = store_num;
5209 if (store_num == STORE_HOME) return;
5210 if (store_num == STORE_MUSEUM) return;
5212 /* Activate that store */
5213 st_ptr = &town[town_num].store[store_num];
5215 /* Activate the owner */
5216 ot_ptr = &owners[store_num][st_ptr->owner];
5218 /* Store keeper forgives the player */
5219 st_ptr->insult_cur = 0;
5221 /* Mega-Hack -- prune the black market */
5222 if (store_num == STORE_BLACK)
5224 /* Destroy crappy black market items */
5225 for (j = st_ptr->stock_num - 1; j >= 0; j--)
5227 object_type *o_ptr = &st_ptr->stock[j];
5229 /* Destroy crappy items */
5230 if (black_market_crap(o_ptr))
5232 /* Destroy the item */
5233 store_item_increase(j, 0 - o_ptr->number);
5234 store_item_optimize(j);
5240 /* Choose the number of slots to keep */
5241 j = st_ptr->stock_num;
5243 /* Sell a few items */
5244 j = j - randint1(STORE_TURNOVER);
5246 /* Never keep more than "STORE_MAX_KEEP" slots */
5247 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
5249 /* Always "keep" at least "STORE_MIN_KEEP" items */
5250 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
5252 /* Hack -- prevent "underflow" */
5255 /* Destroy objects until only "j" slots are left */
5256 while (st_ptr->stock_num > j) store_delete();
5259 /* Choose the number of slots to fill */
5260 j = st_ptr->stock_num;
5262 /* Buy some more items */
5263 j = j + randint1(STORE_TURNOVER);
5265 /* Never keep more than "STORE_MAX_KEEP" slots */
5266 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
5268 /* Always "keep" at least "STORE_MIN_KEEP" items */
5269 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
5271 /* Hack -- prevent "overflow" */
5272 if (j >= st_ptr->stock_size) j = st_ptr->stock_size - 1;
5274 /* Acquire some new items */
5275 while (st_ptr->stock_num < j) store_create();
5280 * Initialize the stores
5282 void store_init(int town_num, int store_num)
5286 cur_store_num = store_num;
5288 /* Activate that store */
5289 st_ptr = &town[town_num].store[store_num];
5297 st_ptr->owner = (byte)randint0(MAX_OWNERS);
5298 for (i = 1;i < max_towns; i++)
5300 if (i == town_num) continue;
5301 if (st_ptr->owner == town[i].store[store_num].owner) break;
5303 if (i == max_towns) break;
5306 /* Activate the new owner */
5307 ot_ptr = &owners[store_num][st_ptr->owner];
5310 /* Initialize the store */
5311 st_ptr->store_open = 0;
5312 st_ptr->insult_cur = 0;
5313 st_ptr->good_buy = 0;
5314 st_ptr->bad_buy = 0;
5316 /* Nothing in stock */
5317 st_ptr->stock_num = 0;
5320 * MEGA-HACK - Last visit to store is
5321 * BEFORE player birth to enable store restocking
5323 st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
5325 /* Clear any old items */
5326 for (k = 0; k < st_ptr->stock_size; k++)
5328 object_wipe(&st_ptr->stock[k]);
5333 void move_to_black_market(object_type *o_ptr)
5336 if (!p_ptr->town_num) return;
5338 st_ptr = &town[p_ptr->town_num].store[STORE_BLACK];
5340 o_ptr->ident |= IDENT_STORE;
5342 (void)store_carry(o_ptr);
5344 object_wipe(o_ptr); /* Don't leave a bogus object behind... */