3 * @brief 店の処理 / Store commands
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research, and\n
8 * not for profit purposes provided that this copyright and statement are\n
9 * included in all such copies.\n
10 * 2014 Deskull rearranged comment for Doxygen.
15 #include "cmd-zapwand.h"
16 #include "cmd-magiceat.h"
20 static int cur_store_num = 0;
21 static int store_top = 0;
22 static int store_bottom = 0;
23 static int xtra_stock = 0;
24 static store_type *st_ptr = NULL;
25 static const owner_type *ot_ptr = NULL;
26 static s16b old_town_num = 0;
27 static s16b inner_town_num = 0;
28 #define RUMOR_CHANCE 8
30 #define MAX_COMMENT_1 6
32 static cptr comment_1[MAX_COMMENT_1] =
53 /*! ブラックマーケット追加メッセージ(承諾) */
54 static cptr comment_1_B[MAX_COMMENT_1] = {
63 #define MAX_COMMENT_2A 2
65 static cptr comment_2a[MAX_COMMENT_2A] =
68 "私の忍耐力を試しているのかい? $%s が最後だ。",
69 "我慢にも限度があるぞ。 $%s が最後だ。"
71 "You try my patience. %s is final.",
72 "My patience grows thin. %s is final."
77 #define MAX_COMMENT_2B 12
79 static cptr comment_2b[MAX_COMMENT_2B] =
82 " $%s ぐらいは出さなきゃダメだよ。",
85 "何て奴だ! $%s 以下はあり得ないぞ。",
86 "それじゃ少なすぎる! $%s は欲しいところだ。",
87 "バカにしている! $%s はもらわないと。",
89 "おいおい! $%s を考えてくれないか?",
90 "1000匹のオークのノミに苦しめられるがいい! $%s だ。",
91 "お前の大切なものに災いあれ! $%s でどうだ。",
92 "モルゴスに賞味されるがいい!本当は $%s なんだろう?",
93 "お前の母親はオーガか! $%s は出すつもりなんだろ?"
95 "I can take no less than %s gold pieces.",
96 "I will accept no less than %s gold pieces.",
97 "Ha! No less than %s gold pieces.",
98 "You knave! No less than %s gold pieces.",
99 "That's a pittance! I want %s gold pieces.",
100 "That's an insult! I want %s gold pieces.",
101 "As if! How about %s gold pieces?",
102 "My arse! How about %s gold pieces?",
103 "May the fleas of 1000 orcs molest you! Try %s gold pieces.",
104 "May your most favourite parts go moldy! Try %s gold pieces.",
105 "May Morgoth find you tasty! Perhaps %s gold pieces?",
106 "Your mother was an Ogre! Perhaps %s gold pieces?"
112 /*! ブラックマーケット用追加メッセージ(売るとき) */
113 static cptr comment_2b_B[MAX_COMMENT_2B] = {
114 "いくら俺様がお人好しとはいえ $%s が限界だね。嫌なら帰りな。",
115 "金がないのかい、あんた?まずは家に帰って $%s 揃えてきな。",
116 "物の価値が分からん奴だな。これは $%s が普通なんだよ。",
117 "俺の付けた値段に文句があるのか? $%s が限界だ。",
118 "ひょっとして新手の冗談かい? $%s 持ってないなら帰りな。",
119 "うちは他の店とは違うんだよ。$%s ぐらいは出しな。",
120 "買う気がないなら帰りな。 $%s だと言っているんだ。",
121 "話にならないね。 $%s くらい持っているんだろ?",
122 "は?なんだそりゃ? $%s の間違いか、ひょっとして?",
123 "出口はあっちだよ。それとも $%s 出せるのかい、あんたに。",
124 "命知らずな奴だな。 $%s 出せば今日の所は勘弁してやるよ。",
125 "うちの店は貧乏人お断りだ。 $%s ぐらい出せないのかい?"
128 #define MAX_COMMENT_3A 2
130 static cptr comment_3a[MAX_COMMENT_3A] =
133 "私の忍耐力を試しているのかい? $%s が最後だ。",
134 "我慢にも限度があるぞ。 $%s が最後だ。"
136 "You try my patience. %s is final.",
137 "My patience grows thin. %s is final."
143 #define MAX_COMMENT_3B 12
145 static cptr comment_3b[MAX_COMMENT_3B] =
148 "本音を言うと $%s でいいんだろ?",
150 " $%s ぐらいなら出してもいいが。",
151 " $%s 以上払うなんて考えられないね。",
152 "まあ落ちついて。 $%s でどうだい?",
153 "そのガラクタなら $%s で引き取るよ。",
154 "それじゃ高すぎる! $%s がいいとこだろ。",
155 "どうせいらないんだろ! $%s でいいだろ?",
156 "だめだめ! $%s がずっとお似合いだよ。",
157 "バカにしている! $%s がせいぜいだ。",
158 " $%s なら嬉しいところだがなあ。",
159 " $%s 、それ以上はビタ一文出さないよ!"
161 "Perhaps %s gold pieces?",
162 "How about %s gold pieces?",
163 "I will pay no more than %s gold pieces.",
164 "I can afford no more than %s gold pieces.",
165 "Be reasonable. How about %s gold pieces?",
166 "I'll buy it as scrap for %s gold pieces.",
167 "That is too much! How about %s gold pieces?",
168 "That looks war surplus! Say %s gold pieces?",
169 "Never! %s is more like it.",
170 "That's an insult! %s is more like it.",
171 "%s gold pieces and be thankful for it!",
172 "%s gold pieces and not a copper more!"
178 /*! ブラックマーケット用追加メッセージ(買い取り) */
179 static cptr comment_3b_B[MAX_COMMENT_3B] = {
180 " $%s ってところだね。そのどうしようもないガラクタは。",
181 "この俺が $%s って言っているんだから、その通りにした方が身のためだぞ。",
182 "俺の優しさに甘えるのもいい加減にしておけ。 $%s だ。",
183 "その品なら $%s で売ってくれているがね、常識ある紳士はみんな。",
184 "こりゃまた、がめつい奴だな。いくら俺が温厚とはいえ $%s が限界だ。",
185 " $%s だ。別に俺はそんなガラクタ欲しくはないんだから。",
186 "俺の鑑定額が気に入らないのか? $%s 、嫌なら帰りな。",
187 " $%s で引き取ってやるよ。喜んで受け取りな、貧乏人。",
188 "物の価値が分からん奴は始末におえんな。それは $%s なんだよ。",
189 "そんなに金が欲しいのか、あんた? $%s で満足できんのか?",
190 "入る店間違えてんじゃないのか? $%s で嫌なら他をあたってくれ。",
191 "俺の言い値にケチをつける奴がいるとは! その度胸に免じて $%s だ。"
194 #define MAX_COMMENT_4A 4
196 static cptr comment_4a[MAX_COMMENT_4A] =
199 "もうたくさんだ!何度も私をわずらわせないでくれ!",
200 "うがー!一日の我慢の限度を超えている!",
201 "もういい!時間の無駄以外のなにものでもない!",
202 "もうやってられないよ!顔も見たくない!"
204 "Enough! You have abused me once too often!",
205 "Arghhh! I have had enough abuse for one day!",
206 "That does it! You shall waste my time no more!",
207 "This is getting nowhere! I'm going to Londis!"
213 /*! ブラックマーケット用追加メッセージ(怒りの頂点) */
214 static cptr comment_4a_B[MAX_COMMENT_4A] = {
215 "なめやがって!温厚な俺様でも限界があるってことを知れ!",
216 "俺をここまで怒らせて...命があるだけでもありがたいと思え!",
217 "ふざけてるのか!冷やかしなら相手を見てからにしろ!",
218 "いいかげんにしろ!今度こんなまねしたらただじゃおかねえぞ!"
221 #define MAX_COMMENT_4B 4
223 static cptr comment_4b[MAX_COMMENT_4B] =
232 "Get out of my sight!",
233 "Begone, you scoundrel!",
240 /*! ブラックマーケット用追加メッセージ(追い出し) */
241 static cptr comment_4b_B[MAX_COMMENT_4B] = {
248 #define MAX_COMMENT_5 8
250 static cptr comment_5[MAX_COMMENT_5] =
264 "You will have to do better than that!",
265 "Do you wish to do business or not?",
266 "You've got to be kidding!",
267 "You'd better be kidding!",
268 "You try my patience.",
269 "Hmmm, nice weather we're having."
275 /*! ブラックマーケット用追加メッセージ(怒り) */
276 static cptr comment_5_B[MAX_COMMENT_5] = {
287 #define MAX_COMMENT_6 4
289 static cptr comment_6[MAX_COMMENT_6] =
297 "I must have heard you wrong.",
298 "I'm sorry, I missed that.",
299 "I'm sorry, what was that?",
300 "Sorry, what was that again?"
308 * @brief 取引成功時の店主のメッセージ処理 /
312 static void say_comment_1(void)
315 /* ブラックマーケットのときは別のメッセージを出す */
316 if ( cur_store_num == STORE_BLACK ) {
317 msg_print(comment_1_B[randint0(MAX_COMMENT_1)]);
320 msg_print(comment_1[randint0(MAX_COMMENT_1)]);
323 msg_print(comment_1[randint0(MAX_COMMENT_1)]);
327 if (one_in_(RUMOR_CHANCE))
330 msg_print("店主は耳うちした:");
332 msg_print("The shopkeeper whispers something into your ear:");
340 * @brief プレイヤーがアイテムを買う時の価格代案メッセージ処理 /
341 * Continue haggling (player is buying)
342 * @param value 店主の提示価格
343 * @param annoyed 店主のいらつき度
346 static void say_comment_2(PRICE value, int annoyed)
350 /* Prepare a string to insert */
351 sprintf(tmp_val, "%ld", (long)value);
356 /* Formatted message */
357 msg_format(comment_2a[randint0(MAX_COMMENT_2A)], tmp_val);
363 /* Formatted message */
365 /* ブラックマーケットの時は別のメッセージを出す */
366 if ( cur_store_num == STORE_BLACK ){
367 msg_format(comment_2b_B[randint0(MAX_COMMENT_2B)], tmp_val);
370 msg_format(comment_2b[randint0(MAX_COMMENT_2B)], tmp_val);
373 msg_format(comment_2b[randint0(MAX_COMMENT_2B)], tmp_val);
381 * @brief プレイヤーがアイテムを売る時の価格代案メッセージ処理 /
382 * Continue haggling (player is selling)
383 * @param value 店主の提示価格
384 * @param annoyed 店主のいらつき度
387 static void say_comment_3(PRICE value, int annoyed)
391 /* Prepare a string to insert */
392 sprintf(tmp_val, "%ld", (long)value);
397 /* Formatted message */
398 msg_format(comment_3a[randint0(MAX_COMMENT_3A)], tmp_val);
404 /* Formatted message */
406 /* ブラックマーケットの時は別のメッセージを出す */
407 if ( cur_store_num == STORE_BLACK ){
408 msg_format(comment_3b_B[randint0(MAX_COMMENT_3B)], tmp_val);
411 msg_format(comment_3b[randint0(MAX_COMMENT_3B)], tmp_val);
414 msg_format(comment_3b[randint0(MAX_COMMENT_3B)], tmp_val);
422 * @brief 店主がプレイヤーを追い出す時のメッセージ処理 /
423 * Kick 'da bum out. -RAK-
426 static void say_comment_4(void)
429 /* ブラックマーケットの時は別のメッセージを出す */
430 if ( cur_store_num == STORE_BLACK ){
431 msg_print(comment_4a_B[randint0(MAX_COMMENT_4A)]);
432 msg_print(comment_4b_B[randint0(MAX_COMMENT_4B)]);
435 msg_print(comment_4a[randint0(MAX_COMMENT_4A)]);
436 msg_print(comment_4b[randint0(MAX_COMMENT_4B)]);
439 msg_print(comment_4a[randint0(MAX_COMMENT_4A)]);
440 msg_print(comment_4b[randint0(MAX_COMMENT_4B)]);
447 * @brief 店主がプレイヤーに取り合わない時のメッセージ処理 /
448 * You are insulting me
451 static void say_comment_5(void)
454 /* ブラックマーケットの時は別のメッセージを出す */
455 if ( cur_store_num == STORE_BLACK ){
456 msg_print(comment_5_B[randint0(MAX_COMMENT_5)]);
459 msg_print(comment_5[randint0(MAX_COMMENT_5)]);
462 msg_print(comment_5[randint0(MAX_COMMENT_5)]);
469 * @brief 店主がプレイヤーの提示を理解できなかった時のメッセージ処理 /
470 * That makes no sense.
473 static void say_comment_6(void)
475 msg_print(comment_6[randint0(MAX_COMMENT_6)]);
479 #define MAX_COMMENT_7A 4
481 static cptr comment_7a[MAX_COMMENT_7A] =
486 "誰かがむせび泣く声が聞こえる...。",
491 "You hear someone sobbing...",
492 "The shopkeeper howls in agony!"
497 #define MAX_COMMENT_7B 4
499 static cptr comment_7b[MAX_COMMENT_7B] =
509 "The shopkeeper curses at you.",
510 "The shopkeeper glares at you."
515 #define MAX_COMMENT_7C 4
517 static cptr comment_7c[MAX_COMMENT_7C] =
526 "You've made my day!",
527 "The shopkeeper giggles.",
528 "The shopkeeper laughs loudly."
533 #define MAX_COMMENT_7D 4
535 static cptr comment_7d[MAX_COMMENT_7D] =
539 "こんなおいしい思いをしたら、真面目に働けなくなるなぁ。",
544 "I think I'll retire!",
545 "The shopkeeper jumps for joy.",
546 "The shopkeeper smiles gleefully."
553 * @brief 店主が交渉を終えた際の反応を返す処理 /
554 * Let a shop-keeper React to a purchase
555 * @param price アイテムの取引額
556 * @param value アイテムの実際価値
557 * @param guess 店主が当初予想していた価値
560 * We paid "price", it was worth "value", and we thought it was worth "guess"
562 static void purchase_analyze(PRICE price, PRICE value, PRICE guess)
564 /* Item was worthless, but we bought it */
565 if ((value <= 0) && (price > value))
568 msg_print(comment_7a[randint0(MAX_COMMENT_7A)]);
570 chg_virtue(V_HONOUR, -1);
571 chg_virtue(V_JUSTICE, -1);
576 /* Item was cheaper than we thought, and we paid more than necessary */
577 else if ((value < guess) && (price > value))
580 msg_print(comment_7b[randint0(MAX_COMMENT_7B)]);
582 chg_virtue(V_JUSTICE, -1);
584 chg_virtue(V_HONOUR, -1);
589 /* Item was a good bargain, and we got away with it */
590 else if ((value > guess) && (value < (4 * guess)) && (price < value))
593 msg_print(comment_7c[randint0(MAX_COMMENT_7C)]);
596 chg_virtue(V_HONOUR, -1);
598 chg_virtue(V_HONOUR, 1);
603 /* Item was a great bargain, and we got away with it */
604 else if ((value > guess) && (price < value))
607 msg_print(comment_7d[randint0(MAX_COMMENT_7D)]);
610 chg_virtue(V_HONOUR, -1);
612 chg_virtue(V_HONOUR, 1);
614 if (10 * price < value)
615 chg_virtue(V_SACRIFICE, 1);
624 * We store the current "store feat" here so everyone can access it
626 static int cur_store_feat;
630 * Buying and selling adjustments for race combinations.
631 * Entry[owner][player] gives the basic "cost inflation".
633 static byte rgold_adj[MAX_RACES][MAX_RACES] =
635 /*Hum, HfE, Elf, Hal, Gno, Dwa, HfO, HfT, Dun, HiE, Barbarian,
636 HfOg, HGn, HTn, Cyc, Yek, Klc, Kbd, Nbl, DkE, Drc, Mind Flayer,
637 Imp, Glm, Skl, Zombie, Vampire, Spectre, Fairy, Beastman, Ent,
638 Angel, Demon, Kutar */
641 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
642 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
643 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
644 100, 120, 110, 105 },
647 { 110, 100, 100, 105, 110, 120, 125, 130, 110, 100, 110,
648 120, 115, 108, 115, 110, 110, 120, 120, 115, 115, 110,
649 120, 110, 110, 110, 120, 110, 100, 125, 100, 95, 140,
650 110, 115, 110, 110 },
653 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
654 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
655 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
656 110, 110, 105, 110 },
659 { 115, 110, 105, 95, 105, 110, 115, 130, 115, 105, 115,
660 125, 120, 120, 125, 115, 110, 120, 120, 120, 115, 115,
661 120, 110, 120, 120, 130, 110, 110, 130, 110, 95, 140,
662 115, 120, 105, 115 },
665 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
666 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
667 120, 101, 110, 110, 120, 120, 115, 130, 115, 95, 140,
668 115, 110, 110, 115 },
671 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
672 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
673 120, 105, 115, 115, 115, 115, 120, 130, 120, 95, 140,
674 115, 110, 115, 115 },
677 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
678 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
679 115, 125, 120, 120, 115, 120, 125, 115, 125, 95, 140,
680 115, 110, 115, 115 },
683 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
684 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
685 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
686 110, 110, 115, 110 },
689 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
690 120, 120, 105, 120, 115, 105, 115, 120, 110, 105, 105,
691 120, 105, 120, 120, 125, 120, 105, 135, 105, 95, 140,
692 100, 110, 110, 100 },
695 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
696 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
697 125, 115, 120, 120, 125, 120, 100, 125, 100, 95, 140,
698 110, 110, 105, 110 },
700 /* Human / Barbarian (copied from human) */
701 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
702 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
703 115, 105, 125, 125, 130, 125, 115, 120, 115, 95, 140,
704 100, 120, 110, 100 },
706 /* Half-Ogre: theoretical, copied from half-troll */
707 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
708 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
709 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
710 110, 110, 115, 110 },
712 /* Half-Giant: theoretical, copied from half-troll */
713 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
714 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
715 110, 115, 112, 112, 115, 112, 130, 120, 130, 95, 140,
716 110, 110, 115, 110 },
718 /* Half-Titan: theoretical, copied from High_Elf */
719 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
720 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
721 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
722 110, 110, 115, 110 },
724 /* Cyclops: theoretical, copied from half-troll */
725 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
726 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
727 110, 115, 112, 112, 115, 112, 130, 130, 130, 95, 140,
728 110, 110, 115, 110 },
730 /* Yeek: theoretical, copied from Half-Orc */
731 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
732 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
733 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
734 115, 110, 115, 115 },
736 /* Klackon: theoretical, copied from Gnome */
737 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
738 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
739 120, 101, 110, 110, 120, 120, 130, 130, 130, 95, 140,
740 115, 110, 115, 115 },
742 /* Kobold: theoretical, copied from Half-Orc */
743 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
744 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
745 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
746 115, 110, 115, 115 },
748 /* Nibelung: theoretical, copied from Dwarf */
749 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
750 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
751 120, 105, 115, 115, 120, 120, 130, 130, 130, 95, 140,
752 115, 135, 115, 115 },
755 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
756 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
757 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
758 110, 101, 115, 110 },
760 /* Draconian: theoretical, copied from High_Elf */
761 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
762 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
763 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
764 110, 110, 115, 110 },
766 /* Mind Flayer: theoretical, copied from High_Elf */
767 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
768 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
769 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
770 110, 110, 115, 110 },
772 /* Imp: theoretical, copied from High_Elf */
773 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
774 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
775 125, 115, 120, 120, 120, 120, 130, 130, 130, 120, 120,
776 110, 110, 115, 110 },
778 /* Golem: theoretical, copied from High_Elf */
779 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
780 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
781 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
782 110, 110, 115, 110 },
784 /* Skeleton: theoretical, copied from half-orc */
785 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
786 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
787 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
788 115, 110, 125, 115 },
790 /* Zombie: Theoretical, copied from half-orc */
791 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
792 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
793 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
794 115, 110, 125, 115 },
796 /* Vampire: Theoretical, copied from half-orc */
797 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
798 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
799 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
800 115, 110, 125, 115 },
802 /* Spectre: Theoretical, copied from half-orc */
803 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
804 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
805 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
806 115, 110, 125, 115 },
808 /* Sprite: Theoretical, copied from half-orc */
809 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
810 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
811 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
812 115, 110, 105, 115 },
814 /* Beastman: Theoretical, copied from half-orc */
815 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
816 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
817 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
818 115, 110, 115, 115 },
821 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
822 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
823 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
824 110, 110, 105, 110 },
827 { 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
828 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
829 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 160,
833 { 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
834 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
835 140, 140, 140, 140, 140, 140, 140, 140, 140, 160, 120,
836 140, 140, 140, 140 },
839 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
840 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
841 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
842 100, 120, 110, 100 },
845 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
846 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
847 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
848 110, 101, 115, 110 },
851 { 110, 110, 105, 105, 110, 115, 115, 115, 110, 105, 110,
852 115, 115, 115, 115, 115, 115, 115, 115, 115, 115, 115,
853 115, 115, 125, 125, 125, 125, 105, 115, 105, 95, 140,
854 110, 115, 100, 110 },
857 { 105, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
858 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
859 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
860 100, 120, 110, 100 },
867 * Determine the price of an item (qty one) in a store.
868 * @param o_ptr 店舗に並べるオブジェクト構造体の参照ポインタ
869 * @param greed 店主の強欲度
870 * @param flip TRUEならば店主にとっての買取価格、FALSEなら売出価格を計算
874 * This function takes into account the player's charisma, and the
875 * shop-keepers friendliness, and the shop-keeper's base greed, but
876 * never lets a shop-keeper lose money in a transaction.
877 * The "greed" value should exceed 100 when the player is "buying" the
878 * item, and should be less than 100 when the player is "selling" it.
879 * Hack -- the black market always charges twice as much as it should.
880 * Charisma adjustment runs from 80 to 130
881 * Racial adjustment runs from 95 to 130
882 * Since greed/charisma/racial adjustments are centered at 100, we need
883 * to adjust (by 200) to extract a usable multiplier. Note that the
884 * "greed" value is always something (?).
887 static s32b price_item(object_type *o_ptr, int greed, bool flip)
894 /* Get the value of one of the items */
895 price = object_value(o_ptr);
897 /* Worthless items */
898 if (price <= 0) return (0L);
901 /* Compute the racial factor */
902 factor = rgold_adj[ot_ptr->owner_race][p_ptr->prace];
904 /* Add in the charisma factor */
905 factor += adj_chr_gold[p_ptr->stat_ind[A_CHR]];
911 /* Adjust for greed */
912 adjust = 100 + (300 - (greed + factor));
914 /* Never get "silly" */
915 if (adjust > 100) adjust = 100;
917 /* Mega-Hack -- Black market sucks */
918 if (cur_store_num == STORE_BLACK)
921 /* Compute the final price (with rounding) */
922 /* Hack -- prevent underflow */
923 price = (price * adjust + 50L) / 100L;
926 /* Shop is selling */
929 /* Adjust for greed */
930 adjust = 100 + ((greed + factor) - 300);
932 /* Never get "silly" */
933 if (adjust < 100) adjust = 100;
935 /* Mega-Hack -- Black market sucks */
936 if (cur_store_num == STORE_BLACK)
939 /* Compute the final price (with rounding) */
940 /* Hack -- prevent overflow */
941 price = (s32b)(((u32b)price * (u32b)adjust + 50UL) / 100UL);
944 /* Note -- Never become "free" */
945 if (price <= 0L) return (1L);
947 /* Return the price */
953 * @brief 安価な消耗品の販売数を増やし、低確率で割引にする /
954 * Certain "cheap" objects should be created in "piles"
955 * @param o_ptr 店舗に並べるオブジェクト構造体の参照ポインタ
959 * Some objects can be sold at a "discount" (in small piles)
962 static void mass_produce(object_type *o_ptr)
965 DISCOUNT_RATE discount = 0;
967 s32b cost = object_value(o_ptr);
970 /* Analyze the type */
973 /* Food, Flasks, and Lites */
978 if (cost <= 5L) size += damroll(3, 5);
979 if (cost <= 20L) size += damroll(3, 5);
980 if (cost <= 50L) size += damroll(2, 2);
987 if (cost <= 60L) size += damroll(3, 5);
988 if (cost <= 240L) size += damroll(1, 5);
989 if (o_ptr->sval == SV_SCROLL_STAR_IDENTIFY) size += damroll(3, 5);
990 if (o_ptr->sval == SV_SCROLL_STAR_REMOVE_CURSE) size += damroll(1, 4);
995 case TV_SORCERY_BOOK:
1000 case TV_ARCANE_BOOK:
1002 case TV_DAEMON_BOOK:
1003 case TV_CRUSADE_BOOK:
1005 case TV_HISSATSU_BOOK:
1008 if (cost <= 50L) size += damroll(2, 3);
1009 if (cost <= 500L) size += damroll(1, 3);
1027 if (object_is_artifact(o_ptr)) break;
1028 if (object_is_ego(o_ptr)) break;
1029 if (cost <= 10L) size += damroll(3, 5);
1030 if (cost <= 100L) size += damroll(3, 5);
1039 if (cost <= 5L) size += damroll(5, 5);
1040 if (cost <= 50L) size += damroll(5, 5);
1041 if (cost <= 500L) size += damroll(5, 5);
1047 if (cost <= 100L) size += damroll(2, 2);
1048 if (cost <= 1000L) size += damroll(2, 2);
1061 * Because many rods (and a few wands and staffs) are useful mainly
1062 * in quantity, the Black Market will occasionally have a bunch of
1069 if ((cur_store_num == STORE_BLACK) && one_in_(3))
1071 if (cost < 1601L) size += damroll(1, 5);
1072 else if (cost < 3201L) size += damroll(1, 3);
1079 /* Pick a discount */
1084 else if (one_in_(25))
1088 else if (one_in_(150))
1092 else if (one_in_(300))
1096 else if (one_in_(500))
1101 if (o_ptr->art_name)
1106 /* Save the discount */
1107 o_ptr->discount = discount;
1109 /* Save the total pile size */
1110 o_ptr->number = size - (size * discount / 100);
1112 /* Ensure that mass-produced rods and wands get the correct pvals. */
1113 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
1115 o_ptr->pval *= (PARAMETER_VALUE)o_ptr->number;
1122 * @brief 店舗に並べた品を同一品であるかどうか判定する /
1123 * Determine if a store item can "absorb" another item
1124 * @param o_ptr 判定するオブジェクト構造体の参照ポインタ1
1125 * @param j_ptr 判定するオブジェクト構造体の参照ポインタ2
1126 * @return 同一扱いできるならTRUEを返す
1129 * See "object_similar()" for the same function for the "player"
1132 static bool store_object_similar(object_type *o_ptr, object_type *j_ptr)
1136 /* Hack -- Identical items cannot be stacked */
1137 if (o_ptr == j_ptr) return (0);
1139 /* Different objects cannot be stacked */
1140 if (o_ptr->k_idx != j_ptr->k_idx) return (0);
1142 /* Different charges (etc) cannot be stacked, unless wands or rods. */
1143 if ((o_ptr->pval != j_ptr->pval) && (o_ptr->tval != TV_WAND) && (o_ptr->tval != TV_ROD)) return (0);
1145 /* Require many identical values */
1146 if (o_ptr->to_h != j_ptr->to_h) return (0);
1147 if (o_ptr->to_d != j_ptr->to_d) return (0);
1148 if (o_ptr->to_a != j_ptr->to_a) return (0);
1150 /* Require identical "ego-item" names */
1151 if (o_ptr->name2 != j_ptr->name2) return (0);
1153 /* Artifacts don't stack! */
1154 if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return (0);
1156 /* Hack -- Identical art_flags! */
1157 for (i = 0; i < TR_FLAG_SIZE; i++)
1158 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return (0);
1160 /* Hack -- Never stack "powerful" items */
1161 if (o_ptr->xtra1 || j_ptr->xtra1) return (0);
1163 /* Hack -- Never stack recharging items */
1164 if (o_ptr->timeout || j_ptr->timeout) return (0);
1166 /* Require many identical values */
1167 if (o_ptr->ac != j_ptr->ac) return (0);
1168 if (o_ptr->dd != j_ptr->dd) return (0);
1169 if (o_ptr->ds != j_ptr->ds) return (0);
1171 /* Hack -- Never stack chests */
1172 if (o_ptr->tval == TV_CHEST) return (0);
1173 if (o_ptr->tval == TV_STATUE) return (0);
1174 if (o_ptr->tval == TV_CAPTURE) return (0);
1176 /* Require matching discounts */
1177 if (o_ptr->discount != j_ptr->discount) return (0);
1179 /* They match, so they must be similar */
1185 * @brief 店舗に並べた品を重ね合わせできるかどうか判定する /
1186 * Allow a store item to absorb another item
1187 * @param o_ptr 判定するオブジェクト構造体の参照ポインタ1
1188 * @param j_ptr 判定するオブジェクト構造体の参照ポインタ2
1189 * @return 重ね合わせできるならTRUEを返す
1192 * See "object_similar()" for the same function for the "player"
1195 static void store_object_absorb(object_type *o_ptr, object_type *j_ptr)
1197 int max_num = (o_ptr->tval == TV_ROD) ?
1198 MIN(99, MAX_SHORT / k_info[o_ptr->k_idx].pval) : 99;
1199 int total = o_ptr->number + j_ptr->number;
1200 int diff = (total > max_num) ? total - max_num : 0;
1202 /* Combine quantity, lose excess items */
1203 o_ptr->number = (total > max_num) ? max_num : total;
1205 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) together. -LM- */
1206 if (o_ptr->tval == TV_ROD)
1208 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1211 /* Hack -- if wands are stacking, combine the charges. -LM- */
1212 if (o_ptr->tval == TV_WAND)
1214 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1220 * @brief 店舗に品を置くスペースがあるかどうかの判定を返す /
1221 * Check to see if the shop will be carrying too many objects -RAK-
1222 * @param o_ptr 店舗に置きたいオブジェクト構造体の参照ポインタ
1223 * @return 置き場がないなら0、重ね合わせできるアイテムがあるなら-1、スペースがあるなら1を返す。
1226 * Note that the shop, just like a player, will not accept things
1227 * it cannot hold. Before, one could "nuke" potions this way.
1228 * Return value is now int:
1230 * -1 : Can be combined to existing slot.
1231 * 1 : Cannot be combined but there are empty spaces.
1234 static int store_check_num(object_type *o_ptr)
1239 /* The "home" acts like the player */
1240 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
1242 bool old_stack_force_notes = stack_force_notes;
1243 bool old_stack_force_costs = stack_force_costs;
1245 if (cur_store_num != STORE_HOME)
1247 stack_force_notes = FALSE;
1248 stack_force_costs = FALSE;
1251 /* Check all the items */
1252 for (i = 0; i < st_ptr->stock_num; i++)
1254 /* Get the existing item */
1255 j_ptr = &st_ptr->stock[i];
1257 /* Can the new object be combined with the old one? */
1258 if (object_similar(j_ptr, o_ptr))
1260 if (cur_store_num != STORE_HOME)
1262 stack_force_notes = old_stack_force_notes;
1263 stack_force_costs = old_stack_force_costs;
1270 if (cur_store_num != STORE_HOME)
1272 stack_force_notes = old_stack_force_notes;
1273 stack_force_costs = old_stack_force_costs;
1277 /* Normal stores do special stuff */
1280 /* Check all the items */
1281 for (i = 0; i < st_ptr->stock_num; i++)
1283 /* Get the existing item */
1284 j_ptr = &st_ptr->stock[i];
1286 /* Can the new object be combined with the old one? */
1287 if (store_object_similar(j_ptr, o_ptr)) return -1;
1291 /* Free space is always usable */
1293 * オプション powerup_home が設定されていると
1296 if ((cur_store_num == STORE_HOME) && ( powerup_home == FALSE )) {
1297 if (st_ptr->stock_num < ((st_ptr->stock_size) / 10)) {
1302 if (st_ptr->stock_num < st_ptr->stock_size) {
1307 /* But there was no room at the inn... */
1312 * @brief オブジェクトが祝福されているかの判定を返す /
1313 * @param o_ptr 判定したいオブジェクト構造体の参照ポインタ
1314 * @return アイテムが祝福されたアイテムならばTRUEを返す
1316 static bool is_blessed(object_type *o_ptr)
1318 BIT_FLAGS flgs[TR_FLAG_SIZE];
1319 object_flags(o_ptr, flgs);
1320 if (have_flag(flgs, TR_BLESSED)) return (TRUE);
1321 else return (FALSE);
1327 * @brief オブジェクトが所定の店舗で引き取れるかどうかを返す /
1328 * Determine if the current store will purchase the given item
1329 * @param o_ptr 判定したいオブジェクト構造体の参照ポインタ
1330 * @return アイテムが買い取れるならばTRUEを返す
1332 * Note that a shop-keeper must refuse to buy "worthless" items
1334 static bool store_will_buy(object_type *o_ptr)
1336 /* Hack -- The Home is simple */
1337 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) return (TRUE);
1339 /* Switch on the store */
1340 switch (cur_store_num)
1345 /* Analyze the type */
1346 switch (o_ptr->tval)
1349 if (o_ptr->sval != SV_POTION_WATER) return FALSE;
1361 case TV_BOTTLE: /* 'Green', recycling Angband */
1376 /* Analyze the type */
1377 switch (o_ptr->tval)
1398 /* Analyze the type */
1399 switch (o_ptr->tval)
1408 case TV_HISSATSU_BOOK:
1412 if(o_ptr->sval == SV_WIZSTAFF) return (FALSE);
1424 /* Analyze the type */
1425 switch (o_ptr->tval)
1428 case TV_CRUSADE_BOOK:
1438 monster_race *r_ptr = &r_info[o_ptr->pval];
1441 if (!(r_ptr->flags3 & RF3_EVIL))
1444 if (r_ptr->flags3 & RF3_GOOD) break;
1446 /* Accept animals */
1447 if (r_ptr->flags3 & RF3_ANIMAL) break;
1450 if (my_strchr("?!", r_ptr->d_char)) break;
1456 if (is_blessed(o_ptr)) break;
1465 case STORE_ALCHEMIST:
1467 /* Analyze the type */
1468 switch (o_ptr->tval)
1482 /* Analyze the type */
1483 switch (o_ptr->tval)
1485 case TV_SORCERY_BOOK:
1486 case TV_NATURE_BOOK:
1490 case TV_ARCANE_BOOK:
1492 case TV_DAEMON_BOOK:
1506 if(o_ptr->sval == SV_WIZSTAFF) break;
1507 else return (FALSE);
1514 /* Bookstore Shop */
1517 /* Analyze the type */
1518 switch (o_ptr->tval)
1520 case TV_SORCERY_BOOK:
1521 case TV_NATURE_BOOK:
1526 case TV_ARCANE_BOOK:
1528 case TV_DAEMON_BOOK:
1529 case TV_CRUSADE_BOOK:
1540 /* XXX XXX XXX Ignore "worthless" items */
1541 if (object_value(o_ptr) <= 0) return (FALSE);
1549 * @brief 現在の町の指定された店舗のアイテムを整理する /
1550 * Combine and reorder items in store.
1551 * @param store_num 店舗ID
1552 * @return 実際に整理が行われたならばTRUEを返す。
1554 bool combine_and_reorder_home(int store_num)
1558 object_type forge, *o_ptr, *j_ptr;
1559 bool flag = FALSE, combined;
1560 store_type *old_st_ptr = st_ptr;
1561 bool old_stack_force_notes = stack_force_notes;
1562 bool old_stack_force_costs = stack_force_costs;
1564 st_ptr = &town[1].store[store_num];
1565 if (store_num != STORE_HOME)
1567 stack_force_notes = FALSE;
1568 stack_force_costs = FALSE;
1575 /* Combine the items in the home (backwards) */
1576 for (i = st_ptr->stock_num - 1; i > 0; i--)
1579 o_ptr = &st_ptr->stock[i];
1581 /* Skip empty items */
1582 if (!o_ptr->k_idx) continue;
1584 /* Scan the items above that item */
1585 for (j = 0; j < i; j++)
1590 j_ptr = &st_ptr->stock[j];
1592 /* Skip empty items */
1593 if (!j_ptr->k_idx) continue;
1596 * Get maximum number of the stack if these
1597 * are similar, get zero otherwise.
1599 max_num = object_similar_part(j_ptr, o_ptr);
1601 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
1602 if (max_num && j_ptr->number < max_num)
1604 if (o_ptr->number + j_ptr->number <= max_num)
1606 /* Add together the item counts */
1607 object_absorb(j_ptr, o_ptr);
1609 /* One object is gone */
1610 st_ptr->stock_num--;
1612 /* Slide everything down */
1613 for (k = i; k < st_ptr->stock_num; k++)
1615 /* Structure copy */
1616 st_ptr->stock[k] = st_ptr->stock[k + 1];
1619 /* Erase the "final" slot */
1620 object_wipe(&st_ptr->stock[k]);
1624 ITEM_NUMBER old_num = o_ptr->number;
1625 ITEM_NUMBER remain = j_ptr->number + o_ptr->number - max_num;
1627 /* Add together the item counts */
1628 object_absorb(j_ptr, o_ptr);
1630 o_ptr->number = remain;
1632 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1633 if (o_ptr->tval == TV_ROD)
1635 o_ptr->pval = o_ptr->pval * remain / old_num;
1636 o_ptr->timeout = o_ptr->timeout * remain / old_num;
1639 /* Hack -- if wands are stacking, combine the charges. -LM- */
1640 else if (o_ptr->tval == TV_WAND)
1642 o_ptr->pval = o_ptr->pval * remain / old_num;
1659 /* Re-order the items in the home (forwards) */
1660 for (i = 0; i < st_ptr->stock_num; i++)
1663 o_ptr = &st_ptr->stock[i];
1665 /* Skip empty slots */
1666 if (!o_ptr->k_idx) continue;
1668 /* Get the "value" of the item */
1669 o_value = object_value(o_ptr);
1671 /* Scan every occupied slot */
1672 for (j = 0; j < st_ptr->stock_num; j++)
1674 if (object_sort_comp(o_ptr, o_value, &st_ptr->stock[j])) break;
1677 /* Never move down */
1678 if (j >= i) continue;
1683 /* Get local object */
1686 /* Save a copy of the moving item */
1687 object_copy(j_ptr, &st_ptr->stock[i]);
1689 /* Slide the objects */
1690 for (k = i; k > j; k--)
1692 /* Slide the item */
1693 object_copy(&st_ptr->stock[k], &st_ptr->stock[k - 1]);
1696 /* Insert the moving item */
1697 object_copy(&st_ptr->stock[j], j_ptr);
1700 st_ptr = old_st_ptr;
1701 if (store_num != STORE_HOME)
1703 stack_force_notes = old_stack_force_notes;
1704 stack_force_costs = old_stack_force_costs;
1712 * @brief 我が家にオブジェクトを加える /
1713 * Add the item "o_ptr" to the inventory of the "Home"
1714 * @param o_ptr 加えたいオブジェクトの構造体参照ポインタ
1718 * In all cases, return the slot (or -1) where the object was placed
1719 * Note that this is a hacked up version of "inven_carry()".
1720 * Also note that it may not correctly "adapt" to "knowledge" bacoming
1721 * known, the player may have to pick stuff up and drop it again.
1724 static int home_carry(object_type *o_ptr)
1730 bool old_stack_force_notes = stack_force_notes;
1731 bool old_stack_force_costs = stack_force_costs;
1733 if (cur_store_num != STORE_HOME)
1735 stack_force_notes = FALSE;
1736 stack_force_costs = FALSE;
1739 /* Check each existing item (try to combine) */
1740 for (slot = 0; slot < st_ptr->stock_num; slot++)
1742 /* Get the existing item */
1743 j_ptr = &st_ptr->stock[slot];
1745 /* The home acts just like the player */
1746 if (object_similar(j_ptr, o_ptr))
1748 /* Save the new number of items */
1749 object_absorb(j_ptr, o_ptr);
1751 if (cur_store_num != STORE_HOME)
1753 stack_force_notes = old_stack_force_notes;
1754 stack_force_costs = old_stack_force_costs;
1762 if (cur_store_num != STORE_HOME)
1764 stack_force_notes = old_stack_force_notes;
1765 stack_force_costs = old_stack_force_costs;
1770 * 隠し機能: オプション powerup_home が設定されていると
1774 if ((cur_store_num != STORE_HOME) || (powerup_home == TRUE)) {
1775 if (st_ptr->stock_num >= st_ptr->stock_size) {
1780 if (st_ptr->stock_num >= ((st_ptr->stock_size) / 10)) {
1786 /* Determine the "value" of the item */
1787 value = object_value(o_ptr);
1789 /* Check existing slots to see if we must "slide" */
1790 for (slot = 0; slot < st_ptr->stock_num; slot++)
1792 if (object_sort_comp(o_ptr, value, &st_ptr->stock[slot])) break;
1795 /* Slide the others up */
1796 for (i = st_ptr->stock_num; i > slot; i--)
1798 st_ptr->stock[i] = st_ptr->stock[i-1];
1801 /* More stuff now */
1802 st_ptr->stock_num++;
1804 /* Insert the new item */
1805 st_ptr->stock[slot] = *o_ptr;
1807 chg_virtue(V_SACRIFICE, -1);
1809 (void)combine_and_reorder_home(cur_store_num);
1811 /* Return the location */
1817 * @brief 店舗にオブジェクトを加える /
1818 * Add the item "o_ptr" to a real stores inventory.
1819 * @param o_ptr 加えたいオブジェクトの構造体参照ポインタ
1823 * In all cases, return the slot (or -1) where the object was placed
1824 * Note that this is a hacked up version of "inven_carry()".
1825 * Also note that it may not correctly "adapt" to "knowledge" bacoming
1826 * known, the player may have to pick stuff up and drop it again.
1829 static int store_carry(object_type *o_ptr)
1832 s32b value, j_value;
1836 /* Evaluate the object */
1837 value = object_value(o_ptr);
1839 /* Cursed/Worthless items "disappear" when sold */
1840 if (value <= 0) return (-1);
1842 /* All store items are fully *identified* */
1843 o_ptr->ident |= IDENT_MENTAL;
1845 /* Erase the inscription */
1846 o_ptr->inscription = 0;
1848 /* Erase the "feeling" */
1849 o_ptr->feeling = FEEL_NONE;
1851 /* Check each existing item (try to combine) */
1852 for (slot = 0; slot < st_ptr->stock_num; slot++)
1854 /* Get the existing item */
1855 j_ptr = &st_ptr->stock[slot];
1857 /* Can the existing items be incremented? */
1858 if (store_object_similar(j_ptr, o_ptr))
1860 /* Hack -- extra items disappear */
1861 store_object_absorb(j_ptr, o_ptr);
1869 if (st_ptr->stock_num >= st_ptr->stock_size) return (-1);
1872 /* Check existing slots to see if we must "slide" */
1873 for (slot = 0; slot < st_ptr->stock_num; slot++)
1876 j_ptr = &st_ptr->stock[slot];
1878 /* Objects sort by decreasing type */
1879 if (o_ptr->tval > j_ptr->tval) break;
1880 if (o_ptr->tval < j_ptr->tval) continue;
1882 /* Objects sort by increasing sval */
1883 if (o_ptr->sval < j_ptr->sval) break;
1884 if (o_ptr->sval > j_ptr->sval) continue;
1887 * Hack: otherwise identical rods sort by
1888 * increasing recharge time --dsb
1890 if (o_ptr->tval == TV_ROD)
1892 if (o_ptr->pval < j_ptr->pval) break;
1893 if (o_ptr->pval > j_ptr->pval) continue;
1896 /* Evaluate that slot */
1897 j_value = object_value(j_ptr);
1899 /* Objects sort by decreasing value */
1900 if (value > j_value) break;
1901 if (value < j_value) continue;
1904 /* Slide the others up */
1905 for (i = st_ptr->stock_num; i > slot; i--)
1907 st_ptr->stock[i] = st_ptr->stock[i-1];
1910 /* More stuff now */
1911 st_ptr->stock_num++;
1913 /* Insert the new item */
1914 st_ptr->stock[slot] = *o_ptr;
1916 /* Return the location */
1922 * @brief 店舗のオブジェクト数を増やす /
1923 * Add the item "o_ptr" to a real stores inventory.
1924 * @param item 増やしたいアイテムのID
1929 * Increase, by a given amount, the number of a certain item
1930 * in a certain store. This can result in zero items.
1932 * @todo numは本来ITEM_NUMBER型にしたい。
1934 static void store_item_increase(INVENTORY_IDX item, int num)
1940 o_ptr = &st_ptr->stock[item];
1942 /* Verify the number */
1943 cnt = o_ptr->number + num;
1944 if (cnt > 255) cnt = 255;
1945 else if (cnt < 0) cnt = 0;
1946 num = cnt - o_ptr->number;
1948 /* Save the new number */
1949 o_ptr->number += (ITEM_NUMBER)num;
1954 * @brief 店舗のオブジェクト数を削除する /
1955 * Remove a slot if it is empty
1956 * @param item 削除したいアイテムのID
1959 static void store_item_optimize(INVENTORY_IDX item)
1965 o_ptr = &st_ptr->stock[item];
1968 if (!o_ptr->k_idx) return;
1970 /* Must have no items */
1971 if (o_ptr->number) return;
1974 st_ptr->stock_num--;
1976 /* Slide everyone */
1977 for (j = item; j < st_ptr->stock_num; j++)
1979 st_ptr->stock[j] = st_ptr->stock[j + 1];
1982 /* Nuke the final slot */
1983 object_wipe(&st_ptr->stock[j]);
1987 * @brief ブラックマーケット用の無価値品の排除判定 /
1988 * This function will keep 'crap' out of the black market.
1989 * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
1990 * @return ブラックマーケットにとって無価値な品ならばTRUEを返す
1993 * Crap is defined as any item that is "available" elsewhere
1994 * Based on a suggestion by "Lee Vogt" <lvogt@cig.mcel.mot.com>
1997 static bool black_market_crap(object_type *o_ptr)
2001 /* Ego items are never crap */
2002 if (object_is_ego(o_ptr)) return (FALSE);
2004 /* Good items are never crap */
2005 if (o_ptr->to_a > 0) return (FALSE);
2006 if (o_ptr->to_h > 0) return (FALSE);
2007 if (o_ptr->to_d > 0) return (FALSE);
2009 /* Check all stores */
2010 for (i = 0; i < MAX_STORES; i++)
2012 if (i == STORE_HOME) continue;
2013 if (i == STORE_MUSEUM) continue;
2015 /* Check every item in the store */
2016 for (j = 0; j < town[p_ptr->town_num].store[i].stock_num; j++)
2018 object_type *j_ptr = &town[p_ptr->town_num].store[i].stock[j];
2020 /* Duplicate item "type", assume crappy */
2021 if (o_ptr->k_idx == j_ptr->k_idx) return (TRUE);
2031 * @brief 店舗の品揃え変化のためにアイテムを削除する /
2032 * Attempt to delete (some of) a random item from the store
2036 * Hack -- we attempt to "maintain" piles of items when possible.
2039 static void store_delete(void)
2044 /* Pick a random slot */
2045 what = (INVENTORY_IDX)randint0(st_ptr->stock_num);
2047 /* Determine how many items are here */
2048 num = st_ptr->stock[what].number;
2050 /* Hack -- sometimes, only destroy half the items */
2051 if (randint0(100) < 50) num = (num + 1) / 2;
2053 /* Hack -- sometimes, only destroy a single item */
2054 if (randint0(100) < 50) num = 1;
2056 /* Hack -- decrement the maximum timeouts and total charges of rods and wands. -LM- */
2057 if ((st_ptr->stock[what].tval == TV_ROD) || (st_ptr->stock[what].tval == TV_WAND))
2059 st_ptr->stock[what].pval -= num * st_ptr->stock[what].pval / st_ptr->stock[what].number;
2062 /* Actually destroy (part of) the item */
2063 store_item_increase(what, -num);
2064 store_item_optimize(what);
2069 * @brief 店舗の品揃え変化のためにアイテムを追加する /
2070 * Creates a random item and gives it to a store
2074 * This algorithm needs to be rethought. A lot.
2075 * Currently, "normal" stores use a pre-built array.
2076 * Note -- the "level" given to "obj_get_num()" is a "favored"
2077 * level, that is, there is a much higher chance of getting
2078 * items with a level approaching that of the given level...
2079 * Should we check for "permission" to have the given item?
2082 static void store_create(void)
2092 /* Paranoia -- no room left */
2093 if (st_ptr->stock_num >= st_ptr->stock_size) return;
2096 /* Hack -- consider up to four items */
2097 for (tries = 0; tries < 4; tries++)
2100 if (cur_store_num == STORE_BLACK)
2102 /* Pick a level for object/magic */
2103 level = 25 + randint0(25);
2105 /* Random item (usually of given level) */
2106 i = get_obj_num(level);
2108 /* Handle failure */
2115 /* Hack -- Pick an item to sell */
2116 i = st_ptr->table[randint0(st_ptr->table_num)];
2118 /* Hack -- fake level for apply_magic() */
2119 level = rand_range(1, STORE_OBJ_LEVEL);
2123 /* Get local object */
2126 /* Create a new object of the chosen kind */
2127 object_prep(q_ptr, i);
2129 /* Apply some "low-level" magic (no artifacts) */
2130 apply_magic(q_ptr, level, AM_NO_FIXED_ART);
2132 /* Require valid object */
2133 if (!store_will_buy(q_ptr)) continue;
2135 /* Hack -- Charge lite's */
2136 if (q_ptr->tval == TV_LITE)
2138 if (q_ptr->sval == SV_LITE_TORCH) q_ptr->xtra4 = FUEL_TORCH / 2;
2139 if (q_ptr->sval == SV_LITE_LANTERN) q_ptr->xtra4 = FUEL_LAMP / 2;
2143 /* The item is "known" */
2144 object_known(q_ptr);
2146 /* Mark it storebought */
2147 q_ptr->ident |= IDENT_STORE;
2149 /* Mega-Hack -- no chests in stores */
2150 if (q_ptr->tval == TV_CHEST) continue;
2152 /* Prune the black market */
2153 if (cur_store_num == STORE_BLACK)
2155 /* Hack -- No "crappy" items */
2156 if (black_market_crap(q_ptr)) continue;
2158 /* Hack -- No "cheap" items */
2159 if (object_value(q_ptr) < 10) continue;
2161 /* No "worthless" items */
2162 /* if (object_value(q_ptr) <= 0) continue; */
2165 /* Prune normal stores */
2168 /* No "worthless" items */
2169 if (object_value(q_ptr) <= 0) continue;
2173 /* Mass produce and/or Apply discount */
2174 mass_produce(q_ptr);
2176 /* Attempt to carry the (known) item */
2177 (void)store_carry(q_ptr);
2179 /* Definitely done */
2186 * @brief 店舗の割引対象外にするかどうかを判定 /
2187 * Eliminate need to bargain if player has haggled well in the past
2188 * @param minprice アイテムの最低販売価格
2189 * @return 割引を禁止するならTRUEを返す。
2191 static bool noneedtobargain(PRICE minprice)
2193 s32b good = st_ptr->good_buy;
2194 s32b bad = st_ptr->bad_buy;
2196 /* Cheap items are "boring" */
2197 if (minprice < 10L) return (TRUE);
2199 /* Perfect haggling */
2200 if (good == MAX_SHORT) return (TRUE);
2202 /* Reward good haggles, punish bad haggles, notice price */
2203 if (good > ((3 * bad) + (5 + (minprice/50)))) return (TRUE);
2205 /* Return the flag */
2211 * @brief 店主の持つプレイヤーに対する売買の良し悪し経験を記憶する /
2212 * Update the bargain info
2213 * @param price 実際の取引価格
2214 * @param minprice 店主の提示した価格
2218 static void updatebargain(PRICE price, PRICE minprice, int num)
2220 /* Hack -- auto-haggle */
2221 if (!manual_haggle) return;
2223 /* Cheap items are "boring" */
2224 if ((minprice/num) < 10L) return;
2226 /* Count the successful haggles */
2227 if (price == minprice)
2229 /* Just count the good haggles */
2230 if (st_ptr->good_buy < MAX_SHORT)
2236 /* Count the failed haggles */
2239 /* Just count the bad haggles */
2240 if (st_ptr->bad_buy < MAX_SHORT)
2249 * @brief 店の商品リストを再表示する /
2250 * Re-displays a single store entry
2254 static void display_entry(int pos)
2260 char o_name[MAX_NLEN];
2267 o_ptr = &st_ptr->stock[pos];
2269 /* Get the "offset" */
2270 i = (pos % store_bottom);
2272 /* Label it, clear the line --(-- */
2273 (void)sprintf(out_val, "%c) ", ((i > 25) ? toupper(I2A(i - 26)) : I2A(i)));
2274 prt(out_val, i+6, 0);
2277 if (show_item_graph)
2279 byte a = object_attr(o_ptr);
2280 char c = object_char(o_ptr);
2282 Term_queue_bigchar(cur_col, i + 6, a, c, 0, 0);
2283 if (use_bigtile) cur_col++;
2288 /* Describe an item in the home */
2289 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
2293 /* Leave room for weights, if necessary -DRS- */
2294 if (show_weights) maxwid -= 10;
2296 /* Describe the object */
2297 object_desc(o_name, o_ptr, 0);
2298 o_name[maxwid] = '\0';
2299 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, cur_col);
2304 /* Only show the weight of an individual item */
2305 int wgt = o_ptr->weight;
2307 sprintf(out_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
2308 put_str(out_val, i+6, 67);
2310 (void)sprintf(out_val, "%3d.%d lb", wgt / 10, wgt % 10);
2311 put_str(out_val, i+6, 68);
2317 /* Describe an item (fully) in a store */
2320 /* Must leave room for the "price" */
2323 /* Leave room for weights, if necessary -DRS- */
2324 if (show_weights) maxwid -= 7;
2326 /* Describe the object (fully) */
2327 object_desc(o_name, o_ptr, 0);
2328 o_name[maxwid] = '\0';
2329 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, cur_col);
2334 /* Only show the weight of an individual item */
2335 int wgt = o_ptr->weight;
2337 sprintf(out_val, "%3d.%1d", lbtokg1(wgt) , lbtokg2(wgt) );
2338 put_str(out_val, i+6, 60);
2340 (void)sprintf(out_val, "%3d.%d", wgt / 10, wgt % 10);
2341 put_str(out_val, i+6, 61);
2346 /* Display a "fixed" cost */
2347 if (o_ptr->ident & (IDENT_FIXED))
2349 /* Extract the "minimum" price */
2350 x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2352 /* Actually draw the price (not fixed) */
2354 (void)sprintf(out_val, "%9ld固", (long)x);
2356 (void)sprintf(out_val, "%9ld F", (long)x);
2359 put_str(out_val, i+6, 68);
2362 /* Display a "taxed" cost */
2363 else if (!manual_haggle)
2365 /* Extract the "minimum" price */
2366 x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2368 /* Hack -- Apply Sales Tax if needed */
2369 if (!noneedtobargain(x)) x += x / 10;
2371 /* Actually draw the price (with tax) */
2372 (void)sprintf(out_val, "%9ld ", (long)x);
2373 put_str(out_val, i+6, 68);
2376 /* Display a "haggle" cost */
2379 /* Extrect the "maximum" price */
2380 x = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
2382 /* Actually draw the price (not fixed) */
2383 (void)sprintf(out_val, "%9ld ", (long)x);
2384 put_str(out_val, i+6, 68);
2391 * @brief 店の商品リストを表示する /
2392 * Displays a store's inventory -RAK-
2395 * All prices are listed as "per individual object". -BEN-
2397 static void display_inventory(void)
2401 /* Display the next 12 items */
2402 for (k = 0; k < store_bottom; k++)
2404 /* Do not display "dead" items */
2405 if (store_top + k >= st_ptr->stock_num) break;
2407 /* Display that line */
2408 display_entry(store_top + k);
2411 /* Erase the extra lines and the "more" prompt */
2412 for (i = k; i < store_bottom + 1; i++) prt("", i + 6, 0);
2414 /* Assume "no current page" */
2416 put_str(" ", 5, 20);
2418 put_str(" ", 5, 20);
2422 /* Visual reminder of "more items" */
2423 if (st_ptr->stock_num > store_bottom)
2425 /* Show "more" reminder (after the last item) */
2427 prt("-続く-", k + 6, 3);
2429 prt("-more-", k + 6, 3);
2433 /* Indicate the "current page" */
2434 /* Trailing spaces are to display (Page xx) and (Page x) */
2436 put_str(format("(%dページ) ", store_top/store_bottom + 1), 5, 20);
2438 put_str(format("(Page %d) ", store_top/store_bottom + 1), 5, 20);
2443 if (cur_store_num == STORE_HOME || cur_store_num == STORE_MUSEUM)
2445 k = st_ptr->stock_size;
2447 if (cur_store_num == STORE_HOME && !powerup_home) k /= 10;
2449 put_str(format("アイテム数: %4d/%4d", st_ptr->stock_num, k), 19 + xtra_stock, 27);
2451 put_str(format("Objects: %4d/%4d", st_ptr->stock_num, k), 19 + xtra_stock, 30);
2458 * @brief プレイヤーの所持金を表示する /
2459 * Displays players gold -RAK-
2463 static void store_prt_gold(void)
2468 prt("手持ちのお金: ", 19 + xtra_stock, 53);
2470 prt("Gold Remaining: ", 19 + xtra_stock, 53);
2474 sprintf(out_val, "%9ld", (long)p_ptr->au);
2475 prt(out_val, 19 + xtra_stock, 68);
2479 * @brief 店舗情報全体を表示するメインルーチン /
2480 * Displays store (after clearing screen) -RAK-
2484 static void display_store(void)
2492 /* The "Home" is special */
2493 if (cur_store_num == STORE_HOME)
2495 /* Put the owner name */
2497 put_str("我が家", 3, 31);
2499 put_str("Your Home", 3, 30);
2503 /* Label the item descriptions */
2505 put_str("アイテムの一覧", 5, 4);
2507 put_str("Item Description", 5, 3);
2511 /* If showing weights, show label */
2515 put_str("重さ", 5, 72);
2517 put_str("Weight", 5, 70);
2523 /* The "Home" is special */
2524 else if (cur_store_num == STORE_MUSEUM)
2526 /* Put the owner name */
2528 put_str("博物館", 3, 31);
2530 put_str("Museum", 3, 30);
2534 /* Label the item descriptions */
2536 put_str("アイテムの一覧", 5, 4);
2538 put_str("Item Description", 5, 3);
2542 /* If showing weights, show label */
2546 put_str("重さ", 5, 72);
2548 put_str("Weight", 5, 70);
2557 cptr store_name = (f_name + f_info[cur_store_feat].name);
2558 cptr owner_name = (ot_ptr->owner_name);
2559 cptr race_name = race_info[ot_ptr->owner_race].title;
2561 /* Put the owner name and race */
2562 sprintf(buf, "%s (%s)", owner_name, race_name);
2563 put_str(buf, 3, 10);
2565 /* Show the max price in the store (above prices) */
2566 sprintf(buf, "%s (%ld)", store_name, (long)(ot_ptr->max_cost));
2569 /* Label the item descriptions */
2571 put_str("商品の一覧", 5, 7);
2573 put_str("Item Description", 5, 3);
2577 /* If showing weights, show label */
2581 put_str("重さ", 5, 62);
2583 put_str("Weight", 5, 60);
2588 /* Label the asking price (in stores) */
2590 put_str("価格", 5, 73);
2592 put_str("Price", 5, 72);
2597 /* Display the current gold */
2600 /* Draw in the inventory */
2601 display_inventory();
2607 * @brief 店舗からアイテムを選択する /
2608 * Get the ID of a store item and return its value -RAK-
2609 * @param com_val 選択IDを返す参照ポインタ
2610 * @param pmt メッセージキャプション
2613 * @return 実際に選択したらTRUE、キャンセルしたらFALSE
2615 static int get_stock(COMMAND_CODE *com_val, cptr pmt, int i, int j)
2621 #ifdef ALLOW_REPEAT /* TNB */
2623 /* Get the item index */
2624 if (repeat_pull(com_val))
2626 /* Verify the item */
2627 if ((*com_val >= i) && (*com_val <= j))
2634 #endif /* ALLOW_REPEAT -- TNB */
2636 /* Paranoia XXX XXX XXX */
2640 /* Assume failure */
2643 /* Build the prompt */
2645 hi = (j > 25) ? toupper(I2A(j - 26)) : I2A(j);
2647 (void)sprintf(out_val, "(%s:%c-%c, ESCで中断) %s",
2648 (((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) ? "アイテム" : "商品"),
2651 (void)sprintf(out_val, "(Items %c-%c, ESC to exit) %s",
2656 /* Ask until done */
2662 if (!get_com(out_val, &command, FALSE)) break;
2665 if (islower(command))
2667 else if (isupper(command))
2668 k = A2I(tolower(command)) + 26;
2672 /* Legal responses */
2673 if ((k >= i) && (k <= j))
2683 /* Clear the prompt */
2687 if (command == ESCAPE) return (FALSE);
2689 #ifdef ALLOW_REPEAT /* TNB */
2691 repeat_push(*com_val);
2693 #endif /* ALLOW_REPEAT -- TNB */
2701 * @brief 店主の不満度を増やし、プレイヤーを締め出す判定と処理を行う /
2702 * Increase the insult counter and get angry if too many -RAK-
2703 * @return プレイヤーを締め出す場合TRUEを返す
2705 static int increase_insults(void)
2707 /* Increase insults */
2708 st_ptr->insult_cur++;
2710 /* Become insulted */
2711 if (st_ptr->insult_cur > ot_ptr->insult_max)
2717 st_ptr->insult_cur = 0;
2718 st_ptr->good_buy = 0;
2719 st_ptr->bad_buy = 0;
2722 st_ptr->store_open = turn + TURNS_PER_TICK*TOWN_DAWN/8 + randint1(TURNS_PER_TICK*TOWN_DAWN/8);
2734 * @brief 店主の不満度を減らす /
2735 * Decrease insults -RAK-
2736 * @return プレイヤーを締め出す場合TRUEを返す
2738 static void decrease_insults(void)
2740 /* Decrease insults */
2741 if (st_ptr->insult_cur) st_ptr->insult_cur--;
2746 * @brief 店主の不満度が増えた場合のみのメッセージを表示する /
2747 * Have insulted while haggling -RAK-
2748 * @return プレイヤーを締め出す場合TRUEを返す
2750 static int haggle_insults(void)
2752 /* Increase insults */
2753 if (increase_insults()) return (TRUE);
2755 /* Display and flush insult */
2764 * Mega-Hack -- Enable "increments"
2766 static bool allow_inc = FALSE;
2769 * Mega-Hack -- Last "increment" during haggling
2771 static s32b last_inc = 0L;
2775 * @brief 交渉価格を確認と認証の是非を行う /
2778 * @param poffer 別途価格提示をした場合の値を返す参照ポインタ
2779 * @param price 現在の交渉価格
2780 * @param final 最終確定価格ならばTRUE
2781 * @return プレイヤーを締め出す場合TRUEを返す
2783 static int get_haggle(cptr pmt, s32b *poffer, PRICE price, int final)
2793 /* Clear old increment if necessary */
2794 if (!allow_inc) last_inc = 0L;
2801 sprintf(buf, "%s [承諾] ", pmt);
2803 sprintf(buf, "%s [accept] ", pmt);
2808 /* Old (negative) increment, and not final */
2809 else if (last_inc < 0)
2812 sprintf(buf, "%s [-$%ld] ", pmt, (long)(ABS(last_inc)));
2814 sprintf(buf, "%s [-%ld] ", pmt, (long)(ABS(last_inc)));
2819 /* Old (positive) increment, and not final */
2820 else if (last_inc > 0)
2823 sprintf(buf, "%s [+$%ld] ", pmt, (long)(ABS(last_inc)));
2825 sprintf(buf, "%s [+%ld] ", pmt, (long)(ABS(last_inc)));
2833 sprintf(buf, "%s ", pmt);
2837 /* Paranoia XXX XXX XXX */
2841 /* Ask until done */
2846 /* Display prompt */
2850 strcpy(out_val, "");
2853 * Ask the user for a response.
2854 * Don't allow to use numpad as cursor key.
2856 res = askfor_aux(out_val, 32, FALSE);
2862 if (!res) return FALSE;
2864 /* Skip leading spaces */
2865 for (p = out_val; *p == ' '; p++) /* loop */;
2867 /* Empty response */
2870 /* Accept current price */
2878 /* Use previous increment */
2879 if (allow_inc && last_inc)
2881 *poffer += last_inc;
2886 /* Normal response */
2889 /* Extract a number */
2892 /* Handle "incremental" number */
2893 if ((*p == '+' || *p == '-'))
2895 /* Allow increments */
2898 /* Use the given "increment" */
2905 /* Handle normal number */
2908 /* Use the given "number" */
2917 msg_print("値がおかしいです。");
2919 msg_print("Invalid response.");
2931 * @brief 店主がプレイヤーからの交渉価格を判断する /
2932 * Receive an offer (from the player)
2934 * @param poffer 店主からの交渉価格を返す参照ポインタ
2935 * @param last_offer 現在の交渉価格
2936 * @param factor 店主の価格基準倍率
2937 * @param price アイテムの実価値
2938 * @param final 最終価格確定ならばTRUE
2939 * @return プレイヤーの価格に対して不服ならばTRUEを返す /
2940 * Return TRUE if offer is NOT okay
2942 static bool receive_offer(cptr pmt, s32b *poffer,
2943 s32b last_offer, int factor,
2944 PRICE price, int final)
2946 /* Haggle till done */
2949 /* Get a haggle (or cancel) */
2950 if (!get_haggle(pmt, poffer, price, final)) return (TRUE);
2952 /* Acceptable offer */
2953 if (((*poffer) * factor) >= (last_offer * factor)) break;
2955 /* Insult, and check for kicked out */
2956 if (haggle_insults()) return (TRUE);
2958 /* Reject offer (correctly) */
2959 (*poffer) = last_offer;
2968 * @brief プレイヤーが購入する時の値切り処理メインルーチン /
2969 * Haggling routine -RAK-
2970 * @param o_ptr オブジェクトの構造体参照ポインタ
2971 * @param price 最終価格を返す参照ポインタ
2972 * @return プレイヤーの価格に対して店主が不服ならばTRUEを返す /
2973 * Return TRUE if purchase is NOT successful
2975 static bool purchase_haggle(object_type *o_ptr, s32b *price)
2977 s32b cur_ask, final_ask;
2978 s32b last_offer, offer;
2980 s32b min_per, max_per;
2981 int flag, loop_flag, noneed;
2982 int annoyed = 0, final = FALSE;
2984 bool cancel = FALSE;
2989 cptr pmt = "Asking";
2999 /* Extract the starting offer and the final offer */
3000 cur_ask = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
3001 final_ask = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
3003 /* Determine if haggling is necessary */
3004 noneed = noneedtobargain(final_ask);
3006 /* No need to haggle */
3007 if (noneed || !manual_haggle)
3009 /* No need to haggle */
3012 /* Message summary */
3014 msg_print("結局この金額にまとまった。");
3016 msg_print("You eventually agree upon the price.");
3022 /* No haggle option */
3025 /* Message summary */
3027 msg_print("すんなりとこの金額にまとまった。");
3029 msg_print("You quickly agree upon the price.");
3034 /* Apply Sales Tax */
3035 final_ask += final_ask / 10;
3039 cur_ask = final_ask;
3041 /* Go to final offer */
3045 pmt = "Final Offer";
3052 /* Haggle for the whole pile */
3053 cur_ask *= o_ptr->number;
3054 final_ask *= o_ptr->number;
3057 /* Haggle parameters */
3058 min_per = ot_ptr->haggle_per;
3059 max_per = min_per * 3;
3061 /* Mega-Hack -- artificial "last offer" value */
3062 last_offer = object_value(o_ptr) * o_ptr->number;
3063 last_offer = last_offer * (200 - (int)(ot_ptr->max_inflate)) / 100L;
3064 if (last_offer <= 0) last_offer = 1;
3069 /* No incremental haggling yet */
3072 /* Haggle until done */
3073 for (flag = FALSE; !flag; )
3077 while (!flag && loop_flag)
3079 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
3080 put_str(out_val, 1, 0);
3082 cancel = receive_offer("提示する金額? ",
3084 cancel = receive_offer("What do you offer? ",
3087 &offer, last_offer, 1, cur_ask, final);
3093 else if (offer > cur_ask)
3098 else if (offer == cur_ask)
3111 x1 = 100 * (offer - last_offer) / (cur_ask - last_offer);
3114 if (haggle_insults())
3120 else if (x1 > max_per)
3123 if (x1 < max_per) x1 = max_per;
3125 x2 = rand_range(x1-2, x1+2);
3126 x3 = ((cur_ask - offer) * x2 / 100L) + 1;
3127 /* don't let the price go up */
3132 if (cur_ask < final_ask)
3135 cur_ask = final_ask;
3139 pmt = "Final Offer";
3145 (void)(increase_insults());
3150 else if (offer >= cur_ask)
3162 (void)sprintf(out_val, "前回の提示金額: $%ld",
3164 (void)sprintf(out_val, "Your last offer: %ld",
3168 put_str(out_val, 1, 39);
3169 say_comment_2(cur_ask, annoyed);
3175 if (cancel) return (TRUE);
3177 /* Update bargaining info */
3178 updatebargain(*price, final_ask, o_ptr->number);
3186 * @brief プレイヤーが売却する時の値切り処理メインルーチン /
3187 * Haggling routine -RAK-
3188 * @param o_ptr オブジェクトの構造体参照ポインタ
3189 * @param price 最終価格を返す参照ポインタ
3190 * @return プレイヤーの価格に対して店主が不服ならばTRUEを返す /
3191 * Return TRUE if purchase is NOT successful
3193 static bool sell_haggle(object_type *o_ptr, s32b *price)
3195 s32b purse, cur_ask, final_ask;
3196 s32b last_offer = 0, offer = 0;
3198 s32b min_per, max_per;
3199 int flag, loop_flag, noneed;
3200 int annoyed = 0, final = FALSE;
3201 bool cancel = FALSE;
3214 /* Obtain the starting offer and the final offer */
3215 cur_ask = price_item(o_ptr, ot_ptr->max_inflate, TRUE);
3216 final_ask = price_item(o_ptr, ot_ptr->min_inflate, TRUE);
3218 /* Determine if haggling is necessary */
3219 noneed = noneedtobargain(final_ask);
3221 /* Get the owner's payout limit */
3222 purse = (s32b)(ot_ptr->max_cost);
3224 /* No need to haggle */
3225 if (noneed || !manual_haggle || (final_ask >= purse))
3227 /* Apply Sales Tax (if needed) */
3228 if (!manual_haggle && !noneed)
3230 final_ask -= final_ask / 10;
3233 /* No reason to haggle */
3234 if (final_ask >= purse)
3237 msg_print("即座にこの金額にまとまった。");
3239 msg_print("You instantly agree upon the price.");
3244 /* Offer full purse */
3248 /* No need to haggle */
3252 msg_print("結局この金額にまとまった。");
3254 msg_print("You eventually agree upon the price.");
3260 /* No haggle option */
3263 /* Message summary */
3265 msg_print("すんなりとこの金額にまとまった。");
3267 msg_print("You quickly agree upon the price.");
3274 cur_ask = final_ask;
3281 pmt = "Final Offer";
3286 /* Haggle for the whole pile */
3287 cur_ask *= o_ptr->number;
3288 final_ask *= o_ptr->number;
3291 /* XXX XXX XXX Display commands */
3293 /* Haggling parameters */
3294 min_per = ot_ptr->haggle_per;
3295 max_per = min_per * 3;
3297 /* Mega-Hack -- artificial "last offer" value */
3298 last_offer = object_value(o_ptr) * o_ptr->number;
3299 last_offer = last_offer * ot_ptr->max_inflate / 100L;
3304 /* No incremental haggling yet */
3308 for (flag = FALSE; !flag; )
3314 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
3315 put_str(out_val, 1, 0);
3317 cancel = receive_offer("提示する価格? ",
3319 cancel = receive_offer("What price do you ask? ",
3322 &offer, last_offer, -1, cur_ask, final);
3328 else if (offer < cur_ask)
3331 /* rejected, reset offer for incremental haggling */
3334 else if (offer == cur_ask)
3345 if (flag || !loop_flag) break;
3350 x1 = 100 * (last_offer - offer) / (last_offer - cur_ask);
3353 if (haggle_insults())
3359 else if (x1 > max_per)
3362 if (x1 < max_per) x1 = max_per;
3364 x2 = rand_range(x1-2, x1+2);
3365 x3 = ((offer - cur_ask) * x2 / 100L) + 1;
3366 /* don't let the price go down */
3370 if (cur_ask > final_ask)
3372 cur_ask = final_ask;
3377 pmt = "Final Offer";
3385 /* 追加 $0 で買い取られてしまうのを防止 By FIRST*/
3388 (void)(increase_insults());
3391 else if (offer <= cur_ask)
3402 (void)sprintf(out_val,
3404 "前回の提示価格 $%ld", (long)last_offer);
3406 "Your last bid %ld", (long)last_offer);
3409 put_str(out_val, 1, 39);
3410 say_comment_3(cur_ask, annoyed);
3416 if (cancel) return (TRUE);
3418 /* Update bargaining info */
3419 updatebargain(*price, final_ask, o_ptr->number);
3427 * @brief 店からの購入処理のメインルーチン /
3428 * Buy an item from a store -RAK-
3431 static void store_purchase(void)
3434 COMMAND_CODE item, item_new;
3445 char o_name[MAX_NLEN];
3449 if (cur_store_num == STORE_MUSEUM)
3452 msg_print("博物館から取り出すことはできません。");
3454 msg_print("Museum.");
3460 if (st_ptr->stock_num <= 0)
3462 if (cur_store_num == STORE_HOME)
3464 msg_print("我が家には何も置いてありません。");
3466 msg_print("Your home is empty.");
3471 msg_print("現在商品の在庫を切らしています。");
3473 msg_print("I am currently out of stock.");
3480 /* Find the number of objects on this and following pages */
3481 i = (st_ptr->stock_num - store_top);
3483 /* And then restrict it to the current page */
3484 if (i > store_bottom) i = store_bottom;
3488 /* ブラックマーケットの時は別のメッセージ */
3489 switch( cur_store_num ) {
3491 sprintf(out_val, "どのアイテムを取りますか? ");
3494 sprintf(out_val, "どれ? ");
3497 sprintf(out_val, "どの品物が欲しいんだい? ");
3501 if (cur_store_num == STORE_HOME)
3503 sprintf(out_val, "Which item do you want to take? ");
3507 sprintf(out_val, "Which item are you interested in? ");
3512 /* Get the item number to be bought */
3513 if (!get_stock(&item, out_val, 0, i - 1)) return;
3515 /* Get the actual index */
3516 item = item + store_top;
3518 /* Get the actual item */
3519 o_ptr = &st_ptr->stock[item];
3521 /* Assume the player wants just one of them */
3524 /* Get local object */
3527 /* Get a copy of the object */
3528 object_copy(j_ptr, o_ptr);
3531 * If a rod or wand, allocate total maximum timeouts or charges
3532 * between those purchased and left on the shelf.
3534 reduce_charges(j_ptr, o_ptr->number - amt);
3536 /* Modify quantity */
3537 j_ptr->number = amt;
3539 /* Hack -- require room in pack */
3540 if (!inven_carry_okay(j_ptr))
3543 msg_print("そんなにアイテムを持てない。");
3545 msg_print("You cannot carry that many different items.");
3551 /* Determine the "best" price (per item) */
3552 best = price_item(j_ptr, ot_ptr->min_inflate, FALSE);
3554 /* Find out how many the player wants */
3555 if (o_ptr->number > 1)
3557 /* Hack -- note cost of "fixed" items */
3558 if ((cur_store_num != STORE_HOME) &&
3559 (o_ptr->ident & IDENT_FIXED))
3562 msg_format("一つにつき $%ldです。", (long)(best));
3564 msg_format("That costs %ld gold per item.", (long)(best));
3569 /* Get a quantity */
3570 amt = get_quantity(NULL, o_ptr->number);
3572 /* Allow user abort */
3573 if (amt <= 0) return;
3576 /* Get local object */
3579 /* Get desired object */
3580 object_copy(j_ptr, o_ptr);
3583 * If a rod or wand, allocate total maximum timeouts or charges
3584 * between those purchased and left on the shelf.
3586 reduce_charges(j_ptr, o_ptr->number - amt);
3588 /* Modify quantity */
3589 j_ptr->number = amt;
3591 /* Hack -- require room in pack */
3592 if (!inven_carry_okay(j_ptr))
3595 msg_print("ザックにそのアイテムを入れる隙間がない。");
3597 msg_print("You cannot carry that many items.");
3603 /* Attempt to buy it */
3604 if (cur_store_num != STORE_HOME)
3606 /* Fixed price, quick buy */
3607 if (o_ptr->ident & (IDENT_FIXED))
3612 /* Go directly to the "best" deal */
3613 price = (best * j_ptr->number);
3619 /* Describe the object (fully) */
3620 object_desc(o_name, j_ptr, 0);
3623 msg_format("%s(%c)を購入する。", o_name, I2A(item));
3625 msg_format("Buying %s (%c).", o_name, I2A(item));
3630 /* Haggle for a final price */
3631 choice = purchase_haggle(j_ptr, &price);
3633 /* Hack -- Got kicked out */
3634 if (st_ptr->store_open >= turn) return;
3637 /* Player wants it */
3640 /* Fix the item price (if "correctly" haggled) */
3641 if (price == (best * j_ptr->number)) o_ptr->ident |= (IDENT_FIXED);
3643 /* Player can afford it */
3644 if (p_ptr->au >= price)
3649 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
3650 chg_virtue(V_JUSTICE, -1);
3651 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
3652 chg_virtue(V_NATURE, -1);
3660 /* Spend the money */
3663 /* Update the display */
3666 /* Hack -- buying an item makes you aware of it */
3667 object_aware(j_ptr);
3669 /* Hack -- clear the "fixed" flag from the item */
3670 j_ptr->ident &= ~(IDENT_FIXED);
3672 /* Describe the transaction */
3673 object_desc(o_name, j_ptr, 0);
3676 msg_format("%sを $%ldで購入しました。", o_name, (long)price);
3678 msg_format("You bought %s for %ld gold.", o_name, (long)price);
3681 strcpy(record_o_name, o_name);
3684 if (record_buy) do_cmd_write_nikki(NIKKI_BUY, 0, o_name);
3685 object_desc(o_name, o_ptr, OD_NAME_ONLY);
3686 if(record_rand_art && o_ptr->art_name)
3687 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
3689 /* Erase the inscription */
3690 j_ptr->inscription = 0;
3692 /* Erase the "feeling" */
3693 j_ptr->feeling = FEEL_NONE;
3694 j_ptr->ident &= ~(IDENT_STORE);
3695 /* Give it to the player */
3696 item_new = inven_carry(j_ptr);
3698 /* Describe the final result */
3699 object_desc(o_name, &inventory[item_new], 0);
3702 msg_format("%s(%c)を手に入れた。", o_name, index_to_label(item_new));
3704 msg_format("You have %s (%c).",
3705 o_name, index_to_label(item_new));
3708 /* Auto-inscription */
3709 autopick_alter_item(item_new, FALSE);
3711 /* Now, reduce the original stack's pval. */
3712 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3714 o_ptr->pval -= j_ptr->pval;
3720 /* Note how many slots the store used to have */
3721 i = st_ptr->stock_num;
3723 /* Remove the bought items from the store */
3724 store_item_increase(item, -amt);
3725 store_item_optimize(item);
3727 /* Store is empty */
3728 if (st_ptr->stock_num == 0)
3731 if (one_in_(STORE_SHUFFLE))
3735 msg_print("店主は引退した。");
3737 msg_print("The shopkeeper retires.");
3741 /* Shuffle the store */
3742 store_shuffle(cur_store_num);
3745 sprintf(buf, "%s (%s)",
3746 ot_ptr->owner_name, race_info[ot_ptr->owner_race].title);
3747 put_str(buf, 3, 10);
3748 sprintf(buf, "%s (%ld)",
3749 (f_name + f_info[cur_store_feat].name), (long)(ot_ptr->max_cost));
3757 msg_print("店主は新たな在庫を取り出した。");
3759 msg_print("The shopkeeper brings out some new stock.");
3765 for (i = 0; i < 10; i++)
3767 /* Maintain the store */
3768 store_maint(p_ptr->town_num, cur_store_num);
3774 /* Redraw everything */
3775 display_inventory();
3778 /* The item is gone */
3779 else if (st_ptr->stock_num != i)
3781 /* Pick the correct screen */
3782 if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
3784 /* Redraw everything */
3785 display_inventory();
3788 /* Item is still here */
3791 /* Redraw the item */
3792 display_entry(item);
3796 /* Player cannot afford it */
3799 /* Simple message (no insult) */
3801 msg_print("お金が足りません。");
3803 msg_print("You do not have enough gold.");
3810 /* Home is much easier */
3813 bool combined_or_reordered;
3815 /* Distribute charges of wands/rods */
3816 distribute_charges(o_ptr, j_ptr, amt);
3818 /* Give it to the player */
3819 item_new = inven_carry(j_ptr);
3821 /* Describe just the result */
3822 object_desc(o_name, &inventory[item_new], 0);
3825 msg_format("%s(%c)を取った。",
3827 msg_format("You have %s (%c).",
3829 o_name, index_to_label(item_new));
3834 /* Take note if we take the last one */
3835 i = st_ptr->stock_num;
3837 /* Remove the items from the home */
3838 store_item_increase(item, -amt);
3839 store_item_optimize(item);
3841 combined_or_reordered = combine_and_reorder_home(STORE_HOME);
3843 /* Hack -- Item is still here */
3844 if (i == st_ptr->stock_num)
3846 /* Redraw everything */
3847 if (combined_or_reordered) display_inventory();
3849 /* Redraw the item */
3850 else display_entry(item);
3853 /* The item is gone */
3857 if (st_ptr->stock_num == 0) store_top = 0;
3859 /* Nothing left on that screen */
3860 else if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
3862 /* Redraw everything */
3863 display_inventory();
3865 chg_virtue(V_SACRIFICE, 1);
3869 /* Not kicked out */
3875 * @brief 店からの売却処理のメインルーチン /
3876 * Sell an item to the store (or home)
3879 static void store_sell(void)
3886 PRICE price, value, dummy;
3895 char o_name[MAX_NLEN];
3898 /* Prepare a prompt */
3899 if (cur_store_num == STORE_HOME)
3901 q = "どのアイテムを置きますか? ";
3903 q = "Drop which item? ";
3906 else if (cur_store_num == STORE_MUSEUM)
3908 q = "どのアイテムを寄贈しますか? ";
3910 q = "Give which item? ";
3915 q = "どのアイテムを売りますか? ";
3917 q = "Sell which item? ";
3921 item_tester_no_ryoute = TRUE;
3922 /* Only allow items the store will buy */
3923 item_tester_hook = store_will_buy;
3926 /* 我が家でおかしなメッセージが出るオリジナルのバグを修正 */
3927 if (cur_store_num == STORE_HOME)
3930 s = "置けるアイテムを持っていません。";
3932 s = "You don't have any item to drop.";
3935 else if (cur_store_num == STORE_MUSEUM)
3938 s = "寄贈できるアイテムを持っていません。";
3940 s = "You don't have any item to give.";
3948 s = "You have nothing that I want.";
3952 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return;
3954 /* Get the item (in the pack) */
3957 o_ptr = &inventory[item];
3960 /* Get the item (on the floor) */
3963 o_ptr = &o_list[0 - item];
3967 /* Hack -- Cannot remove cursed items */
3968 if ((item >= INVEN_RARM) && object_is_cursed(o_ptr))
3972 msg_print("ふーむ、どうやらそれは呪われているようだね。");
3974 msg_print("Hmmm, it seems to be cursed.");
3983 /* Assume one item */
3986 /* Find out how many the player wants (letter means "all") */
3987 if (o_ptr->number > 1)
3989 /* Get a quantity */
3990 amt = get_quantity(NULL, o_ptr->number);
3992 /* Allow user abort */
3993 if (amt <= 0) return;
3996 /* Get local object */
3999 /* Get a copy of the object */
4000 object_copy(q_ptr, o_ptr);
4002 /* Modify quantity */
4003 q_ptr->number = amt;
4006 * Hack -- If a rod or wand, allocate total maximum
4007 * timeouts or charges to those being sold. -LM-
4009 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
4011 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
4014 /* Get a full description */
4015 object_desc(o_name, q_ptr, 0);
4017 /* Remove any inscription, feeling for stores */
4018 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
4020 q_ptr->inscription = 0;
4021 q_ptr->feeling = FEEL_NONE;
4024 /* Is there room in the store (or the home?) */
4025 if (!store_check_num(q_ptr))
4027 if (cur_store_num == STORE_HOME)
4029 msg_print("我が家にはもう置く場所がない。");
4031 msg_print("Your home is full.");
4034 else if (cur_store_num == STORE_MUSEUM)
4036 msg_print("博物館はもう満杯だ。");
4038 msg_print("Museum is full.");
4043 msg_print("すいませんが、店にはもう置く場所がありません。");
4045 msg_print("I have not the room in my store to keep it.");
4053 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
4055 /* Describe the transaction */
4057 msg_format("%s(%c)を売却する。", o_name, index_to_label(item));
4059 msg_format("Selling %s (%c).", o_name, index_to_label(item));
4065 choice = sell_haggle(q_ptr, &price);
4068 if (st_ptr->store_open >= turn) return;
4080 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
4081 chg_virtue(V_JUSTICE, -1);
4083 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
4084 chg_virtue(V_NATURE, 1);
4087 /* Get some money */
4090 /* Update the display */
4093 /* Get the "apparent" value */
4094 dummy = object_value(q_ptr) * q_ptr->number;
4097 identify_item(o_ptr);
4099 /* Get local object */
4102 /* Get a copy of the object */
4103 object_copy(q_ptr, o_ptr);
4105 /* Modify quantity */
4106 q_ptr->number = amt;
4108 /* Make it look like to be known */
4109 q_ptr->ident |= IDENT_STORE;
4112 * Hack -- If a rod or wand, let the shopkeeper know just
4113 * how many charges he really paid for. -LM-
4115 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
4117 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
4120 /* Get the "actual" value */
4121 value = object_value(q_ptr) * q_ptr->number;
4123 /* Get the description all over again */
4124 object_desc(o_name, q_ptr, 0);
4126 /* Describe the result (in message buffer) */
4128 msg_format("%sを $%ldで売却しました。", o_name, (long)price);
4130 msg_format("You sold %s for %ld gold.", o_name, (long)price);
4133 if (record_sell) do_cmd_write_nikki(NIKKI_SELL, 0, o_name);
4135 if (!((o_ptr->tval == TV_FIGURINE) && (value > 0)))
4137 /* Analyze the prices (and comment verbally) unless a figurine*/
4138 purchase_analyze(price, value, dummy);
4142 * Hack -- Allocate charges between those wands or rods sold
4143 * and retained, unless all are being sold. -LM-
4145 distribute_charges(o_ptr, q_ptr, amt);
4147 /* Reset timeouts of the sold items */
4150 /* Take the item from the player, describe the result */
4151 inven_item_increase(item, -amt);
4152 inven_item_describe(item);
4154 /* If items remain, auto-inscribe before optimizing */
4155 if (o_ptr->number > 0)
4156 autopick_alter_item(item, FALSE);
4158 inven_item_optimize(item);
4163 /* The store gets that (known) item */
4164 item_pos = store_carry(q_ptr);
4166 /* Re-display if item is now in store */
4169 store_top = (item_pos / store_bottom) * store_bottom;
4170 display_inventory();
4175 /* Player is at museum */
4176 else if (cur_store_num == STORE_MUSEUM)
4178 char o2_name[MAX_NLEN];
4179 object_desc(o2_name, q_ptr, OD_NAME_ONLY);
4181 if (-1 == store_check_num(q_ptr))
4184 msg_print("それと同じ品物は既に博物館にあるようです。");
4186 msg_print("The same object as it is already in the Museum.");
4192 msg_print("博物館に寄贈したものは取り出すことができません!!");
4194 msg_print("You cannot take items which is given to the Museum back!!");
4198 if (!get_check(format("本当に%sを寄贈しますか?", o2_name))) return;
4200 if (!get_check(format("Really give %s to the Museum? ", o2_name))) return;
4204 identify_item(q_ptr);
4205 q_ptr->ident |= IDENT_MENTAL;
4207 /* Distribute charges of wands/rods */
4208 distribute_charges(o_ptr, q_ptr, amt);
4212 msg_format("%sを置いた。(%c)", o_name, index_to_label(item));
4214 msg_format("You drop %s (%c).", o_name, index_to_label(item));
4219 /* Take it from the players inventory */
4220 inven_item_increase(item, -amt);
4221 inven_item_describe(item);
4222 inven_item_optimize(item);
4227 /* Let the home carry it */
4228 item_pos = home_carry(q_ptr);
4230 /* Update store display */
4233 store_top = (item_pos / store_bottom) * store_bottom;
4234 display_inventory();
4237 /* Player is at home */
4240 /* Distribute charges of wands/rods */
4241 distribute_charges(o_ptr, q_ptr, amt);
4245 msg_format("%sを置いた。(%c)", o_name, index_to_label(item));
4247 msg_format("You drop %s (%c).", o_name, index_to_label(item));
4252 /* Take it from the players inventory */
4253 inven_item_increase(item, -amt);
4254 inven_item_describe(item);
4255 inven_item_optimize(item);
4260 /* Let the home carry it */
4261 item_pos = home_carry(q_ptr);
4263 /* Update store display */
4266 store_top = (item_pos / store_bottom) * store_bottom;
4267 display_inventory();
4271 if ((choice == 0) && (item >= INVEN_RARM))
4280 * @brief 店のアイテムを調べるコマンドのメインルーチン /
4281 * Examine an item in a store -JDL-
4284 static void store_examine(void)
4289 char o_name[MAX_NLEN];
4294 if (st_ptr->stock_num <= 0)
4296 if (cur_store_num == STORE_HOME)
4298 msg_print("我が家には何も置いてありません。");
4300 msg_print("Your home is empty.");
4303 else if (cur_store_num == STORE_MUSEUM)
4305 msg_print("博物館には何も置いてありません。");
4307 msg_print("Museum is empty.");
4312 msg_print("現在商品の在庫を切らしています。");
4314 msg_print("I am currently out of stock.");
4321 /* Find the number of objects on this and following pages */
4322 i = (st_ptr->stock_num - store_top);
4324 /* And then restrict it to the current page */
4325 if (i > store_bottom) i = store_bottom;
4329 sprintf(out_val, "どれを調べますか?");
4331 sprintf(out_val, "Which item do you want to examine? ");
4335 /* Get the item number to be examined */
4336 if (!get_stock(&item, out_val, 0, i - 1)) return;
4338 /* Get the actual index */
4339 item = item + store_top;
4341 /* Get the actual item */
4342 o_ptr = &st_ptr->stock[item];
4344 /* Require full knowledge */
4345 if (!(o_ptr->ident & IDENT_MENTAL))
4347 /* This can only happen in the home */
4349 msg_print("このアイテムについて特に知っていることはない。");
4351 msg_print("You have no special knowledge about that item.");
4358 object_desc(o_name, o_ptr, 0);
4362 msg_format("%sを調べている...", o_name);
4364 msg_format("Examining %s...", o_name);
4368 /* Describe it fully */
4369 if (!screen_object(o_ptr, SCROBJ_FORCE_DETAIL))
4371 msg_print("特に変わったところはないようだ。");
4373 msg_print("You see nothing special.");
4382 * @brief 博物館のアイテムを除去するコマンドのメインルーチン /
4383 * Remove an item from museum (Originally from TOband)
4386 static void museum_remove_object(void)
4391 char o_name[MAX_NLEN];
4395 if (st_ptr->stock_num <= 0)
4398 msg_print("博物館には何も置いてありません。");
4400 msg_print("Museum is empty.");
4406 /* Find the number of objects on this and following pages */
4407 i = st_ptr->stock_num - store_top;
4409 /* And then restrict it to the current page */
4410 if (i > store_bottom) i = store_bottom;
4414 sprintf(out_val, "どのアイテムの展示をやめさせますか?");
4416 sprintf(out_val, "Which item do you want to order to remove? ");
4419 /* Get the item number to be removed */
4420 if (!get_stock(&item, out_val, 0, i - 1)) return;
4422 /* Get the actual index */
4423 item = item + store_top;
4425 /* Get the actual item */
4426 o_ptr = &st_ptr->stock[item];
4429 object_desc(o_name, o_ptr, 0);
4432 msg_print("展示をやめさせたアイテムは二度と見ることはできません!");
4433 if (!get_check(format("本当に%sの展示をやめさせますか?", o_name))) return;
4435 msg_print("You cannot see items which is removed from the Museum!");
4436 if (!get_check(format("Really order to remove %s from the Museum? ", o_name))) return;
4440 msg_format("%sの展示をやめさせた。", o_name);
4442 msg_format("You ordered to remove %s.", o_name);
4445 /* Remove the items from the home */
4446 store_item_increase(item, -o_ptr->number);
4447 store_item_optimize(item);
4449 (void)combine_and_reorder_home(STORE_MUSEUM);
4451 /* The item is gone */
4454 if (st_ptr->stock_num == 0) store_top = 0;
4456 /* Nothing left on that screen */
4457 else if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
4459 /* Redraw everything */
4460 display_inventory();
4467 * Hack -- set this to leave the store
4469 static bool leave_store = FALSE;
4473 * @brief 店舗処理コマンド選択のメインルーチン /
4474 * Process a command in a store
4478 * Note that we must allow the use of a few "special" commands
4479 * in the stores which are not allowed in the dungeon, and we
4480 * must disable some commands which are allowed in the dungeon
4481 * but not in the stores, to prevent chaos.
4484 static void store_process_command(void)
4486 #ifdef ALLOW_REPEAT /* TNB */
4488 /* Handle repeating the last command */
4491 #endif /* ALLOW_REPEAT -- TNB */
4493 if (rogue_like_commands && command_cmd == 'l')
4495 command_cmd = 'x'; /* hack! */
4498 /* Parse the command */
4499 switch (command_cmd)
4509 /* 1 ページ戻るコマンド: 我が家のページ数が多いので重宝するはず By BUG */
4512 if (st_ptr->stock_num <= store_bottom) {
4514 msg_print("これで全部です。");
4516 msg_print("Entire inventory is shown.");
4520 store_top -= store_bottom;
4521 if ( store_top < 0 )
4522 store_top = ((st_ptr->stock_num - 1 )/store_bottom) * store_bottom;
4523 if ( (cur_store_num == STORE_HOME) && (powerup_home == FALSE) )
4524 if ( store_top >= store_bottom ) store_top = store_bottom;
4525 display_inventory();
4533 if (st_ptr->stock_num <= store_bottom)
4536 msg_print("これで全部です。");
4538 msg_print("Entire inventory is shown.");
4544 store_top += store_bottom;
4546 * 隠しオプション(powerup_home)がセットされていないときは
4547 * 我が家では 2 ページまでしか表示しない
4549 if ((cur_store_num == STORE_HOME) &&
4550 (powerup_home == FALSE) &&
4551 (st_ptr->stock_num >= STORE_INVEN_MAX))
4553 if (store_top >= (STORE_INVEN_MAX - 1))
4560 if (store_top >= st_ptr->stock_num) store_top = 0;
4563 display_inventory();
4576 /* Get (purchase) */
4603 /*** Inventory Commands ***/
4605 /* Wear/wield equipment */
4612 /* Take off equipment */
4619 /* Destroy an item */
4626 /* Equipment list */
4633 /* Inventory list */
4641 /*** Various commands ***/
4643 /* Identify an object */
4650 /* Hack -- toggle windows */
4653 toggle_inven_equip();
4659 /*** Use various objects ***/
4664 if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4665 (p_ptr->pclass == CLASS_BERSERKER) ||
4666 (p_ptr->pclass == CLASS_NINJA) ||
4667 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4668 ) do_cmd_mind_browse();
4669 else if (p_ptr->pclass == CLASS_SMITH)
4671 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4672 do_cmd_magic_eater(TRUE, FALSE);
4673 else if (p_ptr->pclass == CLASS_SNIPER)
4674 do_cmd_snipe_browse();
4675 else do_cmd_browse();
4679 /* Inscribe an object */
4686 /* Uninscribe an object */
4689 do_cmd_uninscribe();
4695 /*** Help and Such ***/
4704 /* Identify symbol */
4707 do_cmd_query_symbol();
4711 /* Character description */
4714 p_ptr->town_num = old_town_num;
4715 do_cmd_change_name();
4716 p_ptr->town_num = inner_town_num;
4722 /*** System Commands ***/
4724 /* Hack -- User interface */
4731 /* Single line from a pref file */
4734 p_ptr->town_num = old_town_num;
4736 p_ptr->town_num = inner_town_num;
4740 /* Interact with macros */
4743 p_ptr->town_num = old_town_num;
4745 p_ptr->town_num = inner_town_num;
4749 /* Interact with visuals */
4752 p_ptr->town_num = old_town_num;
4754 p_ptr->town_num = inner_town_num;
4758 /* Interact with colors */
4761 p_ptr->town_num = old_town_num;
4763 p_ptr->town_num = inner_town_num;
4767 /* Interact with options */
4771 (void)combine_and_reorder_home(STORE_HOME);
4777 /*** Misc Commands ***/
4793 /* Repeat level feeling */
4800 /* Show previous message */
4803 do_cmd_message_one();
4807 /* Show previous messages */
4820 /* Check artifacts, uniques etc. */
4827 /* Load "screen dump" */
4830 do_cmd_load_screen();
4834 /* Save "screen dump" */
4837 do_cmd_save_screen();
4841 /* Hack -- Unknown command */
4844 if ((cur_store_num == STORE_MUSEUM) && (command_cmd == 'r'))
4846 museum_remove_object();
4851 msg_print("そのコマンドは店の中では使えません。");
4853 msg_print("That command does not work in stores.");
4864 * @brief 店舗処理全体のメインルーチン /
4865 * Enter a store, and interact with it. *
4869 * Note that we use the standard "request_command()" function
4870 * to get a command, allowing us to use "command_arg" and all
4871 * command macros and other nifty stuff, but we use the special
4872 * "shopping" argument, to force certain commands to be converted
4873 * into other commands, normally, we convert "p" (pray) and "m"
4874 * (cast magic) into "g" (get), and "s" (search) into "d" (drop).
4877 void do_cmd_store(void)
4883 bool need_redraw_store_inv; /* To redraw missiles damage and prices in store */
4887 Term_get_size(&w, &h);
4889 /* Calculate stocks per 1 page */
4890 xtra_stock = MIN(14+26, ((h > 24) ? (h - 24) : 0));
4891 store_bottom = MIN_STOCK + xtra_stock;
4893 /* Access the player grid */
4894 c_ptr = &cave[p_ptr->y][p_ptr->x];
4896 /* Verify a store */
4897 if (!cave_have_flag_grid(c_ptr, FF_STORE))
4900 msg_print("ここには店がありません。");
4902 msg_print("You see no store here.");
4908 /* Extract the store code */
4909 which = f_info[c_ptr->feat].subtype;
4911 old_town_num = p_ptr->town_num;
4912 if ((which == STORE_HOME) || (which == STORE_MUSEUM)) p_ptr->town_num = 1;
4913 if (dun_level) p_ptr->town_num = NO_TOWN;
4914 inner_town_num = p_ptr->town_num;
4916 /* Hack -- Check the "locked doors" */
4917 if ((town[p_ptr->town_num].store[which].store_open >= turn) ||
4921 msg_print("ドアに鍵がかかっている。");
4923 msg_print("The doors are locked.");
4926 p_ptr->town_num = old_town_num;
4930 /* Calculate the number of store maintainances since the last visit */
4931 maintain_num = (turn - town[p_ptr->town_num].store[which].last_visit) / (TURNS_PER_TICK * STORE_TICKS);
4933 /* Maintain the store max. 10 times */
4934 if (maintain_num > 10) maintain_num = 10;
4938 /* Maintain the store */
4939 for (i = 0; i < maintain_num; i++)
4940 store_maint(p_ptr->town_num, which);
4942 /* Save the visit */
4943 town[p_ptr->town_num].store[which].last_visit = turn;
4946 /* Forget the lite */
4949 /* Forget the view */
4953 /* Hack -- Character is in "icky" mode */
4954 character_icky = TRUE;
4957 /* No command argument */
4960 /* No repeated command */
4963 /* No automatic command */
4966 /* Do not expand macros */
4967 get_com_no_macros = TRUE;
4969 /* Save the store number */
4970 cur_store_num = which;
4972 /* Hack -- save the store feature */
4973 cur_store_feat = c_ptr->feat;
4975 /* Save the store and owner pointers */
4976 st_ptr = &town[p_ptr->town_num].store[cur_store_num];
4977 ot_ptr = &owners[cur_store_num][st_ptr->owner];
4980 /* Start at the beginning */
4983 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4985 /* Display the store */
4989 leave_store = FALSE;
4991 /* Interact with player */
4992 while (!leave_store)
4994 /* Hack -- Clear line 1 */
4998 clear_from(20 + xtra_stock);
5001 /* Basic commands */
5003 prt(" ESC) 建物から出る", 21 + xtra_stock, 0);
5005 prt(" ESC) Exit from Building.", 21 + xtra_stock, 0);
5009 /* Browse if necessary */
5010 if (st_ptr->stock_num > store_bottom)
5013 prt(" -)前ページ", 22 + xtra_stock, 0);
5014 prt(" スペース) 次ページ", 23 + xtra_stock, 0);
5016 prt(" -) Previous page", 22 + xtra_stock, 0);
5017 prt(" SPACE) Next page", 23 + xtra_stock, 0);
5023 if (cur_store_num == STORE_HOME)
5026 prt("g) アイテムを取る", 21 + xtra_stock, 27);
5027 prt("d) アイテムを置く", 22 + xtra_stock, 27);
5028 prt("x) 家のアイテムを調べる", 23 + xtra_stock, 27);
5030 prt("g) Get an item.", 21 + xtra_stock, 27);
5031 prt("d) Drop an item.", 22 + xtra_stock, 27);
5032 prt("x) eXamine an item in the home.", 23 + xtra_stock, 27);
5036 /* Museum commands */
5037 else if (cur_store_num == STORE_MUSEUM)
5040 prt("d) アイテムを置く", 21 + xtra_stock, 27);
5041 prt("r) アイテムの展示をやめる", 22 + xtra_stock, 27);
5042 prt("x) 博物館のアイテムを調べる", 23 + xtra_stock, 27);
5044 prt("d) Drop an item.", 21 + xtra_stock, 27);
5045 prt("r) order to Remove an item.", 22 + xtra_stock, 27);
5046 prt("x) eXamine an item in the museum.", 23 + xtra_stock, 27);
5050 /* Shop commands XXX XXX XXX */
5054 prt("p) 商品を買う", 21 + xtra_stock, 30);
5055 prt("s) アイテムを売る", 22 + xtra_stock, 30);
5056 prt("x) 商品を調べる", 23 + xtra_stock,30);
5058 prt("p) Purchase an item.", 21 + xtra_stock, 30);
5059 prt("s) Sell an item.", 22 + xtra_stock, 30);
5060 prt("x) eXamine an item in the shop", 23 + xtra_stock,30);
5067 prt("i/e) 持ち物/装備の一覧", 21 + xtra_stock, 56);
5069 if (rogue_like_commands)
5071 prt("w/T) 装備する/はずす", 22 + xtra_stock, 56);
5075 prt("w/t) 装備する/はずす", 22 + xtra_stock, 56);
5078 prt("i/e) Inventry/Equipment list", 21 + xtra_stock, 56);
5080 if (rogue_like_commands)
5082 prt("w/T) Wear/Take off equipment", 22 + xtra_stock, 56);
5086 prt("w/t) Wear/Take off equipment", 22 + xtra_stock, 56);
5091 prt("コマンド:", 20 + xtra_stock, 0);
5093 prt("You may: ", 20 + xtra_stock, 0);
5098 request_command(TRUE);
5100 /* Process the command */
5101 store_process_command();
5104 * Hack -- To redraw missiles damage and prices in store
5105 * If player's charisma changes, or if player changes a bow, PU_BONUS is set
5107 need_redraw_store_inv = (p_ptr->update & PU_BONUS) ? TRUE : FALSE;
5109 /* Hack -- Character is still in "icky" mode */
5110 character_icky = TRUE;
5118 /* XXX XXX XXX Pack Overflow */
5119 if (inventory[INVEN_PACK].k_idx)
5121 INVENTORY_IDX item = INVEN_PACK;
5123 object_type *o_ptr = &inventory[item];
5125 /* Hack -- Flee from the store */
5126 if (cur_store_num != STORE_HOME)
5129 if (cur_store_num == STORE_MUSEUM)
5130 msg_print("ザックからアイテムがあふれそうなので、あわてて博物館から出た...");
5132 msg_print("ザックからアイテムがあふれそうなので、あわてて店から出た...");
5134 if (cur_store_num == STORE_MUSEUM)
5135 msg_print("Your pack is so full that you flee the Museum...");
5137 msg_print("Your pack is so full that you flee the store...");
5145 /* Hack -- Flee from the home */
5146 else if (!store_check_num(o_ptr))
5149 msg_print("ザックからアイテムがあふれそうなので、あわてて家から出た...");
5151 msg_print("Your pack is so full that you flee your home...");
5159 /* Hack -- Drop items into the home */
5167 char o_name[MAX_NLEN];
5170 /* Give a message */
5172 msg_print("ザックからアイテムがあふれてしまった!");
5174 msg_print("Your pack overflows!");
5178 /* Get local object */
5181 /* Grab a copy of the item */
5182 object_copy(q_ptr, o_ptr);
5185 object_desc(o_name, q_ptr, 0);
5188 msg_format("%sが落ちた。(%c)", o_name, index_to_label(item));
5190 msg_format("You drop %s (%c).", o_name, index_to_label(item));
5194 /* Remove it from the players inventory */
5195 inven_item_increase(item, -255);
5196 inven_item_describe(item);
5197 inven_item_optimize(item);
5202 /* Let the home carry it */
5203 item_pos = home_carry(q_ptr);
5205 /* Redraw the home */
5208 store_top = (item_pos / store_bottom) * store_bottom;
5209 display_inventory();
5214 /* Hack -- Redisplay store prices if charisma changes */
5215 /* Hack -- Redraw missiles damage if player changes bow */
5216 if (need_redraw_store_inv) display_inventory();
5218 /* Hack -- get kicked out of the store */
5219 if (st_ptr->store_open >= turn) leave_store = TRUE;
5222 select_floor_music();
5224 p_ptr->town_num = old_town_num;
5226 /* Free turn XXX XXX XXX */
5227 p_ptr->energy_use = 100;
5230 /* Hack -- Character is no longer in "icky" mode */
5231 character_icky = FALSE;
5234 /* Hack -- Cancel automatic command */
5237 /* Hack -- Cancel "see" mode */
5238 command_see = FALSE;
5240 /* Allow expanding macros */
5241 get_com_no_macros = FALSE;
5243 /* Flush messages XXX XXX XXX */
5247 /* Clear the screen */
5251 /* Update everything */
5252 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
5253 p_ptr->update |= (PU_MONSTERS);
5255 /* Redraw entire screen */
5256 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY);
5259 p_ptr->redraw |= (PR_MAP);
5262 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5268 * @brief 現在の町の店主を交代させる /
5269 * Shuffle one of the stores.
5270 * @param which 店舗種類のID
5273 void store_shuffle(int which)
5279 if (which == STORE_HOME) return;
5280 if (which == STORE_MUSEUM) return;
5283 /* Save the store index */
5284 cur_store_num = which;
5286 /* Activate that store */
5287 st_ptr = &town[p_ptr->town_num].store[cur_store_num];
5290 /* Pick a new owner */
5293 st_ptr->owner = (byte)randint0(MAX_OWNERS);
5294 if (j == st_ptr->owner) continue;
5295 for (i = 1;i < max_towns; i++)
5297 if (i == p_ptr->town_num) continue;
5298 if (st_ptr->owner == town[i].store[cur_store_num].owner) break;
5300 if (i == max_towns) break;
5303 /* Activate the new owner */
5304 ot_ptr = &owners[cur_store_num][st_ptr->owner];
5307 /* Reset the owner data */
5308 st_ptr->insult_cur = 0;
5309 st_ptr->store_open = 0;
5310 st_ptr->good_buy = 0;
5311 st_ptr->bad_buy = 0;
5314 /* Hack -- discount all the items */
5315 for (i = 0; i < st_ptr->stock_num; i++)
5320 o_ptr = &st_ptr->stock[i];
5322 if (!object_is_artifact(o_ptr))
5324 /* Hack -- Sell all non-artifact old items for "half price" */
5325 o_ptr->discount = 50;
5327 /* Hack -- Items are no longer "fixed price" */
5328 o_ptr->ident &= ~(IDENT_FIXED);
5330 /* Mega-Hack -- Note that the item is "on sale" */
5332 o_ptr->inscription = quark_add("売出中");
5334 o_ptr->inscription = quark_add("on sale");
5342 * @brief 店の品揃えを変化させる /
5343 * Maintain the inventory at the stores.
5344 * @param town_num 町のID
5345 * @param store_num 店舗種類のID
5348 void store_maint(int town_num, int store_num)
5352 cur_store_num = store_num;
5355 if (store_num == STORE_HOME) return;
5356 if (store_num == STORE_MUSEUM) return;
5358 /* Activate that store */
5359 st_ptr = &town[town_num].store[store_num];
5361 /* Activate the owner */
5362 ot_ptr = &owners[store_num][st_ptr->owner];
5364 /* Store keeper forgives the player */
5365 st_ptr->insult_cur = 0;
5367 /* Mega-Hack -- prune the black market */
5368 if (store_num == STORE_BLACK)
5370 /* Destroy crappy black market items */
5371 for (j = st_ptr->stock_num - 1; j >= 0; j--)
5373 object_type *o_ptr = &st_ptr->stock[j];
5375 /* Destroy crappy items */
5376 if (black_market_crap(o_ptr))
5378 /* Destroy the item */
5379 store_item_increase(j, 0 - o_ptr->number);
5380 store_item_optimize(j);
5386 /* Choose the number of slots to keep */
5387 j = st_ptr->stock_num;
5389 /* Sell a few items */
5390 j = j - randint1(STORE_TURNOVER);
5392 /* Never keep more than "STORE_MAX_KEEP" slots */
5393 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
5395 /* Always "keep" at least "STORE_MIN_KEEP" items */
5396 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
5398 /* Hack -- prevent "underflow" */
5401 /* Destroy objects until only "j" slots are left */
5402 while (st_ptr->stock_num > j) store_delete();
5405 /* Choose the number of slots to fill */
5406 j = st_ptr->stock_num;
5408 /* Buy some more items */
5409 j = j + randint1(STORE_TURNOVER);
5411 /* Never keep more than "STORE_MAX_KEEP" slots */
5412 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
5414 /* Always "keep" at least "STORE_MIN_KEEP" items */
5415 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
5417 /* Hack -- prevent "overflow" */
5418 if (j >= st_ptr->stock_size) j = st_ptr->stock_size - 1;
5420 /* Acquire some new items */
5421 while (st_ptr->stock_num < j) store_create();
5426 * @brief 店舗情報を初期化する /
5427 * Initialize the stores
5428 * @param town_num 町のID
5429 * @param store_num 店舗種類のID
5432 void store_init(int town_num, int store_num)
5436 cur_store_num = store_num;
5438 /* Activate that store */
5439 st_ptr = &town[town_num].store[store_num];
5447 st_ptr->owner = (byte)randint0(MAX_OWNERS);
5448 for (i = 1;i < max_towns; i++)
5450 if (i == town_num) continue;
5451 if (st_ptr->owner == town[i].store[store_num].owner) break;
5453 if (i == max_towns) break;
5456 /* Activate the new owner */
5457 ot_ptr = &owners[store_num][st_ptr->owner];
5460 /* Initialize the store */
5461 st_ptr->store_open = 0;
5462 st_ptr->insult_cur = 0;
5463 st_ptr->good_buy = 0;
5464 st_ptr->bad_buy = 0;
5466 /* Nothing in stock */
5467 st_ptr->stock_num = 0;
5470 * MEGA-HACK - Last visit to store is
5471 * BEFORE player birth to enable store restocking
5473 st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
5475 /* Clear any old items */
5476 for (k = 0; k < st_ptr->stock_size; k++)
5478 object_wipe(&st_ptr->stock[k]);
5484 * @brief アイテムを町のブラックマーケットに移動させる /
5485 * @param o_ptr 移動させたいオブジェクトの構造体参照ポインタ
5488 void move_to_black_market(object_type *o_ptr)
5491 if (!p_ptr->town_num) return;
5493 st_ptr = &town[p_ptr->town_num].store[STORE_BLACK];
5495 o_ptr->ident |= IDENT_STORE;
5497 (void)store_carry(o_ptr);
5499 object_wipe(o_ptr); /* Don't leave a bogus object behind... */