4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Store commands */
17 /* ²¼¤ÎÊý¤«¤é°ÜÆ°¤·¤Æ¤¤Þ¤·¤¿ */
18 static int cur_store_num = 0;
19 static int store_top = 0;
20 static store_type *st_ptr = NULL;
21 static owner_type *ot_ptr = NULL;
23 #define RUMOR_CHANCE 8
25 #define MAX_COMMENT_1 6
27 static cptr comment_1[MAX_COMMENT_1] =
48 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÄɲåá¥Ã¥»¡¼¥¸¡Ê¾µÂú¡Ë */
49 static cptr comment_1_B[MAX_COMMENT_1] = {
50 "¤Þ¤¢¡¢¤½¤ì¤Ç¤¤¤¤¤ä¡£",
51 "º£Æü¤Ï¤½¤ì¤Ç´ªÊÛ¤·¤Æ¤ä¤ë¡£",
58 #define MAX_COMMENT_2A 2
60 static cptr comment_2a[MAX_COMMENT_2A] =
63 "»ä¤ÎǦÂÑÎϤò»î¤·¤Æ¤¤¤ë¤Î¤«¤¤¡© $%s ¤¬ºÇ¸å¤À¡£",
64 "²æËý¤Ë¤â¸ÂÅÙ¤¬¤¢¤ë¤¾¡£ $%s ¤¬ºÇ¸å¤À¡£"
66 "You try my patience. %s is final.",
67 "My patience grows thin. %s is final."
72 #define MAX_COMMENT_2B 12
74 static cptr comment_2b[MAX_COMMENT_2B] =
77 " $%s ¤°¤é¤¤¤Ï½Ð¤µ¤Ê¤¤ã¥À¥á¤À¤è¡£",
78 " $%s ¤Ê¤é¼õ¤±¼è¤Ã¤Æ¤â¤¤¤¤¤¬¡£",
79 "¥Ï¡ª $%s °Ê²¼¤Ï¤Ê¤¤¤Í¡£",
80 "²¿¤ÆÅÛ¤À¡ª $%s °Ê²¼¤Ï¤¢¤êÆÀ¤Ê¤¤¤¾¡£",
81 "¤½¤ì¤¸¤ã¾¯¤Ê¤¹¤®¤ë¡ª $%s ¤ÏÍߤ·¤¤¤È¤³¤í¤À¡£",
82 "¥Ð¥«¤Ë¤·¤Æ¤¤¤ë¡ª $%s ¤Ï¤â¤é¤ï¤Ê¤¤¤È¡£",
83 "±³¤À¤í¤¦¡ª $%s ¤Ç¤É¤¦¤À¤¤¡©",
84 "¤ª¤¤¤ª¤¤¡ª $%s ¤ò¹Í¤¨¤Æ¤¯¤ì¤Ê¤¤¤«¡©",
85 "1000ɤ¤Î¥ª¡¼¥¯¤Î¥Î¥ß¤Ë¶ì¤·¤á¤é¤ì¤ë¤¬¤¤¤¤¡ª $%s ¤À¡£",
86 "¤ªÁ°¤ÎÂçÀڤʤâ¤Î¤ËºÒ¤¤¤¢¤ì¡ª $%s ¤Ç¤É¤¦¤À¡£",
87 "¥â¥ë¥´¥¹¤Ë¾ÞÌ£¤µ¤ì¤ë¤¬¤¤¤¤¡ªËÜÅö¤Ï $%s ¤Ê¤ó¤À¤í¤¦¡©",
88 "¤ªÁ°¤ÎÊì¿Æ¤Ï¥ª¡¼¥¬¤«¡ª $%s ¤Ï½Ð¤¹¤Ä¤â¤ê¤Ê¤ó¤À¤í¡©"
90 "I can take no less than %s gold pieces.",
91 "I will accept no less than %s gold pieces.",
92 "Ha! No less than %s gold pieces.",
93 "You knave! No less than %s gold pieces.",
94 "That's a pittance! I want %s gold pieces.",
95 "That's an insult! I want %s gold pieces.",
96 "As if! How about %s gold pieces?",
97 "My arse! How about %s gold pieces?",
98 "May the fleas of 1000 orcs molest you! Try %s gold pieces.",
99 "May your most favourite parts go moldy! Try %s gold pieces.",
100 "May Morgoth find you tasty! Perhaps %s gold pieces?",
101 "Your mother was an Ogre! Perhaps %s gold pieces?"
107 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÇä¤ë¤È¤¡Ë */
108 static cptr comment_2b_B[MAX_COMMENT_2B] = {
109 "¤¤¤¯¤é²¶Íͤ¬¤ª¿Í¹¥¤·¤È¤Ï¤¤¤¨ $%s ¤¬¸Â³¦¤À¤Í¡£·ù¤Ê¤éµ¢¤ê¤Ê¡£",
110 "¶â¤¬¤Ê¤¤¤Î¤«¤¤¡¢¤¢¤ó¤¿¡©¤Þ¤º¤Ï²È¤Ëµ¢¤Ã¤Æ $%s ·¤¨¤Æ¤¤Ê¡£",
111 "ʪ¤Î²ÁÃͤ¬Ê¬¤«¤é¤óÅÛ¤À¤Ê¡£¤³¤ì¤Ï $%s ¤¬ÉáÄ̤ʤó¤À¤è¡£",
112 "²¶¤ÎÉÕ¤±¤¿ÃÍÃʤËʸ¶ç¤¬¤¢¤ë¤Î¤«¡© $%s ¤¬¸Â³¦¤À¡£",
113 "¤Ò¤ç¤Ã¤È¤·¤Æ¿·¼ê¤Î¾éÃ̤«¤¤¡© $%s »ý¤Ã¤Æ¤Ê¤¤¤Ê¤éµ¢¤ê¤Ê¡£",
114 "¤¦¤Á¤Ï¾¤ÎŹ¤È¤Ï°ã¤¦¤ó¤À¤è¡£$%s ¤°¤é¤¤¤Ï½Ð¤·¤Ê¡£",
115 "Ç㤦µ¤¤¬¤Ê¤¤¤Ê¤éµ¢¤ê¤Ê¡£ $%s ¤À¤È¸À¤Ã¤Æ¤¤¤ë¤ó¤À¡£",
116 "Ïäˤʤé¤Ê¤¤¤Í¡£ $%s ¤¯¤é¤¤»ý¤Ã¤Æ¤¤¤ë¤ó¤À¤í¡©",
117 "¤Ï¡©¤Ê¤ó¤À¤½¤ê¤ã¡© $%s ¤Î´Ö°ã¤¤¤«¡¢¤Ò¤ç¤Ã¤È¤·¤Æ¡©",
118 "½Ð¸ý¤Ï¤¢¤Ã¤Á¤À¤è¡£¤½¤ì¤È¤â $%s ½Ð¤»¤ë¤Î¤«¤¤¡¢¤¢¤ó¤¿¤Ë¡£",
119 "Ì¿ÃΤ餺¤ÊÅÛ¤À¤Ê¡£ $%s ½Ð¤»¤Ðº£Æü¤Î½ê¤Ï´ªÊÛ¤·¤Æ¤ä¤ë¤è¡£",
120 "¤¦¤Á¤ÎŹ¤ÏÉÏ˳¿Í¤ªÃǤê¤À¡£ $%s ¤°¤é¤¤½Ð¤»¤Ê¤¤¤Î¤«¤¤¡©"
123 #define MAX_COMMENT_3A 2
125 static cptr comment_3a[MAX_COMMENT_3A] =
128 "»ä¤ÎǦÂÑÎϤò»î¤·¤Æ¤¤¤ë¤Î¤«¤¤¡© $%s ¤¬ºÇ¸å¤À¡£",
129 "²æËý¤Ë¤â¸ÂÅÙ¤¬¤¢¤ë¤¾¡£ $%s ¤¬ºÇ¸å¤À¡£"
131 "You try my patience. %s is final.",
132 "My patience grows thin. %s is final."
138 #define MAX_COMMENT_3B 12
140 static cptr comment_3b[MAX_COMMENT_3B] =
143 "Ëܲ»¤ò¸À¤¦¤È $%s ¤Ç¤¤¤¤¤ó¤À¤í¡©",
145 " $%s ¤°¤é¤¤¤Ê¤é½Ð¤·¤Æ¤â¤¤¤¤¤¬¡£",
146 " $%s °Ê¾åʧ¤¦¤Ê¤ó¤Æ¹Í¤¨¤é¤ì¤Ê¤¤¤Í¡£",
147 "¤Þ¤¢Íî¤Á¤Ä¤¤¤Æ¡£ $%s ¤Ç¤É¤¦¤À¤¤¡©",
148 "¤½¤Î¥¬¥é¥¯¥¿¤Ê¤é $%s ¤Ç°ú¤¼è¤ë¤è¡£",
149 "¤½¤ì¤¸¤ã¹â¤¹¤®¤ë¡ª $%s ¤¬¤¤¤¤¤È¤³¤À¤í¡£",
150 "¤É¤¦¤»¤¤¤é¤Ê¤¤¤ó¤À¤í¡ª $%s ¤Ç¤¤¤¤¤À¤í¡©",
151 "¤À¤á¤À¤á¡ª $%s ¤¬¤º¤Ã¤È¤ª»÷¹ç¤¤¤À¤è¡£",
152 "¥Ð¥«¤Ë¤·¤Æ¤¤¤ë¡ª $%s ¤¬¤»¤¤¤¼¤¤¤À¡£",
153 " $%s ¤Ê¤é´ò¤·¤¤¤È¤³¤í¤À¤¬¤Ê¤¢¡£",
154 " $%s ¡¢¤½¤ì°Ê¾å¤Ï¥Ó¥¿°ìʸ½Ð¤µ¤Ê¤¤¤è¡ª"
156 "Perhaps %s gold pieces?",
157 "How about %s gold pieces?",
158 "I will pay no more than %s gold pieces.",
159 "I can afford no more than %s gold pieces.",
160 "Be reasonable. How about %s gold pieces?",
161 "I'll buy it as scrap for %s gold pieces.",
162 "That is too much! How about %s gold pieces?",
163 "That looks war surplus! Say %s gold pieces?",
164 "Never! %s is more like it.",
165 "That's an insult! %s is more like it.",
166 "%s gold pieces and be thankful for it!",
167 "%s gold pieces and not a copper more!"
173 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÇ㤤¼è¤ê¡Ë */
174 static cptr comment_3b_B[MAX_COMMENT_3B] = {
175 " $%s ¤Ã¤Æ¤È¤³¤í¤À¤Í¡£¤½¤Î¤É¤¦¤·¤è¤¦¤â¤Ê¤¤¥¬¥é¥¯¥¿¤Ï¡£",
176 "¤³¤Î²¶¤¬ $%s ¤Ã¤Æ¸À¤Ã¤Æ¤¤¤ë¤ó¤À¤«¤é¡¢¤½¤ÎÄ̤ê¤Ë¤·¤¿Êý¤¬¿È¤Î¤¿¤á¤À¤¾¡£",
177 "²¶¤ÎÍ¥¤·¤µ¤Ë´Å¤¨¤ë¤Î¤â¤¤¤¤²Ã¸º¤Ë¤·¤Æ¤ª¤±¡£ $%s ¤À¡£",
178 "¤½¤ÎÉʤʤé $%s ¤ÇÇä¤Ã¤Æ¤¯¤ì¤Æ¤¤¤ë¤¬¤Í¡¢¾ï¼±¤¢¤ë¿Â»Î¤Ï¤ß¤ó¤Ê¡£",
179 "¤³¤ê¤ã¤Þ¤¿¡¢¤¬¤á¤Ä¤¤ÅÛ¤À¤Ê¡£¤¤¤¯¤é²¶¤¬²¹¸ü¤È¤Ï¤¤¤¨ $%s ¤¬¸Â³¦¤À¡£",
180 " $%s ¤À¡£Ê̤˲¶¤Ï¤½¤ó¤Ê¥¬¥é¥¯¥¿Íߤ·¤¯¤Ï¤Ê¤¤¤ó¤À¤«¤é¡£",
181 "²¶¤Î´ÕÄê³Û¤¬µ¤¤ËÆþ¤é¤Ê¤¤¤Î¤«¡© $%s ¡¢·ù¤Ê¤éµ¢¤ê¤Ê¡£",
182 " $%s ¤Ç°ú¤¼è¤Ã¤Æ¤ä¤ë¤è¡£´î¤ó¤Ç¼õ¤±¼è¤ê¤Ê¡¢ÉÏ˳¿Í¡£",
183 "ʪ¤Î²ÁÃͤ¬Ê¬¤«¤é¤óÅۤϻÏËö¤Ë¤ª¤¨¤ó¤Ê¡£¤½¤ì¤Ï $%s ¤Ê¤ó¤À¤è¡£",
184 "¤½¤ó¤Ê¤Ë¶â¤¬Íߤ·¤¤¤Î¤«¡¢¤¢¤ó¤¿¡© $%s ¤ÇËþ¤Ǥ¤ó¤Î¤«¡©",
185 "Æþ¤ëŹ´Ö°ã¤¨¤Æ¤ó¤¸¤ã¤Ê¤¤¤Î¤«¡© $%s ¤Ç·ù¤Ê¤é¾¤ò¤¢¤¿¤Ã¤Æ¤¯¤ì¡£",
186 "²¶¤Î¸À¤¤Ãͤ˥±¥Á¤ò¤Ä¤±¤ëÅÛ¤¬¤¤¤ë¤È¤Ï¡ª ¤½¤ÎÅÙ¶»¤ËÌȤ¸¤Æ $%s ¤À¡£"
189 #define MAX_COMMENT_4A 4
191 static cptr comment_4a[MAX_COMMENT_4A] =
194 "¤â¤¦¤¿¤¯¤µ¤ó¤À¡ª²¿ÅÙ¤â»ä¤ò¤ï¤º¤é¤ï¤»¤Ê¤¤¤Ç¤¯¤ì¡ª",
195 "¤¦¤¬¡¼¡ª°ìÆü¤Î²æËý¤Î¸ÂÅÙ¤òĶ¤¨¤Æ¤¤¤ë¡ª",
196 "¤â¤¦¤¤¤¤¡ª»þ´Ö¤Î̵Â̰ʳ°¤Î¤Ê¤Ë¤â¤Î¤Ç¤â¤Ê¤¤¡ª",
197 "¤â¤¦¤ä¤Ã¤Æ¤é¤ì¤Ê¤¤¤è¡ª´é¤â¸«¤¿¤¯¤Ê¤¤¡ª"
199 "Enough! You have abused me once too often!",
200 "Arghhh! I have had enough abuse for one day!",
201 "That does it! You shall waste my time no more!",
202 "This is getting nowhere! I'm going to Londis!"
208 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÅܤê¤ÎĺÅÀ¡Ë */
209 static cptr comment_4a_B[MAX_COMMENT_4A] = {
210 "¤Ê¤á¤ä¤¬¤Ã¤Æ¡ª²¹¸ü¤Ê²¶ÍͤǤâ¸Â³¦¤¬¤¢¤ë¤Ã¤Æ¤³¤È¤òÃΤ졪",
211 "²¶¤ò¤³¤³¤Þ¤ÇÅܤ餻¤Æ...Ì¿¤¬¤¢¤ë¤À¤±¤Ç¤â¤¢¤ê¤¬¤¿¤¤¤È»×¤¨¡ª",
212 "¤Õ¤¶¤±¤Æ¤ë¤Î¤«¡ªÎä¤ä¤«¤·¤Ê¤éÁê¼ê¤ò¸«¤Æ¤«¤é¤Ë¤·¤í¡ª",
213 "¤¤¤¤¤«¤²¤ó¤Ë¤·¤í¡ªº£ÅÙ¤³¤ó¤Ê¤Þ¤Í¤·¤¿¤é¤¿¤À¤¸¤ã¤ª¤«¤Í¤¨¤¾¡ª"
216 #define MAX_COMMENT_4B 4
218 static cptr comment_4b[MAX_COMMENT_4B] =
222 "²¶¤ÎÁ°¤«¤é¾Ã¤¨¼º¤»¤í¡ª",
223 "¤É¤Ã¤«¤Ë¹Ô¤Ã¤Á¤Þ¤¨¡ª",
224 "½Ð¤í¡¢½Ð¤í¡¢½Ð¤Æ¹Ô¤±¡ª"
227 "Get out of my sight!",
228 "Begone, you scoundrel!",
235 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÄɤ¤½Ð¤·¡Ë */
236 static cptr comment_4b_B[MAX_COMMENT_4B] = {
237 "ÆóÅ٤Ȥ¦¤Á¤ËÍè¤ë¤ó¤¸¤ã¤Í¤¨¡ª¡ª",
238 "¤È¤Ã¤È¤È¡¢¤É¤Ã¤«¤Ø¼º¤»¤í¡ª¡ª",
239 "º£¤¹¤°¾Ã¤¨¼º¤»¤í¡ª¡ª",
240 "½Ð¤Æ¤¤¤±¡ª½Ð¤Æ¤¤¤±¡ª¡ª"
243 #define MAX_COMMENT_5 8
245 static cptr comment_5[MAX_COMMENT_5] =
250 "¤â¤Ã¤È¿¿ÌÌÌܤ˸À¤Ã¤Æ¤¯¤ì¡ª",
251 "¸ò¾Ä¤¹¤ëµ¤¤¬¤¢¤ë¤Î¤«¤¤¡©",
252 "Îä¤ä¤«¤·¤ËÍ褿¤Î¤«¡ª",
255 "¤Õ¡¼¤à¡¢Îɤ¤Å·µ¤¤À¡£"
259 "You will have to do better than that!",
260 "Do you wish to do business or not?",
261 "You've got to be kidding!",
262 "You'd better be kidding!",
263 "You try my patience.",
264 "Hmmm, nice weather we're having."
270 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÅܤê¡Ë */
271 static cptr comment_5_B[MAX_COMMENT_5] = {
272 "»þ´Ö¤Î̵Â̤À¤Ê¡¢¤³¤ì¤Ï¡£",
273 "Ìñ²ð¤Ê¤ªµÒÍͤÀ¤Ê¡ª",
274 "Ïä·¤Æʬ¤«¤ëÁê¼ê¤¸¤ã¤Ê¤µ¤½¤¦¤À¡£",
275 "Äˤ¤Ìܤˤ¢¤¤¤¿¤¤¤é¤·¤¤¤Ê¡ª",
276 "¤Ê¤ó¤Æ¶¯ÍߤÊÅÛ¤À¡ª",
278 "¤É¤¦¤·¤è¤¦¤â¤Ê¤¤ÉÏ˳¿Í¤À¡ª",
279 "·ö²Þ¤òÇä¤Ã¤Æ¤¤¤ë¤Î¤«¡©"
282 #define MAX_COMMENT_6 4
284 static cptr comment_6[MAX_COMMENT_6] =
287 "¤É¤¦¤ä¤éʹ¤´Ö°ã¤¨¤¿¤é¤·¤¤¡£",
288 "¼ºÎé¡¢¤è¤¯Ê¹¤³¤¨¤Ê¤«¤Ã¤¿¤è¡£",
289 "¤¹¤Þ¤Ê¤¤¡¢²¿¤À¤Ã¤Æ¡©",
290 "°¤¤¡¢¤â¤¦°ìÅÙ¸À¤Ã¤Æ¤¯¤ì¤ë¡©"
292 "I must have heard you wrong.",
293 "I'm sorry, I missed that.",
294 "I'm sorry, what was that?",
295 "Sorry, what was that again?"
305 static void say_comment_1(void)
310 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î¤È¤¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
311 if ( cur_store_num == STORE_BLACK ) {
312 msg_print(comment_1_B[randint0(MAX_COMMENT_1)]);
315 msg_print(comment_1[randint0(MAX_COMMENT_1)]);
318 msg_print(comment_1[randint0(MAX_COMMENT_1)]);
322 if (one_in_(RUMOR_CHANCE))
325 msg_print("Ź¼ç¤Ï¼ª¤¦¤Á¤·¤¿:");
327 msg_print("The shopkeeper whispers something into your ear:");
332 if (!get_rnd_line_jonly("rumors_j.txt", 0, rumour, 10))
334 if (!get_rnd_line("rumors.txt", 0, rumour))
343 * Continue haggling (player is buying)
345 static void say_comment_2(s32b value, int annoyed)
349 /* Prepare a string to insert */
350 sprintf(tmp_val, "%ld", (long)value);
355 /* Formatted message */
356 msg_format(comment_2a[randint0(MAX_COMMENT_2A)], tmp_val);
362 /* Formatted message */
364 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
365 if ( cur_store_num == STORE_BLACK ){
366 msg_format(comment_2b_B[randint0(MAX_COMMENT_2B)], tmp_val);
369 msg_format(comment_2b[randint0(MAX_COMMENT_2B)], tmp_val);
372 msg_format(comment_2b[randint0(MAX_COMMENT_2B)], tmp_val);
380 * Continue haggling (player is selling)
382 static void say_comment_3(s32b value, int annoyed)
386 /* Prepare a string to insert */
387 sprintf(tmp_val, "%ld", (long)value);
392 /* Formatted message */
393 msg_format(comment_3a[randint0(MAX_COMMENT_3A)], tmp_val);
399 /* Formatted message */
401 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
402 if ( cur_store_num == STORE_BLACK ){
403 msg_format(comment_3b_B[randint0(MAX_COMMENT_3B)], tmp_val);
406 msg_format(comment_3b[randint0(MAX_COMMENT_3B)], tmp_val);
409 msg_format(comment_3b[randint0(MAX_COMMENT_3B)], tmp_val);
417 * Kick 'da bum out. -RAK-
419 static void say_comment_4(void)
422 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
423 if ( cur_store_num == STORE_BLACK ){
424 msg_print(comment_4a_B[randint0(MAX_COMMENT_4A)]);
425 msg_print(comment_4b_B[randint0(MAX_COMMENT_4B)]);
428 msg_print(comment_4a[randint0(MAX_COMMENT_4A)]);
429 msg_print(comment_4b[randint0(MAX_COMMENT_4B)]);
432 msg_print(comment_4a[randint0(MAX_COMMENT_4A)]);
433 msg_print(comment_4b[randint0(MAX_COMMENT_4B)]);
440 * You are insulting me
442 static void say_comment_5(void)
445 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
446 if ( cur_store_num == STORE_BLACK ){
447 msg_print(comment_5_B[randint0(MAX_COMMENT_5)]);
450 msg_print(comment_5[randint0(MAX_COMMENT_5)]);
453 msg_print(comment_5[randint0(MAX_COMMENT_5)]);
460 * That makes no sense.
462 static void say_comment_6(void)
464 msg_print(comment_6[randint0(MAX_COMMENT_6)]);
470 * Messages for reacting to purchase prices.
473 #define MAX_COMMENT_7A 4
475 static cptr comment_7a[MAX_COMMENT_7A] =
480 "狼¤¬¤à¤»¤Óµã¤¯À¼¤¬Ê¹¤³¤¨¤ë...¡£",
481 "Ź¼ç¤¬²ù¤·¤²¤Ë¤ï¤á¤¤¤Æ¤¤¤ë¡ª"
485 "You hear someone sobbing...",
486 "The shopkeeper howls in agony!"
491 #define MAX_COMMENT_7B 4
493 static cptr comment_7b[MAX_COMMENT_7B] =
498 "Ź¼ç¤¬º¨¤á¤·¤½¤¦¤Ë¸«¤Æ¤¤¤ë¡£",
503 "The shopkeeper curses at you.",
504 "The shopkeeper glares at you."
509 #define MAX_COMMENT_7C 4
511 static cptr comment_7c[MAX_COMMENT_7C] =
515 "·¯¤¬Å·»È¤Ë¸«¤¨¤ë¤è¡ª",
516 "Ź¼ç¤¬¥¯¥¹¥¯¥¹¾Ð¤Ã¤Æ¤¤¤ë¡£",
517 "Ź¼ç¤¬ÂçÀ¼¤Ç¾Ð¤Ã¤Æ¤¤¤ë¡£"
520 "You've made my day!",
521 "The shopkeeper giggles.",
522 "The shopkeeper laughs loudly."
527 #define MAX_COMMENT_7D 4
529 static cptr comment_7d[MAX_COMMENT_7D] =
533 "¤³¤ó¤Ê¤ª¤¤¤·¤¤»×¤¤¤ò¤·¤¿¤é¡¢¿¿ÌÌÌܤËƯ¤±¤Ê¤¯¤Ê¤ë¤Ê¤¡¡£",
534 "Ź¼ç¤Ï´ò¤·¤¯¤ÆÄ·¤Í²ó¤Ã¤Æ¤¤¤ë¡£",
535 "Ź¼ç¤ÏËþÌ̤˾Фߤò¤¿¤¿¤¨¤Æ¤¤¤ë¡£"
538 "I think I'll retire!",
539 "The shopkeeper jumps for joy.",
540 "The shopkeeper smiles gleefully."
547 * Let a shop-keeper React to a purchase
549 * We paid "price", it was worth "value", and we thought it was worth "guess"
551 static void purchase_analyze(s32b price, s32b value, s32b guess)
553 /* Item was worthless, but we bought it */
554 if ((value <= 0) && (price > value))
557 msg_print(comment_7a[randint0(MAX_COMMENT_7A)]);
559 chg_virtue(V_HONOUR, -1);
560 chg_virtue(V_JUSTICE, -1);
566 /* Item was cheaper than we thought, and we paid more than necessary */
567 else if ((value < guess) && (price > value))
570 msg_print(comment_7b[randint0(MAX_COMMENT_7B)]);
572 chg_virtue(V_JUSTICE, -1);
574 chg_virtue(V_HONOUR, -1);
580 /* Item was a good bargain, and we got away with it */
581 else if ((value > guess) && (value < (4 * guess)) && (price < value))
584 msg_print(comment_7c[randint0(MAX_COMMENT_7C)]);
587 chg_virtue(V_HONOUR, -1);
589 chg_virtue(V_HONOUR, 1);
595 /* Item was a great bargain, and we got away with it */
596 else if ((value > guess) && (price < value))
599 msg_print(comment_7d[randint0(MAX_COMMENT_7D)]);
602 chg_virtue(V_HONOUR, -1);
604 chg_virtue(V_HONOUR, 1);
606 if (10 * price < value)
607 chg_virtue(V_SACRIFICE, 1);
619 /* ÆüËܸìÈǤξì¹ç¤Ï¾å¤ÎÊý¤Ë°ÜÆ°¤·¤Æ¤¢¤ê¤Þ¤¹ */
622 * We store the current "store number" here so everyone can access it
624 static int cur_store_num = 7;
627 * We store the current "store page" here so everyone can access it
629 static int store_top = 0;
632 * We store the current "store pointer" here so everyone can access it
634 static store_type *st_ptr = NULL;
637 * We store the current "owner type" here so everyone can access it
639 static owner_type *ot_ptr = NULL;
649 * Buying and selling adjustments for race combinations.
650 * Entry[owner][player] gives the basic "cost inflation".
652 static byte rgold_adj[MAX_RACES][MAX_RACES] =
654 /*Hum, HfE, Elf, Hal, Gno, Dwa, HfO, HfT, Dun, HiE, Barbarian,
655 HfOg, HGn, HTn, Cyc, Yek, Klc, Kbd, Nbl, DkE, Drc, Mind Flayer,
656 Imp, Glm, Skl, Zombie, Vampire, Spectre, Fairy, Beastman, Ent,
660 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
661 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
662 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
663 100, 120, 110, 105 },
666 { 110, 100, 100, 105, 110, 120, 125, 130, 110, 100, 110,
667 120, 115, 108, 115, 110, 110, 120, 120, 115, 115, 110,
668 120, 110, 110, 110, 120, 110, 100, 125, 100, 95, 140,
669 110, 115, 110, 110 },
672 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
673 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
674 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
675 110, 110, 105, 110 },
678 { 115, 110, 105, 95, 105, 110, 115, 130, 115, 105, 115,
679 125, 120, 120, 125, 115, 110, 120, 120, 120, 115, 115,
680 120, 110, 120, 120, 130, 110, 110, 130, 110, 95, 140,
681 115, 120, 105, 115 },
684 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
685 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
686 120, 101, 110, 110, 120, 120, 115, 130, 115, 95, 140,
687 115, 110, 110, 115 },
690 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
691 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
692 120, 105, 115, 115, 115, 115, 120, 130, 120, 95, 140,
693 115, 110, 115, 115 },
696 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
697 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
698 115, 125, 120, 120, 115, 120, 125, 115, 125, 95, 140,
699 115, 110, 115, 115 },
702 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
703 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
704 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
705 110, 110, 115, 110 },
708 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
709 120, 120, 105, 120, 115, 105, 115, 120, 110, 105, 105,
710 120, 105, 120, 120, 125, 120, 105, 135, 105, 95, 140,
711 100, 110, 110, 100 },
714 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
715 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
716 125, 115, 120, 120, 125, 120, 100, 125, 100, 95, 140,
717 110, 110, 105, 110 },
719 /* Human / Barbarian (copied from human) */
720 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
721 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
722 115, 105, 125, 125, 130, 125, 115, 120, 115, 95, 140,
723 100, 120, 110, 100 },
725 /* Half-Ogre: theoretical, copied from half-troll */
726 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
727 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
728 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
729 110, 110, 115, 110 },
731 /* Half-Giant: theoretical, copied from half-troll */
732 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
733 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
734 110, 115, 112, 112, 115, 112, 130, 120, 130, 95, 140,
735 110, 110, 115, 110 },
737 /* Half-Titan: theoretical, copied from High_Elf */
738 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
739 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
740 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
741 110, 110, 115, 110 },
743 /* Cyclops: theoretical, copied from half-troll */
744 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
745 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
746 110, 115, 112, 112, 115, 112, 130, 130, 130, 95, 140,
747 110, 110, 115, 110 },
749 /* Yeek: theoretical, copied from Half-Orc */
750 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
751 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
752 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
753 115, 110, 115, 115 },
755 /* Klackon: theoretical, copied from Gnome */
756 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
757 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
758 120, 101, 110, 110, 120, 120, 130, 130, 130, 95, 140,
759 115, 110, 115, 115 },
761 /* Kobold: theoretical, copied from Half-Orc */
762 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
763 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
764 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
765 115, 110, 115, 115 },
767 /* Nibelung: theoretical, copied from Dwarf */
768 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
769 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
770 120, 105, 115, 115, 120, 120, 130, 130, 130, 95, 140,
771 115, 135, 115, 115 },
774 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
775 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
776 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
777 110, 101, 115, 110 },
779 /* Draconian: theoretical, copied from High_Elf */
780 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
781 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
782 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
783 110, 110, 115, 110 },
785 /* Mind Flayer: theoretical, copied from High_Elf */
786 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
787 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
788 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
789 110, 110, 115, 110 },
791 /* Imp: theoretical, copied from High_Elf */
792 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
793 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
794 125, 115, 120, 120, 120, 120, 130, 130, 130, 120, 120,
795 110, 110, 115, 110 },
797 /* Golem: theoretical, copied from High_Elf */
798 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
799 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
800 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
801 110, 110, 115, 110 },
803 /* Skeleton: theoretical, copied from half-orc */
804 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
805 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
806 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
807 115, 110, 125, 115 },
809 /* Zombie: Theoretical, copied from half-orc */
810 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
811 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
812 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
813 115, 110, 125, 115 },
815 /* Vampire: Theoretical, copied from half-orc */
816 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
817 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
818 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
819 115, 110, 125, 115 },
821 /* Spectre: Theoretical, copied from half-orc */
822 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
823 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
824 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
825 115, 110, 125, 115 },
827 /* Sprite: Theoretical, copied from half-orc */
828 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
829 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
830 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
831 115, 110, 105, 115 },
833 /* Beastman: Theoretical, copied from half-orc */
834 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
835 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
836 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
837 115, 110, 115, 115 },
840 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
841 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
842 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
843 110, 110, 105, 110 },
846 { 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
847 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
848 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 160,
852 { 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
853 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
854 140, 140, 140, 140, 140, 140, 140, 140, 140, 160, 120,
855 140, 140, 140, 140 },
858 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
859 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
860 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
861 100, 120, 110, 100 },
864 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
865 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
866 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
867 110, 101, 115, 110 },
870 { 110, 110, 105, 105, 110, 115, 115, 115, 110, 105, 110,
871 115, 115, 115, 115, 115, 115, 115, 115, 115, 115, 115,
872 115, 115, 125, 125, 125, 125, 105, 115, 105, 95, 140,
873 110, 115, 100, 110 },
876 { 105, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
877 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
878 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
879 100, 120, 110, 100 },
886 * Determine the price of an item (qty one) in a store.
888 * This function takes into account the player's charisma, and the
889 * shop-keepers friendliness, and the shop-keeper's base greed, but
890 * never lets a shop-keeper lose money in a transaction.
892 * The "greed" value should exceed 100 when the player is "buying" the
893 * item, and should be less than 100 when the player is "selling" it.
895 * Hack -- the black market always charges twice as much as it should.
897 * Charisma adjustment runs from 80 to 130
898 * Racial adjustment runs from 95 to 130
900 * Since greed/charisma/racial adjustments are centered at 100, we need
901 * to adjust (by 200) to extract a usable multiplier. Note that the
902 * "greed" value is always something (?).
904 static s32b price_item(object_type *o_ptr, int greed, bool flip)
911 /* Get the value of one of the items */
912 price = object_value(o_ptr);
914 /* Worthless items */
915 if (price <= 0) return (0L);
918 /* Compute the racial factor */
919 factor = rgold_adj[ot_ptr->owner_race][p_ptr->prace];
921 /* Add in the charisma factor */
922 factor += adj_chr_gold[p_ptr->stat_ind[A_CHR]];
928 /* Adjust for greed */
929 adjust = 100 + (300 - (greed + factor));
931 /* Never get "silly" */
932 if (adjust > 100) adjust = 100;
934 /* Mega-Hack -- Black market sucks */
935 if (cur_store_num == STORE_BLACK)
939 /* Shop is selling */
942 /* Adjust for greed */
943 adjust = 100 + ((greed + factor) - 300);
945 /* Never get "silly" */
946 if (adjust < 100) adjust = 100;
948 /* Mega-Hack -- Black market sucks */
949 if (cur_store_num == STORE_BLACK)
953 /* Compute the final price (with rounding) */
954 price = (price * adjust + 50L) / 100L;
956 /* Note -- Never become "free" */
957 if (price <= 0L) return (1L);
959 /* Return the price */
965 * Certain "cheap" objects should be created in "piles"
966 * Some objects can be sold at a "discount" (in small piles)
968 static void mass_produce(object_type *o_ptr)
973 s32b cost = object_value(o_ptr);
976 /* Analyze the type */
979 /* Food, Flasks, and Lites */
984 if (cost <= 5L) size += damroll(3, 5);
985 if (cost <= 20L) size += damroll(3, 5);
986 if (cost <= 50L) size += damroll(2, 2);
993 if (cost <= 60L) size += damroll(3, 5);
994 if (cost <= 240L) size += damroll(1, 5);
995 if (o_ptr->sval == SV_SCROLL_STAR_IDENTIFY) size += damroll(3, 5);
996 if (o_ptr->sval == SV_SCROLL_STAR_REMOVE_CURSE) size += damroll(1, 4);
1001 case TV_SORCERY_BOOK:
1002 case TV_NATURE_BOOK:
1006 case TV_ARCANE_BOOK:
1007 case TV_ENCHANT_BOOK:
1008 case TV_DAEMON_BOOK:
1009 case TV_CRUSADE_BOOK:
1011 case TV_HISSATSU_BOOK:
1013 if (cost <= 50L) size += damroll(2, 3);
1014 if (cost <= 500L) size += damroll(1, 3);
1032 if (o_ptr->name2) break;
1033 if (cost <= 10L) size += damroll(3, 5);
1034 if (cost <= 100L) size += damroll(3, 5);
1043 if (cost <= 5L) size += damroll(5, 5);
1044 if (cost <= 50L) size += damroll(5, 5);
1045 if (cost <= 500L) size += damroll(5, 5);
1051 if (cost <= 100L) size += damroll(2, 2);
1052 if (cost <= 1000L) size += damroll(2, 2);
1065 * Because many rods (and a few wands and staffs) are useful mainly
1066 * in quantity, the Black Market will occasionally have a bunch of
1073 if ((cur_store_num == STORE_BLACK) && one_in_(3))
1075 if (cost < 1601L) size += damroll(1, 5);
1076 else if (cost < 3201L) size += damroll(1, 3);
1079 /* Ensure that mass-produced rods and wands get the correct pvals. */
1080 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
1082 o_ptr->pval *= size;
1089 /* Pick a discount */
1094 else if (one_in_(25))
1098 else if (one_in_(150))
1102 else if (one_in_(300))
1106 else if (one_in_(500))
1112 if (o_ptr->art_name)
1114 if (cheat_peek && discount)
1117 msg_print("¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÏÃÍ°ú¤¤Ê¤·¡£");
1119 msg_print("No discount on random artifacts.");
1126 /* Save the discount */
1127 o_ptr->discount = discount;
1129 /* Save the total pile size */
1130 o_ptr->number = size - (size * discount / 100);
1136 * Determine if a store item can "absorb" another item
1138 * See "object_similar()" for the same function for the "player"
1140 static bool store_object_similar(object_type *o_ptr, object_type *j_ptr)
1144 /* Hack -- Identical items cannot be stacked */
1145 if (o_ptr == j_ptr) return (0);
1147 /* Different objects cannot be stacked */
1148 if (o_ptr->k_idx != j_ptr->k_idx) return (0);
1150 /* Different charges (etc) cannot be stacked, unless wands or rods. */
1151 if ((o_ptr->pval != j_ptr->pval) && (o_ptr->tval != TV_WAND) && (o_ptr->tval != TV_ROD)) return (0);
1153 /* Require many identical values */
1154 if (o_ptr->to_h != j_ptr->to_h) return (0);
1155 if (o_ptr->to_d != j_ptr->to_d) return (0);
1156 if (o_ptr->to_a != j_ptr->to_a) return (0);
1158 /* Require identical "artifact" names */
1159 if (o_ptr->name1 != j_ptr->name1) return (0);
1161 /* Require identical "ego-item" names */
1162 if (o_ptr->name2 != j_ptr->name2) return (0);
1164 /* Random artifacts don't stack !*/
1165 if (o_ptr->art_name || j_ptr->art_name) return (0);
1167 /* Hack -- Identical art_flags! */
1168 for (i = 0; i < TR_FLAG_SIZE; i++)
1169 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return (0);
1171 /* Hack -- Never stack "powerful" items */
1172 if (o_ptr->xtra1 || j_ptr->xtra1) return (0);
1174 /* Hack -- Never stack recharging items */
1175 if (o_ptr->timeout || j_ptr->timeout) return (0);
1177 /* Require many identical values */
1178 if (o_ptr->ac != j_ptr->ac) return (0);
1179 if (o_ptr->dd != j_ptr->dd) return (0);
1180 if (o_ptr->ds != j_ptr->ds) return (0);
1182 /* Hack -- Never stack chests */
1183 if (o_ptr->tval == TV_CHEST) return (0);
1184 if (o_ptr->tval == TV_STATUE) return (0);
1185 if (o_ptr->tval == TV_CAPTURE) return (0);
1187 /* Require matching discounts */
1188 if (o_ptr->discount != j_ptr->discount) return (0);
1190 /* They match, so they must be similar */
1196 * Allow a store item to absorb another item
1198 static void store_object_absorb(object_type *o_ptr, object_type *j_ptr)
1200 int max_num = (o_ptr->tval == TV_ROD) ?
1201 MIN(99, MAX_SHORT / k_info[o_ptr->k_idx].pval) : 99;
1202 int total = o_ptr->number + j_ptr->number;
1203 int diff = (total > max_num) ? total - max_num : 0;
1205 /* Combine quantity, lose excess items */
1206 o_ptr->number = (total > max_num) ? max_num : total;
1208 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) together. -LM- */
1209 if (o_ptr->tval == TV_ROD)
1211 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1214 /* Hack -- if wands are stacking, combine the charges. -LM- */
1215 if (o_ptr->tval == TV_WAND)
1217 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1223 * Check to see if the shop will be carrying too many objects -RAK-
1224 * Note that the shop, just like a player, will not accept things
1225 * it cannot hold. Before, one could "nuke" potions this way.
1227 * Return value is now int:
1229 * -1 : Can be combined to existing slot.
1230 * 1 : Cannot be combined but there are empty spaces.
1232 static int store_check_num(object_type *o_ptr)
1237 /* The "home" acts like the player */
1238 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
1240 /* Check all the items */
1241 for (i = 0; i < st_ptr->stock_num; i++)
1243 /* Get the existing item */
1244 j_ptr = &st_ptr->stock[i];
1246 /* Can the new object be combined with the old one? */
1247 if (object_similar(j_ptr, o_ptr)) return -1;
1251 /* Normal stores do special stuff */
1254 /* Check all the items */
1255 for (i = 0; i < st_ptr->stock_num; i++)
1257 /* Get the existing item */
1258 j_ptr = &st_ptr->stock[i];
1260 /* Can the new object be combined with the old one? */
1261 if (store_object_similar(j_ptr, o_ptr)) return -1;
1265 /* Free space is always usable */
1267 * ¥ª¥×¥·¥ç¥ó powerup_home ¤¬ÀßÄꤵ¤ì¤Æ¤¤¤ë¤È
1268 * ²æ¤¬²È¤¬ 20 ¥Ú¡¼¥¸¤Þ¤Ç»È¤¨¤ë
1270 if ((cur_store_num == STORE_HOME) && ( powerup_home == FALSE )) {
1271 if (st_ptr->stock_num < ((st_ptr->stock_size) / 10)) {
1276 if (st_ptr->stock_num < st_ptr->stock_size) {
1281 /* But there was no room at the inn... */
1286 static bool is_blessed(object_type *o_ptr)
1288 u32b flgs[TR_FLAG_SIZE];
1289 object_flags(o_ptr, flgs);
1290 if (have_flag(flgs, TR_BLESSED)) return (TRUE);
1291 else return (FALSE);
1297 * Determine if the current store will purchase the given item
1299 * Note that a shop-keeper must refuse to buy "worthless" items
1301 static bool store_will_buy(object_type *o_ptr)
1303 /* Hack -- The Home is simple */
1304 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) return (TRUE);
1306 /* Switch on the store */
1307 switch (cur_store_num)
1312 /* Analyze the type */
1313 switch (o_ptr->tval)
1316 if (o_ptr->sval != SV_POTION_WATER) return FALSE;
1328 case TV_BOTTLE: /* 'Green', recycling Angband */
1343 /* Analyze the type */
1344 switch (o_ptr->tval)
1365 /* Analyze the type */
1366 switch (o_ptr->tval)
1375 case TV_HISSATSU_BOOK:
1379 if(o_ptr->sval == SV_WIZSTAFF) return (FALSE);
1391 /* Analyze the type */
1392 switch (o_ptr->tval)
1395 case TV_CRUSADE_BOOK:
1405 monster_race *r_ptr = &r_info[o_ptr->pval];
1408 if (!(r_ptr->flags3 & RF3_EVIL))
1411 if (r_ptr->flags3 & RF3_GOOD) break;
1413 /* Accept animals */
1414 if (r_ptr->flags3 & RF3_ANIMAL) break;
1417 if (strchr("?!", r_ptr->d_char)) break;
1423 if (is_blessed(o_ptr)) break;
1432 case STORE_ALCHEMIST:
1434 /* Analyze the type */
1435 switch (o_ptr->tval)
1449 /* Analyze the type */
1450 switch (o_ptr->tval)
1452 case TV_SORCERY_BOOK:
1453 case TV_NATURE_BOOK:
1457 case TV_ARCANE_BOOK:
1458 case TV_ENCHANT_BOOK:
1459 case TV_DAEMON_BOOK:
1472 if(o_ptr->sval == SV_WIZSTAFF) break;
1473 else return (FALSE);
1480 /* Bookstore Shop */
1483 /* Analyze the type */
1484 switch (o_ptr->tval)
1486 case TV_SORCERY_BOOK:
1487 case TV_NATURE_BOOK:
1492 case TV_ARCANE_BOOK:
1493 case TV_ENCHANT_BOOK:
1494 case TV_DAEMON_BOOK:
1495 case TV_CRUSADE_BOOK:
1505 /* XXX XXX XXX Ignore "worthless" items */
1506 if (object_value(o_ptr) <= 0) return (FALSE);
1515 * Add the item "o_ptr" to the inventory of the "Home"
1517 * In all cases, return the slot (or -1) where the object was placed
1519 * Note that this is a hacked up version of "inven_carry()".
1521 * Also note that it may not correctly "adapt" to "knowledge" bacoming
1522 * known, the player may have to pick stuff up and drop it again.
1524 static int home_carry(object_type *o_ptr)
1527 s32b value, j_value;
1532 /* Check each existing item (try to combine) */
1533 for (slot = 0; slot < st_ptr->stock_num; slot++)
1535 /* Get the existing item */
1536 j_ptr = &st_ptr->stock[slot];
1538 /* The home acts just like the player */
1539 if (object_similar(j_ptr, o_ptr))
1541 /* Save the new number of items */
1542 object_absorb(j_ptr, o_ptr);
1551 * ±£¤·µ¡Ç½: ¥ª¥×¥·¥ç¥ó powerup_home ¤¬ÀßÄꤵ¤ì¤Æ¤¤¤ë¤È
1552 * ²æ¤¬²È¤¬ 20 ¥Ú¡¼¥¸¤Þ¤Ç»È¤¨¤ë
1555 if ( powerup_home == TRUE) {
1556 if (st_ptr->stock_num >= st_ptr->stock_size) {
1561 if (st_ptr->stock_num >= ((st_ptr->stock_size) / 10)) {
1567 /* Determine the "value" of the item */
1568 value = object_value(o_ptr);
1570 /* Check existing slots to see if we must "slide" */
1571 for (slot = 0; slot < st_ptr->stock_num; slot++)
1574 j_ptr = &st_ptr->stock[slot];
1576 /* Hack -- readable books always come first */
1577 if ((o_ptr->tval == mp_ptr->spell_book) &&
1578 (j_ptr->tval != mp_ptr->spell_book)) break;
1579 if ((j_ptr->tval == mp_ptr->spell_book) &&
1580 (o_ptr->tval != mp_ptr->spell_book)) continue;
1582 /* Objects sort by decreasing type */
1583 if (o_ptr->tval > j_ptr->tval) break;
1584 if (o_ptr->tval < j_ptr->tval) continue;
1586 /* Can happen in the home */
1587 if (!object_aware_p(o_ptr)) continue;
1588 if (!object_aware_p(j_ptr)) break;
1590 /* Objects sort by increasing sval */
1591 if (o_ptr->sval < j_ptr->sval) break;
1592 if (o_ptr->sval > j_ptr->sval) continue;
1594 /* Objects in the home can be unknown */
1595 if (!object_known_p(o_ptr)) continue;
1596 if (!object_known_p(j_ptr)) break;
1599 * Hack: otherwise identical rods sort by
1600 * increasing recharge time --dsb
1602 if (o_ptr->tval == TV_ROD)
1604 if (o_ptr->pval < j_ptr->pval) break;
1605 if (o_ptr->pval > j_ptr->pval) continue;
1607 if ((o_ptr->tval == TV_CORPSE) || (o_ptr->tval == TV_FIGURINE) || (o_ptr->tval == TV_STATUE))
1609 if (r_info[o_ptr->pval].level < r_info[j_ptr->pval].level) break;
1610 if ((r_info[o_ptr->pval].level == r_info[j_ptr->pval].level) && (o_ptr->pval < j_ptr->pval)) break;
1613 /* Objects sort by decreasing value */
1614 j_value = object_value(j_ptr);
1615 if (value > j_value) break;
1616 if (value < j_value) continue;
1619 /* Slide the others up */
1620 for (i = st_ptr->stock_num; i > slot; i--)
1622 st_ptr->stock[i] = st_ptr->stock[i-1];
1625 /* More stuff now */
1626 st_ptr->stock_num++;
1628 /* Insert the new item */
1629 st_ptr->stock[slot] = *o_ptr;
1631 chg_virtue(V_SACRIFICE, -1);
1633 /* Return the location */
1639 * Add the item "o_ptr" to a real stores inventory.
1641 * If the item is "worthless", it is thrown away (except in the home).
1643 * If the item cannot be combined with an object already in the inventory,
1644 * make a new slot for it, and calculate its "per item" price. Note that
1645 * this price will be negative, since the price will not be "fixed" yet.
1646 * Adding an item to a "fixed" price stack will not change the fixed price.
1648 * In all cases, return the slot (or -1) where the object was placed
1650 static int store_carry(object_type *o_ptr)
1653 s32b value, j_value;
1657 /* Evaluate the object */
1658 value = object_value(o_ptr);
1660 /* Cursed/Worthless items "disappear" when sold */
1661 if (value <= 0) return (-1);
1663 /* All store items are fully *identified* */
1664 o_ptr->ident |= IDENT_MENTAL;
1666 /* Erase the inscription */
1667 o_ptr->inscription = 0;
1669 /* Erase the "feeling" */
1670 o_ptr->feeling = FEEL_NONE;
1672 /* Check each existing item (try to combine) */
1673 for (slot = 0; slot < st_ptr->stock_num; slot++)
1675 /* Get the existing item */
1676 j_ptr = &st_ptr->stock[slot];
1678 /* Can the existing items be incremented? */
1679 if (store_object_similar(j_ptr, o_ptr))
1681 /* Hack -- extra items disappear */
1682 store_object_absorb(j_ptr, o_ptr);
1690 if (st_ptr->stock_num >= st_ptr->stock_size) return (-1);
1693 /* Check existing slots to see if we must "slide" */
1694 for (slot = 0; slot < st_ptr->stock_num; slot++)
1697 j_ptr = &st_ptr->stock[slot];
1699 /* Objects sort by decreasing type */
1700 if (o_ptr->tval > j_ptr->tval) break;
1701 if (o_ptr->tval < j_ptr->tval) continue;
1703 /* Objects sort by increasing sval */
1704 if (o_ptr->sval < j_ptr->sval) break;
1705 if (o_ptr->sval > j_ptr->sval) continue;
1708 * Hack: otherwise identical rods sort by
1709 * increasing recharge time --dsb
1711 if (o_ptr->tval == TV_ROD)
1713 if (o_ptr->pval < j_ptr->pval) break;
1714 if (o_ptr->pval > j_ptr->pval) continue;
1717 /* Evaluate that slot */
1718 j_value = object_value(j_ptr);
1720 /* Objects sort by decreasing value */
1721 if (value > j_value) break;
1722 if (value < j_value) continue;
1725 /* Slide the others up */
1726 for (i = st_ptr->stock_num; i > slot; i--)
1728 st_ptr->stock[i] = st_ptr->stock[i-1];
1731 /* More stuff now */
1732 st_ptr->stock_num++;
1734 /* Insert the new item */
1735 st_ptr->stock[slot] = *o_ptr;
1737 /* Return the location */
1743 * Increase, by a given amount, the number of a certain item
1744 * in a certain store. This can result in zero items.
1746 static void store_item_increase(int item, int num)
1752 o_ptr = &st_ptr->stock[item];
1754 /* Verify the number */
1755 cnt = o_ptr->number + num;
1756 if (cnt > 255) cnt = 255;
1757 else if (cnt < 0) cnt = 0;
1758 num = cnt - o_ptr->number;
1760 /* Save the new number */
1761 o_ptr->number += num;
1766 * Remove a slot if it is empty
1768 static void store_item_optimize(int item)
1774 o_ptr = &st_ptr->stock[item];
1777 if (!o_ptr->k_idx) return;
1779 /* Must have no items */
1780 if (o_ptr->number) return;
1783 st_ptr->stock_num--;
1785 /* Slide everyone */
1786 for (j = item; j < st_ptr->stock_num; j++)
1788 st_ptr->stock[j] = st_ptr->stock[j + 1];
1791 /* Nuke the final slot */
1792 object_wipe(&st_ptr->stock[j]);
1797 * This function will keep 'crap' out of the black market.
1798 * Crap is defined as any item that is "available" elsewhere
1799 * Based on a suggestion by "Lee Vogt" <lvogt@cig.mcel.mot.com>
1801 static bool black_market_crap(object_type *o_ptr)
1805 /* Ego items are never crap */
1806 if (o_ptr->name2) return (FALSE);
1808 /* Good items are never crap */
1809 if (o_ptr->to_a > 0) return (FALSE);
1810 if (o_ptr->to_h > 0) return (FALSE);
1811 if (o_ptr->to_d > 0) return (FALSE);
1813 /* Check all stores */
1814 for (i = 0; i < MAX_STORES; i++)
1816 if (i == STORE_HOME) continue;
1817 if (i == STORE_MUSEUM) continue;
1819 /* Check every item in the store */
1820 for (j = 0; j < town[p_ptr->town_num].store[i].stock_num; j++)
1822 object_type *j_ptr = &town[p_ptr->town_num].store[i].stock[j];
1824 /* Duplicate item "type", assume crappy */
1825 if (o_ptr->k_idx == j_ptr->k_idx) return (TRUE);
1835 * Attempt to delete (some of) a random item from the store
1836 * Hack -- we attempt to "maintain" piles of items when possible.
1838 static void store_delete(void)
1842 /* Pick a random slot */
1843 what = randint0(st_ptr->stock_num);
1845 /* Determine how many items are here */
1846 num = st_ptr->stock[what].number;
1848 /* Hack -- sometimes, only destroy half the items */
1849 if (randint0(100) < 50) num = (num + 1) / 2;
1851 /* Hack -- sometimes, only destroy a single item */
1852 if (randint0(100) < 50) num = 1;
1854 /* Hack -- decrement the maximum timeouts and total charges of rods and wands. -LM- */
1855 if ((st_ptr->stock[what].tval == TV_ROD) || (st_ptr->stock[what].tval == TV_WAND))
1857 st_ptr->stock[what].pval -= num * st_ptr->stock[what].pval / st_ptr->stock[what].number;
1860 /* Actually destroy (part of) the item */
1861 store_item_increase(what, -num);
1862 store_item_optimize(what);
1867 * Creates a random item and gives it to a store
1868 * This algorithm needs to be rethought. A lot.
1869 * Currently, "normal" stores use a pre-built array.
1871 * Note -- the "level" given to "obj_get_num()" is a "favored"
1872 * level, that is, there is a much higher chance of getting
1873 * items with a level approaching that of the given level...
1875 * Should we check for "permission" to have the given item?
1877 static void store_create(void)
1879 int i, tries, level;
1885 /* Paranoia -- no room left */
1886 if (st_ptr->stock_num >= st_ptr->stock_size) return;
1889 /* Hack -- consider up to four items */
1890 for (tries = 0; tries < 4; tries++)
1893 if (cur_store_num == STORE_BLACK)
1895 /* Pick a level for object/magic */
1896 level = 25 + randint0(25);
1898 /* Random item (usually of given level) */
1899 i = get_obj_num(level);
1901 /* Handle failure */
1908 /* Hack -- Pick an item to sell */
1909 i = st_ptr->table[randint0(st_ptr->table_num)];
1911 /* Hack -- fake level for apply_magic() */
1912 level = rand_range(1, STORE_OBJ_LEVEL);
1916 /* Get local object */
1919 /* Create a new object of the chosen kind */
1920 object_prep(q_ptr, i);
1922 /* Apply some "low-level" magic (no artifacts) */
1923 apply_magic(q_ptr, level, FALSE, FALSE, FALSE, FALSE);
1925 /* Require valid object */
1926 if (!store_will_buy(q_ptr)) continue;
1928 /* Hack -- Charge lite's */
1929 if (q_ptr->tval == TV_LITE)
1931 if (q_ptr->sval == SV_LITE_TORCH) q_ptr->xtra4 = FUEL_TORCH / 2;
1932 if (q_ptr->sval == SV_LITE_LANTERN) q_ptr->xtra4 = FUEL_LAMP / 2;
1936 /* The item is "known" */
1937 object_known(q_ptr);
1939 /* Mark it storebought */
1940 q_ptr->ident |= IDENT_STOREB;
1942 /* Mega-Hack -- no chests in stores */
1943 if (q_ptr->tval == TV_CHEST) continue;
1945 /* Prune the black market */
1946 if (cur_store_num == STORE_BLACK)
1948 /* Hack -- No "crappy" items */
1949 if (black_market_crap(q_ptr)) continue;
1951 /* Hack -- No "cheap" items */
1952 if (object_value(q_ptr) < 10) continue;
1954 /* No "worthless" items */
1955 /* if (object_value(q_ptr) <= 0) continue; */
1958 /* Prune normal stores */
1961 /* No "worthless" items */
1962 if (object_value(q_ptr) <= 0) continue;
1966 /* Mass produce and/or Apply discount */
1967 mass_produce(q_ptr);
1969 /* Attempt to carry the (known) item */
1970 (void)store_carry(q_ptr);
1972 /* Definitely done */
1980 * Eliminate need to bargain if player has haggled well in the past
1982 static bool noneedtobargain(s32b minprice)
1984 s32b good = st_ptr->good_buy;
1985 s32b bad = st_ptr->bad_buy;
1987 /* Cheap items are "boring" */
1988 if (minprice < 10L) return (TRUE);
1990 /* Perfect haggling */
1991 if (good == MAX_SHORT) return (TRUE);
1993 /* Reward good haggles, punish bad haggles, notice price */
1994 if (good > ((3 * bad) + (5 + (minprice/50)))) return (TRUE);
1996 /* Return the flag */
2002 * Update the bargain info
2004 static void updatebargain(s32b price, s32b minprice, int num)
2006 /* Hack -- auto-haggle */
2007 if (!manual_haggle) return;
2009 /* Cheap items are "boring" */
2010 if ((minprice/num) < 10L) return;
2012 /* Count the successful haggles */
2013 if (price == minprice)
2015 /* Just count the good haggles */
2016 if (st_ptr->good_buy < MAX_SHORT)
2022 /* Count the failed haggles */
2025 /* Just count the bad haggles */
2026 if (st_ptr->bad_buy < MAX_SHORT)
2036 * Re-displays a single store entry
2038 static void display_entry(int pos)
2044 char o_name[MAX_NLEN];
2051 o_ptr = &st_ptr->stock[pos];
2053 /* Get the "offset" */
2056 /* Label it, clear the line --(-- */
2057 (void)sprintf(out_val, "%c) ", I2A(i));
2058 prt(out_val, i+6, 0);
2061 if (show_item_graph)
2063 byte a = object_attr(o_ptr);
2064 char c = object_char(o_ptr);
2071 Term_draw(cur_col, i + 6, a, c);
2076 Term_draw(cur_col, i + 6, 255, -1);
2081 /* Describe an item in the home */
2082 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
2086 /* Leave room for weights, if necessary -DRS- */
2087 if (show_weights) maxwid -= 10;
2089 /* Describe the object */
2090 object_desc(o_name, o_ptr, TRUE, 3);
2091 o_name[maxwid] = '\0';
2092 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, cur_col);
2097 /* Only show the weight of an individual item */
2098 int wgt = o_ptr->weight;
2100 sprintf(out_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
2101 put_str(out_val, i+6, 67);
2103 (void)sprintf(out_val, "%3d.%d lb", wgt / 10, wgt % 10);
2104 put_str(out_val, i+6, 68);
2110 /* Describe an item (fully) in a store */
2113 /* Must leave room for the "price" */
2116 /* Leave room for weights, if necessary -DRS- */
2117 if (show_weights) maxwid -= 7;
2119 /* Describe the object (fully) */
2120 object_desc_store(o_name, o_ptr, TRUE, 3);
2121 o_name[maxwid] = '\0';
2122 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, cur_col);
2127 /* Only show the weight of an individual item */
2128 int wgt = o_ptr->weight;
2130 sprintf(out_val, "%3d.%1d", lbtokg1(wgt) , lbtokg2(wgt) );
2131 put_str(out_val, i+6, 60);
2133 (void)sprintf(out_val, "%3d.%d", wgt / 10, wgt % 10);
2134 put_str(out_val, i+6, 61);
2139 /* Display a "fixed" cost */
2140 if (o_ptr->ident & (IDENT_FIXED))
2142 /* Extract the "minimum" price */
2143 x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2145 /* Actually draw the price (not fixed) */
2147 (void)sprintf(out_val, "%9ld¸Ç", (long)x);
2149 (void)sprintf(out_val, "%9ld F", (long)x);
2152 put_str(out_val, i+6, 68);
2155 /* Display a "taxed" cost */
2156 else if (!manual_haggle)
2158 /* Extract the "minimum" price */
2159 x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2161 /* Hack -- Apply Sales Tax if needed */
2162 if (!noneedtobargain(x)) x += x / 10;
2164 /* Actually draw the price (with tax) */
2165 (void)sprintf(out_val, "%9ld ", (long)x);
2166 put_str(out_val, i+6, 68);
2169 /* Display a "haggle" cost */
2172 /* Extrect the "maximum" price */
2173 x = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
2175 /* Actually draw the price (not fixed) */
2176 (void)sprintf(out_val, "%9ld ", (long)x);
2177 put_str(out_val, i+6, 68);
2184 * Displays a store's inventory -RAK-
2185 * All prices are listed as "per individual object". -BEN-
2187 static void display_inventory(void)
2191 /* Display the next 12 items */
2192 for (k = 0; k < 12; k++)
2194 /* Do not display "dead" items */
2195 if (store_top + k >= st_ptr->stock_num) break;
2197 /* Display that line */
2198 display_entry(store_top + k);
2201 /* Erase the extra lines and the "more" prompt */
2202 for (i = k; i < 13; i++) prt("", i + 6, 0);
2204 /* Assume "no current page" */
2206 put_str(" ", 5, 20);
2208 put_str(" ", 5, 20);
2212 /* Visual reminder of "more items" */
2213 if (st_ptr->stock_num > 12)
2215 /* Show "more" reminder (after the last item) */
2217 prt("-³¤¯-", k + 6, 3);
2219 prt("-more-", k + 6, 3);
2223 /* Indicate the "current page" */
2224 /* Trailing spaces are to display (Page xx) and (Page x) */
2226 put_str(format("(%d¥Ú¡¼¥¸) ", store_top/12 + 1), 5, 20);
2228 put_str(format("(Page %d) ", store_top/12 + 1), 5, 20);
2236 * Displays players gold -RAK-
2238 static void store_prt_gold(void)
2243 prt("¼ê»ý¤Á¤Î¤ª¶â: ", 19, 53);
2245 prt("Gold Remaining: ", 19, 53);
2249 sprintf(out_val, "%9ld", (long)p_ptr->au);
2250 prt(out_val, 19, 68);
2255 * Displays store (after clearing screen) -RAK-
2257 static void display_store(void)
2265 /* The "Home" is special */
2266 if (cur_store_num == STORE_HOME)
2268 /* Put the owner name */
2270 put_str("²æ¤¬²È", 3, 31);
2272 put_str("Your Home", 3, 30);
2276 /* Label the item descriptions */
2278 put_str("¥¢¥¤¥Æ¥à¤Î°ìÍ÷", 5, 4);
2280 put_str("Item Description", 5, 3);
2284 /* If showing weights, show label */
2288 put_str("½Å¤µ", 5, 72);
2290 put_str("Weight", 5, 70);
2296 /* The "Home" is special */
2297 else if (cur_store_num == STORE_MUSEUM)
2299 /* Put the owner name */
2301 put_str("Çîʪ´Û", 3, 31);
2303 put_str("Museum", 3, 30);
2307 /* Label the item descriptions */
2309 put_str("¥¢¥¤¥Æ¥à¤Î°ìÍ÷", 5, 4);
2311 put_str("Item Description", 5, 3);
2315 /* If showing weights, show label */
2319 put_str("½Å¤µ", 5, 72);
2321 put_str("Weight", 5, 70);
2330 cptr store_name = (f_name + f_info[FEAT_SHOP_HEAD + cur_store_num].name);
2331 cptr owner_name = (ot_ptr->owner_name);
2332 cptr race_name = race_info[ot_ptr->owner_race].title;
2334 /* Put the owner name and race */
2335 sprintf(buf, "%s (%s)", owner_name, race_name);
2336 put_str(buf, 3, 10);
2338 /* Show the max price in the store (above prices) */
2339 sprintf(buf, "%s (%ld)", store_name, (long)(ot_ptr->max_cost));
2342 /* Label the item descriptions */
2344 put_str("¾¦ÉʤΰìÍ÷", 5, 7);
2346 put_str("Item Description", 5, 3);
2350 /* If showing weights, show label */
2354 put_str("½Å¤µ", 5, 62);
2356 put_str("Weight", 5, 60);
2361 /* Label the asking price (in stores) */
2363 put_str("²Á³Ê", 5, 73);
2365 put_str("Price", 5, 72);
2370 /* Display the current gold */
2373 /* Draw in the inventory */
2374 display_inventory();
2380 * Get the ID of a store item and return its value -RAK-
2382 static int get_stock(int *com_val, cptr pmt, int i, int j)
2388 #ifdef ALLOW_REPEAT /* TNB */
2390 /* Get the item index */
2391 if (repeat_pull(com_val))
2393 /* Verify the item */
2394 if ((*com_val >= i) && (*com_val <= j))
2401 #endif /* ALLOW_REPEAT -- TNB */
2403 /* Paranoia XXX XXX XXX */
2407 /* Assume failure */
2410 /* Build the prompt */
2412 (void)sprintf(out_val, "(%s:%c-%c, ESC¤ÇÃæÃÇ) %s",
2413 (((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) ? "¥¢¥¤¥Æ¥à" : "¾¦ÉÊ"),
2414 I2A(i), I2A(j), pmt);
2416 (void)sprintf(out_val, "(Items %c-%c, ESC to exit) %s",
2417 I2A(i), I2A(j), pmt);
2421 /* Ask until done */
2427 if (!get_com(out_val, &command, FALSE)) break;
2430 k = (islower(command) ? A2I(command) : -1);
2432 /* Legal responses */
2433 if ((k >= i) && (k <= j))
2443 /* Clear the prompt */
2447 if (command == ESCAPE) return (FALSE);
2449 #ifdef ALLOW_REPEAT /* TNB */
2451 repeat_push(*com_val);
2453 #endif /* ALLOW_REPEAT -- TNB */
2461 * Increase the insult counter and get angry if too many -RAK-
2463 static int increase_insults(void)
2465 /* Increase insults */
2466 st_ptr->insult_cur++;
2468 /* Become insulted */
2469 if (st_ptr->insult_cur > ot_ptr->insult_max)
2475 st_ptr->insult_cur = 0;
2476 st_ptr->good_buy = 0;
2477 st_ptr->bad_buy = 0;
2480 st_ptr->store_open = turn + TURNS_PER_TICK*TOWN_DAWN/8 + randint1(TURNS_PER_TICK*TOWN_DAWN/8);
2492 * Decrease insults -RAK-
2494 static void decrease_insults(void)
2496 /* Decrease insults */
2497 if (st_ptr->insult_cur) st_ptr->insult_cur--;
2502 * Have insulted while haggling -RAK-
2504 static int haggle_insults(void)
2506 /* Increase insults */
2507 if (increase_insults()) return (TRUE);
2509 /* Display and flush insult */
2518 * Mega-Hack -- Enable "increments"
2520 static bool allow_inc = FALSE;
2523 * Mega-Hack -- Last "increment" during haggling
2525 static s32b last_inc = 0L;
2531 static int get_haggle(cptr pmt, s32b *poffer, s32b price, int final)
2541 /* Clear old increment if necessary */
2542 if (!allow_inc) last_inc = 0L;
2549 sprintf(buf, "%s [¾µÂú] ", pmt);
2551 sprintf(buf, "%s [accept] ", pmt);
2556 /* Old (negative) increment, and not final */
2557 else if (last_inc < 0)
2560 sprintf(buf, "%s [-$%ld] ", pmt, (long)(ABS(last_inc)));
2562 sprintf(buf, "%s [-%ld] ", pmt, (long)(ABS(last_inc)));
2567 /* Old (positive) increment, and not final */
2568 else if (last_inc > 0)
2571 sprintf(buf, "%s [+$%ld] ", pmt, (long)(ABS(last_inc)));
2573 sprintf(buf, "%s [+%ld] ", pmt, (long)(ABS(last_inc)));
2581 sprintf(buf, "%s ", pmt);
2585 /* Paranoia XXX XXX XXX */
2589 /* Ask until done */
2593 strcpy(out_val, "");
2595 /* Ask the user for a response */
2596 if (!get_string(buf, out_val, 32)) return (FALSE);
2598 /* Skip leading spaces */
2599 for (p = out_val; *p == ' '; p++) /* loop */;
2601 /* Empty response */
2604 /* Accept current price */
2612 /* Use previous increment */
2613 if (allow_inc && last_inc)
2615 *poffer += last_inc;
2620 /* Normal response */
2623 /* Extract a number */
2626 /* Handle "incremental" number */
2627 if ((*p == '+' || *p == '-'))
2629 /* Allow increments */
2632 /* Use the given "increment" */
2639 /* Handle normal number */
2642 /* Use the given "number" */
2651 msg_print("Ãͤ¬¤ª¤«¤·¤¤¤Ç¤¹¡£");
2653 msg_print("Invalid response.");
2665 * Receive an offer (from the player)
2667 * Return TRUE if offer is NOT okay
2669 static bool receive_offer(cptr pmt, s32b *poffer,
2670 s32b last_offer, int factor,
2671 s32b price, int final)
2673 /* Haggle till done */
2676 /* Get a haggle (or cancel) */
2677 if (!get_haggle(pmt, poffer, price, final)) return (TRUE);
2679 /* Acceptable offer */
2680 if (((*poffer) * factor) >= (last_offer * factor)) break;
2682 /* Insult, and check for kicked out */
2683 if (haggle_insults()) return (TRUE);
2685 /* Reject offer (correctly) */
2686 (*poffer) = last_offer;
2695 * Haggling routine -RAK-
2697 * Return TRUE if purchase is NOT successful
2699 static bool purchase_haggle(object_type *o_ptr, s32b *price)
2701 s32b cur_ask, final_ask;
2702 s32b last_offer, offer;
2704 s32b min_per, max_per;
2705 int flag, loop_flag, noneed;
2706 int annoyed = 0, final = FALSE;
2708 bool cancel = FALSE;
2711 cptr pmt = "Ä󼨲Á³Ê";
2713 cptr pmt = "Asking";
2723 /* Extract the starting offer and the final offer */
2724 cur_ask = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
2725 final_ask = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2727 /* Determine if haggling is necessary */
2728 noneed = noneedtobargain(final_ask);
2730 /* No need to haggle */
2731 if (noneed || !manual_haggle)
2733 /* No need to haggle */
2736 /* Message summary */
2738 msg_print("·ë¶É¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2740 msg_print("You eventually agree upon the price.");
2746 /* No haggle option */
2749 /* Message summary */
2751 msg_print("¤¹¤ó¤Ê¤ê¤È¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2753 msg_print("You quickly agree upon the price.");
2758 /* Apply Sales Tax */
2759 final_ask += final_ask / 10;
2763 cur_ask = final_ask;
2765 /* Go to final offer */
2767 pmt = "ºÇ½ªÄ󼨲Á³Ê";
2769 pmt = "Final Offer";
2776 /* Haggle for the whole pile */
2777 cur_ask *= o_ptr->number;
2778 final_ask *= o_ptr->number;
2781 /* Haggle parameters */
2782 min_per = ot_ptr->haggle_per;
2783 max_per = min_per * 3;
2785 /* Mega-Hack -- artificial "last offer" value */
2786 last_offer = object_value(o_ptr) * o_ptr->number;
2787 last_offer = last_offer * (200 - (int)(ot_ptr->max_inflate)) / 100L;
2788 if (last_offer <= 0) last_offer = 1;
2793 /* No incremental haggling yet */
2796 /* Haggle until done */
2797 for (flag = FALSE; !flag; )
2801 while (!flag && loop_flag)
2803 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
2804 put_str(out_val, 1, 0);
2806 cancel = receive_offer("Ä󼨤¹¤ë¶â³Û? ",
2808 cancel = receive_offer("What do you offer? ",
2811 &offer, last_offer, 1, cur_ask, final);
2817 else if (offer > cur_ask)
2822 else if (offer == cur_ask)
2835 x1 = 100 * (offer - last_offer) / (cur_ask - last_offer);
2838 if (haggle_insults())
2844 else if (x1 > max_per)
2847 if (x1 < max_per) x1 = max_per;
2849 x2 = rand_range(x1-2, x1+2);
2850 x3 = ((cur_ask - offer) * x2 / 100L) + 1;
2851 /* don't let the price go up */
2856 if (cur_ask < final_ask)
2859 cur_ask = final_ask;
2861 pmt = "ºÇ½ªÄ󼨲Á³Ê";
2863 pmt = "Final Offer";
2869 (void)(increase_insults());
2874 else if (offer >= cur_ask)
2886 (void)sprintf(out_val, "Á°²ó¤ÎÄ󼨶â³Û: $%ld",
2888 (void)sprintf(out_val, "Your last offer: %ld",
2892 put_str(out_val, 1, 39);
2893 say_comment_2(cur_ask, annoyed);
2899 if (cancel) return (TRUE);
2901 /* Update bargaining info */
2902 updatebargain(*price, final_ask, o_ptr->number);
2910 * Haggling routine -RAK-
2912 * Return TRUE if purchase is NOT successful
2914 static bool sell_haggle(object_type *o_ptr, s32b *price)
2916 s32b purse, cur_ask, final_ask;
2917 s32b last_offer = 0, offer = 0;
2919 s32b min_per, max_per;
2920 int flag, loop_flag, noneed;
2921 int annoyed = 0, final = FALSE;
2922 bool cancel = FALSE;
2924 cptr pmt = "Ä󼨶â³Û";
2935 /* Obtain the starting offer and the final offer */
2936 cur_ask = price_item(o_ptr, ot_ptr->max_inflate, TRUE);
2937 final_ask = price_item(o_ptr, ot_ptr->min_inflate, TRUE);
2939 /* Determine if haggling is necessary */
2940 noneed = noneedtobargain(final_ask);
2942 /* Get the owner's payout limit */
2943 purse = (s32b)(ot_ptr->max_cost);
2945 /* No need to haggle */
2946 if (noneed || !manual_haggle || (final_ask >= purse))
2948 /* Apply Sales Tax (if needed) */
2949 if (!manual_haggle && !noneed)
2951 final_ask -= final_ask / 10;
2954 /* No reason to haggle */
2955 if (final_ask >= purse)
2959 msg_print("¨ºÂ¤Ë¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2961 msg_print("You instantly agree upon the price.");
2966 /* Offer full purse */
2970 /* No need to haggle */
2975 msg_print("·ë¶É¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2977 msg_print("You eventually agree upon the price.");
2983 /* No haggle option */
2986 /* Message summary */
2988 msg_print("¤¹¤ó¤Ê¤ê¤È¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2990 msg_print("You quickly agree upon the price.");
2997 cur_ask = final_ask;
3002 pmt = "ºÇ½ªÄ󼨶â³Û";
3004 pmt = "Final Offer";
3009 /* Haggle for the whole pile */
3010 cur_ask *= o_ptr->number;
3011 final_ask *= o_ptr->number;
3014 /* XXX XXX XXX Display commands */
3016 /* Haggling parameters */
3017 min_per = ot_ptr->haggle_per;
3018 max_per = min_per * 3;
3020 /* Mega-Hack -- artificial "last offer" value */
3021 last_offer = object_value(o_ptr) * o_ptr->number;
3022 last_offer = last_offer * ot_ptr->max_inflate / 100L;
3027 /* No incremental haggling yet */
3031 for (flag = FALSE; !flag; )
3037 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
3038 put_str(out_val, 1, 0);
3040 cancel = receive_offer("Ä󼨤¹¤ë²Á³Ê? ",
3042 cancel = receive_offer("What price do you ask? ",
3045 &offer, last_offer, -1, cur_ask, final);
3051 else if (offer < cur_ask)
3054 /* rejected, reset offer for incremental haggling */
3057 else if (offer == cur_ask)
3068 if (flag || !loop_flag) break;
3073 x1 = 100 * (last_offer - offer) / (last_offer - cur_ask);
3076 if (haggle_insults())
3082 else if (x1 > max_per)
3085 if (x1 < max_per) x1 = max_per;
3087 x2 = rand_range(x1-2, x1+2);
3088 x3 = ((offer - cur_ask) * x2 / 100L) + 1;
3089 /* don't let the price go down */
3093 if (cur_ask > final_ask)
3095 cur_ask = final_ask;
3098 pmt = "ºÇ½ªÄ󼨶â³Û";
3100 pmt = "Final Offer";
3108 /* Äɲà $0 ¤ÇÇ㤤¼è¤é¤ì¤Æ¤·¤Þ¤¦¤Î¤òËÉ»ß By FIRST*/
3111 (void)(increase_insults());
3114 else if (offer <= cur_ask)
3125 (void)sprintf(out_val,
3127 "Á°²ó¤ÎÄ󼨲Á³Ê $%ld", (long)last_offer);
3129 "Your last bid %ld", (long)last_offer);
3132 put_str(out_val, 1, 39);
3133 say_comment_3(cur_ask, annoyed);
3139 if (cancel) return (TRUE);
3141 /* Update bargaining info */
3142 updatebargain(*price, final_ask, o_ptr->number);
3150 * Buy an item from a store -RAK-
3152 static void store_purchase(void)
3164 char o_name[MAX_NLEN];
3169 if (cur_store_num == STORE_MUSEUM)
3172 msg_print("Çîʪ´Û¤«¤é¼è¤ê½Ð¤¹¤³¤È¤Ï¤Ç¤¤Þ¤»¤ó¡£");
3174 msg_print("Museum.");
3180 if (st_ptr->stock_num <= 0)
3182 if (cur_store_num == STORE_HOME)
3184 msg_print("²æ¤¬²È¤Ë¤Ï²¿¤âÃÖ¤¤¤Æ¤¢¤ê¤Þ¤»¤ó¡£");
3186 msg_print("Your home is empty.");
3191 msg_print("¸½ºß¾¦Éʤκ߸ˤòÀڤ餷¤Æ¤¤¤Þ¤¹¡£");
3193 msg_print("I am currently out of stock.");
3200 /* Find the number of objects on this and following pages */
3201 i = (st_ptr->stock_num - store_top);
3203 /* And then restrict it to the current page */
3208 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸ */
3209 switch( cur_store_num ) {
3211 sprintf(out_val, "¤É¤Î¥¢¥¤¥Æ¥à¤ò¼è¤ê¤Þ¤¹¤«? ");
3214 sprintf(out_val, "¤É¤ì? ");
3217 sprintf(out_val, "¤É¤ÎÉÊʪ¤¬Íߤ·¤¤¤ó¤À¤¤? ");
3221 if (cur_store_num == STORE_HOME)
3223 sprintf(out_val, "Which item do you want to take? ");
3227 sprintf(out_val, "Which item are you interested in? ");
3232 /* Get the item number to be bought */
3233 if (!get_stock(&item, out_val, 0, i - 1)) return;
3235 /* Get the actual index */
3236 item = item + store_top;
3238 /* Get the actual item */
3239 o_ptr = &st_ptr->stock[item];
3241 /* Assume the player wants just one of them */
3244 /* Get local object */
3247 /* Get a copy of the object */
3248 object_copy(j_ptr, o_ptr);
3251 * If a rod or wand, allocate total maximum timeouts or charges
3252 * between those purchased and left on the shelf.
3254 reduce_charges(j_ptr, o_ptr->number - amt);
3256 /* Modify quantity */
3257 j_ptr->number = amt;
3259 /* Hack -- require room in pack */
3260 if (!inven_carry_okay(j_ptr))
3263 msg_print("¤½¤ó¤Ê¤Ë¥¢¥¤¥Æ¥à¤ò»ý¤Æ¤Ê¤¤¡£");
3265 msg_print("You cannot carry that many different items.");
3271 /* Determine the "best" price (per item) */
3272 best = price_item(j_ptr, ot_ptr->min_inflate, FALSE);
3274 /* Find out how many the player wants */
3275 if (o_ptr->number > 1)
3277 /* Hack -- note cost of "fixed" items */
3278 if ((cur_store_num != STORE_HOME) &&
3279 (o_ptr->ident & IDENT_FIXED))
3282 msg_format("°ì¤Ä¤Ë¤Ä¤ $%ld¤Ç¤¹¡£", (long)(best));
3284 msg_format("That costs %ld gold per item.", (long)(best));
3289 /* Get a quantity */
3290 amt = get_quantity(NULL, o_ptr->number);
3292 /* Allow user abort */
3293 if (amt <= 0) return;
3296 /* Get local object */
3299 /* Get desired object */
3300 object_copy(j_ptr, o_ptr);
3303 * If a rod or wand, allocate total maximum timeouts or charges
3304 * between those purchased and left on the shelf.
3306 reduce_charges(j_ptr, o_ptr->number - amt);
3308 /* Modify quantity */
3309 j_ptr->number = amt;
3311 /* Hack -- require room in pack */
3312 if (!inven_carry_okay(j_ptr))
3315 msg_print("¥¶¥Ã¥¯¤Ë¤½¤Î¥¢¥¤¥Æ¥à¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£");
3317 msg_print("You cannot carry that many items.");
3323 /* Attempt to buy it */
3324 if (cur_store_num != STORE_HOME)
3326 /* Fixed price, quick buy */
3327 if (o_ptr->ident & (IDENT_FIXED))
3332 /* Go directly to the "best" deal */
3333 price = (best * j_ptr->number);
3339 /* Describe the object (fully) */
3340 object_desc_store(o_name, j_ptr, TRUE, 3);
3344 msg_format("%s(%c)¤ò¹ØÆþ¤¹¤ë¡£", o_name, I2A(item));
3346 msg_format("Buying %s (%c).", o_name, I2A(item));
3351 /* Haggle for a final price */
3352 choice = purchase_haggle(j_ptr, &price);
3354 /* Hack -- Got kicked out */
3355 if (st_ptr->store_open >= turn) return;
3358 /* Player wants it */
3361 /* Fix the item price (if "correctly" haggled) */
3362 if (price == (best * j_ptr->number)) o_ptr->ident |= (IDENT_FIXED);
3364 /* Player can afford it */
3365 if (p_ptr->au >= price)
3372 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
3373 chg_virtue(V_JUSTICE, -1);
3374 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
3375 chg_virtue(V_NATURE, -1);
3383 /* Spend the money */
3386 /* Update the display */
3389 /* Hack -- buying an item makes you aware of it */
3390 object_aware(j_ptr);
3392 /* Hack -- clear the "fixed" flag from the item */
3393 j_ptr->ident &= ~(IDENT_FIXED);
3395 /* Describe the transaction */
3396 object_desc(o_name, j_ptr, TRUE, 3);
3400 msg_format("%s¤ò $%ld¤Ç¹ØÆþ¤·¤Þ¤·¤¿¡£", o_name, (long)price);
3402 msg_format("You bought %s for %ld gold.", o_name, (long)price);
3405 strcpy(record_o_name, o_name);
3408 if (record_buy) do_cmd_write_nikki(NIKKI_BUY, 0, o_name);
3409 object_desc(o_name, o_ptr, TRUE, 0);
3410 if(record_rand_art && o_ptr->art_name)
3411 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
3413 /* Erase the inscription */
3414 j_ptr->inscription = 0;
3416 /* Erase the "feeling" */
3417 j_ptr->feeling = FEEL_NONE;
3418 j_ptr->ident &= ~(IDENT_STOREB);
3419 /* Give it to the player */
3420 item_new = inven_carry(j_ptr);
3422 /* Describe the final result */
3423 object_desc(o_name, &inventory[item_new], TRUE, 3);
3427 msg_format("%s(%c)¤ò¼ê¤ËÆþ¤ì¤¿¡£", o_name, index_to_label(item_new));
3429 msg_format("You have %s (%c).",
3430 o_name, index_to_label(item_new));
3433 /* Auto-inscription */
3434 idx = is_autopick(&inventory[item_new]);
3435 auto_inscribe_item(item_new, idx);
3437 /* Now, reduce the original stack's pval. */
3438 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3440 o_ptr->pval -= j_ptr->pval;
3446 /* Note how many slots the store used to have */
3447 i = st_ptr->stock_num;
3449 /* Remove the bought items from the store */
3450 store_item_increase(item, -amt);
3451 store_item_optimize(item);
3453 /* Store is empty */
3454 if (st_ptr->stock_num == 0)
3457 if (one_in_(STORE_SHUFFLE))
3462 msg_print("Ź¼ç¤Ï°úÂष¤¿¡£");
3464 msg_print("The shopkeeper retires.");
3468 /* Shuffle the store */
3469 store_shuffle(cur_store_num);
3472 sprintf(buf, "%s (%s)",
3473 ot_ptr->owner_name, race_info[ot_ptr->owner_race].title);
3474 put_str(buf, 3, 10);
3475 sprintf(buf, "%s (%ld)",
3476 (f_name + f_info[FEAT_SHOP_HEAD + cur_store_num].name), (long)(ot_ptr->max_cost));
3485 msg_print("Ź¼ç¤Ï¿·¤¿¤Êºß¸Ë¤ò¼è¤ê½Ð¤·¤¿¡£");
3487 msg_print("The shopkeeper brings out some new stock.");
3493 for (i = 0; i < 10; i++)
3495 /* Maintain the store */
3496 store_maint(p_ptr->town_num, cur_store_num);
3502 /* Redraw everything */
3503 display_inventory();
3506 /* The item is gone */
3507 else if (st_ptr->stock_num != i)
3509 /* Pick the correct screen */
3510 if (store_top >= st_ptr->stock_num) store_top -= 12;
3512 /* Redraw everything */
3513 display_inventory();
3516 /* Item is still here */
3519 /* Redraw the item */
3520 display_entry(item);
3524 /* Player cannot afford it */
3527 /* Simple message (no insult) */
3529 msg_print("¤ª¶â¤¬Â¤ê¤Þ¤»¤ó¡£");
3531 msg_print("You do not have enough gold.");
3538 /* Home is much easier */
3541 /* Distribute charges of wands/rods */
3542 distribute_charges(o_ptr, j_ptr, amt);
3544 /* Give it to the player */
3545 item_new = inven_carry(j_ptr);
3547 /* Describe just the result */
3548 object_desc(o_name, &inventory[item_new], TRUE, 3);
3552 msg_format("%s(%c)¤ò¼è¤Ã¤¿¡£",
3554 msg_format("You have %s (%c).",
3556 o_name, index_to_label(item_new));
3561 /* Take note if we take the last one */
3562 i = st_ptr->stock_num;
3564 /* Remove the items from the home */
3565 store_item_increase(item, -amt);
3566 store_item_optimize(item);
3568 /* Hack -- Item is still here */
3569 if (i == st_ptr->stock_num)
3571 /* Redraw the item */
3572 display_entry(item);
3575 /* The item is gone */
3579 if (st_ptr->stock_num == 0) store_top = 0;
3581 /* Nothing left on that screen */
3582 else if (store_top >= st_ptr->stock_num) store_top -= 12;
3584 /* Redraw everything */
3585 display_inventory();
3587 chg_virtue(V_SACRIFICE, 1);
3591 /* Not kicked out */
3597 * Sell an item to the store (or home)
3599 static void store_sell(void)
3605 s32b price, value, dummy;
3614 char o_name[MAX_NLEN];
3617 /* Prepare a prompt */
3618 if (cur_store_num == STORE_HOME)
3620 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÃÖ¤¤Þ¤¹¤«? ";
3622 q = "Drop which item? ";
3625 else if (cur_store_num == STORE_MUSEUM)
3627 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò´ó£¤·¤Þ¤¹¤«? ";
3629 q = "Give which item? ";
3634 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÇä¤ê¤Þ¤¹¤«? ";
3636 q = "Sell which item? ";
3640 item_tester_no_ryoute = TRUE;
3641 /* Only allow items the store will buy */
3642 item_tester_hook = store_will_buy;
3645 /* ²æ¤¬²È¤Ç¤ª¤«¤·¤Ê¥á¥Ã¥»¡¼¥¸¤¬½Ð¤ë¥ª¥ê¥¸¥Ê¥ë¤Î¥Ð¥°¤ò½¤Àµ */
3646 if (cur_store_num == STORE_HOME)
3649 s = "ÃÖ¤±¤ë¥¢¥¤¥Æ¥à¤ò»ý¤Ã¤Æ¤¤¤Þ¤»¤ó¡£";
3651 s = "You don't have any item to drop.";
3654 else if (cur_store_num == STORE_MUSEUM)
3657 s = "´ó£¤Ç¤¤ë¥¢¥¤¥Æ¥à¤ò»ý¤Ã¤Æ¤¤¤Þ¤»¤ó¡£";
3659 s = "You don't have any item to give.";
3665 s = "Íߤ·¤¤Êª¤¬¤Ê¤¤¤Ç¤¹¤Í¤¨¡£";
3667 s = "You have nothing that I want.";
3671 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return;
3673 /* Get the item (in the pack) */
3676 o_ptr = &inventory[item];
3679 /* Get the item (on the floor) */
3682 o_ptr = &o_list[0 - item];
3686 /* Hack -- Cannot remove cursed items */
3687 if ((item >= INVEN_RARM) && cursed_p(o_ptr))
3691 msg_print("¤Õ¡¼¤à¡¢¤É¤¦¤ä¤é¤½¤ì¤Ï¼ö¤ï¤ì¤Æ¤¤¤ë¤è¤¦¤À¤Í¡£");
3693 msg_print("Hmmm, it seems to be cursed.");
3702 /* Assume one item */
3705 /* Find out how many the player wants (letter means "all") */
3706 if (o_ptr->number > 1)
3708 /* Get a quantity */
3709 amt = get_quantity(NULL, o_ptr->number);
3711 /* Allow user abort */
3712 if (amt <= 0) return;
3715 /* Get local object */
3718 /* Get a copy of the object */
3719 object_copy(q_ptr, o_ptr);
3721 /* Modify quantity */
3722 q_ptr->number = amt;
3725 * Hack -- If a rod or wand, allocate total maximum
3726 * timeouts or charges to those being sold. -LM-
3728 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3730 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
3733 /* Get a full description */
3734 object_desc(o_name, q_ptr, TRUE, 3);
3736 /* Remove any inscription, feeling for stores */
3737 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
3739 q_ptr->inscription = 0;
3740 q_ptr->feeling = FEEL_NONE;
3743 /* Is there room in the store (or the home?) */
3744 if (!store_check_num(q_ptr))
3746 if (cur_store_num == STORE_HOME)
3748 msg_print("²æ¤¬²È¤Ë¤Ï¤â¤¦ÃÖ¤¯¾ì½ê¤¬¤Ê¤¤¡£");
3750 msg_print("Your home is full.");
3753 else if (cur_store_num == STORE_MUSEUM)
3755 msg_print("Çîʪ´Û¤Ï¤â¤¦ËþÇÕ¤À¡£");
3757 msg_print("Museum is full.");
3762 msg_print("¤¹¤¤¤Þ¤»¤ó¤¬¡¢Å¹¤Ë¤Ï¤â¤¦ÃÖ¤¯¾ì½ê¤¬¤¢¤ê¤Þ¤»¤ó¡£");
3764 msg_print("I have not the room in my store to keep it.");
3772 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
3774 /* Describe the transaction */
3776 msg_format("%s(%c)¤òÇäµÑ¤¹¤ë¡£", o_name, index_to_label(item));
3778 msg_format("Selling %s (%c).", o_name, index_to_label(item));
3784 choice = sell_haggle(q_ptr, &price);
3787 if (st_ptr->store_open >= turn) return;
3799 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
3800 chg_virtue(V_JUSTICE, -1);
3802 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
3803 chg_virtue(V_NATURE, 1);
3806 /* Get some money */
3809 /* Update the display */
3812 /* Get the "apparent" value */
3813 dummy = object_value(q_ptr) * q_ptr->number;
3816 identify_item(o_ptr);
3818 /* Get local object */
3821 /* Get a copy of the object */
3822 object_copy(q_ptr, o_ptr);
3824 /* Modify quantity */
3825 q_ptr->number = amt;
3828 * Hack -- If a rod or wand, let the shopkeeper know just
3829 * how many charges he really paid for. -LM-
3831 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3833 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
3836 /* Get the "actual" value */
3837 value = object_value(q_ptr) * q_ptr->number;
3839 /* Get the description all over again */
3840 object_desc(o_name, q_ptr, TRUE, 3);
3842 /* Describe the result (in message buffer) */
3844 msg_format("%s¤ò $%ld¤ÇÇäµÑ¤·¤Þ¤·¤¿¡£", o_name, (long)price);
3846 msg_format("You sold %s for %ld gold.", o_name, (long)price);
3849 if (record_sell) do_cmd_write_nikki(NIKKI_SELL, 0, o_name);
3851 if (!((o_ptr->tval == TV_FIGURINE) && (value > 0)))
3853 /* Analyze the prices (and comment verbally) unless a figurine*/
3854 purchase_analyze(price, value, dummy);
3858 * Hack -- Allocate charges between those wands or rods sold
3859 * and retained, unless all are being sold. -LM-
3861 distribute_charges(o_ptr, q_ptr, amt);
3863 /* Reset timeouts of the sold items */
3866 /* Take the item from the player, describe the result */
3867 inven_item_increase(item, -amt);
3868 inven_item_describe(item);
3869 inven_item_optimize(item);
3874 /* The store gets that (known) item */
3875 item_pos = store_carry(q_ptr);
3877 /* Re-display if item is now in store */
3880 store_top = (item_pos / 12) * 12;
3881 display_inventory();
3886 /* Player is at museum */
3887 else if (cur_store_num == STORE_MUSEUM)
3889 char o2_name[MAX_NLEN];
3890 object_desc(o2_name, q_ptr, TRUE, 0);
3892 if (-1 == store_check_num(q_ptr))
3895 msg_print("¤½¤ì¤ÈƱ¤¸ÉÊʪ¤Ï´û¤ËÇîʪ´Û¤Ë¤¢¤ë¤è¤¦¤Ç¤¹¡£");
3897 msg_print("The same object as it is already in the Museum.");
3903 msg_print("Çîʪ´Û¤Ë´ó£¤·¤¿¤â¤Î¤Ï¼è¤ê½Ð¤¹¤³¤È¤¬¤Ç¤¤Þ¤»¤ó¡ª¡ª");
3905 msg_print("You cannot take items which is given to the Museum back!!");
3909 if (!get_check(format("ËÜÅö¤Ë%s¤ò´ó£¤·¤Þ¤¹¤«¡©", o2_name))) return;
3911 if (!get_check(format("Really give %s to the Museum? ", o2_name))) return;
3915 identify_item(q_ptr);
3916 q_ptr->ident |= IDENT_MENTAL;
3918 /* Distribute charges of wands/rods */
3919 distribute_charges(o_ptr, q_ptr, amt);
3923 msg_format("%s¤òÃÖ¤¤¤¿¡£(%c)", o_name, index_to_label(item));
3925 msg_format("You drop %s (%c).", o_name, index_to_label(item));
3930 /* Take it from the players inventory */
3931 inven_item_increase(item, -amt);
3932 inven_item_describe(item);
3933 inven_item_optimize(item);
3938 /* Let the home carry it */
3939 item_pos = home_carry(q_ptr);
3941 /* Update store display */
3944 store_top = (item_pos / 12) * 12;
3945 display_inventory();
3948 /* Player is at home */
3951 /* Distribute charges of wands/rods */
3952 distribute_charges(o_ptr, q_ptr, amt);
3956 msg_format("%s¤òÃÖ¤¤¤¿¡£(%c)", o_name, index_to_label(item));
3958 msg_format("You drop %s (%c).", o_name, index_to_label(item));
3963 /* Take it from the players inventory */
3964 inven_item_increase(item, -amt);
3965 inven_item_describe(item);
3966 inven_item_optimize(item);
3971 /* Let the home carry it */
3972 item_pos = home_carry(q_ptr);
3974 /* Update store display */
3977 store_top = (item_pos / 12) * 12;
3978 display_inventory();
3981 if (item >= INVEN_RARM) calc_android_exp();
3982 if ((choice == 0) && ((item == INVEN_RARM) || (item == INVEN_LARM))) kamaenaoshi(item);
3987 * Examine an item in a store -JDL-
3989 static void store_examine(void)
3994 char o_name[MAX_NLEN];
3999 if (st_ptr->stock_num <= 0)
4001 if (cur_store_num == STORE_HOME)
4003 msg_print("²æ¤¬²È¤Ë¤Ï²¿¤âÃÖ¤¤¤Æ¤¢¤ê¤Þ¤»¤ó¡£");
4005 msg_print("Your home is empty.");
4008 else if (cur_store_num == STORE_MUSEUM)
4010 msg_print("Çîʪ´Û¤Ë¤Ï²¿¤âÃÖ¤¤¤Æ¤¢¤ê¤Þ¤»¤ó¡£");
4012 msg_print("Museum is empty.");
4017 msg_print("¸½ºß¾¦Éʤκ߸ˤòÀڤ餷¤Æ¤¤¤Þ¤¹¡£");
4019 msg_print("I am currently out of stock.");
4026 /* Find the number of objects on this and following pages */
4027 i = (st_ptr->stock_num - store_top);
4029 /* And then restrict it to the current page */
4034 sprintf(out_val, "¤É¤ì¤òÄ´¤Ù¤Þ¤¹¤«¡©");
4036 sprintf(out_val, "Which item do you want to examine? ");
4040 /* Get the item number to be examined */
4041 if (!get_stock(&item, out_val, 0, i - 1)) return;
4043 /* Get the actual index */
4044 item = item + store_top;
4046 /* Get the actual item */
4047 o_ptr = &st_ptr->stock[item];
4049 /* Require full knowledge */
4050 if (!(o_ptr->ident & IDENT_MENTAL))
4052 /* This can only happen in the home */
4054 msg_print("¤³¤Î¥¢¥¤¥Æ¥à¤Ë¤Ä¤¤¤ÆÆäËÃΤäƤ¤¤ë¤³¤È¤Ï¤Ê¤¤¡£");
4056 msg_print("You have no special knowledge about that item.");
4063 object_desc(o_name, o_ptr, TRUE, 3);
4067 msg_format("%s¤òÄ´¤Ù¤Æ¤¤¤ë...", o_name);
4069 msg_format("Examining %s...", o_name);
4073 /* Describe it fully */
4074 if (!screen_object(o_ptr, TRUE))
4076 msg_print("ÆäËÊѤï¤Ã¤¿¤È¤³¤í¤Ï¤Ê¤¤¤è¤¦¤À¡£");
4078 msg_print("You see nothing special.");
4087 * Hack -- set this to leave the store
4089 static bool leave_store = FALSE;
4093 * Process a command in a store
4095 * Note that we must allow the use of a few "special" commands
4096 * in the stores which are not allowed in the dungeon, and we
4097 * must disable some commands which are allowed in the dungeon
4098 * but not in the stores, to prevent chaos.
4100 static void store_process_command(void)
4102 #ifdef ALLOW_REPEAT /* TNB */
4104 /* Handle repeating the last command */
4107 #endif /* ALLOW_REPEAT -- TNB */
4109 if (rogue_like_commands && command_cmd == 'l')
4111 command_cmd = 'x'; /* hack! */
4114 /* Parse the command */
4115 switch (command_cmd)
4125 /* 1 ¥Ú¡¼¥¸Ìá¤ë¥³¥Þ¥ó¥É: ²æ¤¬²È¤Î¥Ú¡¼¥¸¿ô¤¬Â¿¤¤¤Î¤Ç½ÅÊõ¤¹¤ë¤Ï¤º By BUG */
4128 if (st_ptr->stock_num <= 12) {
4130 msg_print("¤³¤ì¤ÇÁ´Éô¤Ç¤¹¡£");
4132 msg_print("Entire inventory is shown.");
4137 if ( store_top < 0 )
4138 store_top = ((st_ptr->stock_num - 1 )/12) * 12;
4139 if ( (cur_store_num == STORE_HOME) && (powerup_home == FALSE) )
4140 if ( store_top >= 12 ) store_top = 12;
4141 display_inventory();
4149 if (st_ptr->stock_num <= 12)
4152 msg_print("¤³¤ì¤ÇÁ´Éô¤Ç¤¹¡£");
4154 msg_print("Entire inventory is shown.");
4162 * ±£¤·¥ª¥×¥·¥ç¥ó(powerup_home)¤¬¥»¥Ã¥È¤µ¤ì¤Æ¤¤¤Ê¤¤¤È¤¤Ï
4163 * ²æ¤¬²È¤Ç¤Ï 2 ¥Ú¡¼¥¸¤Þ¤Ç¤·¤«É½¼¨¤·¤Ê¤¤
4165 if ((cur_store_num == STORE_HOME) &&
4166 (powerup_home == FALSE) &&
4167 (st_ptr->stock_num >= STORE_INVEN_MAX))
4169 if (store_top >= (STORE_INVEN_MAX - 1))
4176 if (store_top >= st_ptr->stock_num) store_top = 0;
4179 display_inventory();
4192 /* Get (purchase) */
4219 /*** Inventory Commands ***/
4221 /* Wear/wield equipment */
4228 /* Take off equipment */
4235 /* Destroy an item */
4242 /* Equipment list */
4249 /* Inventory list */
4257 /*** Various commands ***/
4259 /* Identify an object */
4266 /* Hack -- toggle windows */
4269 toggle_inven_equip();
4275 /*** Use various objects ***/
4284 /* Inscribe an object */
4291 /* Uninscribe an object */
4294 do_cmd_uninscribe();
4300 /*** Help and Such ***/
4309 /* Identify symbol */
4312 do_cmd_query_symbol();
4316 /* Character description */
4319 do_cmd_change_name();
4325 /*** System Commands ***/
4327 /* Hack -- User interface */
4334 /* Single line from a pref file */
4341 /* Interact with macros */
4348 /* Interact with visuals */
4355 /* Interact with colors */
4362 /* Interact with options */
4369 /*** Misc Commands ***/
4385 /* Repeat level feeling */
4392 /* Show previous message */
4395 do_cmd_message_one();
4399 /* Show previous messages */
4412 /* Check artifacts, uniques etc. */
4419 /* Load "screen dump" */
4422 do_cmd_load_screen();
4426 /* Save "screen dump" */
4429 do_cmd_save_screen();
4433 /* Hack -- Unknown command */
4437 msg_print("¤½¤Î¥³¥Þ¥ó¥É¤ÏŹ¤ÎÃæ¤Ç¤Ï»È¤¨¤Þ¤»¤ó¡£");
4439 msg_print("That command does not work in stores.");
4449 * Enter a store, and interact with it.
4451 * Note that we use the standard "request_command()" function
4452 * to get a command, allowing us to use "command_arg" and all
4453 * command macros and other nifty stuff, but we use the special
4454 * "shopping" argument, to force certain commands to be converted
4455 * into other commands, normally, we convert "p" (pray) and "m"
4456 * (cast magic) into "g" (get), and "s" (search) into "d" (drop).
4458 void do_cmd_store(void)
4468 /* Access the player grid */
4469 c_ptr = &cave[py][px];
4471 /* Verify a store */
4472 if (!((c_ptr->feat >= FEAT_SHOP_HEAD) &&
4473 (c_ptr->feat <= FEAT_SHOP_TAIL)) &&
4474 (c_ptr->feat != FEAT_MUSEUM))
4477 msg_print("¤³¤³¤Ë¤ÏŹ¤¬¤¢¤ê¤Þ¤»¤ó¡£");
4479 msg_print("You see no store here.");
4485 /* Extract the store code */
4486 if (c_ptr->feat == FEAT_MUSEUM) which = STORE_MUSEUM;
4487 else which = (c_ptr->feat - FEAT_SHOP_HEAD);
4489 old_town_num = p_ptr->town_num;
4490 if ((which == STORE_HOME) || (which == STORE_MUSEUM)) p_ptr->town_num = 1;
4491 if (dun_level) p_ptr->town_num = NO_TOWN;
4493 /* Hack -- Check the "locked doors" */
4494 if ((town[p_ptr->town_num].store[which].store_open >= turn) ||
4498 msg_print("¥É¥¢¤Ë¸°¤¬¤«¤«¤Ã¤Æ¤¤¤ë¡£");
4500 msg_print("The doors are locked.");
4503 p_ptr->town_num = old_town_num;
4507 /* Calculate the number of store maintainances since the last visit */
4508 maintain_num = (turn - town[p_ptr->town_num].store[which].last_visit) / (TURNS_PER_TICK * STORE_TURNS);
4510 /* Maintain the store max. 10 times */
4511 if (maintain_num > 10) maintain_num = 10;
4515 /* Maintain the store */
4516 for (i = 0; i < maintain_num; i++)
4517 store_maint(p_ptr->town_num, which);
4519 /* Save the visit */
4520 town[p_ptr->town_num].store[which].last_visit = turn;
4523 /* Forget the lite */
4526 /* Forget the view */
4530 /* Hack -- Character is in "icky" mode */
4531 character_icky = TRUE;
4534 /* No command argument */
4537 /* No repeated command */
4540 /* No automatic command */
4544 /* Save the store number */
4545 cur_store_num = which;
4547 /* Save the store and owner pointers */
4548 st_ptr = &town[p_ptr->town_num].store[cur_store_num];
4549 ot_ptr = &owners[cur_store_num][st_ptr->owner];
4552 /* Start at the beginning */
4555 /* Display the store */
4559 leave_store = FALSE;
4561 /* Interact with player */
4562 while (!leave_store)
4564 /* Hack -- Clear line 1 */
4567 /* Hack -- Check the charisma */
4568 tmp_chr = p_ptr->stat_use[A_CHR];
4574 /* Basic commands */
4576 prt(" ESC) ·úʪ¤«¤é½Ð¤ë", 21, 0);
4578 prt(" ESC) Exit from Building.", 21, 0);
4582 /* Browse if necessary */
4583 if (st_ptr->stock_num > 12)
4586 prt(" -)Á°¥Ú¡¼¥¸", 22, 0);
4587 prt(" ¥¹¥Ú¡¼¥¹) ¼¡¥Ú¡¼¥¸", 23, 0);
4589 prt(" -) Previous page", 22, 0);
4590 prt(" SPACE) Next page", 23, 0);
4596 if (cur_store_num == STORE_HOME)
4599 prt("g) ¥¢¥¤¥Æ¥à¤ò¼è¤ë", 21, 27);
4600 prt("d) ¥¢¥¤¥Æ¥à¤òÃÖ¤¯", 22, 27);
4601 prt("x) ²È¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤ë", 23,27);
4603 prt("g) Get an item.", 21, 27);
4604 prt("d) Drop an item.", 22, 27);
4605 prt("x) eXamine an item in the home.", 23,27);
4610 /* Museum commands */
4611 else if (cur_store_num == STORE_MUSEUM)
4614 prt("d) ¥¢¥¤¥Æ¥à¤òÃÖ¤¯", 21, 27);
4615 prt("x) Çîʪ´Û¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤ë", 23,27);
4617 prt("d) Drop an item.", 21, 27);
4618 prt("x) eXamine an item in the museum.", 23,27);
4623 /* Shop commands XXX XXX XXX */
4627 prt("p) ¾¦ÉʤòÇ㤦", 21, 30);
4628 prt("s) ¥¢¥¤¥Æ¥à¤òÇä¤ë", 22, 30);
4629 prt("x) ¾¦ÉʤòÄ´¤Ù¤ë", 23,30);
4631 prt("p) Purchase an item.", 21, 30);
4632 prt("s) Sell an item.", 22, 30);
4633 prt("x) eXamine an item in the shop", 23,30);
4639 /* ´ðËÜŪ¤Ê¥³¥Þ¥ó¥É¤ÎÄɲÃɽ¼¨ */
4641 prt("i/e) »ý¤Áʪ/ÁõÈ÷¤Î°ìÍ÷", 21, 56);
4643 if( rogue_like_commands == TRUE )
4645 prt("w/T) ÁõÈ÷¤¹¤ë/¤Ï¤º¤¹", 22, 56);
4649 prt("w/t) ÁõÈ÷¤¹¤ë/¤Ï¤º¤¹", 22, 56);
4652 prt("i/e) Inventry/Equipment list", 21, 56);
4654 if( rogue_like_commands == TRUE )
4656 prt("w/T) Wear/Take off equipment", 22, 56);
4660 prt("w/t) Wear/Take off equipment", 22, 56);
4665 prt("¥³¥Þ¥ó¥É:", 20, 0);
4667 prt("You may: ", 20, 0);
4672 request_command(TRUE);
4674 /* Process the command */
4675 store_process_command();
4677 /* Hack -- Character is still in "icky" mode */
4678 character_icky = TRUE;
4686 /* XXX XXX XXX Pack Overflow */
4687 if (inventory[INVEN_PACK].k_idx)
4689 int item = INVEN_PACK;
4691 object_type *o_ptr = &inventory[item];
4693 /* Hack -- Flee from the store */
4694 if (cur_store_num != STORE_HOME)
4698 if (cur_store_num == STORE_MUSEUM)
4699 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤½¤¦¤Ê¤Î¤Ç¡¢¤¢¤ï¤Æ¤ÆÇîʪ´Û¤«¤é½Ð¤¿...");
4701 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤½¤¦¤Ê¤Î¤Ç¡¢¤¢¤ï¤Æ¤ÆŹ¤«¤é½Ð¤¿...");
4703 if (cur_store_num == STORE_MUSEUM)
4704 msg_print("Your pack is so full that you flee the Museum...");
4706 msg_print("Your pack is so full that you flee the store...");
4714 /* Hack -- Flee from the home */
4715 else if (!store_check_num(o_ptr))
4719 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤½¤¦¤Ê¤Î¤Ç¡¢¤¢¤ï¤Æ¤Æ²È¤«¤é½Ð¤¿...");
4721 msg_print("Your pack is so full that you flee your home...");
4729 /* Hack -- Drop items into the home */
4737 char o_name[MAX_NLEN];
4740 /* Give a message */
4742 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
4744 msg_print("Your pack overflows!");
4748 /* Get local object */
4751 /* Grab a copy of the item */
4752 object_copy(q_ptr, o_ptr);
4755 object_desc(o_name, q_ptr, TRUE, 3);
4759 msg_format("%s¤¬Íî¤Á¤¿¡£(%c)", o_name, index_to_label(item));
4761 msg_format("You drop %s (%c).", o_name, index_to_label(item));
4765 /* Remove it from the players inventory */
4766 inven_item_increase(item, -255);
4767 inven_item_describe(item);
4768 inven_item_optimize(item);
4773 /* Let the home carry it */
4774 item_pos = home_carry(q_ptr);
4776 /* Redraw the home */
4779 store_top = (item_pos / 12) * 12;
4780 display_inventory();
4785 /* Hack -- Redisplay store prices if charisma changes */
4786 if (tmp_chr != p_ptr->stat_use[A_CHR]) display_inventory();
4788 /* Hack -- get kicked out of the store */
4789 if (st_ptr->store_open >= turn) leave_store = TRUE;
4792 p_ptr->town_num = old_town_num;
4794 /* Free turn XXX XXX XXX */
4798 /* Hack -- Character is no longer in "icky" mode */
4799 character_icky = FALSE;
4802 /* Hack -- Cancel automatic command */
4805 /* Hack -- Cancel "see" mode */
4806 command_see = FALSE;
4809 /* Flush messages XXX XXX XXX */
4813 /* Clear the screen */
4817 /* Update everything */
4818 p_ptr->update |= (PU_VIEW | PU_LITE);
4819 p_ptr->update |= (PU_MONSTERS);
4821 /* Redraw entire screen */
4822 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY);
4825 p_ptr->redraw |= (PR_MAP);
4828 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4834 * Shuffle one of the stores.
4836 void store_shuffle(int which)
4842 if (which == STORE_HOME) return;
4843 if (which == STORE_MUSEUM) return;
4846 /* Save the store index */
4847 cur_store_num = which;
4849 /* Activate that store */
4850 st_ptr = &town[p_ptr->town_num].store[cur_store_num];
4853 /* Pick a new owner */
4856 st_ptr->owner = (byte)randint0(MAX_OWNERS);
4857 if (j == st_ptr->owner) continue;
4858 for (i = 1;i < max_towns; i++)
4860 if (i == p_ptr->town_num) continue;
4861 if (st_ptr->owner == town[i].store[cur_store_num].owner) break;
4863 if (i == max_towns) break;
4866 /* Activate the new owner */
4867 ot_ptr = &owners[cur_store_num][st_ptr->owner];
4870 /* Reset the owner data */
4871 st_ptr->insult_cur = 0;
4872 st_ptr->store_open = 0;
4873 st_ptr->good_buy = 0;
4874 st_ptr->bad_buy = 0;
4877 /* Hack -- discount all the items */
4878 for (i = 0; i < st_ptr->stock_num; i++)
4883 o_ptr = &st_ptr->stock[i];
4885 /* Hack -- Sell all old items for "half price" */
4886 if (!(o_ptr->art_name))
4887 o_ptr->discount = 50;
4889 /* Hack -- Items are no longer "fixed price" */
4890 o_ptr->ident &= ~(IDENT_FIXED);
4892 /* Mega-Hack -- Note that the item is "on sale" */
4894 o_ptr->inscription = quark_add("Çä½ÐÃæ");
4896 o_ptr->inscription = quark_add("on sale");
4904 * Maintain the inventory at the stores.
4906 void store_maint(int town_num, int store_num)
4910 int old_rating = rating;
4912 cur_store_num = store_num;
4915 if (store_num == STORE_HOME) return;
4916 if (store_num == STORE_MUSEUM) return;
4918 /* Activate that store */
4919 st_ptr = &town[town_num].store[store_num];
4921 /* Activate the owner */
4922 ot_ptr = &owners[store_num][st_ptr->owner];
4924 /* Store keeper forgives the player */
4925 st_ptr->insult_cur = 0;
4927 /* Mega-Hack -- prune the black market */
4928 if (store_num == STORE_BLACK)
4930 /* Destroy crappy black market items */
4931 for (j = st_ptr->stock_num - 1; j >= 0; j--)
4933 object_type *o_ptr = &st_ptr->stock[j];
4935 /* Destroy crappy items */
4936 if (black_market_crap(o_ptr))
4938 /* Destroy the item */
4939 store_item_increase(j, 0 - o_ptr->number);
4940 store_item_optimize(j);
4946 /* Choose the number of slots to keep */
4947 j = st_ptr->stock_num;
4949 /* Sell a few items */
4950 j = j - randint1(STORE_TURNOVER);
4952 /* Never keep more than "STORE_MAX_KEEP" slots */
4953 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
4955 /* Always "keep" at least "STORE_MIN_KEEP" items */
4956 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
4958 /* Hack -- prevent "underflow" */
4961 /* Destroy objects until only "j" slots are left */
4962 while (st_ptr->stock_num > j) store_delete();
4965 /* Choose the number of slots to fill */
4966 j = st_ptr->stock_num;
4968 /* Buy some more items */
4969 j = j + randint1(STORE_TURNOVER);
4971 /* Never keep more than "STORE_MAX_KEEP" slots */
4972 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
4974 /* Always "keep" at least "STORE_MIN_KEEP" items */
4975 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
4977 /* Hack -- prevent "overflow" */
4978 if (j >= st_ptr->stock_size) j = st_ptr->stock_size - 1;
4980 /* Acquire some new items */
4981 while (st_ptr->stock_num < j) store_create();
4984 /* Hack -- Restore the rating */
4985 rating = old_rating;
4990 * Initialize the stores
4992 void store_init(int town_num, int store_num)
4996 cur_store_num = store_num;
4998 /* Activate that store */
4999 st_ptr = &town[town_num].store[store_num];
5007 st_ptr->owner = (byte)randint0(MAX_OWNERS);
5008 for (i = 1;i < max_towns; i++)
5010 if (i == town_num) continue;
5011 if (st_ptr->owner == town[i].store[store_num].owner) break;
5013 if (i == max_towns) break;
5016 /* Activate the new owner */
5017 ot_ptr = &owners[store_num][st_ptr->owner];
5020 /* Initialize the store */
5021 st_ptr->store_open = 0;
5022 st_ptr->insult_cur = 0;
5023 st_ptr->good_buy = 0;
5024 st_ptr->bad_buy = 0;
5026 /* Nothing in stock */
5027 st_ptr->stock_num = 0;
5030 * MEGA-HACK - Last visit to store is
5031 * BEFORE player birth to enable store restocking
5033 st_ptr->last_visit = -200L * STORE_TURNS;
5035 /* Clear any old items */
5036 for (k = 0; k < st_ptr->stock_size; k++)
5038 object_wipe(&st_ptr->stock[k]);
5043 void move_to_black_market(object_type *o_ptr)
5046 if (!p_ptr->town_num) return;
5048 st_ptr = &town[p_ptr->town_num].store[STORE_BLACK];
5050 o_ptr->ident |= IDENT_STOREB;
5052 (void)store_carry(o_ptr);
5054 object_wipe(o_ptr); /* Don't leave a bogus object behind... */