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.
17 static int cur_store_num = 0;
18 static int store_top = 0;
19 static int store_bottom = 0;
20 static int xtra_stock = 0;
21 static store_type *st_ptr = NULL;
22 static const owner_type *ot_ptr = NULL;
23 static s16b old_town_num = 0;
24 static s16b inner_town_num = 0;
25 #define RUMOR_CHANCE 8
27 #define MAX_COMMENT_1 6
29 static cptr comment_1[MAX_COMMENT_1] =
50 /*! ブラックマーケット追加メッセージ(承諾) */
51 static cptr comment_1_B[MAX_COMMENT_1] = {
60 #define MAX_COMMENT_2A 2
62 static cptr comment_2a[MAX_COMMENT_2A] =
65 "私の忍耐力を試しているのかい? $%s が最後だ。",
66 "我慢にも限度があるぞ。 $%s が最後だ。"
68 "You try my patience. %s is final.",
69 "My patience grows thin. %s is final."
74 #define MAX_COMMENT_2B 12
76 static cptr comment_2b[MAX_COMMENT_2B] =
79 " $%s ぐらいは出さなきゃダメだよ。",
82 "何て奴だ! $%s 以下はあり得ないぞ。",
83 "それじゃ少なすぎる! $%s は欲しいところだ。",
84 "バカにしている! $%s はもらわないと。",
86 "おいおい! $%s を考えてくれないか?",
87 "1000匹のオークのノミに苦しめられるがいい! $%s だ。",
88 "お前の大切なものに災いあれ! $%s でどうだ。",
89 "モルゴスに賞味されるがいい!本当は $%s なんだろう?",
90 "お前の母親はオーガか! $%s は出すつもりなんだろ?"
92 "I can take no less than %s gold pieces.",
93 "I will accept no less than %s gold pieces.",
94 "Ha! No less than %s gold pieces.",
95 "You knave! No less than %s gold pieces.",
96 "That's a pittance! I want %s gold pieces.",
97 "That's an insult! I want %s gold pieces.",
98 "As if! How about %s gold pieces?",
99 "My arse! How about %s gold pieces?",
100 "May the fleas of 1000 orcs molest you! Try %s gold pieces.",
101 "May your most favourite parts go moldy! Try %s gold pieces.",
102 "May Morgoth find you tasty! Perhaps %s gold pieces?",
103 "Your mother was an Ogre! Perhaps %s gold pieces?"
109 /*! ブラックマーケット用追加メッセージ(売るとき) */
110 static cptr comment_2b_B[MAX_COMMENT_2B] = {
111 "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。",
112 "金がないのかい、あんた?まずは家に帰って $%s 揃えてきな。",
113 "物の価値が分からん奴だな。これは $%s が普通なんだよ。",
114 "俺の付けた値段に文句があるのか? $%s が限界だ。",
115 "ひょっとして新手の冗談かい? $%s 持ってないなら帰りな。",
116 "うちは他の店とは違うんだよ。$%s ぐらいは出しな。",
117 "買う気がないなら帰りな。 $%s だと言っているんだ。",
118 "話にならないね。 $%s くらい持っているんだろ?",
119 "は?なんだそりゃ? $%s の間違いか、ひょっとして?",
120 "出口はあっちだよ。それとも $%s 出せるのかい、あんたに。",
121 "命知らずな奴だな。 $%s 出せば今日の所は勘弁してやるよ。",
122 "うちの店は貧乏人お断りだ。 $%s ぐらい出せないのかい?"
125 #define MAX_COMMENT_3A 2
127 static cptr comment_3a[MAX_COMMENT_3A] =
130 "私の忍耐力を試しているのかい? $%s が最後だ。",
131 "我慢にも限度があるぞ。 $%s が最後だ。"
133 "You try my patience. %s is final.",
134 "My patience grows thin. %s is final."
140 #define MAX_COMMENT_3B 12
142 static cptr comment_3b[MAX_COMMENT_3B] =
145 "本音を言うと $%s でいいんだろ?",
147 " $%s ぐらいなら出してもいいが。",
148 " $%s 以上払うなんて考えられないね。",
149 "まあ落ちついて。 $%s でどうだい?",
150 "そのガラクタなら $%s で引き取るよ。",
151 "それじゃ高すぎる! $%s がいいとこだろ。",
152 "どうせいらないんだろ! $%s でいいだろ?",
153 "だめだめ! $%s がずっとお似合いだよ。",
154 "バカにしている! $%s がせいぜいだ。",
155 " $%s なら嬉しいところだがなあ。",
156 " $%s 、それ以上はビタ一文出さないよ!"
158 "Perhaps %s gold pieces?",
159 "How about %s gold pieces?",
160 "I will pay no more than %s gold pieces.",
161 "I can afford no more than %s gold pieces.",
162 "Be reasonable. How about %s gold pieces?",
163 "I'll buy it as scrap for %s gold pieces.",
164 "That is too much! How about %s gold pieces?",
165 "That looks war surplus! Say %s gold pieces?",
166 "Never! %s is more like it.",
167 "That's an insult! %s is more like it.",
168 "%s gold pieces and be thankful for it!",
169 "%s gold pieces and not a copper more!"
175 /*! ブラックマーケット用追加メッセージ(買い取り) */
176 static cptr comment_3b_B[MAX_COMMENT_3B] = {
177 " $%s ってところだね。そのどうしようもないガラクタは。",
178 "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。",
179 "俺の優しさに甘えるのもいい加減にしておけ。 $%s だ。",
180 "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。",
181 "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。",
182 " $%s だ。別に俺はそんなガラクタ欲しくはないんだから。",
183 "俺の鑑定額が気に入らないのか? $%s 、嫌なら帰りな。",
184 " $%s で引き取ってやるよ。喜んで受け取りな、貧乏人。",
185 "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。",
186 "そんなに金が欲しいのか、あんた? $%s で満足できんのか?",
187 "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。",
188 "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。"
191 #define MAX_COMMENT_4A 4
193 static cptr comment_4a[MAX_COMMENT_4A] =
196 "もうたくさんだ!何度も私をわずらわせないでくれ!",
197 "うがー!一日の我慢の限度を超えている!",
198 "もういい!時間の無駄以外のなにものでもない!",
199 "もうやってられないよ!顔も見たくない!"
201 "Enough! You have abused me once too often!",
202 "Arghhh! I have had enough abuse for one day!",
203 "That does it! You shall waste my time no more!",
204 "This is getting nowhere! I'm going to Londis!"
210 /*! ブラックマーケット用追加メッセージ(怒りの頂点) */
211 static cptr comment_4a_B[MAX_COMMENT_4A] = {
212 "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!",
213 "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!",
214 "ふざけてるのか!冷やかしなら相手を見てからにしろ!",
215 "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!"
218 #define MAX_COMMENT_4B 4
220 static cptr comment_4b[MAX_COMMENT_4B] =
229 "Get out of my sight!",
230 "Begone, you scoundrel!",
237 /*! ブラックマーケット用追加メッセージ(追い出し) */
238 static cptr comment_4b_B[MAX_COMMENT_4B] = {
245 #define MAX_COMMENT_5 8
247 static cptr comment_5[MAX_COMMENT_5] =
261 "You will have to do better than that!",
262 "Do you wish to do business or not?",
263 "You've got to be kidding!",
264 "You'd better be kidding!",
265 "You try my patience.",
266 "Hmmm, nice weather we're having."
272 /*! ブラックマーケット用追加メッセージ(怒り) */
273 static cptr comment_5_B[MAX_COMMENT_5] = {
284 #define MAX_COMMENT_6 4
286 static cptr comment_6[MAX_COMMENT_6] =
294 "I must have heard you wrong.",
295 "I'm sorry, I missed that.",
296 "I'm sorry, what was that?",
297 "Sorry, what was that again?"
305 * @brief 取引成功時の店主のメッセージ処理 /
309 static void say_comment_1(void)
312 /* ブラックマーケットのときは別のメッセージを出す */
313 if ( cur_store_num == STORE_BLACK ) {
314 msg_print(comment_1_B[randint0(MAX_COMMENT_1)]);
317 msg_print(comment_1[randint0(MAX_COMMENT_1)]);
320 msg_print(comment_1[randint0(MAX_COMMENT_1)]);
324 if (one_in_(RUMOR_CHANCE))
327 msg_print("店主は耳うちした:");
329 msg_print("The shopkeeper whispers something into your ear:");
337 * @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 /
338 * Continue haggling (player is buying)
339 * @param value 店主の提示価格
340 * @param annoyed 店主のいらつき度
343 static void say_comment_2(s32b value, int annoyed)
347 /* Prepare a string to insert */
348 sprintf(tmp_val, "%ld", (long)value);
353 /* Formatted message */
354 msg_format(comment_2a[randint0(MAX_COMMENT_2A)], tmp_val);
360 /* Formatted message */
362 /* ブラックマーケットの時は別のメッセージを出す */
363 if ( cur_store_num == STORE_BLACK ){
364 msg_format(comment_2b_B[randint0(MAX_COMMENT_2B)], tmp_val);
367 msg_format(comment_2b[randint0(MAX_COMMENT_2B)], tmp_val);
370 msg_format(comment_2b[randint0(MAX_COMMENT_2B)], tmp_val);
378 * @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 /
379 * Continue haggling (player is selling)
380 * @param value 店主の提示価格
381 * @param annoyed 店主のいらつき度
384 static void say_comment_3(s32b value, int annoyed)
388 /* Prepare a string to insert */
389 sprintf(tmp_val, "%ld", (long)value);
394 /* Formatted message */
395 msg_format(comment_3a[randint0(MAX_COMMENT_3A)], tmp_val);
401 /* Formatted message */
403 /* ブラックマーケットの時は別のメッセージを出す */
404 if ( cur_store_num == STORE_BLACK ){
405 msg_format(comment_3b_B[randint0(MAX_COMMENT_3B)], tmp_val);
408 msg_format(comment_3b[randint0(MAX_COMMENT_3B)], tmp_val);
411 msg_format(comment_3b[randint0(MAX_COMMENT_3B)], tmp_val);
419 * @brief 店主がプレイヤーを追い出す時のメッセージ処理 /
420 * Kick 'da bum out. -RAK-
423 static void say_comment_4(void)
426 /* ブラックマーケットの時は別のメッセージを出す */
427 if ( cur_store_num == STORE_BLACK ){
428 msg_print(comment_4a_B[randint0(MAX_COMMENT_4A)]);
429 msg_print(comment_4b_B[randint0(MAX_COMMENT_4B)]);
432 msg_print(comment_4a[randint0(MAX_COMMENT_4A)]);
433 msg_print(comment_4b[randint0(MAX_COMMENT_4B)]);
436 msg_print(comment_4a[randint0(MAX_COMMENT_4A)]);
437 msg_print(comment_4b[randint0(MAX_COMMENT_4B)]);
444 * @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 /
445 * You are insulting me
448 static void say_comment_5(void)
451 /* ブラックマーケットの時は別のメッセージを出す */
452 if ( cur_store_num == STORE_BLACK ){
453 msg_print(comment_5_B[randint0(MAX_COMMENT_5)]);
456 msg_print(comment_5[randint0(MAX_COMMENT_5)]);
459 msg_print(comment_5[randint0(MAX_COMMENT_5)]);
466 * @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 /
467 * That makes no sense.
470 static void say_comment_6(void)
472 msg_print(comment_6[randint0(MAX_COMMENT_6)]);
476 #define MAX_COMMENT_7A 4
478 static cptr comment_7a[MAX_COMMENT_7A] =
483 "誰かがむせび泣く声が聞こえる...。",
488 "You hear someone sobbing...",
489 "The shopkeeper howls in agony!"
494 #define MAX_COMMENT_7B 4
496 static cptr comment_7b[MAX_COMMENT_7B] =
506 "The shopkeeper curses at you.",
507 "The shopkeeper glares at you."
512 #define MAX_COMMENT_7C 4
514 static cptr comment_7c[MAX_COMMENT_7C] =
523 "You've made my day!",
524 "The shopkeeper giggles.",
525 "The shopkeeper laughs loudly."
530 #define MAX_COMMENT_7D 4
532 static cptr comment_7d[MAX_COMMENT_7D] =
536 "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。",
541 "I think I'll retire!",
542 "The shopkeeper jumps for joy.",
543 "The shopkeeper smiles gleefully."
550 * @brief 店主が交渉を終えた際の反応を返す処理 /
551 * Let a shop-keeper React to a purchase
552 * @param price アイテムの取引額
553 * @param value アイテムの実際価値
554 * @param guess 店主が当初予想していた価値
557 * We paid "price", it was worth "value", and we thought it was worth "guess"
559 static void purchase_analyze(s32b price, s32b value, s32b guess)
561 /* Item was worthless, but we bought it */
562 if ((value <= 0) && (price > value))
565 msg_print(comment_7a[randint0(MAX_COMMENT_7A)]);
567 chg_virtue(V_HONOUR, -1);
568 chg_virtue(V_JUSTICE, -1);
574 /* Item was cheaper than we thought, and we paid more than necessary */
575 else if ((value < guess) && (price > value))
578 msg_print(comment_7b[randint0(MAX_COMMENT_7B)]);
580 chg_virtue(V_JUSTICE, -1);
582 chg_virtue(V_HONOUR, -1);
588 /* Item was a good bargain, and we got away with it */
589 else if ((value > guess) && (value < (4 * guess)) && (price < value))
592 msg_print(comment_7c[randint0(MAX_COMMENT_7C)]);
595 chg_virtue(V_HONOUR, -1);
597 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);
625 * We store the current "store feat" here so everyone can access it
627 static int cur_store_feat;
631 * Buying and selling adjustments for race combinations.
632 * Entry[owner][player] gives the basic "cost inflation".
634 static byte rgold_adj[MAX_RACES][MAX_RACES] =
636 /*Hum, HfE, Elf, Hal, Gno, Dwa, HfO, HfT, Dun, HiE, Barbarian,
637 HfOg, HGn, HTn, Cyc, Yek, Klc, Kbd, Nbl, DkE, Drc, Mind Flayer,
638 Imp, Glm, Skl, Zombie, Vampire, Spectre, Fairy, Beastman, Ent,
639 Angel, Demon, Kutar */
642 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
643 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
644 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
645 100, 120, 110, 105 },
648 { 110, 100, 100, 105, 110, 120, 125, 130, 110, 100, 110,
649 120, 115, 108, 115, 110, 110, 120, 120, 115, 115, 110,
650 120, 110, 110, 110, 120, 110, 100, 125, 100, 95, 140,
651 110, 115, 110, 110 },
654 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
655 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
656 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
657 110, 110, 105, 110 },
660 { 115, 110, 105, 95, 105, 110, 115, 130, 115, 105, 115,
661 125, 120, 120, 125, 115, 110, 120, 120, 120, 115, 115,
662 120, 110, 120, 120, 130, 110, 110, 130, 110, 95, 140,
663 115, 120, 105, 115 },
666 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
667 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
668 120, 101, 110, 110, 120, 120, 115, 130, 115, 95, 140,
669 115, 110, 110, 115 },
672 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
673 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
674 120, 105, 115, 115, 115, 115, 120, 130, 120, 95, 140,
675 115, 110, 115, 115 },
678 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
679 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
680 115, 125, 120, 120, 115, 120, 125, 115, 125, 95, 140,
681 115, 110, 115, 115 },
684 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
685 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
686 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
687 110, 110, 115, 110 },
690 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
691 120, 120, 105, 120, 115, 105, 115, 120, 110, 105, 105,
692 120, 105, 120, 120, 125, 120, 105, 135, 105, 95, 140,
693 100, 110, 110, 100 },
696 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
697 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
698 125, 115, 120, 120, 125, 120, 100, 125, 100, 95, 140,
699 110, 110, 105, 110 },
701 /* Human / Barbarian (copied from human) */
702 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
703 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
704 115, 105, 125, 125, 130, 125, 115, 120, 115, 95, 140,
705 100, 120, 110, 100 },
707 /* Half-Ogre: theoretical, copied from half-troll */
708 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
709 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
710 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
711 110, 110, 115, 110 },
713 /* Half-Giant: theoretical, copied from half-troll */
714 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
715 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
716 110, 115, 112, 112, 115, 112, 130, 120, 130, 95, 140,
717 110, 110, 115, 110 },
719 /* Half-Titan: theoretical, copied from High_Elf */
720 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
721 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
722 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
723 110, 110, 115, 110 },
725 /* Cyclops: 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, 130, 130, 130, 95, 140,
729 110, 110, 115, 110 },
731 /* Yeek: theoretical, copied from Half-Orc */
732 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
733 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
734 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
735 115, 110, 115, 115 },
737 /* Klackon: theoretical, copied from Gnome */
738 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
739 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
740 120, 101, 110, 110, 120, 120, 130, 130, 130, 95, 140,
741 115, 110, 115, 115 },
743 /* Kobold: theoretical, copied from Half-Orc */
744 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
745 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
746 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
747 115, 110, 115, 115 },
749 /* Nibelung: theoretical, copied from Dwarf */
750 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
751 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
752 120, 105, 115, 115, 120, 120, 130, 130, 130, 95, 140,
753 115, 135, 115, 115 },
756 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
757 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
758 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
759 110, 101, 115, 110 },
761 /* Draconian: theoretical, copied from High_Elf */
762 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
763 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
764 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
765 110, 110, 115, 110 },
767 /* Mind Flayer: theoretical, copied from High_Elf */
768 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
769 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
770 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
771 110, 110, 115, 110 },
773 /* Imp: theoretical, copied from High_Elf */
774 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
775 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
776 125, 115, 120, 120, 120, 120, 130, 130, 130, 120, 120,
777 110, 110, 115, 110 },
779 /* Golem: 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 /* Skeleton: theoretical, copied from half-orc */
786 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
787 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
788 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
789 115, 110, 125, 115 },
791 /* Zombie: Theoretical, copied from half-orc */
792 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
793 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
794 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
795 115, 110, 125, 115 },
797 /* Vampire: Theoretical, copied from half-orc */
798 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
799 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
800 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
801 115, 110, 125, 115 },
803 /* Spectre: 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 /* Sprite: Theoretical, copied from half-orc */
810 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
811 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
812 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
813 115, 110, 105, 115 },
815 /* Beastman: 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, 95, 140,
819 115, 110, 115, 115 },
822 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
823 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
824 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
825 110, 110, 105, 110 },
828 { 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
829 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
830 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 160,
834 { 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
835 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
836 140, 140, 140, 140, 140, 140, 140, 140, 140, 160, 120,
837 140, 140, 140, 140 },
840 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
841 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
842 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
843 100, 120, 110, 100 },
846 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
847 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
848 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
849 110, 101, 115, 110 },
852 { 110, 110, 105, 105, 110, 115, 115, 115, 110, 105, 110,
853 115, 115, 115, 115, 115, 115, 115, 115, 115, 115, 115,
854 115, 115, 125, 125, 125, 125, 105, 115, 105, 95, 140,
855 110, 115, 100, 110 },
858 { 105, 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 },
868 * Determine the price of an item (qty one) in a store.
869 * @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
870 * @param greed 店主の強欲度
871 * @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
875 * This function takes into account the player's charisma, and the
876 * shop-keepers friendliness, and the shop-keeper's base greed, but
877 * never lets a shop-keeper lose money in a transaction.
878 * The "greed" value should exceed 100 when the player is "buying" the
879 * item, and should be less than 100 when the player is "selling" it.
880 * Hack -- the black market always charges twice as much as it should.
881 * Charisma adjustment runs from 80 to 130
882 * Racial adjustment runs from 95 to 130
883 * Since greed/charisma/racial adjustments are centered at 100, we need
884 * to adjust (by 200) to extract a usable multiplier. Note that the
885 * "greed" value is always something (?).
888 static s32b price_item(object_type *o_ptr, int greed, bool flip)
895 /* Get the value of one of the items */
896 price = object_value(o_ptr);
898 /* Worthless items */
899 if (price <= 0) return (0L);
902 /* Compute the racial factor */
903 factor = rgold_adj[ot_ptr->owner_race][p_ptr->prace];
905 /* Add in the charisma factor */
906 factor += adj_chr_gold[p_ptr->stat_ind[A_CHR]];
912 /* Adjust for greed */
913 adjust = 100 + (300 - (greed + factor));
915 /* Never get "silly" */
916 if (adjust > 100) adjust = 100;
918 /* Mega-Hack -- Black market sucks */
919 if (cur_store_num == STORE_BLACK)
922 /* Compute the final price (with rounding) */
923 /* Hack -- prevent underflow */
924 price = (price * adjust + 50L) / 100L;
927 /* Shop is selling */
930 /* Adjust for greed */
931 adjust = 100 + ((greed + factor) - 300);
933 /* Never get "silly" */
934 if (adjust < 100) adjust = 100;
936 /* Mega-Hack -- Black market sucks */
937 if (cur_store_num == STORE_BLACK)
940 /* Compute the final price (with rounding) */
941 /* Hack -- prevent overflow */
942 price = (s32b)(((u32b)price * (u32b)adjust + 50UL) / 100UL);
945 /* Note -- Never become "free" */
946 if (price <= 0L) return (1L);
948 /* Return the price */
954 * @brief 安価な消耗品の販売数を増やし、低確率で割引にする /
955 * Certain "cheap" objects should be created in "piles"
956 * @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
960 * Some objects can be sold at a "discount" (in small piles)
963 static void mass_produce(object_type *o_ptr)
968 s32b cost = object_value(o_ptr);
971 /* Analyze the type */
974 /* Food, Flasks, and Lites */
979 if (cost <= 5L) size += damroll(3, 5);
980 if (cost <= 20L) size += damroll(3, 5);
981 if (cost <= 50L) size += damroll(2, 2);
988 if (cost <= 60L) size += damroll(3, 5);
989 if (cost <= 240L) size += damroll(1, 5);
990 if (o_ptr->sval == SV_SCROLL_STAR_IDENTIFY) size += damroll(3, 5);
991 if (o_ptr->sval == SV_SCROLL_STAR_REMOVE_CURSE) size += damroll(1, 4);
996 case TV_SORCERY_BOOK:
1001 case TV_ARCANE_BOOK:
1003 case TV_DAEMON_BOOK:
1004 case TV_CRUSADE_BOOK:
1006 case TV_HISSATSU_BOOK:
1009 if (cost <= 50L) size += damroll(2, 3);
1010 if (cost <= 500L) size += damroll(1, 3);
1028 if (object_is_artifact(o_ptr)) break;
1029 if (object_is_ego(o_ptr)) break;
1030 if (cost <= 10L) size += damroll(3, 5);
1031 if (cost <= 100L) size += damroll(3, 5);
1040 if (cost <= 5L) size += damroll(5, 5);
1041 if (cost <= 50L) size += damroll(5, 5);
1042 if (cost <= 500L) size += damroll(5, 5);
1048 if (cost <= 100L) size += damroll(2, 2);
1049 if (cost <= 1000L) size += damroll(2, 2);
1062 * Because many rods (and a few wands and staffs) are useful mainly
1063 * in quantity, the Black Market will occasionally have a bunch of
1070 if ((cur_store_num == STORE_BLACK) && one_in_(3))
1072 if (cost < 1601L) size += damroll(1, 5);
1073 else if (cost < 3201L) size += damroll(1, 3);
1080 /* Pick a discount */
1085 else if (one_in_(25))
1089 else if (one_in_(150))
1093 else if (one_in_(300))
1097 else if (one_in_(500))
1103 if (o_ptr->art_name)
1105 if (cheat_peek && discount)
1108 msg_print("ランダムアーティファクトは値引きなし。");
1110 msg_print("No discount on random artifacts.");
1117 /* Save the discount */
1118 o_ptr->discount = discount;
1120 /* Save the total pile size */
1121 o_ptr->number = size - (size * discount / 100);
1123 /* Ensure that mass-produced rods and wands get the correct pvals. */
1124 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
1126 o_ptr->pval *= o_ptr->number;
1133 * @brief 店舗に並べた品を同一品であるかどうか判定する /
1134 * Determine if a store item can "absorb" another item
1135 * @param o_ptr 判定するオブジェクト構造体の参照ポインタ1
1136 * @param j_ptr 判定するオブジェクト構造体の参照ポインタ2
1137 * @return 同一扱いできるならTRUEを返す
1140 * See "object_similar()" for the same function for the "player"
1143 static bool store_object_similar(object_type *o_ptr, object_type *j_ptr)
1147 /* Hack -- Identical items cannot be stacked */
1148 if (o_ptr == j_ptr) return (0);
1150 /* Different objects cannot be stacked */
1151 if (o_ptr->k_idx != j_ptr->k_idx) return (0);
1153 /* Different charges (etc) cannot be stacked, unless wands or rods. */
1154 if ((o_ptr->pval != j_ptr->pval) && (o_ptr->tval != TV_WAND) && (o_ptr->tval != TV_ROD)) return (0);
1156 /* Require many identical values */
1157 if (o_ptr->to_h != j_ptr->to_h) return (0);
1158 if (o_ptr->to_d != j_ptr->to_d) return (0);
1159 if (o_ptr->to_a != j_ptr->to_a) return (0);
1161 /* Require identical "ego-item" names */
1162 if (o_ptr->name2 != j_ptr->name2) return (0);
1164 /* Artifacts don't stack! */
1165 if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) 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 * @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 /
1197 * Allow a store item to absorb another item
1198 * @param o_ptr 判定するオブジェクト構造体の参照ポインタ1
1199 * @param j_ptr 判定するオブジェクト構造体の参照ポインタ2
1200 * @return 重ね合わせできるならTRUEを返す
1203 * See "object_similar()" for the same function for the "player"
1206 static void store_object_absorb(object_type *o_ptr, object_type *j_ptr)
1208 int max_num = (o_ptr->tval == TV_ROD) ?
1209 MIN(99, MAX_SHORT / k_info[o_ptr->k_idx].pval) : 99;
1210 int total = o_ptr->number + j_ptr->number;
1211 int diff = (total > max_num) ? total - max_num : 0;
1213 /* Combine quantity, lose excess items */
1214 o_ptr->number = (total > max_num) ? max_num : total;
1216 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) together. -LM- */
1217 if (o_ptr->tval == TV_ROD)
1219 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1222 /* Hack -- if wands are stacking, combine the charges. -LM- */
1223 if (o_ptr->tval == TV_WAND)
1225 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1231 * @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 /
1232 * Check to see if the shop will be carrying too many objects -RAK-
1233 * @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
1234 * @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。
1237 * Note that the shop, just like a player, will not accept things
1238 * it cannot hold. Before, one could "nuke" potions this way.
1239 * Return value is now int:
1241 * -1 : Can be combined to existing slot.
1242 * 1 : Cannot be combined but there are empty spaces.
1245 static int store_check_num(object_type *o_ptr)
1250 /* The "home" acts like the player */
1251 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
1253 bool old_stack_force_notes = stack_force_notes;
1254 bool old_stack_force_costs = stack_force_costs;
1256 if (cur_store_num != STORE_HOME)
1258 stack_force_notes = FALSE;
1259 stack_force_costs = FALSE;
1262 /* Check all the items */
1263 for (i = 0; i < st_ptr->stock_num; i++)
1265 /* Get the existing item */
1266 j_ptr = &st_ptr->stock[i];
1268 /* Can the new object be combined with the old one? */
1269 if (object_similar(j_ptr, o_ptr))
1271 if (cur_store_num != STORE_HOME)
1273 stack_force_notes = old_stack_force_notes;
1274 stack_force_costs = old_stack_force_costs;
1281 if (cur_store_num != STORE_HOME)
1283 stack_force_notes = old_stack_force_notes;
1284 stack_force_costs = old_stack_force_costs;
1288 /* Normal stores do special stuff */
1291 /* Check all the items */
1292 for (i = 0; i < st_ptr->stock_num; i++)
1294 /* Get the existing item */
1295 j_ptr = &st_ptr->stock[i];
1297 /* Can the new object be combined with the old one? */
1298 if (store_object_similar(j_ptr, o_ptr)) return -1;
1302 /* Free space is always usable */
1304 * オプション powerup_home が設定されていると
1307 if ((cur_store_num == STORE_HOME) && ( powerup_home == FALSE )) {
1308 if (st_ptr->stock_num < ((st_ptr->stock_size) / 10)) {
1313 if (st_ptr->stock_num < st_ptr->stock_size) {
1318 /* But there was no room at the inn... */
1323 * @brief オブジェクトが祝福されているかの判定を返す /
1324 * @param o_ptr 判定したいオブジェクト構造体の参照ポインタ
1325 * @return アイテムが祝福されたアイテムならばTRUEを返す
1327 static bool is_blessed(object_type *o_ptr)
1329 u32b flgs[TR_FLAG_SIZE];
1330 object_flags(o_ptr, flgs);
1331 if (have_flag(flgs, TR_BLESSED)) return (TRUE);
1332 else return (FALSE);
1338 * @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 /
1339 * Determine if the current store will purchase the given item
1340 * @param o_ptr 判定したいオブジェクト構造体の参照ポインタ
1341 * @return アイテムが買い取れるならばTRUEを返す
1343 * Note that a shop-keeper must refuse to buy "worthless" items
1345 static bool store_will_buy(object_type *o_ptr)
1347 /* Hack -- The Home is simple */
1348 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) return (TRUE);
1350 /* Switch on the store */
1351 switch (cur_store_num)
1356 /* Analyze the type */
1357 switch (o_ptr->tval)
1360 if (o_ptr->sval != SV_POTION_WATER) return FALSE;
1372 case TV_BOTTLE: /* 'Green', recycling Angband */
1387 /* Analyze the type */
1388 switch (o_ptr->tval)
1409 /* Analyze the type */
1410 switch (o_ptr->tval)
1419 case TV_HISSATSU_BOOK:
1423 if(o_ptr->sval == SV_WIZSTAFF) return (FALSE);
1435 /* Analyze the type */
1436 switch (o_ptr->tval)
1439 case TV_CRUSADE_BOOK:
1449 monster_race *r_ptr = &r_info[o_ptr->pval];
1452 if (!(r_ptr->flags3 & RF3_EVIL))
1455 if (r_ptr->flags3 & RF3_GOOD) break;
1457 /* Accept animals */
1458 if (r_ptr->flags3 & RF3_ANIMAL) break;
1461 if (my_strchr("?!", r_ptr->d_char)) break;
1467 if (is_blessed(o_ptr)) break;
1476 case STORE_ALCHEMIST:
1478 /* Analyze the type */
1479 switch (o_ptr->tval)
1493 /* Analyze the type */
1494 switch (o_ptr->tval)
1496 case TV_SORCERY_BOOK:
1497 case TV_NATURE_BOOK:
1501 case TV_ARCANE_BOOK:
1503 case TV_DAEMON_BOOK:
1517 if(o_ptr->sval == SV_WIZSTAFF) break;
1518 else return (FALSE);
1525 /* Bookstore Shop */
1528 /* Analyze the type */
1529 switch (o_ptr->tval)
1531 case TV_SORCERY_BOOK:
1532 case TV_NATURE_BOOK:
1537 case TV_ARCANE_BOOK:
1539 case TV_DAEMON_BOOK:
1540 case TV_CRUSADE_BOOK:
1551 /* XXX XXX XXX Ignore "worthless" items */
1552 if (object_value(o_ptr) <= 0) return (FALSE);
1560 * @brief 現在の町の指定された店舗のアイテムを整理する /
1561 * Combine and reorder items in store.
1562 * @param store_num 店舗ID
1563 * @return 実際に整理が行われたならばTRUEを返す。
1565 bool combine_and_reorder_home(int store_num)
1569 object_type forge, *o_ptr, *j_ptr;
1570 bool flag = FALSE, combined;
1571 store_type *old_st_ptr = st_ptr;
1572 bool old_stack_force_notes = stack_force_notes;
1573 bool old_stack_force_costs = stack_force_costs;
1575 st_ptr = &town[1].store[store_num];
1576 if (store_num != STORE_HOME)
1578 stack_force_notes = FALSE;
1579 stack_force_costs = FALSE;
1586 /* Combine the items in the home (backwards) */
1587 for (i = st_ptr->stock_num - 1; i > 0; i--)
1590 o_ptr = &st_ptr->stock[i];
1592 /* Skip empty items */
1593 if (!o_ptr->k_idx) continue;
1595 /* Scan the items above that item */
1596 for (j = 0; j < i; j++)
1601 j_ptr = &st_ptr->stock[j];
1603 /* Skip empty items */
1604 if (!j_ptr->k_idx) continue;
1607 * Get maximum number of the stack if these
1608 * are similar, get zero otherwise.
1610 max_num = object_similar_part(j_ptr, o_ptr);
1612 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
1613 if (max_num && j_ptr->number < max_num)
1615 if (o_ptr->number + j_ptr->number <= max_num)
1617 /* Add together the item counts */
1618 object_absorb(j_ptr, o_ptr);
1620 /* One object is gone */
1621 st_ptr->stock_num--;
1623 /* Slide everything down */
1624 for (k = i; k < st_ptr->stock_num; k++)
1626 /* Structure copy */
1627 st_ptr->stock[k] = st_ptr->stock[k + 1];
1630 /* Erase the "final" slot */
1631 object_wipe(&st_ptr->stock[k]);
1635 int old_num = o_ptr->number;
1636 int remain = j_ptr->number + o_ptr->number - max_num;
1638 /* Add together the item counts */
1639 object_absorb(j_ptr, o_ptr);
1641 o_ptr->number = remain;
1643 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1644 if (o_ptr->tval == TV_ROD)
1646 o_ptr->pval = o_ptr->pval * remain / old_num;
1647 o_ptr->timeout = o_ptr->timeout * remain / old_num;
1650 /* Hack -- if wands are stacking, combine the charges. -LM- */
1651 else if (o_ptr->tval == TV_WAND)
1653 o_ptr->pval = o_ptr->pval * remain / old_num;
1670 /* Re-order the items in the home (forwards) */
1671 for (i = 0; i < st_ptr->stock_num; i++)
1674 o_ptr = &st_ptr->stock[i];
1676 /* Skip empty slots */
1677 if (!o_ptr->k_idx) continue;
1679 /* Get the "value" of the item */
1680 o_value = object_value(o_ptr);
1682 /* Scan every occupied slot */
1683 for (j = 0; j < st_ptr->stock_num; j++)
1685 if (object_sort_comp(o_ptr, o_value, &st_ptr->stock[j])) break;
1688 /* Never move down */
1689 if (j >= i) continue;
1694 /* Get local object */
1697 /* Save a copy of the moving item */
1698 object_copy(j_ptr, &st_ptr->stock[i]);
1700 /* Slide the objects */
1701 for (k = i; k > j; k--)
1703 /* Slide the item */
1704 object_copy(&st_ptr->stock[k], &st_ptr->stock[k - 1]);
1707 /* Insert the moving item */
1708 object_copy(&st_ptr->stock[j], j_ptr);
1711 st_ptr = old_st_ptr;
1712 if (store_num != STORE_HOME)
1714 stack_force_notes = old_stack_force_notes;
1715 stack_force_costs = old_stack_force_costs;
1723 * @brief 我が家にオブジェクトを加える /
1724 * Add the item "o_ptr" to the inventory of the "Home"
1725 * @param o_ptr 加えたいオブジェクトの構造体参照ポインタ
1729 * In all cases, return the slot (or -1) where the object was placed
1730 * Note that this is a hacked up version of "inven_carry()".
1731 * Also note that it may not correctly "adapt" to "knowledge" bacoming
1732 * known, the player may have to pick stuff up and drop it again.
1735 static int home_carry(object_type *o_ptr)
1741 bool old_stack_force_notes = stack_force_notes;
1742 bool old_stack_force_costs = stack_force_costs;
1744 if (cur_store_num != STORE_HOME)
1746 stack_force_notes = FALSE;
1747 stack_force_costs = FALSE;
1750 /* Check each existing item (try to combine) */
1751 for (slot = 0; slot < st_ptr->stock_num; slot++)
1753 /* Get the existing item */
1754 j_ptr = &st_ptr->stock[slot];
1756 /* The home acts just like the player */
1757 if (object_similar(j_ptr, o_ptr))
1759 /* Save the new number of items */
1760 object_absorb(j_ptr, o_ptr);
1762 if (cur_store_num != STORE_HOME)
1764 stack_force_notes = old_stack_force_notes;
1765 stack_force_costs = old_stack_force_costs;
1773 if (cur_store_num != STORE_HOME)
1775 stack_force_notes = old_stack_force_notes;
1776 stack_force_costs = old_stack_force_costs;
1781 * 隠し機能: オプション powerup_home が設定されていると
1785 if ((cur_store_num != STORE_HOME) || (powerup_home == TRUE)) {
1786 if (st_ptr->stock_num >= st_ptr->stock_size) {
1791 if (st_ptr->stock_num >= ((st_ptr->stock_size) / 10)) {
1797 /* Determine the "value" of the item */
1798 value = object_value(o_ptr);
1800 /* Check existing slots to see if we must "slide" */
1801 for (slot = 0; slot < st_ptr->stock_num; slot++)
1803 if (object_sort_comp(o_ptr, value, &st_ptr->stock[slot])) break;
1806 /* Slide the others up */
1807 for (i = st_ptr->stock_num; i > slot; i--)
1809 st_ptr->stock[i] = st_ptr->stock[i-1];
1812 /* More stuff now */
1813 st_ptr->stock_num++;
1815 /* Insert the new item */
1816 st_ptr->stock[slot] = *o_ptr;
1818 chg_virtue(V_SACRIFICE, -1);
1820 (void)combine_and_reorder_home(cur_store_num);
1822 /* Return the location */
1828 * @brief 店舗にオブジェクトを加える /
1829 * Add the item "o_ptr" to a real stores inventory.
1830 * @param o_ptr 加えたいオブジェクトの構造体参照ポインタ
1834 * In all cases, return the slot (or -1) where the object was placed
1835 * Note that this is a hacked up version of "inven_carry()".
1836 * Also note that it may not correctly "adapt" to "knowledge" bacoming
1837 * known, the player may have to pick stuff up and drop it again.
1840 static int store_carry(object_type *o_ptr)
1843 s32b value, j_value;
1847 /* Evaluate the object */
1848 value = object_value(o_ptr);
1850 /* Cursed/Worthless items "disappear" when sold */
1851 if (value <= 0) return (-1);
1853 /* All store items are fully *identified* */
1854 o_ptr->ident |= IDENT_MENTAL;
1856 /* Erase the inscription */
1857 o_ptr->inscription = 0;
1859 /* Erase the "feeling" */
1860 o_ptr->feeling = FEEL_NONE;
1862 /* Check each existing item (try to combine) */
1863 for (slot = 0; slot < st_ptr->stock_num; slot++)
1865 /* Get the existing item */
1866 j_ptr = &st_ptr->stock[slot];
1868 /* Can the existing items be incremented? */
1869 if (store_object_similar(j_ptr, o_ptr))
1871 /* Hack -- extra items disappear */
1872 store_object_absorb(j_ptr, o_ptr);
1880 if (st_ptr->stock_num >= st_ptr->stock_size) return (-1);
1883 /* Check existing slots to see if we must "slide" */
1884 for (slot = 0; slot < st_ptr->stock_num; slot++)
1887 j_ptr = &st_ptr->stock[slot];
1889 /* Objects sort by decreasing type */
1890 if (o_ptr->tval > j_ptr->tval) break;
1891 if (o_ptr->tval < j_ptr->tval) continue;
1893 /* Objects sort by increasing sval */
1894 if (o_ptr->sval < j_ptr->sval) break;
1895 if (o_ptr->sval > j_ptr->sval) continue;
1898 * Hack: otherwise identical rods sort by
1899 * increasing recharge time --dsb
1901 if (o_ptr->tval == TV_ROD)
1903 if (o_ptr->pval < j_ptr->pval) break;
1904 if (o_ptr->pval > j_ptr->pval) continue;
1907 /* Evaluate that slot */
1908 j_value = object_value(j_ptr);
1910 /* Objects sort by decreasing value */
1911 if (value > j_value) break;
1912 if (value < j_value) continue;
1915 /* Slide the others up */
1916 for (i = st_ptr->stock_num; i > slot; i--)
1918 st_ptr->stock[i] = st_ptr->stock[i-1];
1921 /* More stuff now */
1922 st_ptr->stock_num++;
1924 /* Insert the new item */
1925 st_ptr->stock[slot] = *o_ptr;
1927 /* Return the location */
1933 * @brief 店舗のオブジェクト数を増やす /
1934 * Add the item "o_ptr" to a real stores inventory.
1935 * @param item 増やしたいアイテムのID
1940 * Increase, by a given amount, the number of a certain item
1941 * in a certain store. This can result in zero items.
1944 static void store_item_increase(int item, int num)
1950 o_ptr = &st_ptr->stock[item];
1952 /* Verify the number */
1953 cnt = o_ptr->number + num;
1954 if (cnt > 255) cnt = 255;
1955 else if (cnt < 0) cnt = 0;
1956 num = cnt - o_ptr->number;
1958 /* Save the new number */
1959 o_ptr->number += num;
1964 * @brief 店舗のオブジェクト数を削除する /
1965 * Remove a slot if it is empty
1966 * @param item 削除したいアイテムのID
1969 static void store_item_optimize(int item)
1975 o_ptr = &st_ptr->stock[item];
1978 if (!o_ptr->k_idx) return;
1980 /* Must have no items */
1981 if (o_ptr->number) return;
1984 st_ptr->stock_num--;
1986 /* Slide everyone */
1987 for (j = item; j < st_ptr->stock_num; j++)
1989 st_ptr->stock[j] = st_ptr->stock[j + 1];
1992 /* Nuke the final slot */
1993 object_wipe(&st_ptr->stock[j]);
1997 * @brief ブラックマーケット用の無価値品の排除判定 /
1998 * This function will keep 'crap' out of the black market.
1999 * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
2000 * @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
2003 * Crap is defined as any item that is "available" elsewhere
2004 * Based on a suggestion by "Lee Vogt" <lvogt@cig.mcel.mot.com>
2007 static bool black_market_crap(object_type *o_ptr)
2011 /* Ego items are never crap */
2012 if (object_is_ego(o_ptr)) return (FALSE);
2014 /* Good items are never crap */
2015 if (o_ptr->to_a > 0) return (FALSE);
2016 if (o_ptr->to_h > 0) return (FALSE);
2017 if (o_ptr->to_d > 0) return (FALSE);
2019 /* Check all stores */
2020 for (i = 0; i < MAX_STORES; i++)
2022 if (i == STORE_HOME) continue;
2023 if (i == STORE_MUSEUM) continue;
2025 /* Check every item in the store */
2026 for (j = 0; j < town[p_ptr->town_num].store[i].stock_num; j++)
2028 object_type *j_ptr = &town[p_ptr->town_num].store[i].stock[j];
2030 /* Duplicate item "type", assume crappy */
2031 if (o_ptr->k_idx == j_ptr->k_idx) return (TRUE);
2041 * @brief 店舗の品揃え変化のためにアイテムを削除する /
2042 * Attempt to delete (some of) a random item from the store
2046 * Hack -- we attempt to "maintain" piles of items when possible.
2049 static void store_delete(void)
2053 /* Pick a random slot */
2054 what = randint0(st_ptr->stock_num);
2056 /* Determine how many items are here */
2057 num = st_ptr->stock[what].number;
2059 /* Hack -- sometimes, only destroy half the items */
2060 if (randint0(100) < 50) num = (num + 1) / 2;
2062 /* Hack -- sometimes, only destroy a single item */
2063 if (randint0(100) < 50) num = 1;
2065 /* Hack -- decrement the maximum timeouts and total charges of rods and wands. -LM- */
2066 if ((st_ptr->stock[what].tval == TV_ROD) || (st_ptr->stock[what].tval == TV_WAND))
2068 st_ptr->stock[what].pval -= num * st_ptr->stock[what].pval / st_ptr->stock[what].number;
2071 /* Actually destroy (part of) the item */
2072 store_item_increase(what, -num);
2073 store_item_optimize(what);
2078 * @brief 店舗の品揃え変化のためにアイテムを追加する /
2079 * Creates a random item and gives it to a store
2083 * This algorithm needs to be rethought. A lot.
2084 * Currently, "normal" stores use a pre-built array.
2085 * Note -- the "level" given to "obj_get_num()" is a "favored"
2086 * level, that is, there is a much higher chance of getting
2087 * items with a level approaching that of the given level...
2088 * Should we check for "permission" to have the given item?
2091 static void store_create(void)
2093 int i, tries, level;
2099 /* Paranoia -- no room left */
2100 if (st_ptr->stock_num >= st_ptr->stock_size) return;
2103 /* Hack -- consider up to four items */
2104 for (tries = 0; tries < 4; tries++)
2107 if (cur_store_num == STORE_BLACK)
2109 /* Pick a level for object/magic */
2110 level = 25 + randint0(25);
2112 /* Random item (usually of given level) */
2113 i = get_obj_num(level);
2115 /* Handle failure */
2122 /* Hack -- Pick an item to sell */
2123 i = st_ptr->table[randint0(st_ptr->table_num)];
2125 /* Hack -- fake level for apply_magic() */
2126 level = rand_range(1, STORE_OBJ_LEVEL);
2130 /* Get local object */
2133 /* Create a new object of the chosen kind */
2134 object_prep(q_ptr, i);
2136 /* Apply some "low-level" magic (no artifacts) */
2137 apply_magic(q_ptr, level, AM_NO_FIXED_ART);
2139 /* Require valid object */
2140 if (!store_will_buy(q_ptr)) continue;
2142 /* Hack -- Charge lite's */
2143 if (q_ptr->tval == TV_LITE)
2145 if (q_ptr->sval == SV_LITE_TORCH) q_ptr->xtra4 = FUEL_TORCH / 2;
2146 if (q_ptr->sval == SV_LITE_LANTERN) q_ptr->xtra4 = FUEL_LAMP / 2;
2150 /* The item is "known" */
2151 object_known(q_ptr);
2153 /* Mark it storebought */
2154 q_ptr->ident |= IDENT_STORE;
2156 /* Mega-Hack -- no chests in stores */
2157 if (q_ptr->tval == TV_CHEST) continue;
2159 /* Prune the black market */
2160 if (cur_store_num == STORE_BLACK)
2162 /* Hack -- No "crappy" items */
2163 if (black_market_crap(q_ptr)) continue;
2165 /* Hack -- No "cheap" items */
2166 if (object_value(q_ptr) < 10) continue;
2168 /* No "worthless" items */
2169 /* if (object_value(q_ptr) <= 0) continue; */
2172 /* Prune normal stores */
2175 /* No "worthless" items */
2176 if (object_value(q_ptr) <= 0) continue;
2180 /* Mass produce and/or Apply discount */
2181 mass_produce(q_ptr);
2183 /* Attempt to carry the (known) item */
2184 (void)store_carry(q_ptr);
2186 /* Definitely done */
2193 * @brief 店舗の割引対象外にするかどうかを判定 /
2194 * Eliminate need to bargain if player has haggled well in the past
2195 * @param minprice アイテムの最低販売価格
2196 * @return 割引を禁止するならTRUEを返す。
2198 static bool noneedtobargain(s32b minprice)
2200 s32b good = st_ptr->good_buy;
2201 s32b bad = st_ptr->bad_buy;
2203 /* Cheap items are "boring" */
2204 if (minprice < 10L) return (TRUE);
2206 /* Perfect haggling */
2207 if (good == MAX_SHORT) return (TRUE);
2209 /* Reward good haggles, punish bad haggles, notice price */
2210 if (good > ((3 * bad) + (5 + (minprice/50)))) return (TRUE);
2212 /* Return the flag */
2218 * @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 /
2219 * Update the bargain info
2220 * @param price 実際の取引価格
2221 * @param minprice 店主の提示した価格
2225 static void updatebargain(s32b price, s32b minprice, int num)
2227 /* Hack -- auto-haggle */
2228 if (!manual_haggle) return;
2230 /* Cheap items are "boring" */
2231 if ((minprice/num) < 10L) return;
2233 /* Count the successful haggles */
2234 if (price == minprice)
2236 /* Just count the good haggles */
2237 if (st_ptr->good_buy < MAX_SHORT)
2243 /* Count the failed haggles */
2246 /* Just count the bad haggles */
2247 if (st_ptr->bad_buy < MAX_SHORT)
2256 * @brief 店の商品リストを再表示する /
2257 * Re-displays a single store entry
2261 static void display_entry(int pos)
2267 char o_name[MAX_NLEN];
2274 o_ptr = &st_ptr->stock[pos];
2276 /* Get the "offset" */
2277 i = (pos % store_bottom);
2279 /* Label it, clear the line --(-- */
2280 (void)sprintf(out_val, "%c) ", ((i > 25) ? toupper(I2A(i - 26)) : I2A(i)));
2281 prt(out_val, i+6, 0);
2284 if (show_item_graph)
2286 byte a = object_attr(o_ptr);
2287 char c = object_char(o_ptr);
2294 Term_queue_bigchar(cur_col, i + 6, a, c, 0, 0);
2295 if (use_bigtile) cur_col++;
2300 /* Describe an item in the home */
2301 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
2305 /* Leave room for weights, if necessary -DRS- */
2306 if (show_weights) maxwid -= 10;
2308 /* Describe the object */
2309 object_desc(o_name, o_ptr, 0);
2310 o_name[maxwid] = '\0';
2311 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, cur_col);
2316 /* Only show the weight of an individual item */
2317 int wgt = o_ptr->weight;
2319 sprintf(out_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
2320 put_str(out_val, i+6, 67);
2322 (void)sprintf(out_val, "%3d.%d lb", wgt / 10, wgt % 10);
2323 put_str(out_val, i+6, 68);
2329 /* Describe an item (fully) in a store */
2332 /* Must leave room for the "price" */
2335 /* Leave room for weights, if necessary -DRS- */
2336 if (show_weights) maxwid -= 7;
2338 /* Describe the object (fully) */
2339 object_desc(o_name, o_ptr, 0);
2340 o_name[maxwid] = '\0';
2341 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, cur_col);
2346 /* Only show the weight of an individual item */
2347 int wgt = o_ptr->weight;
2349 sprintf(out_val, "%3d.%1d", lbtokg1(wgt) , lbtokg2(wgt) );
2350 put_str(out_val, i+6, 60);
2352 (void)sprintf(out_val, "%3d.%d", wgt / 10, wgt % 10);
2353 put_str(out_val, i+6, 61);
2358 /* Display a "fixed" cost */
2359 if (o_ptr->ident & (IDENT_FIXED))
2361 /* Extract the "minimum" price */
2362 x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2364 /* Actually draw the price (not fixed) */
2366 (void)sprintf(out_val, "%9ld固", (long)x);
2368 (void)sprintf(out_val, "%9ld F", (long)x);
2371 put_str(out_val, i+6, 68);
2374 /* Display a "taxed" cost */
2375 else if (!manual_haggle)
2377 /* Extract the "minimum" price */
2378 x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2380 /* Hack -- Apply Sales Tax if needed */
2381 if (!noneedtobargain(x)) x += x / 10;
2383 /* Actually draw the price (with tax) */
2384 (void)sprintf(out_val, "%9ld ", (long)x);
2385 put_str(out_val, i+6, 68);
2388 /* Display a "haggle" cost */
2391 /* Extrect the "maximum" price */
2392 x = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
2394 /* Actually draw the price (not fixed) */
2395 (void)sprintf(out_val, "%9ld ", (long)x);
2396 put_str(out_val, i+6, 68);
2403 * @brief 店の商品リストを表示する /
2404 * Displays a store's inventory -RAK-
2407 * All prices are listed as "per individual object". -BEN-
2409 static void display_inventory(void)
2413 /* Display the next 12 items */
2414 for (k = 0; k < store_bottom; k++)
2416 /* Do not display "dead" items */
2417 if (store_top + k >= st_ptr->stock_num) break;
2419 /* Display that line */
2420 display_entry(store_top + k);
2423 /* Erase the extra lines and the "more" prompt */
2424 for (i = k; i < store_bottom + 1; i++) prt("", i + 6, 0);
2426 /* Assume "no current page" */
2428 put_str(" ", 5, 20);
2430 put_str(" ", 5, 20);
2434 /* Visual reminder of "more items" */
2435 if (st_ptr->stock_num > store_bottom)
2437 /* Show "more" reminder (after the last item) */
2439 prt("-続く-", k + 6, 3);
2441 prt("-more-", k + 6, 3);
2445 /* Indicate the "current page" */
2446 /* Trailing spaces are to display (Page xx) and (Page x) */
2448 put_str(format("(%dページ) ", store_top/store_bottom + 1), 5, 20);
2450 put_str(format("(Page %d) ", store_top/store_bottom + 1), 5, 20);
2455 if (cur_store_num == STORE_HOME || cur_store_num == STORE_MUSEUM)
2457 k = st_ptr->stock_size;
2459 if (cur_store_num == STORE_HOME && !powerup_home) k /= 10;
2461 put_str(format("アイテム数: %4d/%4d", st_ptr->stock_num, k), 19 + xtra_stock, 27);
2463 put_str(format("Objects: %4d/%4d", st_ptr->stock_num, k), 19 + xtra_stock, 30);
2470 * @brief プレイヤーの所持金を表示する /
2471 * Displays players gold -RAK-
2475 static void store_prt_gold(void)
2480 prt("手持ちのお金: ", 19 + xtra_stock, 53);
2482 prt("Gold Remaining: ", 19 + xtra_stock, 53);
2486 sprintf(out_val, "%9ld", (long)p_ptr->au);
2487 prt(out_val, 19 + xtra_stock, 68);
2491 * @brief 店舗情報全体を表示するメインルーチン /
2492 * Displays store (after clearing screen) -RAK-
2496 static void display_store(void)
2504 /* The "Home" is special */
2505 if (cur_store_num == STORE_HOME)
2507 /* Put the owner name */
2509 put_str("我が家", 3, 31);
2511 put_str("Your Home", 3, 30);
2515 /* Label the item descriptions */
2517 put_str("アイテムの一覧", 5, 4);
2519 put_str("Item Description", 5, 3);
2523 /* If showing weights, show label */
2527 put_str("重さ", 5, 72);
2529 put_str("Weight", 5, 70);
2535 /* The "Home" is special */
2536 else if (cur_store_num == STORE_MUSEUM)
2538 /* Put the owner name */
2540 put_str("博物館", 3, 31);
2542 put_str("Museum", 3, 30);
2546 /* Label the item descriptions */
2548 put_str("アイテムの一覧", 5, 4);
2550 put_str("Item Description", 5, 3);
2554 /* If showing weights, show label */
2558 put_str("重さ", 5, 72);
2560 put_str("Weight", 5, 70);
2569 cptr store_name = (f_name + f_info[cur_store_feat].name);
2570 cptr owner_name = (ot_ptr->owner_name);
2571 cptr race_name = race_info[ot_ptr->owner_race].title;
2573 /* Put the owner name and race */
2574 sprintf(buf, "%s (%s)", owner_name, race_name);
2575 put_str(buf, 3, 10);
2577 /* Show the max price in the store (above prices) */
2578 sprintf(buf, "%s (%ld)", store_name, (long)(ot_ptr->max_cost));
2581 /* Label the item descriptions */
2583 put_str("商品の一覧", 5, 7);
2585 put_str("Item Description", 5, 3);
2589 /* If showing weights, show label */
2593 put_str("重さ", 5, 62);
2595 put_str("Weight", 5, 60);
2600 /* Label the asking price (in stores) */
2602 put_str("価格", 5, 73);
2604 put_str("Price", 5, 72);
2609 /* Display the current gold */
2612 /* Draw in the inventory */
2613 display_inventory();
2619 * @brief 店舗からアイテムを選択する /
2620 * Get the ID of a store item and return its value -RAK-
2621 * @param com_val 選択IDを返す参照ポインタ
2622 * @param pmt メッセージキャプション
2625 * @return 実際に選択したらTRUE、キャンセルしたらFALSE
2627 static int get_stock(int *com_val, cptr pmt, int i, int j)
2633 #ifdef ALLOW_REPEAT /* TNB */
2635 /* Get the item index */
2636 if (repeat_pull(com_val))
2638 /* Verify the item */
2639 if ((*com_val >= i) && (*com_val <= j))
2646 #endif /* ALLOW_REPEAT -- TNB */
2648 /* Paranoia XXX XXX XXX */
2652 /* Assume failure */
2655 /* Build the prompt */
2657 hi = (j > 25) ? toupper(I2A(j - 26)) : I2A(j);
2659 (void)sprintf(out_val, "(%s:%c-%c, ESCで中断) %s",
2660 (((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) ? "アイテム" : "商品"),
2663 (void)sprintf(out_val, "(Items %c-%c, ESC to exit) %s",
2668 /* Ask until done */
2674 if (!get_com(out_val, &command, FALSE)) break;
2677 if (islower(command))
2679 else if (isupper(command))
2680 k = A2I(tolower(command)) + 26;
2684 /* Legal responses */
2685 if ((k >= i) && (k <= j))
2695 /* Clear the prompt */
2699 if (command == ESCAPE) return (FALSE);
2701 #ifdef ALLOW_REPEAT /* TNB */
2703 repeat_push(*com_val);
2705 #endif /* ALLOW_REPEAT -- TNB */
2713 * @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 /
2714 * Increase the insult counter and get angry if too many -RAK-
2715 * @return プレイヤーを締め出す場合TRUEを返す
2717 static int increase_insults(void)
2719 /* Increase insults */
2720 st_ptr->insult_cur++;
2722 /* Become insulted */
2723 if (st_ptr->insult_cur > ot_ptr->insult_max)
2729 st_ptr->insult_cur = 0;
2730 st_ptr->good_buy = 0;
2731 st_ptr->bad_buy = 0;
2734 st_ptr->store_open = turn + TURNS_PER_TICK*TOWN_DAWN/8 + randint1(TURNS_PER_TICK*TOWN_DAWN/8);
2746 * @brief 店主の不満度を減らす /
2747 * Decrease insults -RAK-
2748 * @return プレイヤーを締め出す場合TRUEを返す
2750 static void decrease_insults(void)
2752 /* Decrease insults */
2753 if (st_ptr->insult_cur) st_ptr->insult_cur--;
2758 * @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 /
2759 * Have insulted while haggling -RAK-
2760 * @return プレイヤーを締め出す場合TRUEを返す
2762 static int haggle_insults(void)
2764 /* Increase insults */
2765 if (increase_insults()) return (TRUE);
2767 /* Display and flush insult */
2776 * Mega-Hack -- Enable "increments"
2778 static bool allow_inc = FALSE;
2781 * Mega-Hack -- Last "increment" during haggling
2783 static s32b last_inc = 0L;
2787 * @brief 交渉価格を確認と認証の是非を行う /
2790 * @param poffer 別途価格提示をした場合の値を返す参照ポインタ
2791 * @param price 現在の交渉価格
2792 * @param final 最終確定価格ならばTRUE
2793 * @return プレイヤーを締め出す場合TRUEを返す
2795 static int get_haggle(cptr pmt, s32b *poffer, s32b price, int final)
2805 /* Clear old increment if necessary */
2806 if (!allow_inc) last_inc = 0L;
2813 sprintf(buf, "%s [承諾] ", pmt);
2815 sprintf(buf, "%s [accept] ", pmt);
2820 /* Old (negative) increment, and not final */
2821 else if (last_inc < 0)
2824 sprintf(buf, "%s [-$%ld] ", pmt, (long)(ABS(last_inc)));
2826 sprintf(buf, "%s [-%ld] ", pmt, (long)(ABS(last_inc)));
2831 /* Old (positive) increment, and not final */
2832 else if (last_inc > 0)
2835 sprintf(buf, "%s [+$%ld] ", pmt, (long)(ABS(last_inc)));
2837 sprintf(buf, "%s [+%ld] ", pmt, (long)(ABS(last_inc)));
2845 sprintf(buf, "%s ", pmt);
2849 /* Paranoia XXX XXX XXX */
2853 /* Ask until done */
2858 /* Display prompt */
2862 strcpy(out_val, "");
2865 * Ask the user for a response.
2866 * Don't allow to use numpad as cursor key.
2868 res = askfor_aux(out_val, 32, FALSE);
2874 if (!res) return FALSE;
2876 /* Skip leading spaces */
2877 for (p = out_val; *p == ' '; p++) /* loop */;
2879 /* Empty response */
2882 /* Accept current price */
2890 /* Use previous increment */
2891 if (allow_inc && last_inc)
2893 *poffer += last_inc;
2898 /* Normal response */
2901 /* Extract a number */
2904 /* Handle "incremental" number */
2905 if ((*p == '+' || *p == '-'))
2907 /* Allow increments */
2910 /* Use the given "increment" */
2917 /* Handle normal number */
2920 /* Use the given "number" */
2929 msg_print("値がおかしいです。");
2931 msg_print("Invalid response.");
2943 * @brief 店主がプレイヤーからの交渉価格を判断する /
2944 * Receive an offer (from the player)
2946 * @param poffer 店主からの交渉価格を返す参照ポインタ
2947 * @param last_offer 現在の交渉価格
2948 * @param factor 店主の価格基準倍率
2949 * @param price アイテムの実価値
2950 * @param final 最終価格確定ならばTRUE
2951 * @return プレイヤーの価格に対して不服ならばTRUEを返す /
2952 * Return TRUE if offer is NOT okay
2954 static bool receive_offer(cptr pmt, s32b *poffer,
2955 s32b last_offer, int factor,
2956 s32b price, int final)
2958 /* Haggle till done */
2961 /* Get a haggle (or cancel) */
2962 if (!get_haggle(pmt, poffer, price, final)) return (TRUE);
2964 /* Acceptable offer */
2965 if (((*poffer) * factor) >= (last_offer * factor)) break;
2967 /* Insult, and check for kicked out */
2968 if (haggle_insults()) return (TRUE);
2970 /* Reject offer (correctly) */
2971 (*poffer) = last_offer;
2980 * @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 /
2981 * Haggling routine -RAK-
2982 * @param o_ptr オブジェクトの構造体参照ポインタ
2983 * @param price 最終価格を返す参照ポインタ
2984 * @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 /
2985 * Return TRUE if purchase is NOT successful
2987 static bool purchase_haggle(object_type *o_ptr, s32b *price)
2989 s32b cur_ask, final_ask;
2990 s32b last_offer, offer;
2992 s32b min_per, max_per;
2993 int flag, loop_flag, noneed;
2994 int annoyed = 0, final = FALSE;
2996 bool cancel = FALSE;
3001 cptr pmt = "Asking";
3011 /* Extract the starting offer and the final offer */
3012 cur_ask = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
3013 final_ask = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
3015 /* Determine if haggling is necessary */
3016 noneed = noneedtobargain(final_ask);
3018 /* No need to haggle */
3019 if (noneed || !manual_haggle)
3021 /* No need to haggle */
3024 /* Message summary */
3026 msg_print("結局この金額にまとまった。");
3028 msg_print("You eventually agree upon the price.");
3034 /* No haggle option */
3037 /* Message summary */
3039 msg_print("すんなりとこの金額にまとまった。");
3041 msg_print("You quickly agree upon the price.");
3046 /* Apply Sales Tax */
3047 final_ask += final_ask / 10;
3051 cur_ask = final_ask;
3053 /* Go to final offer */
3057 pmt = "Final Offer";
3064 /* Haggle for the whole pile */
3065 cur_ask *= o_ptr->number;
3066 final_ask *= o_ptr->number;
3069 /* Haggle parameters */
3070 min_per = ot_ptr->haggle_per;
3071 max_per = min_per * 3;
3073 /* Mega-Hack -- artificial "last offer" value */
3074 last_offer = object_value(o_ptr) * o_ptr->number;
3075 last_offer = last_offer * (200 - (int)(ot_ptr->max_inflate)) / 100L;
3076 if (last_offer <= 0) last_offer = 1;
3081 /* No incremental haggling yet */
3084 /* Haggle until done */
3085 for (flag = FALSE; !flag; )
3089 while (!flag && loop_flag)
3091 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
3092 put_str(out_val, 1, 0);
3094 cancel = receive_offer("提示する金額? ",
3096 cancel = receive_offer("What do you offer? ",
3099 &offer, last_offer, 1, cur_ask, final);
3105 else if (offer > cur_ask)
3110 else if (offer == cur_ask)
3123 x1 = 100 * (offer - last_offer) / (cur_ask - last_offer);
3126 if (haggle_insults())
3132 else if (x1 > max_per)
3135 if (x1 < max_per) x1 = max_per;
3137 x2 = rand_range(x1-2, x1+2);
3138 x3 = ((cur_ask - offer) * x2 / 100L) + 1;
3139 /* don't let the price go up */
3144 if (cur_ask < final_ask)
3147 cur_ask = final_ask;
3151 pmt = "Final Offer";
3157 (void)(increase_insults());
3162 else if (offer >= cur_ask)
3174 (void)sprintf(out_val, "前回の提示金額: $%ld",
3176 (void)sprintf(out_val, "Your last offer: %ld",
3180 put_str(out_val, 1, 39);
3181 say_comment_2(cur_ask, annoyed);
3187 if (cancel) return (TRUE);
3189 /* Update bargaining info */
3190 updatebargain(*price, final_ask, o_ptr->number);
3198 * @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 /
3199 * Haggling routine -RAK-
3200 * @param o_ptr オブジェクトの構造体参照ポインタ
3201 * @param price 最終価格を返す参照ポインタ
3202 * @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 /
3203 * Return TRUE if purchase is NOT successful
3205 static bool sell_haggle(object_type *o_ptr, s32b *price)
3207 s32b purse, cur_ask, final_ask;
3208 s32b last_offer = 0, offer = 0;
3210 s32b min_per, max_per;
3211 int flag, loop_flag, noneed;
3212 int annoyed = 0, final = FALSE;
3213 bool cancel = FALSE;
3226 /* Obtain the starting offer and the final offer */
3227 cur_ask = price_item(o_ptr, ot_ptr->max_inflate, TRUE);
3228 final_ask = price_item(o_ptr, ot_ptr->min_inflate, TRUE);
3230 /* Determine if haggling is necessary */
3231 noneed = noneedtobargain(final_ask);
3233 /* Get the owner's payout limit */
3234 purse = (s32b)(ot_ptr->max_cost);
3236 /* No need to haggle */
3237 if (noneed || !manual_haggle || (final_ask >= purse))
3239 /* Apply Sales Tax (if needed) */
3240 if (!manual_haggle && !noneed)
3242 final_ask -= final_ask / 10;
3245 /* No reason to haggle */
3246 if (final_ask >= purse)
3250 msg_print("即座にこの金額にまとまった。");
3252 msg_print("You instantly agree upon the price.");
3257 /* Offer full purse */
3261 /* No need to haggle */
3266 msg_print("結局この金額にまとまった。");
3268 msg_print("You eventually agree upon the price.");
3274 /* No haggle option */
3277 /* Message summary */
3279 msg_print("すんなりとこの金額にまとまった。");
3281 msg_print("You quickly agree upon the price.");
3288 cur_ask = final_ask;
3295 pmt = "Final Offer";
3300 /* Haggle for the whole pile */
3301 cur_ask *= o_ptr->number;
3302 final_ask *= o_ptr->number;
3305 /* XXX XXX XXX Display commands */
3307 /* Haggling parameters */
3308 min_per = ot_ptr->haggle_per;
3309 max_per = min_per * 3;
3311 /* Mega-Hack -- artificial "last offer" value */
3312 last_offer = object_value(o_ptr) * o_ptr->number;
3313 last_offer = last_offer * ot_ptr->max_inflate / 100L;
3318 /* No incremental haggling yet */
3322 for (flag = FALSE; !flag; )
3328 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
3329 put_str(out_val, 1, 0);
3331 cancel = receive_offer("提示する価格? ",
3333 cancel = receive_offer("What price do you ask? ",
3336 &offer, last_offer, -1, cur_ask, final);
3342 else if (offer < cur_ask)
3345 /* rejected, reset offer for incremental haggling */
3348 else if (offer == cur_ask)
3359 if (flag || !loop_flag) break;
3364 x1 = 100 * (last_offer - offer) / (last_offer - cur_ask);
3367 if (haggle_insults())
3373 else if (x1 > max_per)
3376 if (x1 < max_per) x1 = max_per;
3378 x2 = rand_range(x1-2, x1+2);
3379 x3 = ((offer - cur_ask) * x2 / 100L) + 1;
3380 /* don't let the price go down */
3384 if (cur_ask > final_ask)
3386 cur_ask = final_ask;
3391 pmt = "Final Offer";
3399 /* 追加 $0 で買い取られてしまうのを防止 By FIRST*/
3402 (void)(increase_insults());
3405 else if (offer <= cur_ask)
3416 (void)sprintf(out_val,
3418 "前回の提示価格 $%ld", (long)last_offer);
3420 "Your last bid %ld", (long)last_offer);
3423 put_str(out_val, 1, 39);
3424 say_comment_3(cur_ask, annoyed);
3430 if (cancel) return (TRUE);
3432 /* Update bargaining info */
3433 updatebargain(*price, final_ask, o_ptr->number);
3441 * @brief 店からの購入処理のメインルーチン /
3442 * Buy an item from a store -RAK-
3445 static void store_purchase(void)
3457 char o_name[MAX_NLEN];
3461 if (cur_store_num == STORE_MUSEUM)
3464 msg_print("博物館から取り出すことはできません。");
3466 msg_print("Museum.");
3472 if (st_ptr->stock_num <= 0)
3474 if (cur_store_num == STORE_HOME)
3476 msg_print("我が家には何も置いてありません。");
3478 msg_print("Your home is empty.");
3483 msg_print("現在商品の在庫を切らしています。");
3485 msg_print("I am currently out of stock.");
3492 /* Find the number of objects on this and following pages */
3493 i = (st_ptr->stock_num - store_top);
3495 /* And then restrict it to the current page */
3496 if (i > store_bottom) i = store_bottom;
3500 /* ブラックマーケットの時は別のメッセージ */
3501 switch( cur_store_num ) {
3503 sprintf(out_val, "どのアイテムを取りますか? ");
3506 sprintf(out_val, "どれ? ");
3509 sprintf(out_val, "どの品物が欲しいんだい? ");
3513 if (cur_store_num == STORE_HOME)
3515 sprintf(out_val, "Which item do you want to take? ");
3519 sprintf(out_val, "Which item are you interested in? ");
3524 /* Get the item number to be bought */
3525 if (!get_stock(&item, out_val, 0, i - 1)) return;
3527 /* Get the actual index */
3528 item = item + store_top;
3530 /* Get the actual item */
3531 o_ptr = &st_ptr->stock[item];
3533 /* Assume the player wants just one of them */
3536 /* Get local object */
3539 /* Get a copy of the object */
3540 object_copy(j_ptr, o_ptr);
3543 * If a rod or wand, allocate total maximum timeouts or charges
3544 * between those purchased and left on the shelf.
3546 reduce_charges(j_ptr, o_ptr->number - amt);
3548 /* Modify quantity */
3549 j_ptr->number = amt;
3551 /* Hack -- require room in pack */
3552 if (!inven_carry_okay(j_ptr))
3555 msg_print("そんなにアイテムを持てない。");
3557 msg_print("You cannot carry that many different items.");
3563 /* Determine the "best" price (per item) */
3564 best = price_item(j_ptr, ot_ptr->min_inflate, FALSE);
3566 /* Find out how many the player wants */
3567 if (o_ptr->number > 1)
3569 /* Hack -- note cost of "fixed" items */
3570 if ((cur_store_num != STORE_HOME) &&
3571 (o_ptr->ident & IDENT_FIXED))
3574 msg_format("一つにつき $%ldです。", (long)(best));
3576 msg_format("That costs %ld gold per item.", (long)(best));
3581 /* Get a quantity */
3582 amt = get_quantity(NULL, o_ptr->number);
3584 /* Allow user abort */
3585 if (amt <= 0) return;
3588 /* Get local object */
3591 /* Get desired object */
3592 object_copy(j_ptr, o_ptr);
3595 * If a rod or wand, allocate total maximum timeouts or charges
3596 * between those purchased and left on the shelf.
3598 reduce_charges(j_ptr, o_ptr->number - amt);
3600 /* Modify quantity */
3601 j_ptr->number = amt;
3603 /* Hack -- require room in pack */
3604 if (!inven_carry_okay(j_ptr))
3607 msg_print("ザックにそのアイテムを入れる隙間がない。");
3609 msg_print("You cannot carry that many items.");
3615 /* Attempt to buy it */
3616 if (cur_store_num != STORE_HOME)
3618 /* Fixed price, quick buy */
3619 if (o_ptr->ident & (IDENT_FIXED))
3624 /* Go directly to the "best" deal */
3625 price = (best * j_ptr->number);
3631 /* Describe the object (fully) */
3632 object_desc(o_name, j_ptr, 0);
3636 msg_format("%s(%c)を購入する。", o_name, I2A(item));
3638 msg_format("Buying %s (%c).", o_name, I2A(item));
3643 /* Haggle for a final price */
3644 choice = purchase_haggle(j_ptr, &price);
3646 /* Hack -- Got kicked out */
3647 if (st_ptr->store_open >= turn) return;
3650 /* Player wants it */
3653 /* Fix the item price (if "correctly" haggled) */
3654 if (price == (best * j_ptr->number)) o_ptr->ident |= (IDENT_FIXED);
3656 /* Player can afford it */
3657 if (p_ptr->au >= price)
3662 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
3663 chg_virtue(V_JUSTICE, -1);
3664 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
3665 chg_virtue(V_NATURE, -1);
3673 /* Spend the money */
3676 /* Update the display */
3679 /* Hack -- buying an item makes you aware of it */
3680 object_aware(j_ptr);
3682 /* Hack -- clear the "fixed" flag from the item */
3683 j_ptr->ident &= ~(IDENT_FIXED);
3685 /* Describe the transaction */
3686 object_desc(o_name, j_ptr, 0);
3690 msg_format("%sを $%ldで購入しました。", o_name, (long)price);
3692 msg_format("You bought %s for %ld gold.", o_name, (long)price);
3695 strcpy(record_o_name, o_name);
3698 if (record_buy) do_cmd_write_nikki(NIKKI_BUY, 0, o_name);
3699 object_desc(o_name, o_ptr, OD_NAME_ONLY);
3700 if(record_rand_art && o_ptr->art_name)
3701 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
3703 /* Erase the inscription */
3704 j_ptr->inscription = 0;
3706 /* Erase the "feeling" */
3707 j_ptr->feeling = FEEL_NONE;
3708 j_ptr->ident &= ~(IDENT_STORE);
3709 /* Give it to the player */
3710 item_new = inven_carry(j_ptr);
3712 /* Describe the final result */
3713 object_desc(o_name, &inventory[item_new], 0);
3717 msg_format("%s(%c)を手に入れた。", o_name, index_to_label(item_new));
3719 msg_format("You have %s (%c).",
3720 o_name, index_to_label(item_new));
3723 /* Auto-inscription */
3724 autopick_alter_item(item_new, FALSE);
3726 /* Now, reduce the original stack's pval. */
3727 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3729 o_ptr->pval -= j_ptr->pval;
3735 /* Note how many slots the store used to have */
3736 i = st_ptr->stock_num;
3738 /* Remove the bought items from the store */
3739 store_item_increase(item, -amt);
3740 store_item_optimize(item);
3742 /* Store is empty */
3743 if (st_ptr->stock_num == 0)
3746 if (one_in_(STORE_SHUFFLE))
3751 msg_print("店主は引退した。");
3753 msg_print("The shopkeeper retires.");
3757 /* Shuffle the store */
3758 store_shuffle(cur_store_num);
3761 sprintf(buf, "%s (%s)",
3762 ot_ptr->owner_name, race_info[ot_ptr->owner_race].title);
3763 put_str(buf, 3, 10);
3764 sprintf(buf, "%s (%ld)",
3765 (f_name + f_info[cur_store_feat].name), (long)(ot_ptr->max_cost));
3774 msg_print("店主は新たな在庫を取り出した。");
3776 msg_print("The shopkeeper brings out some new stock.");
3782 for (i = 0; i < 10; i++)
3784 /* Maintain the store */
3785 store_maint(p_ptr->town_num, cur_store_num);
3791 /* Redraw everything */
3792 display_inventory();
3795 /* The item is gone */
3796 else if (st_ptr->stock_num != i)
3798 /* Pick the correct screen */
3799 if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
3801 /* Redraw everything */
3802 display_inventory();
3805 /* Item is still here */
3808 /* Redraw the item */
3809 display_entry(item);
3813 /* Player cannot afford it */
3816 /* Simple message (no insult) */
3818 msg_print("お金が足りません。");
3820 msg_print("You do not have enough gold.");
3827 /* Home is much easier */
3830 bool combined_or_reordered;
3832 /* Distribute charges of wands/rods */
3833 distribute_charges(o_ptr, j_ptr, amt);
3835 /* Give it to the player */
3836 item_new = inven_carry(j_ptr);
3838 /* Describe just the result */
3839 object_desc(o_name, &inventory[item_new], 0);
3843 msg_format("%s(%c)を取った。",
3845 msg_format("You have %s (%c).",
3847 o_name, index_to_label(item_new));
3852 /* Take note if we take the last one */
3853 i = st_ptr->stock_num;
3855 /* Remove the items from the home */
3856 store_item_increase(item, -amt);
3857 store_item_optimize(item);
3859 combined_or_reordered = combine_and_reorder_home(STORE_HOME);
3861 /* Hack -- Item is still here */
3862 if (i == st_ptr->stock_num)
3864 /* Redraw everything */
3865 if (combined_or_reordered) display_inventory();
3867 /* Redraw the item */
3868 else display_entry(item);
3871 /* The item is gone */
3875 if (st_ptr->stock_num == 0) store_top = 0;
3877 /* Nothing left on that screen */
3878 else if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
3880 /* Redraw everything */
3881 display_inventory();
3883 chg_virtue(V_SACRIFICE, 1);
3887 /* Not kicked out */
3893 * @brief 店からの売却処理のメインルーチン /
3894 * Sell an item to the store (or home)
3897 static void store_sell(void)
3903 s32b price, value, dummy;
3912 char o_name[MAX_NLEN];
3915 /* Prepare a prompt */
3916 if (cur_store_num == STORE_HOME)
3918 q = "どのアイテムを置きますか? ";
3920 q = "Drop which item? ";
3923 else if (cur_store_num == STORE_MUSEUM)
3925 q = "どのアイテムを寄贈しますか? ";
3927 q = "Give which item? ";
3932 q = "どのアイテムを売りますか? ";
3934 q = "Sell which item? ";
3938 item_tester_no_ryoute = TRUE;
3939 /* Only allow items the store will buy */
3940 item_tester_hook = store_will_buy;
3943 /* 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 */
3944 if (cur_store_num == STORE_HOME)
3947 s = "置けるアイテムを持っていません。";
3949 s = "You don't have any item to drop.";
3952 else if (cur_store_num == STORE_MUSEUM)
3955 s = "寄贈できるアイテムを持っていません。";
3957 s = "You don't have any item to give.";
3965 s = "You have nothing that I want.";
3969 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return;
3971 /* Get the item (in the pack) */
3974 o_ptr = &inventory[item];
3977 /* Get the item (on the floor) */
3980 o_ptr = &o_list[0 - item];
3984 /* Hack -- Cannot remove cursed items */
3985 if ((item >= INVEN_RARM) && object_is_cursed(o_ptr))
3989 msg_print("ふーむ、どうやらそれは呪われているようだね。");
3991 msg_print("Hmmm, it seems to be cursed.");
4000 /* Assume one item */
4003 /* Find out how many the player wants (letter means "all") */
4004 if (o_ptr->number > 1)
4006 /* Get a quantity */
4007 amt = get_quantity(NULL, o_ptr->number);
4009 /* Allow user abort */
4010 if (amt <= 0) return;
4013 /* Get local object */
4016 /* Get a copy of the object */
4017 object_copy(q_ptr, o_ptr);
4019 /* Modify quantity */
4020 q_ptr->number = amt;
4023 * Hack -- If a rod or wand, allocate total maximum
4024 * timeouts or charges to those being sold. -LM-
4026 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
4028 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
4031 /* Get a full description */
4032 object_desc(o_name, q_ptr, 0);
4034 /* Remove any inscription, feeling for stores */
4035 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
4037 q_ptr->inscription = 0;
4038 q_ptr->feeling = FEEL_NONE;
4041 /* Is there room in the store (or the home?) */
4042 if (!store_check_num(q_ptr))
4044 if (cur_store_num == STORE_HOME)
4046 msg_print("我が家にはもう置く場所がない。");
4048 msg_print("Your home is full.");
4051 else if (cur_store_num == STORE_MUSEUM)
4053 msg_print("博物館はもう満杯だ。");
4055 msg_print("Museum is full.");
4060 msg_print("すいませんが、店にはもう置く場所がありません。");
4062 msg_print("I have not the room in my store to keep it.");
4070 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
4072 /* Describe the transaction */
4074 msg_format("%s(%c)を売却する。", o_name, index_to_label(item));
4076 msg_format("Selling %s (%c).", o_name, index_to_label(item));
4082 choice = sell_haggle(q_ptr, &price);
4085 if (st_ptr->store_open >= turn) return;
4097 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
4098 chg_virtue(V_JUSTICE, -1);
4100 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
4101 chg_virtue(V_NATURE, 1);
4104 /* Get some money */
4107 /* Update the display */
4110 /* Get the "apparent" value */
4111 dummy = object_value(q_ptr) * q_ptr->number;
4114 identify_item(o_ptr);
4116 /* Get local object */
4119 /* Get a copy of the object */
4120 object_copy(q_ptr, o_ptr);
4122 /* Modify quantity */
4123 q_ptr->number = amt;
4125 /* Make it look like to be known */
4126 q_ptr->ident |= IDENT_STORE;
4129 * Hack -- If a rod or wand, let the shopkeeper know just
4130 * how many charges he really paid for. -LM-
4132 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
4134 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
4137 /* Get the "actual" value */
4138 value = object_value(q_ptr) * q_ptr->number;
4140 /* Get the description all over again */
4141 object_desc(o_name, q_ptr, 0);
4143 /* Describe the result (in message buffer) */
4145 msg_format("%sを $%ldで売却しました。", o_name, (long)price);
4147 msg_format("You sold %s for %ld gold.", o_name, (long)price);
4150 if (record_sell) do_cmd_write_nikki(NIKKI_SELL, 0, o_name);
4152 if (!((o_ptr->tval == TV_FIGURINE) && (value > 0)))
4154 /* Analyze the prices (and comment verbally) unless a figurine*/
4155 purchase_analyze(price, value, dummy);
4159 * Hack -- Allocate charges between those wands or rods sold
4160 * and retained, unless all are being sold. -LM-
4162 distribute_charges(o_ptr, q_ptr, amt);
4164 /* Reset timeouts of the sold items */
4167 /* Take the item from the player, describe the result */
4168 inven_item_increase(item, -amt);
4169 inven_item_describe(item);
4171 /* If items remain, auto-inscribe before optimizing */
4172 if (o_ptr->number > 0)
4173 autopick_alter_item(item, FALSE);
4175 inven_item_optimize(item);
4180 /* The store gets that (known) item */
4181 item_pos = store_carry(q_ptr);
4183 /* Re-display if item is now in store */
4186 store_top = (item_pos / store_bottom) * store_bottom;
4187 display_inventory();
4192 /* Player is at museum */
4193 else if (cur_store_num == STORE_MUSEUM)
4195 char o2_name[MAX_NLEN];
4196 object_desc(o2_name, q_ptr, OD_NAME_ONLY);
4198 if (-1 == store_check_num(q_ptr))
4201 msg_print("それと同じ品物は既に博物館にあるようです。");
4203 msg_print("The same object as it is already in the Museum.");
4209 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!!");
4211 msg_print("You cannot take items which is given to the Museum back!!");
4215 if (!get_check(format("本当に%sを寄贈しますか?", o2_name))) return;
4217 if (!get_check(format("Really give %s to the Museum? ", o2_name))) return;
4221 identify_item(q_ptr);
4222 q_ptr->ident |= IDENT_MENTAL;
4224 /* Distribute charges of wands/rods */
4225 distribute_charges(o_ptr, q_ptr, amt);
4229 msg_format("%sを置いた。(%c)", o_name, index_to_label(item));
4231 msg_format("You drop %s (%c).", o_name, index_to_label(item));
4236 /* Take it from the players inventory */
4237 inven_item_increase(item, -amt);
4238 inven_item_describe(item);
4239 inven_item_optimize(item);
4244 /* Let the home carry it */
4245 item_pos = home_carry(q_ptr);
4247 /* Update store display */
4250 store_top = (item_pos / store_bottom) * store_bottom;
4251 display_inventory();
4254 /* Player is at home */
4257 /* Distribute charges of wands/rods */
4258 distribute_charges(o_ptr, q_ptr, amt);
4262 msg_format("%sを置いた。(%c)", o_name, index_to_label(item));
4264 msg_format("You drop %s (%c).", o_name, index_to_label(item));
4269 /* Take it from the players inventory */
4270 inven_item_increase(item, -amt);
4271 inven_item_describe(item);
4272 inven_item_optimize(item);
4277 /* Let the home carry it */
4278 item_pos = home_carry(q_ptr);
4280 /* Update store display */
4283 store_top = (item_pos / store_bottom) * store_bottom;
4284 display_inventory();
4288 if ((choice == 0) && (item >= INVEN_RARM))
4297 * @brief 店のアイテムを調べるコマンドのメインルーチン /
4298 * Examine an item in a store -JDL-
4301 static void store_examine(void)
4306 char o_name[MAX_NLEN];
4311 if (st_ptr->stock_num <= 0)
4313 if (cur_store_num == STORE_HOME)
4315 msg_print("我が家には何も置いてありません。");
4317 msg_print("Your home is empty.");
4320 else if (cur_store_num == STORE_MUSEUM)
4322 msg_print("博物館には何も置いてありません。");
4324 msg_print("Museum is empty.");
4329 msg_print("現在商品の在庫を切らしています。");
4331 msg_print("I am currently out of stock.");
4338 /* Find the number of objects on this and following pages */
4339 i = (st_ptr->stock_num - store_top);
4341 /* And then restrict it to the current page */
4342 if (i > store_bottom) i = store_bottom;
4346 sprintf(out_val, "どれを調べますか?");
4348 sprintf(out_val, "Which item do you want to examine? ");
4352 /* Get the item number to be examined */
4353 if (!get_stock(&item, out_val, 0, i - 1)) return;
4355 /* Get the actual index */
4356 item = item + store_top;
4358 /* Get the actual item */
4359 o_ptr = &st_ptr->stock[item];
4361 /* Require full knowledge */
4362 if (!(o_ptr->ident & IDENT_MENTAL))
4364 /* This can only happen in the home */
4366 msg_print("このアイテムについて特に知っていることはない。");
4368 msg_print("You have no special knowledge about that item.");
4375 object_desc(o_name, o_ptr, 0);
4379 msg_format("%sを調べている...", o_name);
4381 msg_format("Examining %s...", o_name);
4385 /* Describe it fully */
4386 if (!screen_object(o_ptr, SCROBJ_FORCE_DETAIL))
4388 msg_print("特に変わったところはないようだ。");
4390 msg_print("You see nothing special.");
4399 * @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 /
4400 * Remove an item from museum (Originally from TOband)
4403 static void museum_remove_object(void)
4408 char o_name[MAX_NLEN];
4412 if (st_ptr->stock_num <= 0)
4415 msg_print("博物館には何も置いてありません。");
4417 msg_print("Museum is empty.");
4423 /* Find the number of objects on this and following pages */
4424 i = st_ptr->stock_num - store_top;
4426 /* And then restrict it to the current page */
4427 if (i > store_bottom) i = store_bottom;
4431 sprintf(out_val, "どのアイテムの展示をやめさせますか?");
4433 sprintf(out_val, "Which item do you want to order to remove? ");
4436 /* Get the item number to be removed */
4437 if (!get_stock(&item, out_val, 0, i - 1)) return;
4439 /* Get the actual index */
4440 item = item + store_top;
4442 /* Get the actual item */
4443 o_ptr = &st_ptr->stock[item];
4446 object_desc(o_name, o_ptr, 0);
4449 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!");
4450 if (!get_check(format("本当に%sの展示をやめさせますか?", o_name))) return;
4452 msg_print("You cannot see items which is removed from the Museum!");
4453 if (!get_check(format("Really order to remove %s from the Museum? ", o_name))) return;
4458 msg_format("%sの展示をやめさせた。", o_name);
4460 msg_format("You ordered to remove %s.", o_name);
4463 /* Remove the items from the home */
4464 store_item_increase(item, -o_ptr->number);
4465 store_item_optimize(item);
4467 (void)combine_and_reorder_home(STORE_MUSEUM);
4469 /* The item is gone */
4472 if (st_ptr->stock_num == 0) store_top = 0;
4474 /* Nothing left on that screen */
4475 else if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
4477 /* Redraw everything */
4478 display_inventory();
4485 * Hack -- set this to leave the store
4487 static bool leave_store = FALSE;
4491 * @brief 店舗処理コマンド選択のメインルーチン /
4492 * Process a command in a store
4496 * Note that we must allow the use of a few "special" commands
4497 * in the stores which are not allowed in the dungeon, and we
4498 * must disable some commands which are allowed in the dungeon
4499 * but not in the stores, to prevent chaos.
4502 static void store_process_command(void)
4504 #ifdef ALLOW_REPEAT /* TNB */
4506 /* Handle repeating the last command */
4509 #endif /* ALLOW_REPEAT -- TNB */
4511 if (rogue_like_commands && command_cmd == 'l')
4513 command_cmd = 'x'; /* hack! */
4516 /* Parse the command */
4517 switch (command_cmd)
4527 /* 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 */
4530 if (st_ptr->stock_num <= store_bottom) {
4532 msg_print("これで全部です。");
4534 msg_print("Entire inventory is shown.");
4538 store_top -= store_bottom;
4539 if ( store_top < 0 )
4540 store_top = ((st_ptr->stock_num - 1 )/store_bottom) * store_bottom;
4541 if ( (cur_store_num == STORE_HOME) && (powerup_home == FALSE) )
4542 if ( store_top >= store_bottom ) store_top = store_bottom;
4543 display_inventory();
4551 if (st_ptr->stock_num <= store_bottom)
4554 msg_print("これで全部です。");
4556 msg_print("Entire inventory is shown.");
4562 store_top += store_bottom;
4564 * 隠しオプション(powerup_home)がセットされていないときは
4565 * 我が家では 2 ページまでしか表示しない
4567 if ((cur_store_num == STORE_HOME) &&
4568 (powerup_home == FALSE) &&
4569 (st_ptr->stock_num >= STORE_INVEN_MAX))
4571 if (store_top >= (STORE_INVEN_MAX - 1))
4578 if (store_top >= st_ptr->stock_num) store_top = 0;
4581 display_inventory();
4594 /* Get (purchase) */
4621 /*** Inventory Commands ***/
4623 /* Wear/wield equipment */
4630 /* Take off equipment */
4637 /* Destroy an item */
4644 /* Equipment list */
4651 /* Inventory list */
4659 /*** Various commands ***/
4661 /* Identify an object */
4668 /* Hack -- toggle windows */
4671 toggle_inven_equip();
4677 /*** Use various objects ***/
4682 if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4683 (p_ptr->pclass == CLASS_BERSERKER) ||
4684 (p_ptr->pclass == CLASS_NINJA) ||
4685 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4686 ) do_cmd_mind_browse();
4687 else if (p_ptr->pclass == CLASS_SMITH)
4689 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4690 do_cmd_magic_eater(TRUE, FALSE);
4691 else if (p_ptr->pclass == CLASS_SNIPER)
4692 do_cmd_snipe_browse();
4693 else do_cmd_browse();
4697 /* Inscribe an object */
4704 /* Uninscribe an object */
4707 do_cmd_uninscribe();
4713 /*** Help and Such ***/
4722 /* Identify symbol */
4725 do_cmd_query_symbol();
4729 /* Character description */
4732 p_ptr->town_num = old_town_num;
4733 do_cmd_change_name();
4734 p_ptr->town_num = inner_town_num;
4740 /*** System Commands ***/
4742 /* Hack -- User interface */
4749 /* Single line from a pref file */
4752 p_ptr->town_num = old_town_num;
4754 p_ptr->town_num = inner_town_num;
4758 /* Interact with macros */
4761 p_ptr->town_num = old_town_num;
4763 p_ptr->town_num = inner_town_num;
4767 /* Interact with visuals */
4770 p_ptr->town_num = old_town_num;
4772 p_ptr->town_num = inner_town_num;
4776 /* Interact with colors */
4779 p_ptr->town_num = old_town_num;
4781 p_ptr->town_num = inner_town_num;
4785 /* Interact with options */
4789 (void)combine_and_reorder_home(STORE_HOME);
4795 /*** Misc Commands ***/
4811 /* Repeat level feeling */
4818 /* Show previous message */
4821 do_cmd_message_one();
4825 /* Show previous messages */
4838 /* Check artifacts, uniques etc. */
4845 /* Load "screen dump" */
4848 do_cmd_load_screen();
4852 /* Save "screen dump" */
4855 do_cmd_save_screen();
4859 /* Hack -- Unknown command */
4862 if ((cur_store_num == STORE_MUSEUM) && (command_cmd == 'r'))
4864 museum_remove_object();
4869 msg_print("そのコマンドは店の中では使えません。");
4871 msg_print("That command does not work in stores.");
4882 * @brief 店舗処理全体のメインルーチン /
4883 * Enter a store, and interact with it. *
4887 * Note that we use the standard "request_command()" function
4888 * to get a command, allowing us to use "command_arg" and all
4889 * command macros and other nifty stuff, but we use the special
4890 * "shopping" argument, to force certain commands to be converted
4891 * into other commands, normally, we convert "p" (pray) and "m"
4892 * (cast magic) into "g" (get), and "s" (search) into "d" (drop).
4895 void do_cmd_store(void)
4901 bool need_redraw_store_inv; /* To redraw missiles damage and prices in store */
4905 Term_get_size(&w, &h);
4907 /* Calculate stocks per 1 page */
4908 xtra_stock = MIN(14+26, ((h > 24) ? (h - 24) : 0));
4909 store_bottom = MIN_STOCK + xtra_stock;
4911 /* Access the player grid */
4912 c_ptr = &cave[py][px];
4914 /* Verify a store */
4915 if (!cave_have_flag_grid(c_ptr, FF_STORE))
4918 msg_print("ここには店がありません。");
4920 msg_print("You see no store here.");
4926 /* Extract the store code */
4927 which = f_info[c_ptr->feat].subtype;
4929 old_town_num = p_ptr->town_num;
4930 if ((which == STORE_HOME) || (which == STORE_MUSEUM)) p_ptr->town_num = 1;
4931 if (dun_level) p_ptr->town_num = NO_TOWN;
4932 inner_town_num = p_ptr->town_num;
4934 /* Hack -- Check the "locked doors" */
4935 if ((town[p_ptr->town_num].store[which].store_open >= turn) ||
4939 msg_print("ドアに鍵がかかっている。");
4941 msg_print("The doors are locked.");
4944 p_ptr->town_num = old_town_num;
4948 /* Calculate the number of store maintainances since the last visit */
4949 maintain_num = (turn - town[p_ptr->town_num].store[which].last_visit) / (TURNS_PER_TICK * STORE_TICKS);
4951 /* Maintain the store max. 10 times */
4952 if (maintain_num > 10) maintain_num = 10;
4956 /* Maintain the store */
4957 for (i = 0; i < maintain_num; i++)
4958 store_maint(p_ptr->town_num, which);
4960 /* Save the visit */
4961 town[p_ptr->town_num].store[which].last_visit = turn;
4964 /* Forget the lite */
4967 /* Forget the view */
4971 /* Hack -- Character is in "icky" mode */
4972 character_icky = TRUE;
4975 /* No command argument */
4978 /* No repeated command */
4981 /* No automatic command */
4984 /* Do not expand macros */
4985 get_com_no_macros = TRUE;
4987 /* Save the store number */
4988 cur_store_num = which;
4990 /* Hack -- save the store feature */
4991 cur_store_feat = c_ptr->feat;
4993 /* Save the store and owner pointers */
4994 st_ptr = &town[p_ptr->town_num].store[cur_store_num];
4995 ot_ptr = &owners[cur_store_num][st_ptr->owner];
4998 /* Start at the beginning */
5001 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
5003 /* Display the store */
5007 leave_store = FALSE;
5009 /* Interact with player */
5010 while (!leave_store)
5012 /* Hack -- Clear line 1 */
5016 clear_from(20 + xtra_stock);
5019 /* Basic commands */
5021 prt(" ESC) 建物から出る", 21 + xtra_stock, 0);
5023 prt(" ESC) Exit from Building.", 21 + xtra_stock, 0);
5027 /* Browse if necessary */
5028 if (st_ptr->stock_num > store_bottom)
5031 prt(" -)前ページ", 22 + xtra_stock, 0);
5032 prt(" スペース) 次ページ", 23 + xtra_stock, 0);
5034 prt(" -) Previous page", 22 + xtra_stock, 0);
5035 prt(" SPACE) Next page", 23 + xtra_stock, 0);
5041 if (cur_store_num == STORE_HOME)
5044 prt("g) アイテムを取る", 21 + xtra_stock, 27);
5045 prt("d) アイテムを置く", 22 + xtra_stock, 27);
5046 prt("x) 家のアイテムを調べる", 23 + xtra_stock, 27);
5048 prt("g) Get an item.", 21 + xtra_stock, 27);
5049 prt("d) Drop an item.", 22 + xtra_stock, 27);
5050 prt("x) eXamine an item in the home.", 23 + xtra_stock, 27);
5054 /* Museum commands */
5055 else if (cur_store_num == STORE_MUSEUM)
5058 prt("d) アイテムを置く", 21 + xtra_stock, 27);
5059 prt("r) アイテムの展示をやめる", 22 + xtra_stock, 27);
5060 prt("x) 博物館のアイテムを調べる", 23 + xtra_stock, 27);
5062 prt("d) Drop an item.", 21 + xtra_stock, 27);
5063 prt("r) order to Remove an item.", 22 + xtra_stock, 27);
5064 prt("x) eXamine an item in the museum.", 23 + xtra_stock, 27);
5068 /* Shop commands XXX XXX XXX */
5072 prt("p) 商品を買う", 21 + xtra_stock, 30);
5073 prt("s) アイテムを売る", 22 + xtra_stock, 30);
5074 prt("x) 商品を調べる", 23 + xtra_stock,30);
5076 prt("p) Purchase an item.", 21 + xtra_stock, 30);
5077 prt("s) Sell an item.", 22 + xtra_stock, 30);
5078 prt("x) eXamine an item in the shop", 23 + xtra_stock,30);
5085 prt("i/e) 持ち物/装備の一覧", 21 + xtra_stock, 56);
5087 if (rogue_like_commands)
5089 prt("w/T) 装備する/はずす", 22 + xtra_stock, 56);
5093 prt("w/t) 装備する/はずす", 22 + xtra_stock, 56);
5096 prt("i/e) Inventry/Equipment list", 21 + xtra_stock, 56);
5098 if (rogue_like_commands)
5100 prt("w/T) Wear/Take off equipment", 22 + xtra_stock, 56);
5104 prt("w/t) Wear/Take off equipment", 22 + xtra_stock, 56);
5109 prt("コマンド:", 20 + xtra_stock, 0);
5111 prt("You may: ", 20 + xtra_stock, 0);
5116 request_command(TRUE);
5118 /* Process the command */
5119 store_process_command();
5122 * Hack -- To redraw missiles damage and prices in store
5123 * If player's charisma changes, or if player changes a bow, PU_BONUS is set
5125 need_redraw_store_inv = (p_ptr->update & PU_BONUS) ? TRUE : FALSE;
5127 /* Hack -- Character is still in "icky" mode */
5128 character_icky = TRUE;
5136 /* XXX XXX XXX Pack Overflow */
5137 if (inventory[INVEN_PACK].k_idx)
5139 int item = INVEN_PACK;
5141 object_type *o_ptr = &inventory[item];
5143 /* Hack -- Flee from the store */
5144 if (cur_store_num != STORE_HOME)
5148 if (cur_store_num == STORE_MUSEUM)
5149 msg_print("ザックからアイテムがあふれそうなので、あわてて博物館から出た...");
5151 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...");
5153 if (cur_store_num == STORE_MUSEUM)
5154 msg_print("Your pack is so full that you flee the Museum...");
5156 msg_print("Your pack is so full that you flee the store...");
5164 /* Hack -- Flee from the home */
5165 else if (!store_check_num(o_ptr))
5169 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...");
5171 msg_print("Your pack is so full that you flee your home...");
5179 /* Hack -- Drop items into the home */
5187 char o_name[MAX_NLEN];
5190 /* Give a message */
5192 msg_print("ザックからアイテムがあふれてしまった!");
5194 msg_print("Your pack overflows!");
5198 /* Get local object */
5201 /* Grab a copy of the item */
5202 object_copy(q_ptr, o_ptr);
5205 object_desc(o_name, q_ptr, 0);
5209 msg_format("%sが落ちた。(%c)", o_name, index_to_label(item));
5211 msg_format("You drop %s (%c).", o_name, index_to_label(item));
5215 /* Remove it from the players inventory */
5216 inven_item_increase(item, -255);
5217 inven_item_describe(item);
5218 inven_item_optimize(item);
5223 /* Let the home carry it */
5224 item_pos = home_carry(q_ptr);
5226 /* Redraw the home */
5229 store_top = (item_pos / store_bottom) * store_bottom;
5230 display_inventory();
5235 /* Hack -- Redisplay store prices if charisma changes */
5236 /* Hack -- Redraw missiles damage if player changes bow */
5237 if (need_redraw_store_inv) display_inventory();
5239 /* Hack -- get kicked out of the store */
5240 if (st_ptr->store_open >= turn) leave_store = TRUE;
5243 select_floor_music();
5245 p_ptr->town_num = old_town_num;
5247 /* Free turn XXX XXX XXX */
5251 /* Hack -- Character is no longer in "icky" mode */
5252 character_icky = FALSE;
5255 /* Hack -- Cancel automatic command */
5258 /* Hack -- Cancel "see" mode */
5259 command_see = FALSE;
5261 /* Allow expanding macros */
5262 get_com_no_macros = FALSE;
5264 /* Flush messages XXX XXX XXX */
5268 /* Clear the screen */
5272 /* Update everything */
5273 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
5274 p_ptr->update |= (PU_MONSTERS);
5276 /* Redraw entire screen */
5277 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY);
5280 p_ptr->redraw |= (PR_MAP);
5283 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5289 * @brief 現在の町の店主を交代させる /
5290 * Shuffle one of the stores.
5291 * @param which 店舗種類のID
5294 void store_shuffle(int which)
5300 if (which == STORE_HOME) return;
5301 if (which == STORE_MUSEUM) return;
5304 /* Save the store index */
5305 cur_store_num = which;
5307 /* Activate that store */
5308 st_ptr = &town[p_ptr->town_num].store[cur_store_num];
5311 /* Pick a new owner */
5314 st_ptr->owner = (byte)randint0(MAX_OWNERS);
5315 if (j == st_ptr->owner) continue;
5316 for (i = 1;i < max_towns; i++)
5318 if (i == p_ptr->town_num) continue;
5319 if (st_ptr->owner == town[i].store[cur_store_num].owner) break;
5321 if (i == max_towns) break;
5324 /* Activate the new owner */
5325 ot_ptr = &owners[cur_store_num][st_ptr->owner];
5328 /* Reset the owner data */
5329 st_ptr->insult_cur = 0;
5330 st_ptr->store_open = 0;
5331 st_ptr->good_buy = 0;
5332 st_ptr->bad_buy = 0;
5335 /* Hack -- discount all the items */
5336 for (i = 0; i < st_ptr->stock_num; i++)
5341 o_ptr = &st_ptr->stock[i];
5343 if (!object_is_artifact(o_ptr))
5345 /* Hack -- Sell all non-artifact old items for "half price" */
5346 o_ptr->discount = 50;
5348 /* Hack -- Items are no longer "fixed price" */
5349 o_ptr->ident &= ~(IDENT_FIXED);
5351 /* Mega-Hack -- Note that the item is "on sale" */
5353 o_ptr->inscription = quark_add("売出中");
5355 o_ptr->inscription = quark_add("on sale");
5363 * @brief 店の品揃えを変化させる /
5364 * Maintain the inventory at the stores.
5365 * @param town_num 町のID
5366 * @param store_num 店舗種類のID
5369 void store_maint(int town_num, int store_num)
5373 cur_store_num = store_num;
5376 if (store_num == STORE_HOME) return;
5377 if (store_num == STORE_MUSEUM) return;
5379 /* Activate that store */
5380 st_ptr = &town[town_num].store[store_num];
5382 /* Activate the owner */
5383 ot_ptr = &owners[store_num][st_ptr->owner];
5385 /* Store keeper forgives the player */
5386 st_ptr->insult_cur = 0;
5388 /* Mega-Hack -- prune the black market */
5389 if (store_num == STORE_BLACK)
5391 /* Destroy crappy black market items */
5392 for (j = st_ptr->stock_num - 1; j >= 0; j--)
5394 object_type *o_ptr = &st_ptr->stock[j];
5396 /* Destroy crappy items */
5397 if (black_market_crap(o_ptr))
5399 /* Destroy the item */
5400 store_item_increase(j, 0 - o_ptr->number);
5401 store_item_optimize(j);
5407 /* Choose the number of slots to keep */
5408 j = st_ptr->stock_num;
5410 /* Sell a few items */
5411 j = j - randint1(STORE_TURNOVER);
5413 /* Never keep more than "STORE_MAX_KEEP" slots */
5414 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
5416 /* Always "keep" at least "STORE_MIN_KEEP" items */
5417 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
5419 /* Hack -- prevent "underflow" */
5422 /* Destroy objects until only "j" slots are left */
5423 while (st_ptr->stock_num > j) store_delete();
5426 /* Choose the number of slots to fill */
5427 j = st_ptr->stock_num;
5429 /* Buy some more items */
5430 j = j + randint1(STORE_TURNOVER);
5432 /* Never keep more than "STORE_MAX_KEEP" slots */
5433 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
5435 /* Always "keep" at least "STORE_MIN_KEEP" items */
5436 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
5438 /* Hack -- prevent "overflow" */
5439 if (j >= st_ptr->stock_size) j = st_ptr->stock_size - 1;
5441 /* Acquire some new items */
5442 while (st_ptr->stock_num < j) store_create();
5447 * @brief 店舗情報を初期化する /
5448 * Initialize the stores
5449 * @param town_num 町のID
5450 * @param store_num 店舗種類のID
5453 void store_init(int town_num, int store_num)
5457 cur_store_num = store_num;
5459 /* Activate that store */
5460 st_ptr = &town[town_num].store[store_num];
5468 st_ptr->owner = (byte)randint0(MAX_OWNERS);
5469 for (i = 1;i < max_towns; i++)
5471 if (i == town_num) continue;
5472 if (st_ptr->owner == town[i].store[store_num].owner) break;
5474 if (i == max_towns) break;
5477 /* Activate the new owner */
5478 ot_ptr = &owners[store_num][st_ptr->owner];
5481 /* Initialize the store */
5482 st_ptr->store_open = 0;
5483 st_ptr->insult_cur = 0;
5484 st_ptr->good_buy = 0;
5485 st_ptr->bad_buy = 0;
5487 /* Nothing in stock */
5488 st_ptr->stock_num = 0;
5491 * MEGA-HACK - Last visit to store is
5492 * BEFORE player birth to enable store restocking
5494 st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
5496 /* Clear any old items */
5497 for (k = 0; k < st_ptr->stock_size; k++)
5499 object_wipe(&st_ptr->stock[k]);
5505 * @brief アイテムを町のブラックマーケットに移動させる /
5506 * @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
5509 void move_to_black_market(object_type *o_ptr)
5512 if (!p_ptr->town_num) return;
5514 st_ptr = &town[p_ptr->town_num].store[STORE_BLACK];
5516 o_ptr->ident |= IDENT_STORE;
5518 (void)store_carry(o_ptr);
5520 object_wipe(o_ptr); /* Don't leave a bogus object behind... */