3 /* Purpose: Store commands */
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research, and
9 * not for profit purposes provided that this copyright and statement are
10 * included in all such copies.
17 /* ²¼¤ÎÊý¤«¤é°ÜÆ°¤·¤Æ¤¤Þ¤·¤¿ */
18 static int cur_store_num = 0;
19 static int store_top = 0;
20 static store_type *st_ptr = NULL;
21 static owner_type *ot_ptr = NULL;
23 #define RUMOR_CHANCE 8
25 #define MAX_COMMENT_1 6
27 static cptr comment_1[MAX_COMMENT_1] =
48 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÄɲåá¥Ã¥»¡¼¥¸¡Ê¾µÂú¡Ë */
49 static cptr comment_1_B[MAX_COMMENT_1] = {
50 "¤Þ¤¢¡¢¤½¤ì¤Ç¤¤¤¤¤ä¡£",
51 "º£Æü¤Ï¤½¤ì¤Ç´ªÊÛ¤·¤Æ¤ä¤ë¡£",
58 #define MAX_COMMENT_2A 2
60 static cptr comment_2a[MAX_COMMENT_2A] =
63 "»ä¤ÎǦÂÑÎϤò»î¤·¤Æ¤¤¤ë¤Î¤«¤¤¡© $%s ¤¬ºÇ¸å¤À¡£",
64 "²æËý¤Ë¤â¸ÂÅÙ¤¬¤¢¤ë¤¾¡£ $%s ¤¬ºÇ¸å¤À¡£"
66 "You try my patience. %s is final.",
67 "My patience grows thin. %s is final."
72 #define MAX_COMMENT_2B 12
74 static cptr comment_2b[MAX_COMMENT_2B] =
77 " $%s ¤°¤é¤¤¤Ï½Ð¤µ¤Ê¤¤ã¥À¥á¤À¤è¡£",
78 " $%s ¤Ê¤é¼õ¤±¼è¤Ã¤Æ¤â¤¤¤¤¤¬¡£",
79 "¥Ï¡ª $%s °Ê²¼¤Ï¤Ê¤¤¤Í¡£",
80 "²¿¤ÆÅÛ¤À¡ª $%s °Ê²¼¤Ï¤¢¤êÆÀ¤Ê¤¤¤¾¡£",
81 "¤½¤ì¤¸¤ã¾¯¤Ê¤¹¤®¤ë¡ª $%s ¤ÏÍߤ·¤¤¤È¤³¤í¤À¡£",
82 "¥Ð¥«¤Ë¤·¤Æ¤¤¤ë¡ª $%s ¤Ï¤â¤é¤ï¤Ê¤¤¤È¡£",
83 "±³¤À¤í¤¦¡ª $%s ¤Ç¤É¤¦¤À¤¤¡©",
84 "¤ª¤¤¤ª¤¤¡ª $%s ¤ò¹Í¤¨¤Æ¤¯¤ì¤Ê¤¤¤«¡©",
85 "1000ɤ¤Î¥ª¡¼¥¯¤Î¥Î¥ß¤Ë¶ì¤·¤á¤é¤ì¤ë¤¬¤¤¤¤¡ª $%s ¤À¡£",
86 "¤ªÁ°¤ÎÂçÀڤʤâ¤Î¤ËºÒ¤¤¤¢¤ì¡ª $%s ¤Ç¤É¤¦¤À¡£",
87 "¥â¥ë¥´¥¹¤Ë¾ÞÌ£¤µ¤ì¤ë¤¬¤¤¤¤¡ªËÜÅö¤Ï $%s ¤Ê¤ó¤À¤í¤¦¡©",
88 "¤ªÁ°¤ÎÊì¿Æ¤Ï¥ª¡¼¥¬¤«¡ª $%s ¤Ï½Ð¤¹¤Ä¤â¤ê¤Ê¤ó¤À¤í¡©"
90 "I can take no less than %s gold pieces.",
91 "I will accept no less than %s gold pieces.",
92 "Ha! No less than %s gold pieces.",
93 "You knave! No less than %s gold pieces.",
94 "That's a pittance! I want %s gold pieces.",
95 "That's an insult! I want %s gold pieces.",
96 "As if! How about %s gold pieces?",
97 "My arse! How about %s gold pieces?",
98 "May the fleas of 1000 orcs molest you! Try %s gold pieces.",
99 "May your most favourite parts go moldy! Try %s gold pieces.",
100 "May Morgoth find you tasty! Perhaps %s gold pieces?",
101 "Your mother was an Ogre! Perhaps %s gold pieces?"
107 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÇä¤ë¤È¤¡Ë */
108 static cptr comment_2b_B[MAX_COMMENT_2B] = {
109 "¤¤¤¯¤é²¶Íͤ¬¤ª¿Í¹¥¤·¤È¤Ï¤¤¤¨ $%s ¤¬¸Â³¦¤À¤Í¡£·ù¤Ê¤éµ¢¤ê¤Ê¡£",
110 "¶â¤¬¤Ê¤¤¤Î¤«¤¤¡¢¤¢¤ó¤¿¡©¤Þ¤º¤Ï²È¤Ëµ¢¤Ã¤Æ $%s ·¤¨¤Æ¤¤Ê¡£",
111 "ʪ¤Î²ÁÃͤ¬Ê¬¤«¤é¤óÅÛ¤À¤Ê¡£¤³¤ì¤Ï $%s ¤¬ÉáÄ̤ʤó¤À¤è¡£",
112 "²¶¤ÎÉÕ¤±¤¿ÃÍÃʤËʸ¶ç¤¬¤¢¤ë¤Î¤«¡© $%s ¤¬¸Â³¦¤À¡£",
113 "¤Ò¤ç¤Ã¤È¤·¤Æ¿·¼ê¤Î¾éÃ̤«¤¤¡© $%s »ý¤Ã¤Æ¤Ê¤¤¤Ê¤éµ¢¤ê¤Ê¡£",
114 "¤¦¤Á¤Ï¾¤ÎŹ¤È¤Ï°ã¤¦¤ó¤À¤è¡£$%s ¤°¤é¤¤¤Ï½Ð¤·¤Ê¡£",
115 "Ç㤦µ¤¤¬¤Ê¤¤¤Ê¤éµ¢¤ê¤Ê¡£ $%s ¤À¤È¸À¤Ã¤Æ¤¤¤ë¤ó¤À¡£",
116 "Ïäˤʤé¤Ê¤¤¤Í¡£ $%s ¤¯¤é¤¤»ý¤Ã¤Æ¤¤¤ë¤ó¤À¤í¡©",
117 "¤Ï¡©¤Ê¤ó¤À¤½¤ê¤ã¡© $%s ¤Î´Ö°ã¤¤¤«¡¢¤Ò¤ç¤Ã¤È¤·¤Æ¡©",
118 "½Ð¸ý¤Ï¤¢¤Ã¤Á¤À¤è¡£¤½¤ì¤È¤â $%s ½Ð¤»¤ë¤Î¤«¤¤¡¢¤¢¤ó¤¿¤Ë¡£",
119 "Ì¿ÃΤ餺¤ÊÅÛ¤À¤Ê¡£ $%s ½Ð¤»¤Ðº£Æü¤Î½ê¤Ï´ªÊÛ¤·¤Æ¤ä¤ë¤è¡£",
120 "¤¦¤Á¤ÎŹ¤ÏÉÏ˳¿Í¤ªÃǤê¤À¡£ $%s ¤°¤é¤¤½Ð¤»¤Ê¤¤¤Î¤«¤¤¡©"
123 #define MAX_COMMENT_3A 2
125 static cptr comment_3a[MAX_COMMENT_3A] =
128 "»ä¤ÎǦÂÑÎϤò»î¤·¤Æ¤¤¤ë¤Î¤«¤¤¡© $%s ¤¬ºÇ¸å¤À¡£",
129 "²æËý¤Ë¤â¸ÂÅÙ¤¬¤¢¤ë¤¾¡£ $%s ¤¬ºÇ¸å¤À¡£"
131 "You try my patience. %s is final.",
132 "My patience grows thin. %s is final."
138 #define MAX_COMMENT_3B 12
140 static cptr comment_3b[MAX_COMMENT_3B] =
143 "Ëܲ»¤ò¸À¤¦¤È $%s ¤Ç¤¤¤¤¤ó¤À¤í¡©",
145 " $%s ¤°¤é¤¤¤Ê¤é½Ð¤·¤Æ¤â¤¤¤¤¤¬¡£",
146 " $%s °Ê¾åʧ¤¦¤Ê¤ó¤Æ¹Í¤¨¤é¤ì¤Ê¤¤¤Í¡£",
147 "¤Þ¤¢Íî¤Á¤Ä¤¤¤Æ¡£ $%s ¤Ç¤É¤¦¤À¤¤¡©",
148 "¤½¤Î¥¬¥é¥¯¥¿¤Ê¤é $%s ¤Ç°ú¤¼è¤ë¤è¡£",
149 "¤½¤ì¤¸¤ã¹â¤¹¤®¤ë¡ª $%s ¤¬¤¤¤¤¤È¤³¤À¤í¡£",
150 "¤É¤¦¤»¤¤¤é¤Ê¤¤¤ó¤À¤í¡ª $%s ¤Ç¤¤¤¤¤À¤í¡©",
151 "¤À¤á¤À¤á¡ª $%s ¤¬¤º¤Ã¤È¤ª»÷¹ç¤¤¤À¤è¡£",
152 "¥Ð¥«¤Ë¤·¤Æ¤¤¤ë¡ª $%s ¤¬¤»¤¤¤¼¤¤¤À¡£",
153 " $%s ¤Ê¤é´ò¤·¤¤¤È¤³¤í¤À¤¬¤Ê¤¢¡£",
154 " $%s ¡¢¤½¤ì°Ê¾å¤Ï¥Ó¥¿°ìʸ½Ð¤µ¤Ê¤¤¤è¡ª"
156 "Perhaps %s gold pieces?",
157 "How about %s gold pieces?",
158 "I will pay no more than %s gold pieces.",
159 "I can afford no more than %s gold pieces.",
160 "Be reasonable. How about %s gold pieces?",
161 "I'll buy it as scrap for %s gold pieces.",
162 "That is too much! How about %s gold pieces?",
163 "That looks war surplus! Say %s gold pieces?",
164 "Never! %s is more like it.",
165 "That's an insult! %s is more like it.",
166 "%s gold pieces and be thankful for it!",
167 "%s gold pieces and not a copper more!"
173 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÇ㤤¼è¤ê¡Ë */
174 static cptr comment_3b_B[MAX_COMMENT_3B] = {
175 " $%s ¤Ã¤Æ¤È¤³¤í¤À¤Í¡£¤½¤Î¤É¤¦¤·¤è¤¦¤â¤Ê¤¤¥¬¥é¥¯¥¿¤Ï¡£",
176 "¤³¤Î²¶¤¬ $%s ¤Ã¤Æ¸À¤Ã¤Æ¤¤¤ë¤ó¤À¤«¤é¡¢¤½¤ÎÄ̤ê¤Ë¤·¤¿Êý¤¬¿È¤Î¤¿¤á¤À¤¾¡£",
177 "²¶¤ÎÍ¥¤·¤µ¤Ë´Å¤¨¤ë¤Î¤â¤¤¤¤²Ã¸º¤Ë¤·¤Æ¤ª¤±¡£ $%s ¤À¡£",
178 "¤½¤ÎÉʤʤé $%s ¤ÇÇä¤Ã¤Æ¤¯¤ì¤Æ¤¤¤ë¤¬¤Í¡¢¾ï¼±¤¢¤ë¿Â»Î¤Ï¤ß¤ó¤Ê¡£",
179 "¤³¤ê¤ã¤Þ¤¿¡¢¤¬¤á¤Ä¤¤ÅÛ¤À¤Ê¡£¤¤¤¯¤é²¶¤¬²¹¸ü¤È¤Ï¤¤¤¨ $%s ¤¬¸Â³¦¤À¡£",
180 " $%s ¤À¡£Ê̤˲¶¤Ï¤½¤ó¤Ê¥¬¥é¥¯¥¿Íߤ·¤¯¤Ï¤Ê¤¤¤ó¤À¤«¤é¡£",
181 "²¶¤Î´ÕÄê³Û¤¬µ¤¤ËÆþ¤é¤Ê¤¤¤Î¤«¡© $%s ¡¢·ù¤Ê¤éµ¢¤ê¤Ê¡£",
182 " $%s ¤Ç°ú¤¼è¤Ã¤Æ¤ä¤ë¤è¡£´î¤ó¤Ç¼õ¤±¼è¤ê¤Ê¡¢ÉÏ˳¿Í¡£",
183 "ʪ¤Î²ÁÃͤ¬Ê¬¤«¤é¤óÅۤϻÏËö¤Ë¤ª¤¨¤ó¤Ê¡£¤½¤ì¤Ï $%s ¤Ê¤ó¤À¤è¡£",
184 "¤½¤ó¤Ê¤Ë¶â¤¬Íߤ·¤¤¤Î¤«¡¢¤¢¤ó¤¿¡© $%s ¤ÇËþ¤Ǥ¤ó¤Î¤«¡©",
185 "Æþ¤ëŹ´Ö°ã¤¨¤Æ¤ó¤¸¤ã¤Ê¤¤¤Î¤«¡© $%s ¤Ç·ù¤Ê¤é¾¤ò¤¢¤¿¤Ã¤Æ¤¯¤ì¡£",
186 "²¶¤Î¸À¤¤Ãͤ˥±¥Á¤ò¤Ä¤±¤ëÅÛ¤¬¤¤¤ë¤È¤Ï¡ª ¤½¤ÎÅÙ¶»¤ËÌȤ¸¤Æ $%s ¤À¡£"
189 #define MAX_COMMENT_4A 4
191 static cptr comment_4a[MAX_COMMENT_4A] =
194 "¤â¤¦¤¿¤¯¤µ¤ó¤À¡ª²¿ÅÙ¤â»ä¤ò¤ï¤º¤é¤ï¤»¤Ê¤¤¤Ç¤¯¤ì¡ª",
195 "¤¦¤¬¡¼¡ª°ìÆü¤Î²æËý¤Î¸ÂÅÙ¤òĶ¤¨¤Æ¤¤¤ë¡ª",
196 "¤â¤¦¤¤¤¤¡ª»þ´Ö¤Î̵Â̰ʳ°¤Î¤Ê¤Ë¤â¤Î¤Ç¤â¤Ê¤¤¡ª",
197 "¤â¤¦¤ä¤Ã¤Æ¤é¤ì¤Ê¤¤¤è¡ª´é¤â¸«¤¿¤¯¤Ê¤¤¡ª"
199 "Enough! You have abused me once too often!",
200 "Arghhh! I have had enough abuse for one day!",
201 "That does it! You shall waste my time no more!",
202 "This is getting nowhere! I'm going to Londis!"
208 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÅܤê¤ÎĺÅÀ¡Ë */
209 static cptr comment_4a_B[MAX_COMMENT_4A] = {
210 "¤Ê¤á¤ä¤¬¤Ã¤Æ¡ª²¹¸ü¤Ê²¶ÍͤǤâ¸Â³¦¤¬¤¢¤ë¤Ã¤Æ¤³¤È¤òÃΤ졪",
211 "²¶¤ò¤³¤³¤Þ¤ÇÅܤ餻¤Æ...Ì¿¤¬¤¢¤ë¤À¤±¤Ç¤â¤¢¤ê¤¬¤¿¤¤¤È»×¤¨¡ª",
212 "¤Õ¤¶¤±¤Æ¤ë¤Î¤«¡ªÎä¤ä¤«¤·¤Ê¤éÁê¼ê¤ò¸«¤Æ¤«¤é¤Ë¤·¤í¡ª",
213 "¤¤¤¤¤«¤²¤ó¤Ë¤·¤í¡ªº£ÅÙ¤³¤ó¤Ê¤Þ¤Í¤·¤¿¤é¤¿¤À¤¸¤ã¤ª¤«¤Í¤¨¤¾¡ª"
216 #define MAX_COMMENT_4B 4
218 static cptr comment_4b[MAX_COMMENT_4B] =
222 "²¶¤ÎÁ°¤«¤é¾Ã¤¨¼º¤»¤í¡ª",
223 "¤É¤Ã¤«¤Ë¹Ô¤Ã¤Á¤Þ¤¨¡ª",
224 "½Ð¤í¡¢½Ð¤í¡¢½Ð¤Æ¹Ô¤±¡ª"
227 "Get out of my sight!",
228 "Begone, you scoundrel!",
235 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÄɤ¤½Ð¤·¡Ë */
236 static cptr comment_4b_B[MAX_COMMENT_4B] = {
237 "ÆóÅ٤Ȥ¦¤Á¤ËÍè¤ë¤ó¤¸¤ã¤Í¤¨¡ª¡ª",
238 "¤È¤Ã¤È¤È¡¢¤É¤Ã¤«¤Ø¼º¤»¤í¡ª¡ª",
239 "º£¤¹¤°¾Ã¤¨¼º¤»¤í¡ª¡ª",
240 "½Ð¤Æ¤¤¤±¡ª½Ð¤Æ¤¤¤±¡ª¡ª"
243 #define MAX_COMMENT_5 8
245 static cptr comment_5[MAX_COMMENT_5] =
250 "¤â¤Ã¤È¿¿ÌÌÌܤ˸À¤Ã¤Æ¤¯¤ì¡ª",
251 "¸ò¾Ä¤¹¤ëµ¤¤¬¤¢¤ë¤Î¤«¤¤¡©",
252 "Îä¤ä¤«¤·¤ËÍ褿¤Î¤«¡ª",
255 "¤Õ¡¼¤à¡¢Îɤ¤Å·µ¤¤À¡£"
259 "You will have to do better than that!",
260 "Do you wish to do business or not?",
261 "You've got to be kidding!",
262 "You'd better be kidding!",
263 "You try my patience.",
264 "Hmmm, nice weather we're having."
270 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÅܤê¡Ë */
271 static cptr comment_5_B[MAX_COMMENT_5] = {
272 "»þ´Ö¤Î̵Â̤À¤Ê¡¢¤³¤ì¤Ï¡£",
273 "Ìñ²ð¤Ê¤ªµÒÍͤÀ¤Ê¡ª",
274 "Ïä·¤Æʬ¤«¤ëÁê¼ê¤¸¤ã¤Ê¤µ¤½¤¦¤À¡£",
275 "Äˤ¤Ìܤˤ¢¤¤¤¿¤¤¤é¤·¤¤¤Ê¡ª",
276 "¤Ê¤ó¤Æ¶¯ÍߤÊÅÛ¤À¡ª",
278 "¤É¤¦¤·¤è¤¦¤â¤Ê¤¤ÉÏ˳¿Í¤À¡ª",
279 "·ö²Þ¤òÇä¤Ã¤Æ¤¤¤ë¤Î¤«¡©"
282 #define MAX_COMMENT_6 4
284 static cptr comment_6[MAX_COMMENT_6] =
287 "¤É¤¦¤ä¤éʹ¤´Ö°ã¤¨¤¿¤é¤·¤¤¡£",
288 "¼ºÎé¡¢¤è¤¯Ê¹¤³¤¨¤Ê¤«¤Ã¤¿¤è¡£",
289 "¤¹¤Þ¤Ê¤¤¡¢²¿¤À¤Ã¤Æ¡©",
290 "°¤¤¡¢¤â¤¦°ìÅÙ¸À¤Ã¤Æ¤¯¤ì¤ë¡©"
292 "I must have heard you wrong.",
293 "I'm sorry, I missed that.",
294 "I'm sorry, what was that?",
295 "Sorry, what was that again?"
305 static void say_comment_1(void)
310 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î¤È¤¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
311 if ( cur_store_num == STORE_BLACK ) {
312 msg_print(comment_1_B[randint0(MAX_COMMENT_1)]);
315 msg_print(comment_1[randint0(MAX_COMMENT_1)]);
318 msg_print(comment_1[randint0(MAX_COMMENT_1)]);
322 if (one_in_(RUMOR_CHANCE))
325 msg_print("Ź¼ç¤Ï¼ª¤¦¤Á¤·¤¿:");
327 msg_print("The shopkeeper whispers something into your ear:");
332 if (!get_rnd_line_jonly("rumors_j.txt", 0, rumour, 10))
334 if (!get_rnd_line("rumors.txt", 0, rumour))
343 * Continue haggling (player is buying)
345 static void say_comment_2(s32b value, int annoyed)
349 /* Prepare a string to insert */
350 sprintf(tmp_val, "%ld", (long)value);
355 /* Formatted message */
356 msg_format(comment_2a[randint0(MAX_COMMENT_2A)], tmp_val);
362 /* Formatted message */
364 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
365 if ( cur_store_num == STORE_BLACK ){
366 msg_format(comment_2b_B[randint0(MAX_COMMENT_2B)], tmp_val);
369 msg_format(comment_2b[randint0(MAX_COMMENT_2B)], tmp_val);
372 msg_format(comment_2b[randint0(MAX_COMMENT_2B)], tmp_val);
380 * Continue haggling (player is selling)
382 static void say_comment_3(s32b value, int annoyed)
386 /* Prepare a string to insert */
387 sprintf(tmp_val, "%ld", (long)value);
392 /* Formatted message */
393 msg_format(comment_3a[randint0(MAX_COMMENT_3A)], tmp_val);
399 /* Formatted message */
401 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
402 if ( cur_store_num == STORE_BLACK ){
403 msg_format(comment_3b_B[randint0(MAX_COMMENT_3B)], tmp_val);
406 msg_format(comment_3b[randint0(MAX_COMMENT_3B)], tmp_val);
409 msg_format(comment_3b[randint0(MAX_COMMENT_3B)], tmp_val);
417 * Kick 'da bum out. -RAK-
419 static void say_comment_4(void)
422 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
423 if ( cur_store_num == STORE_BLACK ){
424 msg_print(comment_4a_B[randint0(MAX_COMMENT_4A)]);
425 msg_print(comment_4b_B[randint0(MAX_COMMENT_4B)]);
428 msg_print(comment_4a[randint0(MAX_COMMENT_4A)]);
429 msg_print(comment_4b[randint0(MAX_COMMENT_4B)]);
432 msg_print(comment_4a[randint0(MAX_COMMENT_4A)]);
433 msg_print(comment_4b[randint0(MAX_COMMENT_4B)]);
440 * You are insulting me
442 static void say_comment_5(void)
445 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
446 if ( cur_store_num == STORE_BLACK ){
447 msg_print(comment_5_B[randint0(MAX_COMMENT_5)]);
450 msg_print(comment_5[randint0(MAX_COMMENT_5)]);
453 msg_print(comment_5[randint0(MAX_COMMENT_5)]);
460 * That makes no sense.
462 static void say_comment_6(void)
464 msg_print(comment_6[randint0(MAX_COMMENT_6)]);
470 * Messages for reacting to purchase prices.
473 #define MAX_COMMENT_7A 4
475 static cptr comment_7a[MAX_COMMENT_7A] =
480 "狼¤¬¤à¤»¤Óµã¤¯À¼¤¬Ê¹¤³¤¨¤ë...¡£",
481 "Ź¼ç¤¬²ù¤·¤²¤Ë¤ï¤á¤¤¤Æ¤¤¤ë¡ª"
485 "You hear someone sobbing...",
486 "The shopkeeper howls in agony!"
491 #define MAX_COMMENT_7B 4
493 static cptr comment_7b[MAX_COMMENT_7B] =
498 "Ź¼ç¤¬º¨¤á¤·¤½¤¦¤Ë¸«¤Æ¤¤¤ë¡£",
503 "The shopkeeper curses at you.",
504 "The shopkeeper glares at you."
509 #define MAX_COMMENT_7C 4
511 static cptr comment_7c[MAX_COMMENT_7C] =
515 "·¯¤¬Å·»È¤Ë¸«¤¨¤ë¤è¡ª",
516 "Ź¼ç¤¬¥¯¥¹¥¯¥¹¾Ð¤Ã¤Æ¤¤¤ë¡£",
517 "Ź¼ç¤¬ÂçÀ¼¤Ç¾Ð¤Ã¤Æ¤¤¤ë¡£"
520 "You've made my day!",
521 "The shopkeeper giggles.",
522 "The shopkeeper laughs loudly."
527 #define MAX_COMMENT_7D 4
529 static cptr comment_7d[MAX_COMMENT_7D] =
533 "¤³¤ó¤Ê¤ª¤¤¤·¤¤»×¤¤¤ò¤·¤¿¤é¡¢¿¿ÌÌÌܤËƯ¤±¤Ê¤¯¤Ê¤ë¤Ê¤¡¡£",
534 "Ź¼ç¤Ï´ò¤·¤¯¤ÆÄ·¤Í²ó¤Ã¤Æ¤¤¤ë¡£",
535 "Ź¼ç¤ÏËþÌ̤˾Фߤò¤¿¤¿¤¨¤Æ¤¤¤ë¡£"
538 "I think I'll retire!",
539 "The shopkeeper jumps for joy.",
540 "The shopkeeper smiles gleefully."
547 * Let a shop-keeper React to a purchase
549 * We paid "price", it was worth "value", and we thought it was worth "guess"
551 static void purchase_analyze(s32b price, s32b value, s32b guess)
553 /* Item was worthless, but we bought it */
554 if ((value <= 0) && (price > value))
557 msg_print(comment_7a[randint0(MAX_COMMENT_7A)]);
559 chg_virtue(V_HONOUR, -1);
560 chg_virtue(V_JUSTICE, -1);
566 /* Item was cheaper than we thought, and we paid more than necessary */
567 else if ((value < guess) && (price > value))
570 msg_print(comment_7b[randint0(MAX_COMMENT_7B)]);
572 chg_virtue(V_JUSTICE, -1);
574 chg_virtue(V_HONOUR, -1);
580 /* Item was a good bargain, and we got away with it */
581 else if ((value > guess) && (value < (4 * guess)) && (price < value))
584 msg_print(comment_7c[randint0(MAX_COMMENT_7C)]);
587 chg_virtue(V_HONOUR, -1);
589 chg_virtue(V_HONOUR, 1);
595 /* Item was a great bargain, and we got away with it */
596 else if ((value > guess) && (price < value))
599 msg_print(comment_7d[randint0(MAX_COMMENT_7D)]);
602 chg_virtue(V_HONOUR, -1);
604 chg_virtue(V_HONOUR, 1);
606 if (10 * price < value)
607 chg_virtue(V_SACRIFICE, 1);
619 /* ÆüËܸìÈǤξì¹ç¤Ï¾å¤ÎÊý¤Ë°ÜÆ°¤·¤Æ¤¢¤ê¤Þ¤¹ */
622 * We store the current "store number" here so everyone can access it
624 static int cur_store_num = 7;
627 * We store the current "store page" here so everyone can access it
629 static int store_top = 0;
632 * We store the current "store pointer" here so everyone can access it
634 static store_type *st_ptr = NULL;
637 * We store the current "owner type" here so everyone can access it
639 static owner_type *ot_ptr = NULL;
649 * Buying and selling adjustments for race combinations.
650 * Entry[owner][player] gives the basic "cost inflation".
652 static byte rgold_adj[MAX_RACES][MAX_RACES] =
654 /*Hum, HfE, Elf, Hal, Gno, Dwa, HfO, HfT, Dun, HiE, Barbarian,
655 HfOg, HGn, HTn, Cyc, Yek, Klc, Kbd, Nbl, DkE, Drc, Mind Flayer,
656 Imp, Glm, Skl, Zombie, Vampire, Spectre, Fairy, Beastman, Ent,
660 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
661 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
662 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
663 100, 120, 110, 105 },
666 { 110, 100, 100, 105, 110, 120, 125, 130, 110, 100, 110,
667 120, 115, 108, 115, 110, 110, 120, 120, 115, 115, 110,
668 120, 110, 110, 110, 120, 110, 100, 125, 100, 95, 140,
669 110, 115, 110, 110 },
672 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
673 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
674 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
675 110, 110, 105, 110 },
678 { 115, 110, 105, 95, 105, 110, 115, 130, 115, 105, 115,
679 125, 120, 120, 125, 115, 110, 120, 120, 120, 115, 115,
680 120, 110, 120, 120, 130, 110, 110, 130, 110, 95, 140,
681 115, 120, 105, 115 },
684 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
685 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
686 120, 101, 110, 110, 120, 120, 115, 130, 115, 95, 140,
687 115, 110, 110, 115 },
690 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
691 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
692 120, 105, 115, 115, 115, 115, 120, 130, 120, 95, 140,
693 115, 110, 115, 115 },
696 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
697 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
698 115, 125, 120, 120, 115, 120, 125, 115, 125, 95, 140,
699 115, 110, 115, 115 },
702 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
703 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
704 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
705 110, 110, 115, 110 },
708 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
709 120, 120, 105, 120, 115, 105, 115, 120, 110, 105, 105,
710 120, 105, 120, 120, 125, 120, 105, 135, 105, 95, 140,
711 100, 110, 110, 100 },
714 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
715 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
716 125, 115, 120, 120, 125, 120, 100, 125, 100, 95, 140,
717 110, 110, 105, 110 },
719 /* Human / Barbarian (copied from human) */
720 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
721 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
722 115, 105, 125, 125, 130, 125, 115, 120, 115, 95, 140,
723 100, 120, 110, 100 },
725 /* Half-Ogre: theoretical, copied from half-troll */
726 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
727 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
728 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
729 110, 110, 115, 110 },
731 /* Half-Giant: theoretical, copied from half-troll */
732 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
733 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
734 110, 115, 112, 112, 115, 112, 130, 120, 130, 95, 140,
735 110, 110, 115, 110 },
737 /* Half-Titan: theoretical, copied from High_Elf */
738 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
739 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
740 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
741 110, 110, 115, 110 },
743 /* Cyclops: theoretical, copied from half-troll */
744 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
745 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
746 110, 115, 112, 112, 115, 112, 130, 130, 130, 95, 140,
747 110, 110, 115, 110 },
749 /* Yeek: theoretical, copied from Half-Orc */
750 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
751 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
752 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
753 115, 110, 115, 115 },
755 /* Klackon: theoretical, copied from Gnome */
756 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
757 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
758 120, 101, 110, 110, 120, 120, 130, 130, 130, 95, 140,
759 115, 110, 115, 115 },
761 /* Kobold: theoretical, copied from Half-Orc */
762 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
763 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
764 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
765 115, 110, 115, 115 },
767 /* Nibelung: theoretical, copied from Dwarf */
768 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
769 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
770 120, 105, 115, 115, 120, 120, 130, 130, 130, 95, 140,
771 115, 135, 115, 115 },
774 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
775 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
776 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
777 110, 101, 115, 110 },
779 /* Draconian: theoretical, copied from High_Elf */
780 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
781 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
782 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
783 110, 110, 115, 110 },
785 /* Mind Flayer: theoretical, copied from High_Elf */
786 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
787 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
788 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
789 110, 110, 115, 110 },
791 /* Imp: theoretical, copied from High_Elf */
792 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
793 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
794 125, 115, 120, 120, 120, 120, 130, 130, 130, 120, 120,
795 110, 110, 115, 110 },
797 /* Golem: theoretical, copied from High_Elf */
798 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
799 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
800 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
801 110, 110, 115, 110 },
803 /* Skeleton: theoretical, copied from half-orc */
804 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
805 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
806 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
807 115, 110, 125, 115 },
809 /* Zombie: Theoretical, copied from half-orc */
810 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
811 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
812 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
813 115, 110, 125, 115 },
815 /* Vampire: Theoretical, copied from half-orc */
816 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
817 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
818 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
819 115, 110, 125, 115 },
821 /* Spectre: Theoretical, copied from half-orc */
822 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
823 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
824 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
825 115, 110, 125, 115 },
827 /* Sprite: Theoretical, copied from half-orc */
828 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
829 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
830 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
831 115, 110, 105, 115 },
833 /* Beastman: Theoretical, copied from half-orc */
834 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
835 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
836 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
837 115, 110, 115, 115 },
840 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
841 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
842 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
843 110, 110, 105, 110 },
846 { 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
847 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
848 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 160,
852 { 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
853 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
854 140, 140, 140, 140, 140, 140, 140, 140, 140, 160, 120,
855 140, 140, 140, 140 },
858 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
859 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
860 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
861 100, 120, 110, 100 },
864 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
865 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
866 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
867 110, 101, 115, 110 },
870 { 110, 110, 105, 105, 110, 115, 115, 115, 110, 105, 110,
871 115, 115, 115, 115, 115, 115, 115, 115, 115, 115, 115,
872 115, 115, 125, 125, 125, 125, 105, 115, 105, 95, 140,
873 110, 115, 100, 110 },
876 { 105, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
877 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
878 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
879 100, 120, 110, 100 },
886 * Determine the price of an item (qty one) in a store.
888 * This function takes into account the player's charisma, and the
889 * shop-keepers friendliness, and the shop-keeper's base greed, but
890 * never lets a shop-keeper lose money in a transaction.
892 * The "greed" value should exceed 100 when the player is "buying" the
893 * item, and should be less than 100 when the player is "selling" it.
895 * Hack -- the black market always charges twice as much as it should.
897 * Charisma adjustment runs from 80 to 130
898 * Racial adjustment runs from 95 to 130
900 * Since greed/charisma/racial adjustments are centered at 100, we need
901 * to adjust (by 200) to extract a usable multiplier. Note that the
902 * "greed" value is always something (?).
904 static s32b price_item(object_type *o_ptr, int greed, bool flip)
911 /* Get the value of one of the items */
912 price = object_value(o_ptr);
914 /* Worthless items */
915 if (price <= 0) return (0L);
918 /* Compute the racial factor */
919 factor = rgold_adj[ot_ptr->owner_race][p_ptr->prace];
921 /* Add in the charisma factor */
922 factor += adj_chr_gold[p_ptr->stat_ind[A_CHR]];
928 /* Adjust for greed */
929 adjust = 100 + (300 - (greed + factor));
931 /* Never get "silly" */
932 if (adjust > 100) adjust = 100;
934 /* Mega-Hack -- Black market sucks */
935 if (cur_store_num == STORE_BLACK)
939 /* Shop is selling */
942 /* Adjust for greed */
943 adjust = 100 + ((greed + factor) - 300);
945 /* Never get "silly" */
946 if (adjust < 100) adjust = 100;
948 /* Mega-Hack -- Black market sucks */
949 if (cur_store_num == STORE_BLACK)
953 /* Compute the final price (with rounding) */
954 price = (price * adjust + 50L) / 100L;
956 /* Note -- Never become "free" */
957 if (price <= 0L) return (1L);
959 /* Return the price */
965 * Certain "cheap" objects should be created in "piles"
966 * Some objects can be sold at a "discount" (in small piles)
968 static void mass_produce(object_type *o_ptr)
973 s32b cost = object_value(o_ptr);
976 /* Analyze the type */
979 /* Food, Flasks, and Lites */
984 if (cost <= 5L) size += damroll(3, 5);
985 if (cost <= 20L) size += damroll(3, 5);
986 if (cost <= 50L) size += damroll(2, 2);
993 if (cost <= 60L) size += damroll(3, 5);
994 if (cost <= 240L) size += damroll(1, 5);
995 if (o_ptr->sval == SV_SCROLL_STAR_IDENTIFY) size += damroll(3, 5);
996 if (o_ptr->sval == SV_SCROLL_STAR_REMOVE_CURSE) size += damroll(1, 4);
1001 case TV_SORCERY_BOOK:
1002 case TV_NATURE_BOOK:
1006 case TV_ARCANE_BOOK:
1007 case TV_ENCHANT_BOOK:
1008 case TV_DAEMON_BOOK:
1009 case TV_CRUSADE_BOOK:
1011 case TV_HISSATSU_BOOK:
1013 if (cost <= 50L) size += damroll(2, 3);
1014 if (cost <= 500L) size += damroll(1, 3);
1032 if (o_ptr->name2) break;
1033 if (cost <= 10L) size += damroll(3, 5);
1034 if (cost <= 100L) size += damroll(3, 5);
1043 if (cost <= 5L) size += damroll(5, 5);
1044 if (cost <= 50L) size += damroll(5, 5);
1045 if (cost <= 500L) size += damroll(5, 5);
1051 if (cost <= 100L) size += damroll(2, 2);
1052 if (cost <= 1000L) size += damroll(2, 2);
1065 * Because many rods (and a few wands and staffs) are useful mainly
1066 * in quantity, the Black Market will occasionally have a bunch of
1073 if ((cur_store_num == STORE_BLACK) && one_in_(3))
1075 if (cost < 1601L) size += damroll(1, 5);
1076 else if (cost < 3201L) size += damroll(1, 3);
1079 /* Ensure that mass-produced rods and wands get the correct pvals. */
1080 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
1082 o_ptr->pval *= size;
1089 /* Pick a discount */
1094 else if (one_in_(25))
1098 else if (one_in_(150))
1102 else if (one_in_(300))
1106 else if (one_in_(500))
1112 if (o_ptr->art_name)
1114 if (cheat_peek && discount)
1117 msg_print("¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÏÃÍ°ú¤¤Ê¤·¡£");
1119 msg_print("No discount on random artifacts.");
1126 /* Save the discount */
1127 o_ptr->discount = discount;
1129 /* Save the total pile size */
1130 o_ptr->number = size - (size * discount / 100);
1136 * Determine if a store item can "absorb" another item
1138 * See "object_similar()" for the same function for the "player"
1140 static bool store_object_similar(object_type *o_ptr, object_type *j_ptr)
1144 /* Hack -- Identical items cannot be stacked */
1145 if (o_ptr == j_ptr) return (0);
1147 /* Different objects cannot be stacked */
1148 if (o_ptr->k_idx != j_ptr->k_idx) return (0);
1150 /* Different charges (etc) cannot be stacked, unless wands or rods. */
1151 if ((o_ptr->pval != j_ptr->pval) && (o_ptr->tval != TV_WAND) && (o_ptr->tval != TV_ROD)) return (0);
1153 /* Require many identical values */
1154 if (o_ptr->to_h != j_ptr->to_h) return (0);
1155 if (o_ptr->to_d != j_ptr->to_d) return (0);
1156 if (o_ptr->to_a != j_ptr->to_a) return (0);
1158 /* Require identical "artifact" names */
1159 if (o_ptr->name1 != j_ptr->name1) return (0);
1161 /* Require identical "ego-item" names */
1162 if (o_ptr->name2 != j_ptr->name2) return (0);
1164 /* Random artifacts don't stack !*/
1165 if (o_ptr->art_name || j_ptr->art_name) return (0);
1167 /* Hack -- Identical art_flags! */
1168 for (i = 0; i < TR_FLAG_SIZE; i++)
1169 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return (0);
1171 /* Hack -- Never stack "powerful" items */
1172 if (o_ptr->xtra1 || j_ptr->xtra1) return (0);
1174 /* Hack -- Never stack recharging items */
1175 if (o_ptr->timeout || j_ptr->timeout) return (0);
1177 /* Require many identical values */
1178 if (o_ptr->ac != j_ptr->ac) return (0);
1179 if (o_ptr->dd != j_ptr->dd) return (0);
1180 if (o_ptr->ds != j_ptr->ds) return (0);
1182 /* Hack -- Never stack chests */
1183 if (o_ptr->tval == TV_CHEST) return (0);
1184 if (o_ptr->tval == TV_STATUE) return (0);
1185 if (o_ptr->tval == TV_CAPTURE) return (0);
1187 /* Require matching discounts */
1188 if (o_ptr->discount != j_ptr->discount) return (0);
1190 /* They match, so they must be similar */
1196 * Allow a store item to absorb another item
1198 static void store_object_absorb(object_type *o_ptr, object_type *j_ptr)
1200 int total = o_ptr->number + j_ptr->number;
1202 /* Combine quantity, lose excess items */
1203 o_ptr->number = (total > 99) ? 99 : total;
1205 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) together. -LM- */
1206 if (o_ptr->tval == TV_ROD)
1208 o_ptr->pval += j_ptr->pval;
1211 /* Hack -- if wands are stacking, combine the charges. -LM- */
1212 if (o_ptr->tval == TV_WAND)
1214 o_ptr->pval += j_ptr->pval;
1220 * Check to see if the shop will be carrying too many objects -RAK-
1221 * Note that the shop, just like a player, will not accept things
1222 * it cannot hold. Before, one could "nuke" potions this way.
1224 * Return value is now int:
1226 * -1 : Can be combined to existing slot.
1227 * 1 : Cannot be combined but there are empty spaces.
1229 static int store_check_num(object_type *o_ptr)
1234 /* The "home" acts like the player */
1235 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
1237 /* Check all the items */
1238 for (i = 0; i < st_ptr->stock_num; i++)
1240 /* Get the existing item */
1241 j_ptr = &st_ptr->stock[i];
1243 /* Can the new object be combined with the old one? */
1244 if (object_similar(j_ptr, o_ptr)) return -1;
1248 /* Normal stores do special stuff */
1251 /* Check all the items */
1252 for (i = 0; i < st_ptr->stock_num; i++)
1254 /* Get the existing item */
1255 j_ptr = &st_ptr->stock[i];
1257 /* Can the new object be combined with the old one? */
1258 if (store_object_similar(j_ptr, o_ptr)) return -1;
1262 /* Free space is always usable */
1264 * ¥ª¥×¥·¥ç¥ó powerup_home ¤¬ÀßÄꤵ¤ì¤Æ¤¤¤ë¤È
1265 * ²æ¤¬²È¤¬ 20 ¥Ú¡¼¥¸¤Þ¤Ç»È¤¨¤ë
1267 if ((cur_store_num == STORE_HOME) && ( powerup_home == FALSE )) {
1268 if (st_ptr->stock_num < ((st_ptr->stock_size) / 10)) {
1273 if (st_ptr->stock_num < st_ptr->stock_size) {
1278 /* But there was no room at the inn... */
1283 static bool is_blessed(object_type *o_ptr)
1285 u32b flgs[TR_FLAG_SIZE];
1286 object_flags(o_ptr, flgs);
1287 if (have_flag(flgs, TR_BLESSED)) return (TRUE);
1288 else return (FALSE);
1294 * Determine if the current store will purchase the given item
1296 * Note that a shop-keeper must refuse to buy "worthless" items
1298 static bool store_will_buy(object_type *o_ptr)
1300 /* Hack -- The Home is simple */
1301 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) return (TRUE);
1303 /* Switch on the store */
1304 switch (cur_store_num)
1309 /* Analyze the type */
1310 switch (o_ptr->tval)
1313 if (o_ptr->sval != SV_POTION_WATER) return FALSE;
1325 case TV_BOTTLE: /* 'Green', recycling Angband */
1340 /* Analyze the type */
1341 switch (o_ptr->tval)
1362 /* Analyze the type */
1363 switch (o_ptr->tval)
1372 case TV_HISSATSU_BOOK:
1376 if(o_ptr->sval == SV_WIZSTAFF) return (FALSE);
1388 /* Analyze the type */
1389 switch (o_ptr->tval)
1392 case TV_CRUSADE_BOOK:
1402 monster_race *r_ptr = &r_info[o_ptr->pval];
1405 if (!(r_ptr->flags3 & RF3_EVIL))
1408 if (r_ptr->flags3 & RF3_GOOD) break;
1410 /* Accept animals */
1411 if (r_ptr->flags3 & RF3_ANIMAL) break;
1414 if (strchr("?!", r_ptr->d_char)) break;
1420 if (is_blessed(o_ptr)) break;
1429 case STORE_ALCHEMIST:
1431 /* Analyze the type */
1432 switch (o_ptr->tval)
1446 /* Analyze the type */
1447 switch (o_ptr->tval)
1449 case TV_SORCERY_BOOK:
1450 case TV_NATURE_BOOK:
1454 case TV_ARCANE_BOOK:
1455 case TV_ENCHANT_BOOK:
1456 case TV_DAEMON_BOOK:
1469 if(o_ptr->sval == SV_WIZSTAFF) break;
1470 else return (FALSE);
1477 /* Bookstore Shop */
1480 /* Analyze the type */
1481 switch (o_ptr->tval)
1483 case TV_SORCERY_BOOK:
1484 case TV_NATURE_BOOK:
1489 case TV_ARCANE_BOOK:
1490 case TV_ENCHANT_BOOK:
1491 case TV_DAEMON_BOOK:
1492 case TV_CRUSADE_BOOK:
1502 /* XXX XXX XXX Ignore "worthless" items */
1503 if (object_value(o_ptr) <= 0) return (FALSE);
1512 * Add the item "o_ptr" to the inventory of the "Home"
1514 * In all cases, return the slot (or -1) where the object was placed
1516 * Note that this is a hacked up version of "inven_carry()".
1518 * Also note that it may not correctly "adapt" to "knowledge" bacoming
1519 * known, the player may have to pick stuff up and drop it again.
1521 static int home_carry(object_type *o_ptr)
1524 s32b value, j_value;
1529 /* Check each existing item (try to combine) */
1530 for (slot = 0; slot < st_ptr->stock_num; slot++)
1532 /* Get the existing item */
1533 j_ptr = &st_ptr->stock[slot];
1535 /* The home acts just like the player */
1536 if (object_similar(j_ptr, o_ptr))
1538 /* Save the new number of items */
1539 object_absorb(j_ptr, o_ptr);
1548 * ±£¤·µ¡Ç½: ¥ª¥×¥·¥ç¥ó powerup_home ¤¬ÀßÄꤵ¤ì¤Æ¤¤¤ë¤È
1549 * ²æ¤¬²È¤¬ 20 ¥Ú¡¼¥¸¤Þ¤Ç»È¤¨¤ë
1552 if ( powerup_home == TRUE) {
1553 if (st_ptr->stock_num >= st_ptr->stock_size) {
1558 if (st_ptr->stock_num >= ((st_ptr->stock_size) / 10)) {
1564 /* Determine the "value" of the item */
1565 value = object_value(o_ptr);
1567 /* Check existing slots to see if we must "slide" */
1568 for (slot = 0; slot < st_ptr->stock_num; slot++)
1571 j_ptr = &st_ptr->stock[slot];
1573 /* Hack -- readable books always come first */
1574 if ((o_ptr->tval == mp_ptr->spell_book) &&
1575 (j_ptr->tval != mp_ptr->spell_book)) break;
1576 if ((j_ptr->tval == mp_ptr->spell_book) &&
1577 (o_ptr->tval != mp_ptr->spell_book)) continue;
1579 /* Objects sort by decreasing type */
1580 if (o_ptr->tval > j_ptr->tval) break;
1581 if (o_ptr->tval < j_ptr->tval) continue;
1583 /* Can happen in the home */
1584 if (!object_aware_p(o_ptr)) continue;
1585 if (!object_aware_p(j_ptr)) break;
1587 /* Objects sort by increasing sval */
1588 if (o_ptr->sval < j_ptr->sval) break;
1589 if (o_ptr->sval > j_ptr->sval) continue;
1591 /* Objects in the home can be unknown */
1592 if (!object_known_p(o_ptr)) continue;
1593 if (!object_known_p(j_ptr)) break;
1596 * Hack: otherwise identical rods sort by
1597 * increasing recharge time --dsb
1599 if (o_ptr->tval == TV_ROD)
1601 if (o_ptr->pval < j_ptr->pval) break;
1602 if (o_ptr->pval > j_ptr->pval) continue;
1604 if ((o_ptr->tval == TV_CORPSE) || (o_ptr->tval == TV_FIGURINE) || (o_ptr->tval == TV_STATUE))
1606 if (r_info[o_ptr->pval].level < r_info[j_ptr->pval].level) break;
1607 if ((r_info[o_ptr->pval].level == r_info[j_ptr->pval].level) && (o_ptr->pval < j_ptr->pval)) break;
1610 /* Objects sort by decreasing value */
1611 j_value = object_value(j_ptr);
1612 if (value > j_value) break;
1613 if (value < j_value) continue;
1616 /* Slide the others up */
1617 for (i = st_ptr->stock_num; i > slot; i--)
1619 st_ptr->stock[i] = st_ptr->stock[i-1];
1622 /* More stuff now */
1623 st_ptr->stock_num++;
1625 /* Insert the new item */
1626 st_ptr->stock[slot] = *o_ptr;
1628 chg_virtue(V_SACRIFICE, -1);
1630 /* Return the location */
1636 * Add the item "o_ptr" to a real stores inventory.
1638 * If the item is "worthless", it is thrown away (except in the home).
1640 * If the item cannot be combined with an object already in the inventory,
1641 * make a new slot for it, and calculate its "per item" price. Note that
1642 * this price will be negative, since the price will not be "fixed" yet.
1643 * Adding an item to a "fixed" price stack will not change the fixed price.
1645 * In all cases, return the slot (or -1) where the object was placed
1647 static int store_carry(object_type *o_ptr)
1650 s32b value, j_value;
1654 /* Evaluate the object */
1655 value = object_value(o_ptr);
1657 /* Cursed/Worthless items "disappear" when sold */
1658 if (value <= 0) return (-1);
1660 /* All store items are fully *identified* */
1661 o_ptr->ident |= IDENT_MENTAL;
1663 /* Erase the inscription */
1664 o_ptr->inscription = 0;
1666 /* Erase the "feeling" */
1667 o_ptr->feeling = FEEL_NONE;
1669 /* Check each existing item (try to combine) */
1670 for (slot = 0; slot < st_ptr->stock_num; slot++)
1672 /* Get the existing item */
1673 j_ptr = &st_ptr->stock[slot];
1675 /* Can the existing items be incremented? */
1676 if (store_object_similar(j_ptr, o_ptr))
1678 /* Hack -- extra items disappear */
1679 store_object_absorb(j_ptr, o_ptr);
1687 if (st_ptr->stock_num >= st_ptr->stock_size) return (-1);
1690 /* Check existing slots to see if we must "slide" */
1691 for (slot = 0; slot < st_ptr->stock_num; slot++)
1694 j_ptr = &st_ptr->stock[slot];
1696 /* Objects sort by decreasing type */
1697 if (o_ptr->tval > j_ptr->tval) break;
1698 if (o_ptr->tval < j_ptr->tval) continue;
1700 /* Objects sort by increasing sval */
1701 if (o_ptr->sval < j_ptr->sval) break;
1702 if (o_ptr->sval > j_ptr->sval) continue;
1705 * Hack: otherwise identical rods sort by
1706 * increasing recharge time --dsb
1708 if (o_ptr->tval == TV_ROD)
1710 if (o_ptr->pval < j_ptr->pval) break;
1711 if (o_ptr->pval > j_ptr->pval) continue;
1714 /* Evaluate that slot */
1715 j_value = object_value(j_ptr);
1717 /* Objects sort by decreasing value */
1718 if (value > j_value) break;
1719 if (value < j_value) continue;
1722 /* Slide the others up */
1723 for (i = st_ptr->stock_num; i > slot; i--)
1725 st_ptr->stock[i] = st_ptr->stock[i-1];
1728 /* More stuff now */
1729 st_ptr->stock_num++;
1731 /* Insert the new item */
1732 st_ptr->stock[slot] = *o_ptr;
1734 /* Return the location */
1740 * Increase, by a given amount, the number of a certain item
1741 * in a certain store. This can result in zero items.
1743 static void store_item_increase(int item, int num)
1749 o_ptr = &st_ptr->stock[item];
1751 /* Verify the number */
1752 cnt = o_ptr->number + num;
1753 if (cnt > 255) cnt = 255;
1754 else if (cnt < 0) cnt = 0;
1755 num = cnt - o_ptr->number;
1757 /* Save the new number */
1758 o_ptr->number += num;
1763 * Remove a slot if it is empty
1765 static void store_item_optimize(int item)
1771 o_ptr = &st_ptr->stock[item];
1774 if (!o_ptr->k_idx) return;
1776 /* Must have no items */
1777 if (o_ptr->number) return;
1780 st_ptr->stock_num--;
1782 /* Slide everyone */
1783 for (j = item; j < st_ptr->stock_num; j++)
1785 st_ptr->stock[j] = st_ptr->stock[j + 1];
1788 /* Nuke the final slot */
1789 object_wipe(&st_ptr->stock[j]);
1794 * This function will keep 'crap' out of the black market.
1795 * Crap is defined as any item that is "available" elsewhere
1796 * Based on a suggestion by "Lee Vogt" <lvogt@cig.mcel.mot.com>
1798 static bool black_market_crap(object_type *o_ptr)
1802 /* Ego items are never crap */
1803 if (o_ptr->name2) return (FALSE);
1805 /* Good items are never crap */
1806 if (o_ptr->to_a > 0) return (FALSE);
1807 if (o_ptr->to_h > 0) return (FALSE);
1808 if (o_ptr->to_d > 0) return (FALSE);
1810 /* Check all stores */
1811 for (i = 0; i < MAX_STORES; i++)
1813 if (i == STORE_HOME) continue;
1814 if (i == STORE_MUSEUM) continue;
1816 /* Check every item in the store */
1817 for (j = 0; j < town[p_ptr->town_num].store[i].stock_num; j++)
1819 object_type *j_ptr = &town[p_ptr->town_num].store[i].stock[j];
1821 /* Duplicate item "type", assume crappy */
1822 if (o_ptr->k_idx == j_ptr->k_idx) return (TRUE);
1832 * Attempt to delete (some of) a random item from the store
1833 * Hack -- we attempt to "maintain" piles of items when possible.
1835 static void store_delete(void)
1839 /* Pick a random slot */
1840 what = randint0(st_ptr->stock_num);
1842 /* Determine how many items are here */
1843 num = st_ptr->stock[what].number;
1845 /* Hack -- sometimes, only destroy half the items */
1846 if (randint0(100) < 50) num = (num + 1) / 2;
1848 /* Hack -- sometimes, only destroy a single item */
1849 if (randint0(100) < 50) num = 1;
1851 /* Hack -- decrement the maximum timeouts and total charges of rods and wands. -LM- */
1852 if ((st_ptr->stock[what].tval == TV_ROD) || (st_ptr->stock[what].tval == TV_WAND))
1854 st_ptr->stock[what].pval -= num * st_ptr->stock[what].pval / st_ptr->stock[what].number;
1857 /* Actually destroy (part of) the item */
1858 store_item_increase(what, -num);
1859 store_item_optimize(what);
1864 * Creates a random item and gives it to a store
1865 * This algorithm needs to be rethought. A lot.
1866 * Currently, "normal" stores use a pre-built array.
1868 * Note -- the "level" given to "obj_get_num()" is a "favored"
1869 * level, that is, there is a much higher chance of getting
1870 * items with a level approaching that of the given level...
1872 * Should we check for "permission" to have the given item?
1874 static void store_create(void)
1876 int i, tries, level;
1882 /* Paranoia -- no room left */
1883 if (st_ptr->stock_num >= st_ptr->stock_size) return;
1886 /* Hack -- consider up to four items */
1887 for (tries = 0; tries < 4; tries++)
1890 if (cur_store_num == STORE_BLACK)
1892 /* Pick a level for object/magic */
1893 level = 25 + randint0(25);
1895 /* Random item (usually of given level) */
1896 i = get_obj_num(level);
1898 /* Handle failure */
1905 /* Hack -- Pick an item to sell */
1906 i = st_ptr->table[randint0(st_ptr->table_num)];
1908 /* Hack -- fake level for apply_magic() */
1909 level = rand_range(1, STORE_OBJ_LEVEL);
1913 /* Get local object */
1916 /* Create a new object of the chosen kind */
1917 object_prep(q_ptr, i);
1919 /* Apply some "low-level" magic (no artifacts) */
1920 apply_magic(q_ptr, level, FALSE, FALSE, FALSE, FALSE);
1922 /* Require valid object */
1923 if (!store_will_buy(q_ptr)) continue;
1925 /* Hack -- Charge lite's */
1926 if (q_ptr->tval == TV_LITE)
1928 if (q_ptr->sval == SV_LITE_TORCH) q_ptr->xtra4 = FUEL_TORCH / 2;
1929 if (q_ptr->sval == SV_LITE_LANTERN) q_ptr->xtra4 = FUEL_LAMP / 2;
1933 /* The item is "known" */
1934 object_known(q_ptr);
1936 /* Mark it storebought */
1937 q_ptr->ident |= IDENT_STOREB;
1939 /* Mega-Hack -- no chests in stores */
1940 if (q_ptr->tval == TV_CHEST) continue;
1942 /* Prune the black market */
1943 if (cur_store_num == STORE_BLACK)
1945 /* Hack -- No "crappy" items */
1946 if (black_market_crap(q_ptr)) continue;
1948 /* Hack -- No "cheap" items */
1949 if (object_value(q_ptr) < 10) continue;
1951 /* No "worthless" items */
1952 /* if (object_value(q_ptr) <= 0) continue; */
1955 /* Prune normal stores */
1958 /* No "worthless" items */
1959 if (object_value(q_ptr) <= 0) continue;
1963 /* Mass produce and/or Apply discount */
1964 mass_produce(q_ptr);
1966 /* Attempt to carry the (known) item */
1967 (void)store_carry(q_ptr);
1969 /* Definitely done */
1977 * Eliminate need to bargain if player has haggled well in the past
1979 static bool noneedtobargain(s32b minprice)
1981 s32b good = st_ptr->good_buy;
1982 s32b bad = st_ptr->bad_buy;
1984 /* Cheap items are "boring" */
1985 if (minprice < 10L) return (TRUE);
1987 /* Perfect haggling */
1988 if (good == MAX_SHORT) return (TRUE);
1990 /* Reward good haggles, punish bad haggles, notice price */
1991 if (good > ((3 * bad) + (5 + (minprice/50)))) return (TRUE);
1993 /* Return the flag */
1999 * Update the bargain info
2001 static void updatebargain(s32b price, s32b minprice, int num)
2003 /* Hack -- auto-haggle */
2004 if (!manual_haggle) return;
2006 /* Cheap items are "boring" */
2007 if ((minprice/num) < 10L) return;
2009 /* Count the successful haggles */
2010 if (price == minprice)
2012 /* Just count the good haggles */
2013 if (st_ptr->good_buy < MAX_SHORT)
2019 /* Count the failed haggles */
2022 /* Just count the bad haggles */
2023 if (st_ptr->bad_buy < MAX_SHORT)
2033 * Re-displays a single store entry
2035 static void display_entry(int pos)
2041 char o_name[MAX_NLEN];
2048 o_ptr = &st_ptr->stock[pos];
2050 /* Get the "offset" */
2053 /* Label it, clear the line --(-- */
2054 (void)sprintf(out_val, "%c) ", I2A(i));
2055 prt(out_val, i+6, 0);
2058 if (show_item_graph)
2060 byte a = object_attr(o_ptr);
2061 char c = object_char(o_ptr);
2068 Term_draw(cur_col, i + 6, a, c);
2073 Term_draw(cur_col, i + 6, 255, -1);
2078 /* Describe an item in the home */
2079 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
2083 /* Leave room for weights, if necessary -DRS- */
2084 if (show_weights) maxwid -= 10;
2086 /* Describe the object */
2087 object_desc(o_name, o_ptr, TRUE, 3);
2088 o_name[maxwid] = '\0';
2089 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, cur_col);
2094 /* Only show the weight of an individual item */
2095 int wgt = o_ptr->weight;
2097 sprintf(out_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
2098 put_str(out_val, i+6, 67);
2100 (void)sprintf(out_val, "%3d.%d lb", wgt / 10, wgt % 10);
2101 put_str(out_val, i+6, 68);
2107 /* Describe an item (fully) in a store */
2110 /* Must leave room for the "price" */
2113 /* Leave room for weights, if necessary -DRS- */
2114 if (show_weights) maxwid -= 7;
2116 /* Describe the object (fully) */
2117 object_desc_store(o_name, o_ptr, TRUE, 3);
2118 o_name[maxwid] = '\0';
2119 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, cur_col);
2124 /* Only show the weight of an individual item */
2125 int wgt = o_ptr->weight;
2127 sprintf(out_val, "%3d.%1d", lbtokg1(wgt) , lbtokg2(wgt) );
2128 put_str(out_val, i+6, 60);
2130 (void)sprintf(out_val, "%3d.%d", wgt / 10, wgt % 10);
2131 put_str(out_val, i+6, 61);
2136 /* Display a "fixed" cost */
2137 if (o_ptr->ident & (IDENT_FIXED))
2139 /* Extract the "minimum" price */
2140 x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2142 /* Actually draw the price (not fixed) */
2144 (void)sprintf(out_val, "%9ld¸Ç", (long)x);
2146 (void)sprintf(out_val, "%9ld F", (long)x);
2149 put_str(out_val, i+6, 68);
2152 /* Display a "taxed" cost */
2153 else if (!manual_haggle)
2155 /* Extract the "minimum" price */
2156 x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2158 /* Hack -- Apply Sales Tax if needed */
2159 if (!noneedtobargain(x)) x += x / 10;
2161 /* Actually draw the price (with tax) */
2162 (void)sprintf(out_val, "%9ld ", (long)x);
2163 put_str(out_val, i+6, 68);
2166 /* Display a "haggle" cost */
2169 /* Extrect the "maximum" price */
2170 x = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
2172 /* Actually draw the price (not fixed) */
2173 (void)sprintf(out_val, "%9ld ", (long)x);
2174 put_str(out_val, i+6, 68);
2181 * Displays a store's inventory -RAK-
2182 * All prices are listed as "per individual object". -BEN-
2184 static void display_inventory(void)
2188 /* Display the next 12 items */
2189 for (k = 0; k < 12; k++)
2191 /* Do not display "dead" items */
2192 if (store_top + k >= st_ptr->stock_num) break;
2194 /* Display that line */
2195 display_entry(store_top + k);
2198 /* Erase the extra lines and the "more" prompt */
2199 for (i = k; i < 13; i++) prt("", i + 6, 0);
2201 /* Assume "no current page" */
2203 put_str(" ", 5, 20);
2205 put_str(" ", 5, 20);
2209 /* Visual reminder of "more items" */
2210 if (st_ptr->stock_num > 12)
2212 /* Show "more" reminder (after the last item) */
2214 prt("-³¤¯-", k + 6, 3);
2216 prt("-more-", k + 6, 3);
2220 /* Indicate the "current page" */
2221 /* Trailing spaces are to display (Page xx) and (Page x) */
2223 put_str(format("(%d¥Ú¡¼¥¸) ", store_top/12 + 1), 5, 20);
2225 put_str(format("(Page %d) ", store_top/12 + 1), 5, 20);
2233 * Displays players gold -RAK-
2235 static void store_prt_gold(void)
2240 prt("¼ê»ý¤Á¤Î¤ª¶â: ", 19, 53);
2242 prt("Gold Remaining: ", 19, 53);
2246 sprintf(out_val, "%9ld", (long)p_ptr->au);
2247 prt(out_val, 19, 68);
2252 * Displays store (after clearing screen) -RAK-
2254 static void display_store(void)
2262 /* The "Home" is special */
2263 if (cur_store_num == STORE_HOME)
2265 /* Put the owner name */
2267 put_str("²æ¤¬²È", 3, 31);
2269 put_str("Your Home", 3, 30);
2273 /* Label the item descriptions */
2275 put_str("¥¢¥¤¥Æ¥à¤Î°ìÍ÷", 5, 4);
2277 put_str("Item Description", 5, 3);
2281 /* If showing weights, show label */
2285 put_str("½Å¤µ", 5, 72);
2287 put_str("Weight", 5, 70);
2293 /* The "Home" is special */
2294 else if (cur_store_num == STORE_MUSEUM)
2296 /* Put the owner name */
2298 put_str("Çîʪ´Û", 3, 31);
2300 put_str("Museum", 3, 30);
2304 /* Label the item descriptions */
2306 put_str("¥¢¥¤¥Æ¥à¤Î°ìÍ÷", 5, 4);
2308 put_str("Item Description", 5, 3);
2312 /* If showing weights, show label */
2316 put_str("½Å¤µ", 5, 72);
2318 put_str("Weight", 5, 70);
2327 cptr store_name = (f_name + f_info[FEAT_SHOP_HEAD + cur_store_num].name);
2328 cptr owner_name = (ot_ptr->owner_name);
2329 cptr race_name = race_info[ot_ptr->owner_race].title;
2331 /* Put the owner name and race */
2332 sprintf(buf, "%s (%s)", owner_name, race_name);
2333 put_str(buf, 3, 10);
2335 /* Show the max price in the store (above prices) */
2336 sprintf(buf, "%s (%ld)", store_name, (long)(ot_ptr->max_cost));
2339 /* Label the item descriptions */
2341 put_str("¾¦ÉʤΰìÍ÷", 5, 7);
2343 put_str("Item Description", 5, 3);
2347 /* If showing weights, show label */
2351 put_str("½Å¤µ", 5, 62);
2353 put_str("Weight", 5, 60);
2358 /* Label the asking price (in stores) */
2360 put_str("²Á³Ê", 5, 73);
2362 put_str("Price", 5, 72);
2367 /* Display the current gold */
2370 /* Draw in the inventory */
2371 display_inventory();
2377 * Get the ID of a store item and return its value -RAK-
2379 static int get_stock(int *com_val, cptr pmt, int i, int j)
2385 #ifdef ALLOW_REPEAT /* TNB */
2387 /* Get the item index */
2388 if (repeat_pull(com_val))
2390 /* Verify the item */
2391 if ((*com_val >= i) && (*com_val <= j))
2398 #endif /* ALLOW_REPEAT -- TNB */
2400 /* Paranoia XXX XXX XXX */
2404 /* Assume failure */
2407 /* Build the prompt */
2409 (void)sprintf(out_val, "(%s:%c-%c, ESC¤ÇÃæÃÇ) %s",
2410 (((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) ? "¥¢¥¤¥Æ¥à" : "¾¦ÉÊ"),
2411 I2A(i), I2A(j), pmt);
2413 (void)sprintf(out_val, "(Items %c-%c, ESC to exit) %s",
2414 I2A(i), I2A(j), pmt);
2418 /* Ask until done */
2424 if (!get_com(out_val, &command, FALSE)) break;
2427 k = (islower(command) ? A2I(command) : -1);
2429 /* Legal responses */
2430 if ((k >= i) && (k <= j))
2440 /* Clear the prompt */
2444 if (command == ESCAPE) return (FALSE);
2446 #ifdef ALLOW_REPEAT /* TNB */
2448 repeat_push(*com_val);
2450 #endif /* ALLOW_REPEAT -- TNB */
2458 * Increase the insult counter and get angry if too many -RAK-
2460 static int increase_insults(void)
2462 /* Increase insults */
2463 st_ptr->insult_cur++;
2465 /* Become insulted */
2466 if (st_ptr->insult_cur > ot_ptr->insult_max)
2472 st_ptr->insult_cur = 0;
2473 st_ptr->good_buy = 0;
2474 st_ptr->bad_buy = 0;
2477 st_ptr->store_open = turn + TURNS_PER_TICK*TOWN_DAWN/8 + randint1(TURNS_PER_TICK*TOWN_DAWN/8);
2489 * Decrease insults -RAK-
2491 static void decrease_insults(void)
2493 /* Decrease insults */
2494 if (st_ptr->insult_cur) st_ptr->insult_cur--;
2499 * Have insulted while haggling -RAK-
2501 static int haggle_insults(void)
2503 /* Increase insults */
2504 if (increase_insults()) return (TRUE);
2506 /* Display and flush insult */
2515 * Mega-Hack -- Enable "increments"
2517 static bool allow_inc = FALSE;
2520 * Mega-Hack -- Last "increment" during haggling
2522 static s32b last_inc = 0L;
2528 static int get_haggle(cptr pmt, s32b *poffer, s32b price, int final)
2538 /* Clear old increment if necessary */
2539 if (!allow_inc) last_inc = 0L;
2546 sprintf(buf, "%s [¾µÂú] ", pmt);
2548 sprintf(buf, "%s [accept] ", pmt);
2553 /* Old (negative) increment, and not final */
2554 else if (last_inc < 0)
2557 sprintf(buf, "%s [-$%ld] ", pmt, (long)(ABS(last_inc)));
2559 sprintf(buf, "%s [-%ld] ", pmt, (long)(ABS(last_inc)));
2564 /* Old (positive) increment, and not final */
2565 else if (last_inc > 0)
2568 sprintf(buf, "%s [+$%ld] ", pmt, (long)(ABS(last_inc)));
2570 sprintf(buf, "%s [+%ld] ", pmt, (long)(ABS(last_inc)));
2578 sprintf(buf, "%s ", pmt);
2582 /* Paranoia XXX XXX XXX */
2586 /* Ask until done */
2590 strcpy(out_val, "");
2592 /* Ask the user for a response */
2593 if (!get_string(buf, out_val, 32)) return (FALSE);
2595 /* Skip leading spaces */
2596 for (p = out_val; *p == ' '; p++) /* loop */;
2598 /* Empty response */
2601 /* Accept current price */
2609 /* Use previous increment */
2610 if (allow_inc && last_inc)
2612 *poffer += last_inc;
2617 /* Normal response */
2620 /* Extract a number */
2623 /* Handle "incremental" number */
2624 if ((*p == '+' || *p == '-'))
2626 /* Allow increments */
2629 /* Use the given "increment" */
2636 /* Handle normal number */
2639 /* Use the given "number" */
2648 msg_print("Ãͤ¬¤ª¤«¤·¤¤¤Ç¤¹¡£");
2650 msg_print("Invalid response.");
2662 * Receive an offer (from the player)
2664 * Return TRUE if offer is NOT okay
2666 static bool receive_offer(cptr pmt, s32b *poffer,
2667 s32b last_offer, int factor,
2668 s32b price, int final)
2670 /* Haggle till done */
2673 /* Get a haggle (or cancel) */
2674 if (!get_haggle(pmt, poffer, price, final)) return (TRUE);
2676 /* Acceptable offer */
2677 if (((*poffer) * factor) >= (last_offer * factor)) break;
2679 /* Insult, and check for kicked out */
2680 if (haggle_insults()) return (TRUE);
2682 /* Reject offer (correctly) */
2683 (*poffer) = last_offer;
2692 * Haggling routine -RAK-
2694 * Return TRUE if purchase is NOT successful
2696 static bool purchase_haggle(object_type *o_ptr, s32b *price)
2698 s32b cur_ask, final_ask;
2699 s32b last_offer, offer;
2701 s32b min_per, max_per;
2702 int flag, loop_flag, noneed;
2703 int annoyed = 0, final = FALSE;
2705 bool cancel = FALSE;
2708 cptr pmt = "Ä󼨲Á³Ê";
2710 cptr pmt = "Asking";
2720 /* Extract the starting offer and the final offer */
2721 cur_ask = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
2722 final_ask = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2724 /* Determine if haggling is necessary */
2725 noneed = noneedtobargain(final_ask);
2727 /* No need to haggle */
2728 if (noneed || !manual_haggle)
2730 /* No need to haggle */
2733 /* Message summary */
2735 msg_print("·ë¶É¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2737 msg_print("You eventually agree upon the price.");
2743 /* No haggle option */
2746 /* Message summary */
2748 msg_print("¤¹¤ó¤Ê¤ê¤È¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2750 msg_print("You quickly agree upon the price.");
2755 /* Apply Sales Tax */
2756 final_ask += final_ask / 10;
2760 cur_ask = final_ask;
2762 /* Go to final offer */
2764 pmt = "ºÇ½ªÄ󼨲Á³Ê";
2766 pmt = "Final Offer";
2773 /* Haggle for the whole pile */
2774 cur_ask *= o_ptr->number;
2775 final_ask *= o_ptr->number;
2778 /* Haggle parameters */
2779 min_per = ot_ptr->haggle_per;
2780 max_per = min_per * 3;
2782 /* Mega-Hack -- artificial "last offer" value */
2783 last_offer = object_value(o_ptr) * o_ptr->number;
2784 last_offer = last_offer * (200 - (int)(ot_ptr->max_inflate)) / 100L;
2785 if (last_offer <= 0) last_offer = 1;
2790 /* No incremental haggling yet */
2793 /* Haggle until done */
2794 for (flag = FALSE; !flag; )
2798 while (!flag && loop_flag)
2800 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
2801 put_str(out_val, 1, 0);
2803 cancel = receive_offer("Ä󼨤¹¤ë¶â³Û? ",
2805 cancel = receive_offer("What do you offer? ",
2808 &offer, last_offer, 1, cur_ask, final);
2814 else if (offer > cur_ask)
2819 else if (offer == cur_ask)
2832 x1 = 100 * (offer - last_offer) / (cur_ask - last_offer);
2835 if (haggle_insults())
2841 else if (x1 > max_per)
2844 if (x1 < max_per) x1 = max_per;
2846 x2 = rand_range(x1-2, x1+2);
2847 x3 = ((cur_ask - offer) * x2 / 100L) + 1;
2848 /* don't let the price go up */
2853 if (cur_ask < final_ask)
2856 cur_ask = final_ask;
2858 pmt = "ºÇ½ªÄ󼨲Á³Ê";
2860 pmt = "Final Offer";
2866 (void)(increase_insults());
2871 else if (offer >= cur_ask)
2883 (void)sprintf(out_val, "Á°²ó¤ÎÄ󼨶â³Û: $%ld",
2885 (void)sprintf(out_val, "Your last offer: %ld",
2889 put_str(out_val, 1, 39);
2890 say_comment_2(cur_ask, annoyed);
2896 if (cancel) return (TRUE);
2898 /* Update bargaining info */
2899 updatebargain(*price, final_ask, o_ptr->number);
2907 * Haggling routine -RAK-
2909 * Return TRUE if purchase is NOT successful
2911 static bool sell_haggle(object_type *o_ptr, s32b *price)
2913 s32b purse, cur_ask, final_ask;
2914 s32b last_offer = 0, offer = 0;
2916 s32b min_per, max_per;
2917 int flag, loop_flag, noneed;
2918 int annoyed = 0, final = FALSE;
2919 bool cancel = FALSE;
2921 cptr pmt = "Ä󼨶â³Û";
2932 /* Obtain the starting offer and the final offer */
2933 cur_ask = price_item(o_ptr, ot_ptr->max_inflate, TRUE);
2934 final_ask = price_item(o_ptr, ot_ptr->min_inflate, TRUE);
2936 /* Determine if haggling is necessary */
2937 noneed = noneedtobargain(final_ask);
2939 /* Get the owner's payout limit */
2940 purse = (s32b)(ot_ptr->max_cost);
2942 /* No need to haggle */
2943 if (noneed || !manual_haggle || (final_ask >= purse))
2945 /* Apply Sales Tax (if needed) */
2946 if (!manual_haggle && !noneed)
2948 final_ask -= final_ask / 10;
2951 /* No reason to haggle */
2952 if (final_ask >= purse)
2956 msg_print("¨ºÂ¤Ë¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2958 msg_print("You instantly agree upon the price.");
2963 /* Offer full purse */
2967 /* No need to haggle */
2972 msg_print("·ë¶É¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2974 msg_print("You eventually agree upon the price.");
2980 /* No haggle option */
2983 /* Message summary */
2985 msg_print("¤¹¤ó¤Ê¤ê¤È¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2987 msg_print("You quickly agree upon the price.");
2994 cur_ask = final_ask;
2999 pmt = "ºÇ½ªÄ󼨶â³Û";
3001 pmt = "Final Offer";
3006 /* Haggle for the whole pile */
3007 cur_ask *= o_ptr->number;
3008 final_ask *= o_ptr->number;
3011 /* XXX XXX XXX Display commands */
3013 /* Haggling parameters */
3014 min_per = ot_ptr->haggle_per;
3015 max_per = min_per * 3;
3017 /* Mega-Hack -- artificial "last offer" value */
3018 last_offer = object_value(o_ptr) * o_ptr->number;
3019 last_offer = last_offer * ot_ptr->max_inflate / 100L;
3024 /* No incremental haggling yet */
3028 for (flag = FALSE; !flag; )
3034 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
3035 put_str(out_val, 1, 0);
3037 cancel = receive_offer("Ä󼨤¹¤ë²Á³Ê? ",
3039 cancel = receive_offer("What price do you ask? ",
3042 &offer, last_offer, -1, cur_ask, final);
3048 else if (offer < cur_ask)
3051 /* rejected, reset offer for incremental haggling */
3054 else if (offer == cur_ask)
3065 if (flag || !loop_flag) break;
3070 x1 = 100 * (last_offer - offer) / (last_offer - cur_ask);
3073 if (haggle_insults())
3079 else if (x1 > max_per)
3082 if (x1 < max_per) x1 = max_per;
3084 x2 = rand_range(x1-2, x1+2);
3085 x3 = ((offer - cur_ask) * x2 / 100L) + 1;
3086 /* don't let the price go down */
3090 if (cur_ask > final_ask)
3092 cur_ask = final_ask;
3095 pmt = "ºÇ½ªÄ󼨶â³Û";
3097 pmt = "Final Offer";
3105 /* Äɲà $0 ¤ÇÇ㤤¼è¤é¤ì¤Æ¤·¤Þ¤¦¤Î¤òËÉ»ß By FIRST*/
3108 (void)(increase_insults());
3111 else if (offer <= cur_ask)
3122 (void)sprintf(out_val,
3124 "Á°²ó¤ÎÄ󼨲Á³Ê $%ld", (long)last_offer);
3126 "Your last bid %ld", (long)last_offer);
3129 put_str(out_val, 1, 39);
3130 say_comment_3(cur_ask, annoyed);
3136 if (cancel) return (TRUE);
3138 /* Update bargaining info */
3139 updatebargain(*price, final_ask, o_ptr->number);
3147 * Buy an item from a store -RAK-
3149 static void store_purchase(void)
3161 char o_name[MAX_NLEN];
3166 if (cur_store_num == STORE_MUSEUM)
3169 msg_print("Çîʪ´Û¤«¤é¼è¤ê½Ð¤¹¤³¤È¤Ï¤Ç¤¤Þ¤»¤ó¡£");
3171 msg_print("Museum.");
3177 if (st_ptr->stock_num <= 0)
3179 if (cur_store_num == STORE_HOME)
3181 msg_print("²æ¤¬²È¤Ë¤Ï²¿¤âÃÖ¤¤¤Æ¤¢¤ê¤Þ¤»¤ó¡£");
3183 msg_print("Your home is empty.");
3188 msg_print("¸½ºß¾¦Éʤκ߸ˤòÀڤ餷¤Æ¤¤¤Þ¤¹¡£");
3190 msg_print("I am currently out of stock.");
3197 /* Find the number of objects on this and following pages */
3198 i = (st_ptr->stock_num - store_top);
3200 /* And then restrict it to the current page */
3205 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸ */
3206 switch( cur_store_num ) {
3208 sprintf(out_val, "¤É¤Î¥¢¥¤¥Æ¥à¤ò¼è¤ê¤Þ¤¹¤«? ");
3211 sprintf(out_val, "¤É¤ì? ");
3214 sprintf(out_val, "¤É¤ÎÉÊʪ¤¬Íߤ·¤¤¤ó¤À¤¤? ");
3218 if (cur_store_num == STORE_HOME)
3220 sprintf(out_val, "Which item do you want to take? ");
3224 sprintf(out_val, "Which item are you interested in? ");
3229 /* Get the item number to be bought */
3230 if (!get_stock(&item, out_val, 0, i - 1)) return;
3232 /* Get the actual index */
3233 item = item + store_top;
3235 /* Get the actual item */
3236 o_ptr = &st_ptr->stock[item];
3238 /* Assume the player wants just one of them */
3241 /* Get local object */
3244 /* Get a copy of the object */
3245 object_copy(j_ptr, o_ptr);
3248 * If a rod or wand, allocate total maximum timeouts or charges
3249 * between those purchased and left on the shelf.
3251 reduce_charges(j_ptr, o_ptr->number - amt);
3253 /* Modify quantity */
3254 j_ptr->number = amt;
3256 /* Hack -- require room in pack */
3257 if (!inven_carry_okay(j_ptr))
3260 msg_print("¤½¤ó¤Ê¤Ë¥¢¥¤¥Æ¥à¤ò»ý¤Æ¤Ê¤¤¡£");
3262 msg_print("You cannot carry that many different items.");
3268 /* Determine the "best" price (per item) */
3269 best = price_item(j_ptr, ot_ptr->min_inflate, FALSE);
3271 /* Find out how many the player wants */
3272 if (o_ptr->number > 1)
3274 /* Hack -- note cost of "fixed" items */
3275 if ((cur_store_num != STORE_HOME) &&
3276 (o_ptr->ident & IDENT_FIXED))
3279 msg_format("°ì¤Ä¤Ë¤Ä¤ $%ld¤Ç¤¹¡£", (long)(best));
3281 msg_format("That costs %ld gold per item.", (long)(best));
3286 /* Get a quantity */
3287 amt = get_quantity(NULL, o_ptr->number);
3289 /* Allow user abort */
3290 if (amt <= 0) return;
3293 /* Get local object */
3296 /* Get desired object */
3297 object_copy(j_ptr, o_ptr);
3300 * If a rod or wand, allocate total maximum timeouts or charges
3301 * between those purchased and left on the shelf.
3303 reduce_charges(j_ptr, o_ptr->number - amt);
3305 /* Modify quantity */
3306 j_ptr->number = amt;
3308 /* Hack -- require room in pack */
3309 if (!inven_carry_okay(j_ptr))
3312 msg_print("¥¶¥Ã¥¯¤Ë¤½¤Î¥¢¥¤¥Æ¥à¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£");
3314 msg_print("You cannot carry that many items.");
3320 /* Attempt to buy it */
3321 if (cur_store_num != STORE_HOME)
3323 /* Fixed price, quick buy */
3324 if (o_ptr->ident & (IDENT_FIXED))
3329 /* Go directly to the "best" deal */
3330 price = (best * j_ptr->number);
3336 /* Describe the object (fully) */
3337 object_desc_store(o_name, j_ptr, TRUE, 3);
3341 msg_format("%s(%c)¤ò¹ØÆþ¤¹¤ë¡£", o_name, I2A(item));
3343 msg_format("Buying %s (%c).", o_name, I2A(item));
3348 /* Haggle for a final price */
3349 choice = purchase_haggle(j_ptr, &price);
3351 /* Hack -- Got kicked out */
3352 if (st_ptr->store_open >= turn) return;
3355 /* Player wants it */
3358 /* Fix the item price (if "correctly" haggled) */
3359 if (price == (best * j_ptr->number)) o_ptr->ident |= (IDENT_FIXED);
3361 /* Player can afford it */
3362 if (p_ptr->au >= price)
3369 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
3370 chg_virtue(V_JUSTICE, -1);
3371 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
3372 chg_virtue(V_NATURE, -1);
3380 /* Spend the money */
3383 /* Update the display */
3386 /* Hack -- buying an item makes you aware of it */
3387 object_aware(j_ptr);
3389 /* Hack -- clear the "fixed" flag from the item */
3390 j_ptr->ident &= ~(IDENT_FIXED);
3392 /* Describe the transaction */
3393 object_desc(o_name, j_ptr, TRUE, 3);
3397 msg_format("%s¤ò $%ld¤Ç¹ØÆþ¤·¤Þ¤·¤¿¡£", o_name, (long)price);
3399 msg_format("You bought %s for %ld gold.", o_name, (long)price);
3402 strcpy(record_o_name, o_name);
3405 if (record_buy) do_cmd_write_nikki(NIKKI_BUY, 0, o_name);
3406 object_desc(o_name, o_ptr, TRUE, 0);
3407 if(record_rand_art && o_ptr->art_name)
3408 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
3410 /* Erase the inscription */
3411 j_ptr->inscription = 0;
3413 /* Erase the "feeling" */
3414 j_ptr->feeling = FEEL_NONE;
3415 j_ptr->ident &= ~(IDENT_STOREB);
3416 /* Give it to the player */
3417 item_new = inven_carry(j_ptr);
3419 /* Describe the final result */
3420 object_desc(o_name, &inventory[item_new], TRUE, 3);
3424 msg_format("%s(%c)¤ò¼ê¤ËÆþ¤ì¤¿¡£", o_name, index_to_label(item_new));
3426 msg_format("You have %s (%c).",
3427 o_name, index_to_label(item_new));
3430 /* Auto-inscription */
3431 idx = is_autopick(&inventory[item_new]);
3432 auto_inscribe_item(item_new, idx);
3434 /* Now, reduce the original stack's pval. */
3435 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3437 o_ptr->pval -= j_ptr->pval;
3443 /* Note how many slots the store used to have */
3444 i = st_ptr->stock_num;
3446 /* Remove the bought items from the store */
3447 store_item_increase(item, -amt);
3448 store_item_optimize(item);
3450 /* Store is empty */
3451 if (st_ptr->stock_num == 0)
3454 if (one_in_(STORE_SHUFFLE))
3459 msg_print("Ź¼ç¤Ï°úÂष¤¿¡£");
3461 msg_print("The shopkeeper retires.");
3465 /* Shuffle the store */
3466 store_shuffle(cur_store_num);
3469 sprintf(buf, "%s (%s)",
3470 ot_ptr->owner_name, race_info[ot_ptr->owner_race].title);
3471 put_str(buf, 3, 10);
3472 sprintf(buf, "%s (%ld)",
3473 (f_name + f_info[FEAT_SHOP_HEAD + cur_store_num].name), (long)(ot_ptr->max_cost));
3482 msg_print("Ź¼ç¤Ï¿·¤¿¤Êºß¸Ë¤ò¼è¤ê½Ð¤·¤¿¡£");
3484 msg_print("The shopkeeper brings out some new stock.");
3490 for (i = 0; i < 10; i++)
3492 /* Maintain the store */
3493 store_maint(p_ptr->town_num, cur_store_num);
3499 /* Redraw everything */
3500 display_inventory();
3503 /* The item is gone */
3504 else if (st_ptr->stock_num != i)
3506 /* Pick the correct screen */
3507 if (store_top >= st_ptr->stock_num) store_top -= 12;
3509 /* Redraw everything */
3510 display_inventory();
3513 /* Item is still here */
3516 /* Redraw the item */
3517 display_entry(item);
3521 /* Player cannot afford it */
3524 /* Simple message (no insult) */
3526 msg_print("¤ª¶â¤¬Â¤ê¤Þ¤»¤ó¡£");
3528 msg_print("You do not have enough gold.");
3535 /* Home is much easier */
3538 /* Distribute charges of wands/rods */
3539 distribute_charges(o_ptr, j_ptr, amt);
3541 /* Give it to the player */
3542 item_new = inven_carry(j_ptr);
3544 /* Describe just the result */
3545 object_desc(o_name, &inventory[item_new], TRUE, 3);
3549 msg_format("%s(%c)¤ò¼è¤Ã¤¿¡£",
3551 msg_format("You have %s (%c).",
3553 o_name, index_to_label(item_new));
3558 /* Take note if we take the last one */
3559 i = st_ptr->stock_num;
3561 /* Remove the items from the home */
3562 store_item_increase(item, -amt);
3563 store_item_optimize(item);
3565 /* Hack -- Item is still here */
3566 if (i == st_ptr->stock_num)
3568 /* Redraw the item */
3569 display_entry(item);
3572 /* The item is gone */
3576 if (st_ptr->stock_num == 0) store_top = 0;
3578 /* Nothing left on that screen */
3579 else if (store_top >= st_ptr->stock_num) store_top -= 12;
3581 /* Redraw everything */
3582 display_inventory();
3584 chg_virtue(V_SACRIFICE, 1);
3588 /* Not kicked out */
3594 * Sell an item to the store (or home)
3596 static void store_sell(void)
3602 s32b price, value, dummy;
3611 char o_name[MAX_NLEN];
3614 /* Prepare a prompt */
3615 if (cur_store_num == STORE_HOME)
3617 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÃÖ¤¤Þ¤¹¤«? ";
3619 q = "Drop which item? ";
3622 else if (cur_store_num == STORE_MUSEUM)
3624 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò´ó£¤·¤Þ¤¹¤«? ";
3626 q = "Give which item? ";
3631 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÇä¤ê¤Þ¤¹¤«? ";
3633 q = "Sell which item? ";
3637 item_tester_no_ryoute = TRUE;
3638 /* Only allow items the store will buy */
3639 item_tester_hook = store_will_buy;
3642 /* ²æ¤¬²È¤Ç¤ª¤«¤·¤Ê¥á¥Ã¥»¡¼¥¸¤¬½Ð¤ë¥ª¥ê¥¸¥Ê¥ë¤Î¥Ð¥°¤ò½¤Àµ */
3643 if (cur_store_num == STORE_HOME)
3646 s = "ÃÖ¤±¤ë¥¢¥¤¥Æ¥à¤ò»ý¤Ã¤Æ¤¤¤Þ¤»¤ó¡£";
3648 s = "You don't have any item to drop.";
3651 else if (cur_store_num == STORE_MUSEUM)
3654 s = "´ó£¤Ç¤¤ë¥¢¥¤¥Æ¥à¤ò»ý¤Ã¤Æ¤¤¤Þ¤»¤ó¡£";
3656 s = "You don't have any item to give.";
3662 s = "Íߤ·¤¤Êª¤¬¤Ê¤¤¤Ç¤¹¤Í¤¨¡£";
3664 s = "You have nothing that I want.";
3668 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return;
3670 /* Get the item (in the pack) */
3673 o_ptr = &inventory[item];
3676 /* Get the item (on the floor) */
3679 o_ptr = &o_list[0 - item];
3683 /* Hack -- Cannot remove cursed items */
3684 if ((item >= INVEN_RARM) && cursed_p(o_ptr))
3688 msg_print("¤Õ¡¼¤à¡¢¤É¤¦¤ä¤é¤½¤ì¤Ï¼ö¤ï¤ì¤Æ¤¤¤ë¤è¤¦¤À¤Í¡£");
3690 msg_print("Hmmm, it seems to be cursed.");
3699 /* Assume one item */
3702 /* Find out how many the player wants (letter means "all") */
3703 if (o_ptr->number > 1)
3705 /* Get a quantity */
3706 amt = get_quantity(NULL, o_ptr->number);
3708 /* Allow user abort */
3709 if (amt <= 0) return;
3712 /* Get local object */
3715 /* Get a copy of the object */
3716 object_copy(q_ptr, o_ptr);
3718 /* Modify quantity */
3719 q_ptr->number = amt;
3722 * Hack -- If a rod or wand, allocate total maximum
3723 * timeouts or charges to those being sold. -LM-
3725 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3727 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
3730 /* Get a full description */
3731 object_desc(o_name, q_ptr, TRUE, 3);
3733 /* Remove any inscription, feeling for stores */
3734 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
3736 q_ptr->inscription = 0;
3737 q_ptr->feeling = FEEL_NONE;
3740 /* Is there room in the store (or the home?) */
3741 if (!store_check_num(q_ptr))
3743 if (cur_store_num == STORE_HOME)
3745 msg_print("²æ¤¬²È¤Ë¤Ï¤â¤¦ÃÖ¤¯¾ì½ê¤¬¤Ê¤¤¡£");
3747 msg_print("Your home is full.");
3750 else if (cur_store_num == STORE_MUSEUM)
3752 msg_print("Çîʪ´Û¤Ï¤â¤¦ËþÇÕ¤À¡£");
3754 msg_print("Museum is full.");
3759 msg_print("¤¹¤¤¤Þ¤»¤ó¤¬¡¢Å¹¤Ë¤Ï¤â¤¦ÃÖ¤¯¾ì½ê¤¬¤¢¤ê¤Þ¤»¤ó¡£");
3761 msg_print("I have not the room in my store to keep it.");
3769 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
3771 /* Describe the transaction */
3773 msg_format("%s(%c)¤òÇäµÑ¤¹¤ë¡£", o_name, index_to_label(item));
3775 msg_format("Selling %s (%c).", o_name, index_to_label(item));
3781 choice = sell_haggle(q_ptr, &price);
3784 if (st_ptr->store_open >= turn) return;
3796 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
3797 chg_virtue(V_JUSTICE, -1);
3799 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
3800 chg_virtue(V_NATURE, 1);
3803 /* Get some money */
3806 /* Update the display */
3809 /* Get the "apparent" value */
3810 dummy = object_value(q_ptr) * q_ptr->number;
3813 identify_item(o_ptr);
3815 /* Get local object */
3818 /* Get a copy of the object */
3819 object_copy(q_ptr, o_ptr);
3821 /* Modify quantity */
3822 q_ptr->number = amt;
3825 * Hack -- If a rod or wand, let the shopkeeper know just
3826 * how many charges he really paid for. -LM-
3828 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3830 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
3833 /* Get the "actual" value */
3834 value = object_value(q_ptr) * q_ptr->number;
3836 /* Get the description all over again */
3837 object_desc(o_name, q_ptr, TRUE, 3);
3839 /* Describe the result (in message buffer) */
3841 msg_format("%s¤ò $%ld¤ÇÇäµÑ¤·¤Þ¤·¤¿¡£", o_name, (long)price);
3843 msg_format("You sold %s for %ld gold.", o_name, (long)price);
3846 if (record_sell) do_cmd_write_nikki(NIKKI_SELL, 0, o_name);
3848 if (!((o_ptr->tval == TV_FIGURINE) && (value > 0)))
3850 /* Analyze the prices (and comment verbally) unless a figurine*/
3851 purchase_analyze(price, value, dummy);
3855 * Hack -- Allocate charges between those wands or rods sold
3856 * and retained, unless all are being sold. -LM-
3858 distribute_charges(o_ptr, q_ptr, amt);
3860 /* Reset timeouts of the sold items */
3863 /* Take the item from the player, describe the result */
3864 inven_item_increase(item, -amt);
3865 inven_item_describe(item);
3866 inven_item_optimize(item);
3871 /* The store gets that (known) item */
3872 item_pos = store_carry(q_ptr);
3874 /* Re-display if item is now in store */
3877 store_top = (item_pos / 12) * 12;
3878 display_inventory();
3883 /* Player is at museum */
3884 else if (cur_store_num == STORE_MUSEUM)
3886 char o2_name[MAX_NLEN];
3887 object_desc(o2_name, q_ptr, TRUE, 0);
3889 if (-1 == store_check_num(q_ptr))
3892 msg_print("¤½¤ì¤ÈƱ¤¸ÉÊʪ¤Ï´û¤ËÇîʪ´Û¤Ë¤¢¤ë¤è¤¦¤Ç¤¹¡£");
3894 msg_print("The same object as it is already in the Museum.");
3900 msg_print("Çîʪ´Û¤Ë´ó£¤·¤¿¤â¤Î¤Ï¼è¤ê½Ð¤¹¤³¤È¤¬¤Ç¤¤Þ¤»¤ó¡ª¡ª");
3902 msg_print("You cannot take items which is given to the Museum back!!");
3906 if (!get_check(format("ËÜÅö¤Ë%s¤ò´ó£¤·¤Þ¤¹¤«¡©", o2_name))) return;
3908 if (!get_check(format("Really give %s to the Museum? ", o2_name))) return;
3912 identify_item(q_ptr);
3913 q_ptr->ident |= IDENT_MENTAL;
3915 /* Distribute charges of wands/rods */
3916 distribute_charges(o_ptr, q_ptr, amt);
3920 msg_format("%s¤òÃÖ¤¤¤¿¡£(%c)", o_name, index_to_label(item));
3922 msg_format("You drop %s (%c).", o_name, index_to_label(item));
3927 /* Take it from the players inventory */
3928 inven_item_increase(item, -amt);
3929 inven_item_describe(item);
3930 inven_item_optimize(item);
3935 /* Let the home carry it */
3936 item_pos = home_carry(q_ptr);
3938 /* Update store display */
3941 store_top = (item_pos / 12) * 12;
3942 display_inventory();
3945 /* Player is at home */
3948 /* Distribute charges of wands/rods */
3949 distribute_charges(o_ptr, q_ptr, amt);
3953 msg_format("%s¤òÃÖ¤¤¤¿¡£(%c)", o_name, index_to_label(item));
3955 msg_format("You drop %s (%c).", o_name, index_to_label(item));
3960 /* Take it from the players inventory */
3961 inven_item_increase(item, -amt);
3962 inven_item_describe(item);
3963 inven_item_optimize(item);
3968 /* Let the home carry it */
3969 item_pos = home_carry(q_ptr);
3971 /* Update store display */
3974 store_top = (item_pos / 12) * 12;
3975 display_inventory();
3978 if (item >= INVEN_RARM) calc_android_exp();
3979 if ((choice == 0) && ((item == INVEN_RARM) || (item == INVEN_LARM))) kamaenaoshi(item);
3984 * Examine an item in a store -JDL-
3986 static void store_examine(void)
3991 char o_name[MAX_NLEN];
3996 if (st_ptr->stock_num <= 0)
3998 if (cur_store_num == STORE_HOME)
4000 msg_print("²æ¤¬²È¤Ë¤Ï²¿¤âÃÖ¤¤¤Æ¤¢¤ê¤Þ¤»¤ó¡£");
4002 msg_print("Your home is empty.");
4005 else if (cur_store_num == STORE_MUSEUM)
4007 msg_print("Çîʪ´Û¤Ë¤Ï²¿¤âÃÖ¤¤¤Æ¤¢¤ê¤Þ¤»¤ó¡£");
4009 msg_print("Museum is empty.");
4014 msg_print("¸½ºß¾¦Éʤκ߸ˤòÀڤ餷¤Æ¤¤¤Þ¤¹¡£");
4016 msg_print("I am currently out of stock.");
4023 /* Find the number of objects on this and following pages */
4024 i = (st_ptr->stock_num - store_top);
4026 /* And then restrict it to the current page */
4031 sprintf(out_val, "¤É¤ì¤òÄ´¤Ù¤Þ¤¹¤«¡©");
4033 sprintf(out_val, "Which item do you want to examine? ");
4037 /* Get the item number to be examined */
4038 if (!get_stock(&item, out_val, 0, i - 1)) return;
4040 /* Get the actual index */
4041 item = item + store_top;
4043 /* Get the actual item */
4044 o_ptr = &st_ptr->stock[item];
4046 /* Require full knowledge */
4047 if (!(o_ptr->ident & IDENT_MENTAL))
4049 /* This can only happen in the home */
4051 msg_print("¤³¤Î¥¢¥¤¥Æ¥à¤Ë¤Ä¤¤¤ÆÆäËÃΤäƤ¤¤ë¤³¤È¤Ï¤Ê¤¤¡£");
4053 msg_print("You have no special knowledge about that item.");
4060 object_desc(o_name, o_ptr, TRUE, 3);
4064 msg_format("%s¤òÄ´¤Ù¤Æ¤¤¤ë...", o_name);
4066 msg_format("Examining %s...", o_name);
4070 /* Describe it fully */
4071 if (!screen_object(o_ptr, TRUE))
4073 msg_print("ÆäËÊѤï¤Ã¤¿¤È¤³¤í¤Ï¤Ê¤¤¤è¤¦¤À¡£");
4075 msg_print("You see nothing special.");
4084 * Hack -- set this to leave the store
4086 static bool leave_store = FALSE;
4090 * Process a command in a store
4092 * Note that we must allow the use of a few "special" commands
4093 * in the stores which are not allowed in the dungeon, and we
4094 * must disable some commands which are allowed in the dungeon
4095 * but not in the stores, to prevent chaos.
4097 static void store_process_command(void)
4099 #ifdef ALLOW_REPEAT /* TNB */
4101 /* Handle repeating the last command */
4104 #endif /* ALLOW_REPEAT -- TNB */
4106 if (rogue_like_commands && command_cmd == 'l')
4108 command_cmd = 'x'; /* hack! */
4111 /* Parse the command */
4112 switch (command_cmd)
4122 /* 1 ¥Ú¡¼¥¸Ìá¤ë¥³¥Þ¥ó¥É: ²æ¤¬²È¤Î¥Ú¡¼¥¸¿ô¤¬Â¿¤¤¤Î¤Ç½ÅÊõ¤¹¤ë¤Ï¤º By BUG */
4125 if (st_ptr->stock_num <= 12) {
4127 msg_print("¤³¤ì¤ÇÁ´Éô¤Ç¤¹¡£");
4129 msg_print("Entire inventory is shown.");
4134 if ( store_top < 0 )
4135 store_top = ((st_ptr->stock_num - 1 )/12) * 12;
4136 if ( (cur_store_num == STORE_HOME) && (powerup_home == FALSE) )
4137 if ( store_top >= 12 ) store_top = 12;
4138 display_inventory();
4146 if (st_ptr->stock_num <= 12)
4149 msg_print("¤³¤ì¤ÇÁ´Éô¤Ç¤¹¡£");
4151 msg_print("Entire inventory is shown.");
4159 * ±£¤·¥ª¥×¥·¥ç¥ó(powerup_home)¤¬¥»¥Ã¥È¤µ¤ì¤Æ¤¤¤Ê¤¤¤È¤¤Ï
4160 * ²æ¤¬²È¤Ç¤Ï 2 ¥Ú¡¼¥¸¤Þ¤Ç¤·¤«É½¼¨¤·¤Ê¤¤
4162 if ((cur_store_num == STORE_HOME) &&
4163 (powerup_home == FALSE) &&
4164 (st_ptr->stock_num >= STORE_INVEN_MAX))
4166 if (store_top >= (STORE_INVEN_MAX - 1))
4173 if (store_top >= st_ptr->stock_num) store_top = 0;
4176 display_inventory();
4189 /* Get (purchase) */
4216 /*** Inventory Commands ***/
4218 /* Wear/wield equipment */
4225 /* Take off equipment */
4232 /* Destroy an item */
4239 /* Equipment list */
4246 /* Inventory list */
4254 /*** Various commands ***/
4256 /* Identify an object */
4263 /* Hack -- toggle windows */
4266 toggle_inven_equip();
4272 /*** Use various objects ***/
4281 /* Inscribe an object */
4288 /* Uninscribe an object */
4291 do_cmd_uninscribe();
4297 /*** Help and Such ***/
4306 /* Identify symbol */
4309 do_cmd_query_symbol();
4313 /* Character description */
4316 do_cmd_change_name();
4322 /*** System Commands ***/
4324 /* Hack -- User interface */
4331 /* Single line from a pref file */
4338 /* Interact with macros */
4345 /* Interact with visuals */
4352 /* Interact with colors */
4359 /* Interact with options */
4366 /*** Misc Commands ***/
4382 /* Repeat level feeling */
4389 /* Show previous message */
4392 do_cmd_message_one();
4396 /* Show previous messages */
4409 /* Check artifacts, uniques etc. */
4416 /* Load "screen dump" */
4419 do_cmd_load_screen();
4423 /* Save "screen dump" */
4426 do_cmd_save_screen();
4430 /* Hack -- Unknown command */
4434 msg_print("¤½¤Î¥³¥Þ¥ó¥É¤ÏŹ¤ÎÃæ¤Ç¤Ï»È¤¨¤Þ¤»¤ó¡£");
4436 msg_print("That command does not work in stores.");
4446 * Enter a store, and interact with it.
4448 * Note that we use the standard "request_command()" function
4449 * to get a command, allowing us to use "command_arg" and all
4450 * command macros and other nifty stuff, but we use the special
4451 * "shopping" argument, to force certain commands to be converted
4452 * into other commands, normally, we convert "p" (pray) and "m"
4453 * (cast magic) into "g" (get), and "s" (search) into "d" (drop).
4455 void do_cmd_store(void)
4465 /* Access the player grid */
4466 c_ptr = &cave[py][px];
4468 /* Verify a store */
4469 if (!((c_ptr->feat >= FEAT_SHOP_HEAD) &&
4470 (c_ptr->feat <= FEAT_SHOP_TAIL)) &&
4471 (c_ptr->feat != FEAT_MUSEUM))
4474 msg_print("¤³¤³¤Ë¤ÏŹ¤¬¤¢¤ê¤Þ¤»¤ó¡£");
4476 msg_print("You see no store here.");
4482 /* Extract the store code */
4483 if (c_ptr->feat == FEAT_MUSEUM) which = STORE_MUSEUM;
4484 else which = (c_ptr->feat - FEAT_SHOP_HEAD);
4486 old_town_num = p_ptr->town_num;
4487 if ((which == STORE_HOME) || (which == STORE_MUSEUM)) p_ptr->town_num = 1;
4488 if (dun_level) p_ptr->town_num = NO_TOWN;
4490 /* Hack -- Check the "locked doors" */
4491 if ((town[p_ptr->town_num].store[which].store_open >= turn) ||
4495 msg_print("¥É¥¢¤Ë¸°¤¬¤«¤«¤Ã¤Æ¤¤¤ë¡£");
4497 msg_print("The doors are locked.");
4500 p_ptr->town_num = old_town_num;
4504 /* Calculate the number of store maintainances since the last visit */
4505 maintain_num = (turn - town[p_ptr->town_num].store[which].last_visit) / (TURNS_PER_TICK * STORE_TURNS);
4507 /* Maintain the store max. 10 times */
4508 if (maintain_num > 10) maintain_num = 10;
4512 /* Maintain the store */
4513 for (i = 0; i < maintain_num; i++)
4514 store_maint(p_ptr->town_num, which);
4516 /* Save the visit */
4517 town[p_ptr->town_num].store[which].last_visit = turn;
4520 /* Forget the lite */
4523 /* Forget the view */
4527 /* Hack -- Character is in "icky" mode */
4528 character_icky = TRUE;
4531 /* No command argument */
4534 /* No repeated command */
4537 /* No automatic command */
4541 /* Save the store number */
4542 cur_store_num = which;
4544 /* Save the store and owner pointers */
4545 st_ptr = &town[p_ptr->town_num].store[cur_store_num];
4546 ot_ptr = &owners[cur_store_num][st_ptr->owner];
4549 /* Start at the beginning */
4552 /* Display the store */
4556 leave_store = FALSE;
4558 /* Interact with player */
4559 while (!leave_store)
4561 /* Hack -- Clear line 1 */
4564 /* Hack -- Check the charisma */
4565 tmp_chr = p_ptr->stat_use[A_CHR];
4571 /* Basic commands */
4573 prt(" ESC) ·úʪ¤«¤é½Ð¤ë", 21, 0);
4575 prt(" ESC) Exit from Building.", 21, 0);
4579 /* Browse if necessary */
4580 if (st_ptr->stock_num > 12)
4583 prt(" -)Á°¥Ú¡¼¥¸", 22, 0);
4584 prt(" ¥¹¥Ú¡¼¥¹) ¼¡¥Ú¡¼¥¸", 23, 0);
4586 prt(" -) Previous page", 22, 0);
4587 prt(" SPACE) Next page", 23, 0);
4593 if (cur_store_num == STORE_HOME)
4596 prt("g) ¥¢¥¤¥Æ¥à¤ò¼è¤ë", 21, 27);
4597 prt("d) ¥¢¥¤¥Æ¥à¤òÃÖ¤¯", 22, 27);
4598 prt("x) ²È¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤ë", 23,27);
4600 prt("g) Get an item.", 21, 27);
4601 prt("d) Drop an item.", 22, 27);
4602 prt("x) eXamine an item in the home.", 23,27);
4607 /* Museum commands */
4608 else if (cur_store_num == STORE_MUSEUM)
4611 prt("d) ¥¢¥¤¥Æ¥à¤òÃÖ¤¯", 21, 27);
4612 prt("x) Çîʪ´Û¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤ë", 23,27);
4614 prt("d) Drop an item.", 21, 27);
4615 prt("x) eXamine an item in the museum.", 23,27);
4620 /* Shop commands XXX XXX XXX */
4624 prt("p) ¾¦ÉʤòÇ㤦", 21, 30);
4625 prt("s) ¥¢¥¤¥Æ¥à¤òÇä¤ë", 22, 30);
4626 prt("x) ¾¦ÉʤòÄ´¤Ù¤ë", 23,30);
4628 prt("p) Purchase an item.", 21, 30);
4629 prt("s) Sell an item.", 22, 30);
4630 prt("x) eXamine an item in the shop", 23,30);
4636 /* ´ðËÜŪ¤Ê¥³¥Þ¥ó¥É¤ÎÄɲÃɽ¼¨ */
4638 prt("i/e) »ý¤Áʪ/ÁõÈ÷¤Î°ìÍ÷", 21, 56);
4640 if( rogue_like_commands == TRUE )
4642 prt("w/T) ÁõÈ÷¤¹¤ë/¤Ï¤º¤¹", 22, 56);
4646 prt("w/t) ÁõÈ÷¤¹¤ë/¤Ï¤º¤¹", 22, 56);
4649 prt("i/e) Inventry/Equipment list", 21, 56);
4651 if( rogue_like_commands == TRUE )
4653 prt("w/T) Wear/Take off equipment", 22, 56);
4657 prt("w/t) Wear/Take off equipment", 22, 56);
4662 prt("¥³¥Þ¥ó¥É:", 20, 0);
4664 prt("You may: ", 20, 0);
4669 request_command(TRUE);
4671 /* Process the command */
4672 store_process_command();
4674 /* Hack -- Character is still in "icky" mode */
4675 character_icky = TRUE;
4683 /* XXX XXX XXX Pack Overflow */
4684 if (inventory[INVEN_PACK].k_idx)
4686 int item = INVEN_PACK;
4688 object_type *o_ptr = &inventory[item];
4690 /* Hack -- Flee from the store */
4691 if (cur_store_num != STORE_HOME)
4695 if (cur_store_num == STORE_MUSEUM)
4696 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤½¤¦¤Ê¤Î¤Ç¡¢¤¢¤ï¤Æ¤ÆÇîʪ´Û¤«¤é½Ð¤¿...");
4698 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤½¤¦¤Ê¤Î¤Ç¡¢¤¢¤ï¤Æ¤ÆŹ¤«¤é½Ð¤¿...");
4700 if (cur_store_num == STORE_MUSEUM)
4701 msg_print("Your pack is so full that you flee the Museum...");
4703 msg_print("Your pack is so full that you flee the store...");
4711 /* Hack -- Flee from the home */
4712 else if (!store_check_num(o_ptr))
4716 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤½¤¦¤Ê¤Î¤Ç¡¢¤¢¤ï¤Æ¤Æ²È¤«¤é½Ð¤¿...");
4718 msg_print("Your pack is so full that you flee your home...");
4726 /* Hack -- Drop items into the home */
4734 char o_name[MAX_NLEN];
4737 /* Give a message */
4739 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
4741 msg_print("Your pack overflows!");
4745 /* Get local object */
4748 /* Grab a copy of the item */
4749 object_copy(q_ptr, o_ptr);
4752 object_desc(o_name, q_ptr, TRUE, 3);
4756 msg_format("%s¤¬Íî¤Á¤¿¡£(%c)", o_name, index_to_label(item));
4758 msg_format("You drop %s (%c).", o_name, index_to_label(item));
4762 /* Remove it from the players inventory */
4763 inven_item_increase(item, -255);
4764 inven_item_describe(item);
4765 inven_item_optimize(item);
4770 /* Let the home carry it */
4771 item_pos = home_carry(q_ptr);
4773 /* Redraw the home */
4776 store_top = (item_pos / 12) * 12;
4777 display_inventory();
4782 /* Hack -- Redisplay store prices if charisma changes */
4783 if (tmp_chr != p_ptr->stat_use[A_CHR]) display_inventory();
4785 /* Hack -- get kicked out of the store */
4786 if (st_ptr->store_open >= turn) leave_store = TRUE;
4789 p_ptr->town_num = old_town_num;
4791 /* Free turn XXX XXX XXX */
4795 /* Hack -- Character is no longer in "icky" mode */
4796 character_icky = FALSE;
4799 /* Hack -- Cancel automatic command */
4802 /* Hack -- Cancel "see" mode */
4803 command_see = FALSE;
4806 /* Flush messages XXX XXX XXX */
4810 /* Clear the screen */
4814 /* Update everything */
4815 p_ptr->update |= (PU_VIEW | PU_LITE);
4816 p_ptr->update |= (PU_MONSTERS);
4818 /* Redraw entire screen */
4819 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY);
4822 p_ptr->redraw |= (PR_MAP);
4825 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4831 * Shuffle one of the stores.
4833 void store_shuffle(int which)
4839 if (which == STORE_HOME) return;
4840 if (which == STORE_MUSEUM) return;
4843 /* Save the store index */
4844 cur_store_num = which;
4846 /* Activate that store */
4847 st_ptr = &town[p_ptr->town_num].store[cur_store_num];
4850 /* Pick a new owner */
4853 st_ptr->owner = (byte)randint0(MAX_OWNERS);
4854 if (j == st_ptr->owner) continue;
4855 for (i = 1;i < max_towns; i++)
4857 if (i == p_ptr->town_num) continue;
4858 if (st_ptr->owner == town[i].store[cur_store_num].owner) break;
4860 if (i == max_towns) break;
4863 /* Activate the new owner */
4864 ot_ptr = &owners[cur_store_num][st_ptr->owner];
4867 /* Reset the owner data */
4868 st_ptr->insult_cur = 0;
4869 st_ptr->store_open = 0;
4870 st_ptr->good_buy = 0;
4871 st_ptr->bad_buy = 0;
4874 /* Hack -- discount all the items */
4875 for (i = 0; i < st_ptr->stock_num; i++)
4880 o_ptr = &st_ptr->stock[i];
4882 /* Hack -- Sell all old items for "half price" */
4883 if (!(o_ptr->art_name))
4884 o_ptr->discount = 50;
4886 /* Hack -- Items are no longer "fixed price" */
4887 o_ptr->ident &= ~(IDENT_FIXED);
4889 /* Mega-Hack -- Note that the item is "on sale" */
4891 o_ptr->inscription = quark_add("Çä½ÐÃæ");
4893 o_ptr->inscription = quark_add("on sale");
4901 * Maintain the inventory at the stores.
4903 void store_maint(int town_num, int store_num)
4907 int old_rating = rating;
4909 cur_store_num = store_num;
4912 if (store_num == STORE_HOME) return;
4913 if (store_num == STORE_MUSEUM) return;
4915 /* Activate that store */
4916 st_ptr = &town[town_num].store[store_num];
4918 /* Activate the owner */
4919 ot_ptr = &owners[store_num][st_ptr->owner];
4921 /* Store keeper forgives the player */
4922 st_ptr->insult_cur = 0;
4924 /* Mega-Hack -- prune the black market */
4925 if (store_num == STORE_BLACK)
4927 /* Destroy crappy black market items */
4928 for (j = st_ptr->stock_num - 1; j >= 0; j--)
4930 object_type *o_ptr = &st_ptr->stock[j];
4932 /* Destroy crappy items */
4933 if (black_market_crap(o_ptr))
4935 /* Destroy the item */
4936 store_item_increase(j, 0 - o_ptr->number);
4937 store_item_optimize(j);
4943 /* Choose the number of slots to keep */
4944 j = st_ptr->stock_num;
4946 /* Sell a few items */
4947 j = j - randint1(STORE_TURNOVER);
4949 /* Never keep more than "STORE_MAX_KEEP" slots */
4950 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
4952 /* Always "keep" at least "STORE_MIN_KEEP" items */
4953 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
4955 /* Hack -- prevent "underflow" */
4958 /* Destroy objects until only "j" slots are left */
4959 while (st_ptr->stock_num > j) store_delete();
4962 /* Choose the number of slots to fill */
4963 j = st_ptr->stock_num;
4965 /* Buy some more items */
4966 j = j + randint1(STORE_TURNOVER);
4968 /* Never keep more than "STORE_MAX_KEEP" slots */
4969 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
4971 /* Always "keep" at least "STORE_MIN_KEEP" items */
4972 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
4974 /* Hack -- prevent "overflow" */
4975 if (j >= st_ptr->stock_size) j = st_ptr->stock_size - 1;
4977 /* Acquire some new items */
4978 while (st_ptr->stock_num < j) store_create();
4981 /* Hack -- Restore the rating */
4982 rating = old_rating;
4987 * Initialize the stores
4989 void store_init(int town_num, int store_num)
4993 cur_store_num = store_num;
4995 /* Activate that store */
4996 st_ptr = &town[town_num].store[store_num];
5004 st_ptr->owner = (byte)randint0(MAX_OWNERS);
5005 for (i = 1;i < max_towns; i++)
5007 if (i == town_num) continue;
5008 if (st_ptr->owner == town[i].store[store_num].owner) break;
5010 if (i == max_towns) break;
5013 /* Activate the new owner */
5014 ot_ptr = &owners[store_num][st_ptr->owner];
5017 /* Initialize the store */
5018 st_ptr->store_open = 0;
5019 st_ptr->insult_cur = 0;
5020 st_ptr->good_buy = 0;
5021 st_ptr->bad_buy = 0;
5023 /* Nothing in stock */
5024 st_ptr->stock_num = 0;
5027 * MEGA-HACK - Last visit to store is
5028 * BEFORE player birth to enable store restocking
5030 st_ptr->last_visit = -200L * STORE_TURNS;
5032 /* Clear any old items */
5033 for (k = 0; k < st_ptr->stock_size; k++)
5035 object_wipe(&st_ptr->stock[k]);
5040 void move_to_black_market(object_type *o_ptr)
5043 if (!p_ptr->town_num) return;
5045 st_ptr = &town[p_ptr->town_num].store[STORE_BLACK];
5047 o_ptr->ident |= IDENT_STOREB;
5049 (void)store_carry(o_ptr);
5051 object_wipe(o_ptr); /* Don't leave a bogus object behind... */