-/* File: store.c */
-
-/*
- * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
- *
- * This software may be copied and distributed for educational, research,
- * and not for profit purposes provided that this copyright and statement
- * are included in all such copies. Other copyrights may also apply.
+/*!
+ * @file store.c
+ * @brief Ź¤Î½èÍý / Store commands
+ * @date 2014/02/02
+ * @author
+ * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
+ * This software may be copied and distributed for educational, research, and\n
+ * not for profit purposes provided that this copyright and statement are\n
+ * included in all such copies.\n
+ * 2014 Deskull rearranged comment for Doxygen.
*/
-/* Purpose: Store commands */
-
#include "angband.h"
+#define MIN_STOCK 12
-#ifdef JP
-/* ²¼¤ÎÊý¤«¤é°ÜÆ°¤·¤Æ¤¤Þ¤·¤¿ */
static int cur_store_num = 0;
static int store_top = 0;
+static int store_bottom = 0;
+static int xtra_stock = 0;
static store_type *st_ptr = NULL;
-static owner_type *ot_ptr = NULL;
-#endif
+static const owner_type *ot_ptr = NULL;
static s16b old_town_num = 0;
static s16b inner_town_num = 0;
#define RUMOR_CHANCE 8
};
#ifdef JP
-/* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÄɲåá¥Ã¥»¡¼¥¸¡Ê¾µÂú¡Ë */
+/*! ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÄɲåá¥Ã¥»¡¼¥¸¡Ê¾µÂú¡Ë */
static cptr comment_1_B[MAX_COMMENT_1] = {
"¤Þ¤¢¡¢¤½¤ì¤Ç¤¤¤¤¤ä¡£",
"º£Æü¤Ï¤½¤ì¤Ç´ªÊÛ¤·¤Æ¤ä¤ë¡£",
};
#ifdef JP
-/* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÇä¤ë¤È¤¡Ë */
+/*! ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÇä¤ë¤È¤¡Ë */
static cptr comment_2b_B[MAX_COMMENT_2B] = {
"¤¤¤¯¤é²¶Íͤ¬¤ª¿Í¹¥¤·¤È¤Ï¤¤¤¨ $%s ¤¬¸Â³¦¤À¤Í¡£·ù¤Ê¤éµ¢¤ê¤Ê¡£",
"¶â¤¬¤Ê¤¤¤Î¤«¤¤¡¢¤¢¤ó¤¿¡©¤Þ¤º¤Ï²È¤Ëµ¢¤Ã¤Æ $%s ·¤¨¤Æ¤¤Ê¡£",
};
#ifdef JP
-/* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÇ㤤¼è¤ê¡Ë */
+/*! ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÇ㤤¼è¤ê¡Ë */
static cptr comment_3b_B[MAX_COMMENT_3B] = {
" $%s ¤Ã¤Æ¤È¤³¤í¤À¤Í¡£¤½¤Î¤É¤¦¤·¤è¤¦¤â¤Ê¤¤¥¬¥é¥¯¥¿¤Ï¡£",
"¤³¤Î²¶¤¬ $%s ¤Ã¤Æ¸À¤Ã¤Æ¤¤¤ë¤ó¤À¤«¤é¡¢¤½¤ÎÄ̤ê¤Ë¤·¤¿Êý¤¬¿È¤Î¤¿¤á¤À¤¾¡£",
};
#ifdef JP
-/* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÅܤê¤ÎĺÅÀ¡Ë */
+/*! ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÅܤê¤ÎĺÅÀ¡Ë */
static cptr comment_4a_B[MAX_COMMENT_4A] = {
"¤Ê¤á¤ä¤¬¤Ã¤Æ¡ª²¹¸ü¤Ê²¶ÍͤǤâ¸Â³¦¤¬¤¢¤ë¤Ã¤Æ¤³¤È¤òÃΤ졪",
"²¶¤ò¤³¤³¤Þ¤ÇÅܤ餻¤Æ...Ì¿¤¬¤¢¤ë¤À¤±¤Ç¤â¤¢¤ê¤¬¤¿¤¤¤È»×¤¨¡ª",
};
#ifdef JP
-/* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÄɤ¤½Ð¤·¡Ë */
+/*! ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÄɤ¤½Ð¤·¡Ë */
static cptr comment_4b_B[MAX_COMMENT_4B] = {
"ÆóÅ٤Ȥ¦¤Á¤ËÍè¤ë¤ó¤¸¤ã¤Í¤¨¡ª¡ª",
"¤È¤Ã¤È¤È¡¢¤É¤Ã¤«¤Ø¼º¤»¤í¡ª¡ª",
};
#ifdef JP
-/* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÅܤê¡Ë */
+/*! ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÅܤê¡Ë */
static cptr comment_5_B[MAX_COMMENT_5] = {
"»þ´Ö¤Î̵Â̤À¤Ê¡¢¤³¤ì¤Ï¡£",
"Ìñ²ð¤Ê¤ªµÒÍͤÀ¤Ê¡ª",
-/*
+/*!
+ * @brief ¼è°úÀ®¸ù»þ¤ÎŹ¼ç¤Î¥á¥Ã¥»¡¼¥¸½èÍý /
* Successful haggle.
+ * @return ¤Ê¤·
*/
static void say_comment_1(void)
{
- char rumour[1024];
-
#ifdef JP
/* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î¤È¤¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
if ( cur_store_num == STORE_BLACK ) {
if (one_in_(RUMOR_CHANCE))
{
#ifdef JP
-msg_print("Ź¼ç¤Ï¼ª¤¦¤Á¤·¤¿:");
+ msg_print("Ź¼ç¤Ï¼ª¤¦¤Á¤·¤¿:");
#else
msg_print("The shopkeeper whispers something into your ear:");
#endif
-
-
-#ifdef JP
-if (!get_rnd_line_jonly("rumors_j.txt", 0, rumour, 10))
-#else
- if (!get_rnd_line("rumors.txt", 0, rumour))
-#endif
-
- msg_print(rumour);
+ display_rumor(TRUE);
}
}
-/*
+/*!
+ * @brief ¥×¥ì¥¤¥ä¡¼¤¬¥¢¥¤¥Æ¥à¤òÇ㤦»þ¤Î²Á³ÊÂå°Æ¥á¥Ã¥»¡¼¥¸½èÍý /
* Continue haggling (player is buying)
+ * @param value Ź¼ç¤ÎÄ󼨲Á³Ê
+ * @param annoyed Ź¼ç¤Î¤¤¤é¤Ä¤ÅÙ
+ * @return ¤Ê¤·
*/
static void say_comment_2(s32b value, int annoyed)
{
}
-/*
+/*!
+ * @brief ¥×¥ì¥¤¥ä¡¼¤¬¥¢¥¤¥Æ¥à¤òÇä¤ë»þ¤Î²Á³ÊÂå°Æ¥á¥Ã¥»¡¼¥¸½èÍý /
* Continue haggling (player is selling)
+ * @param value Ź¼ç¤ÎÄ󼨲Á³Ê
+ * @param annoyed Ź¼ç¤Î¤¤¤é¤Ä¤ÅÙ
+ * @return ¤Ê¤·
*/
static void say_comment_3(s32b value, int annoyed)
{
}
-/*
+/*!
+ * @brief Ź¼ç¤¬¥×¥ì¥¤¥ä¡¼¤òÄɤ¤½Ð¤¹»þ¤Î¥á¥Ã¥»¡¼¥¸½èÍý /
* Kick 'da bum out. -RAK-
+ * @return ¤Ê¤·
*/
static void say_comment_4(void)
{
}
-/*
+/*!
+ * @brief Ź¼ç¤¬¥×¥ì¥¤¥ä¡¼¤Ë¼è¤ê¹ç¤ï¤Ê¤¤»þ¤Î¥á¥Ã¥»¡¼¥¸½èÍý /
* You are insulting me
+ * @return ¤Ê¤·
*/
static void say_comment_5(void)
{
}
-/*
+/*!
+ * @brief Ź¼ç¤¬¥×¥ì¥¤¥ä¡¼¤ÎÄ󼨤òÍý²ò¤Ç¤¤Ê¤«¤Ã¤¿»þ¤Î¥á¥Ã¥»¡¼¥¸½èÍý /
* That makes no sense.
+ * @return ¤Ê¤·
*/
static void say_comment_6(void)
{
}
-
-/*
- * Messages for reacting to purchase prices.
- */
-
#define MAX_COMMENT_7A 4
static cptr comment_7a[MAX_COMMENT_7A] =
};
-/*
+/*!
+ * @brief Ź¼ç¤¬¸ò¾Ä¤ò½ª¤¨¤¿ºÝ¤ÎÈ¿±þ¤òÊÖ¤¹½èÍý /
* Let a shop-keeper React to a purchase
- *
+ * @param price ¥¢¥¤¥Æ¥à¤Î¼è°ú³Û
+ * @param value ¥¢¥¤¥Æ¥à¤Î¼ÂºÝ²ÁÃÍ
+ * @param guess Ź¼ç¤¬Åö½éͽÁÛ¤·¤Æ¤¤¤¿²ÁÃÍ
+ * @return ¤Ê¤·
+ * @details
* We paid "price", it was worth "value", and we thought it was worth "guess"
*/
static void purchase_analyze(s32b price, s32b value, s32b guess)
-
-
-#ifdef JP
-/* ÆüËܸìÈǤξì¹ç¤Ï¾å¤ÎÊý¤Ë°ÜÆ°¤·¤Æ¤¢¤ê¤Þ¤¹ */
-#else
-/*
- * We store the current "store number" here so everyone can access it
- */
-static int cur_store_num = 7;
-
-/*
- * We store the current "store page" here so everyone can access it
- */
-static int store_top = 0;
-
-/*
- * We store the current "store pointer" here so everyone can access it
- */
-static store_type *st_ptr = NULL;
-
-/*
- * We store the current "owner type" here so everyone can access it
- */
-static owner_type *ot_ptr = NULL;
-#endif
-
/*
* We store the current "store feat" here so everyone can access it
*/
static int cur_store_feat;
-
-
-
-
-
/*
* Buying and selling adjustments for race combinations.
* Entry[owner][player] gives the basic "cost inflation".
/*Hum, HfE, Elf, Hal, Gno, Dwa, HfO, HfT, Dun, HiE, Barbarian,
HfOg, HGn, HTn, Cyc, Yek, Klc, Kbd, Nbl, DkE, Drc, Mind Flayer,
Imp, Glm, Skl, Zombie, Vampire, Spectre, Fairy, Beastman, Ent,
- Angel, Demon, Kuta*/
+ Angel, Demon, Kutar */
/* Human */
{ 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
110, 101, 115, 110 },
- /* Kuta */
+ /* Kutar */
{ 110, 110, 105, 105, 110, 115, 115, 115, 110, 105, 110,
115, 115, 115, 115, 115, 115, 115, 115, 115, 115, 115,
115, 115, 125, 125, 125, 125, 105, 115, 105, 95, 140,
-
-/*
+/*!
+ * @brief ŹÊÞ²Á³Ê¤ò·èÄꤹ¤ë /
* Determine the price of an item (qty one) in a store.
- *
+ * @param o_ptr ŹÊÞ¤Ëʤ٤륪¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΤλ²¾È¥Ý¥¤¥ó¥¿
+ * @param greed Ź¼ç¤Î¶¯ÍßÅÙ
+ * @param flip TRUE¤Ê¤é¤ÐŹ¼ç¤Ë¤È¤Ã¤Æ¤ÎÇã¼è²Á³Ê¡¢FALSE¤Ê¤éÇä½Ð²Á³Ê¤ò·×»»
+ * @return ¤Ê¤·
+ * @details
+ * <pre>
* This function takes into account the player's charisma, and the
* shop-keepers friendliness, and the shop-keeper's base greed, but
* never lets a shop-keeper lose money in a transaction.
- *
* The "greed" value should exceed 100 when the player is "buying" the
* item, and should be less than 100 when the player is "selling" it.
- *
* Hack -- the black market always charges twice as much as it should.
- *
* Charisma adjustment runs from 80 to 130
* Racial adjustment runs from 95 to 130
- *
* Since greed/charisma/racial adjustments are centered at 100, we need
* to adjust (by 200) to extract a usable multiplier. Note that the
* "greed" value is always something (?).
+ * </pre>
*/
static s32b price_item(object_type *o_ptr, int greed, bool flip)
{
}
-/*
+/*!
+ * @brief °Â²Á¤Ê¾ÃÌ×ÉʤÎÈÎÇä¿ô¤òÁý¤ä¤·¡¢Äã³ÎΨ¤Ç³ä°ú¤Ë¤¹¤ë /
* Certain "cheap" objects should be created in "piles"
+ * @param o_ptr ŹÊÞ¤Ëʤ٤륪¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΤλ²¾È¥Ý¥¤¥ó¥¿
+ * @return ¤Ê¤·
+ * @details
+ * <pre>
* Some objects can be sold at a "discount" (in small piles)
+ * </pre>
*/
static void mass_produce(object_type *o_ptr)
{
case TV_CRUSADE_BOOK:
case TV_MUSIC_BOOK:
case TV_HISSATSU_BOOK:
+ case TV_HEX_BOOK:
{
if (cost <= 50L) size += damroll(2, 3);
if (cost <= 500L) size += damroll(1, 3);
if (cost < 1601L) size += damroll(1, 5);
else if (cost < 3201L) size += damroll(1, 3);
}
-
- /* Ensure that mass-produced rods and wands get the correct pvals. */
- if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
- {
- o_ptr->pval *= size;
- }
break;
}
}
/* Save the total pile size */
o_ptr->number = size - (size * discount / 100);
+
+ /* Ensure that mass-produced rods and wands get the correct pvals. */
+ if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
+ {
+ o_ptr->pval *= o_ptr->number;
+ }
}
-/*
+/*!
+ * @brief ŹÊÞ¤Ëʤ٤¿ÉʤòƱ°ìÉʤǤ¢¤ë¤«¤É¤¦¤«È½Äꤹ¤ë /
* Determine if a store item can "absorb" another item
- *
+ * @param o_ptr ȽÄꤹ¤ë¥ª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΤλ²¾È¥Ý¥¤¥ó¥¿1
+ * @param j_ptr ȽÄꤹ¤ë¥ª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΤλ²¾È¥Ý¥¤¥ó¥¿2
+ * @return Ʊ°ì°·¤¤¤Ç¤¤ë¤Ê¤éTRUE¤òÊÖ¤¹
+ * @details
+ * <pre>
* See "object_similar()" for the same function for the "player"
+ * </pre>
*/
static bool store_object_similar(object_type *o_ptr, object_type *j_ptr)
{
}
-/*
+/*!
+ * @brief ŹÊÞ¤Ëʤ٤¿Éʤò½Å¤Í¹ç¤ï¤»¤Ç¤¤ë¤«¤É¤¦¤«È½Äꤹ¤ë /
* Allow a store item to absorb another item
+ * @param o_ptr ȽÄꤹ¤ë¥ª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΤλ²¾È¥Ý¥¤¥ó¥¿1
+ * @param j_ptr ȽÄꤹ¤ë¥ª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΤλ²¾È¥Ý¥¤¥ó¥¿2
+ * @return ½Å¤Í¹ç¤ï¤»¤Ç¤¤ë¤Ê¤éTRUE¤òÊÖ¤¹
+ * @details
+ * <pre>
+ * See "object_similar()" for the same function for the "player"
+ * </pre>
*/
static void store_object_absorb(object_type *o_ptr, object_type *j_ptr)
{
}
-/*
+/*!
+ * @brief ŹÊÞ¤ËÉʤòÃÖ¤¯¥¹¥Ú¡¼¥¹¤¬¤¢¤ë¤«¤É¤¦¤«¤ÎȽÄê¤òÊÖ¤¹ /
* Check to see if the shop will be carrying too many objects -RAK-
+ * @param o_ptr ŹÊÞ¤ËÃÖ¤¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΤλ²¾È¥Ý¥¤¥ó¥¿
+ * @return ÃÖ¤¾ì¤¬¤Ê¤¤¤Ê¤é0¡¢½Å¤Í¹ç¤ï¤»¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ë¤Ê¤é-1¡¢¥¹¥Ú¡¼¥¹¤¬¤¢¤ë¤Ê¤é1¤òÊÖ¤¹¡£
+ * @details
+ * <pre>
* Note that the shop, just like a player, will not accept things
* it cannot hold. Before, one could "nuke" potions this way.
- *
* Return value is now int:
* 0 : No space
* -1 : Can be combined to existing slot.
* 1 : Cannot be combined but there are empty spaces.
+ * </pre>
*/
static int store_check_num(object_type *o_ptr)
{
/* The "home" acts like the player */
if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
{
+ bool old_stack_force_notes = stack_force_notes;
+ bool old_stack_force_costs = stack_force_costs;
+
+ if (cur_store_num != STORE_HOME)
+ {
+ stack_force_notes = FALSE;
+ stack_force_costs = FALSE;
+ }
+
/* Check all the items */
for (i = 0; i < st_ptr->stock_num; i++)
{
j_ptr = &st_ptr->stock[i];
/* Can the new object be combined with the old one? */
- if (object_similar(j_ptr, o_ptr)) return -1;
+ if (object_similar(j_ptr, o_ptr))
+ {
+ if (cur_store_num != STORE_HOME)
+ {
+ stack_force_notes = old_stack_force_notes;
+ stack_force_costs = old_stack_force_costs;
+ }
+
+ return -1;
+ }
+ }
+
+ if (cur_store_num != STORE_HOME)
+ {
+ stack_force_notes = old_stack_force_notes;
+ stack_force_costs = old_stack_force_costs;
}
}
return 0;
}
-
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤¬½ËÊ¡¤µ¤ì¤Æ¤¤¤ë¤«¤ÎȽÄê¤òÊÖ¤¹ /
+ * @param o_ptr ȽÄꤷ¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΤλ²¾È¥Ý¥¤¥ó¥¿
+ * @return ¥¢¥¤¥Æ¥à¤¬½ËÊ¡¤µ¤ì¤¿¥¢¥¤¥Æ¥à¤Ê¤é¤ÐTRUE¤òÊÖ¤¹
+ */
static bool is_blessed(object_type *o_ptr)
{
u32b flgs[TR_FLAG_SIZE];
-/*
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤¬½êÄê¤ÎŹÊޤǰú¤¼è¤ì¤ë¤«¤É¤¦¤«¤òÊÖ¤¹ /
* Determine if the current store will purchase the given item
- *
+ * @param o_ptr ȽÄꤷ¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΤλ²¾È¥Ý¥¤¥ó¥¿
+ * @return ¥¢¥¤¥Æ¥à¤¬Ç㤤¼è¤ì¤ë¤Ê¤é¤ÐTRUE¤òÊÖ¤¹
+ * @note
* Note that a shop-keeper must refuse to buy "worthless" items
*/
static bool store_will_buy(object_type *o_ptr)
case TV_CRAFT_BOOK:
case TV_DAEMON_BOOK:
case TV_MUSIC_BOOK:
+ case TV_HEX_BOOK:
case TV_AMULET:
case TV_RING:
case TV_STAFF:
case TV_DAEMON_BOOK:
case TV_CRUSADE_BOOK:
case TV_MUSIC_BOOK:
+ case TV_HEX_BOOK:
break;
default:
return (FALSE);
}
-/*
- * Combine and reorder items in the home
+/*!
+ * @brief ¸½ºß¤ÎÄ®¤Î»ØÄꤵ¤ì¤¿Å¹ÊޤΥ¢¥¤¥Æ¥à¤òÀ°Íý¤¹¤ë /
+ * Combine and reorder items in store.
+ * @param store_num ŹÊÞID
+ * @return ¼ÂºÝ¤ËÀ°Íý¤¬¹Ô¤ï¤ì¤¿¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
*/
bool combine_and_reorder_home(int store_num)
{
int i, j, k;
s32b o_value;
object_type forge, *o_ptr, *j_ptr;
- bool flag = FALSE, combined_or_reordered;
+ bool flag = FALSE, combined;
store_type *old_st_ptr = st_ptr;
bool old_stack_force_notes = stack_force_notes;
bool old_stack_force_costs = stack_force_costs;
do
{
- combined_or_reordered = FALSE;
+ combined = FALSE;
/* Combine the items in the home (backwards) */
for (i = st_ptr->stock_num - 1; i > 0; i--)
}
/* Take note */
- combined_or_reordered = TRUE;
+ combined = TRUE;
/* Done */
break;
}
}
- /* Re-order the items in the home (forwards) */
- for (i = 0; i < st_ptr->stock_num; i++)
- {
- /* Get the item */
- o_ptr = &st_ptr->stock[i];
+ flag |= combined;
+ }
+ while (combined);
- /* Skip empty slots */
- if (!o_ptr->k_idx) continue;
+ /* Re-order the items in the home (forwards) */
+ for (i = 0; i < st_ptr->stock_num; i++)
+ {
+ /* Get the item */
+ o_ptr = &st_ptr->stock[i];
- /* Get the "value" of the item */
- o_value = object_value(o_ptr);
+ /* Skip empty slots */
+ if (!o_ptr->k_idx) continue;
- /* Scan every occupied slot */
- for (j = 0; j < st_ptr->stock_num; j++)
- {
- if (object_sort_comp(o_ptr, o_value, &st_ptr->stock[j])) break;
- }
+ /* Get the "value" of the item */
+ o_value = object_value(o_ptr);
- /* Never move down */
- if (j >= i) continue;
+ /* Scan every occupied slot */
+ for (j = 0; j < st_ptr->stock_num; j++)
+ {
+ if (object_sort_comp(o_ptr, o_value, &st_ptr->stock[j])) break;
+ }
- /* Take note */
- combined_or_reordered = TRUE;
+ /* Never move down */
+ if (j >= i) continue;
- /* Get local object */
- j_ptr = &forge;
+ /* Take note */
+ flag = TRUE;
- /* Save a copy of the moving item */
- object_copy(j_ptr, &st_ptr->stock[i]);
+ /* Get local object */
+ j_ptr = &forge;
- /* Slide the objects */
- for (k = i; k > j; k--)
- {
- /* Slide the item */
- object_copy(&st_ptr->stock[k], &st_ptr->stock[k - 1]);
- }
+ /* Save a copy of the moving item */
+ object_copy(j_ptr, &st_ptr->stock[i]);
- /* Insert the moving item */
- object_copy(&st_ptr->stock[j], j_ptr);
+ /* Slide the objects */
+ for (k = i; k > j; k--)
+ {
+ /* Slide the item */
+ object_copy(&st_ptr->stock[k], &st_ptr->stock[k - 1]);
}
- flag |= combined_or_reordered;
+ /* Insert the moving item */
+ object_copy(&st_ptr->stock[j], j_ptr);
}
- while (combined_or_reordered);
st_ptr = old_st_ptr;
if (store_num != STORE_HOME)
}
-/*
+/*!
+ * @brief ²æ¤¬²È¤Ë¥ª¥Ö¥¸¥§¥¯¥È¤ò²Ã¤¨¤ë /
* Add the item "o_ptr" to the inventory of the "Home"
- *
+ * @param o_ptr ²Ã¤¨¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @return ¼ý¤á¤¿Àè¤ÎID
+ * @details
+ * <pre>
* In all cases, return the slot (or -1) where the object was placed
- *
* Note that this is a hacked up version of "inven_carry()".
- *
* Also note that it may not correctly "adapt" to "knowledge" bacoming
* known, the player may have to pick stuff up and drop it again.
+ * </pre>
*/
static int home_carry(object_type *o_ptr)
{
s32b value;
int i;
object_type *j_ptr;
+ bool old_stack_force_notes = stack_force_notes;
+ bool old_stack_force_costs = stack_force_costs;
+ if (cur_store_num != STORE_HOME)
+ {
+ stack_force_notes = FALSE;
+ stack_force_costs = FALSE;
+ }
/* Check each existing item (try to combine) */
for (slot = 0; slot < st_ptr->stock_num; slot++)
/* Save the new number of items */
object_absorb(j_ptr, o_ptr);
+ if (cur_store_num != STORE_HOME)
+ {
+ stack_force_notes = old_stack_force_notes;
+ stack_force_costs = old_stack_force_costs;
+ }
+
/* All done */
return (slot);
}
}
+ if (cur_store_num != STORE_HOME)
+ {
+ stack_force_notes = old_stack_force_notes;
+ stack_force_costs = old_stack_force_costs;
+ }
+
/* No space? */
/*
* ±£¤·µ¡Ç½: ¥ª¥×¥·¥ç¥ó powerup_home ¤¬ÀßÄꤵ¤ì¤Æ¤¤¤ë¤È
}
-/*
+/*!
+ * @brief ŹÊޤ˥ª¥Ö¥¸¥§¥¯¥È¤ò²Ã¤¨¤ë /
* Add the item "o_ptr" to a real stores inventory.
- *
- * If the item is "worthless", it is thrown away (except in the home).
- *
- * If the item cannot be combined with an object already in the inventory,
- * make a new slot for it, and calculate its "per item" price. Note that
- * this price will be negative, since the price will not be "fixed" yet.
- * Adding an item to a "fixed" price stack will not change the fixed price.
- *
+ * @param o_ptr ²Ã¤¨¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @return ¼ý¤á¤¿Àè¤ÎID
+ * @details
+ * <pre>
* In all cases, return the slot (or -1) where the object was placed
+ * Note that this is a hacked up version of "inven_carry()".
+ * Also note that it may not correctly "adapt" to "knowledge" bacoming
+ * known, the player may have to pick stuff up and drop it again.
+ * </pre>
*/
static int store_carry(object_type *o_ptr)
{
}
-/*
+/*!
+ * @brief ŹÊޤΥª¥Ö¥¸¥§¥¯¥È¿ô¤òÁý¤ä¤¹ /
+ * Add the item "o_ptr" to a real stores inventory.
+ * @param item Áý¤ä¤·¤¿¤¤¥¢¥¤¥Æ¥à¤ÎID
+ * @param num Áý¤ä¤·¤¿¤¤¿ô
+ * @return ¤Ê¤·
+ * @details
+ * <pre>
* Increase, by a given amount, the number of a certain item
* in a certain store. This can result in zero items.
+ * </pre>
*/
static void store_item_increase(int item, int num)
{
}
-/*
+/*!
+ * @brief ŹÊޤΥª¥Ö¥¸¥§¥¯¥È¿ô¤òºï½ü¤¹¤ë /
* Remove a slot if it is empty
+ * @param item ºï½ü¤·¤¿¤¤¥¢¥¤¥Æ¥à¤ÎID
+ * @return ¤Ê¤·
*/
static void store_item_optimize(int item)
{
object_wipe(&st_ptr->stock[j]);
}
-
-/*
+/*!
+ * @brief ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍѤÎ̵²ÁÃÍÉʤÎÇÓ½üȽÄê /
* This function will keep 'crap' out of the black market.
+ * @param o_ptr ȽÄꤷ¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @return ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Ë¤È¤Ã¤Æ̵²ÁÃͤÊÉʤʤé¤ÐTRUE¤òÊÖ¤¹
+ * @details
+ * <pre>
* Crap is defined as any item that is "available" elsewhere
* Based on a suggestion by "Lee Vogt" <lvogt@cig.mcel.mot.com>
+ * </pre>
*/
static bool black_market_crap(object_type *o_ptr)
{
}
-/*
+/*!
+ * @brief ŹÊÞ¤ÎÉÊ·¤¨ÊѲ½¤Î¤¿¤á¤Ë¥¢¥¤¥Æ¥à¤òºï½ü¤¹¤ë /
* Attempt to delete (some of) a random item from the store
+ * @return ¤Ê¤·
+ * @details
+ * <pre>
* Hack -- we attempt to "maintain" piles of items when possible.
+ * </pre>
*/
static void store_delete(void)
{
}
-/*
+/*!
+ * @brief ŹÊÞ¤ÎÉÊ·¤¨ÊѲ½¤Î¤¿¤á¤Ë¥¢¥¤¥Æ¥à¤òÄɲ乤ë /
* Creates a random item and gives it to a store
+ * @return ¤Ê¤·
+ * @details
+ * <pre>
* This algorithm needs to be rethought. A lot.
* Currently, "normal" stores use a pre-built array.
- *
* Note -- the "level" given to "obj_get_num()" is a "favored"
* level, that is, there is a much higher chance of getting
* items with a level approaching that of the given level...
- *
* Should we check for "permission" to have the given item?
+ * </pre>
*/
static void store_create(void)
{
}
-
-/*
+/*!
+ * @brief ŹÊޤγä°úÂоݳ°¤Ë¤¹¤ë¤«¤É¤¦¤«¤òȽÄê /
* Eliminate need to bargain if player has haggled well in the past
+ * @param minprice ¥¢¥¤¥Æ¥à¤ÎºÇÄãÈÎÇä²Á³Ê
+ * @return ³ä°ú¤ò¶Ø»ß¤¹¤ë¤Ê¤éTRUE¤òÊÖ¤¹¡£
*/
static bool noneedtobargain(s32b minprice)
{
}
-/*
+/*!
+ * @brief Ź¼ç¤Î»ý¤Ä¥×¥ì¥¤¥ä¡¼¤ËÂФ¹¤ëÇäÇã¤ÎÎɤ·°¤··Ð¸³¤òµ²±¤¹¤ë /
* Update the bargain info
+ * @param price ¼ÂºÝ¤Î¼è°ú²Á³Ê
+ * @param minprice Ź¼ç¤ÎÄ󼨤·¤¿²Á³Ê
+ * @param num ÇäÇã¿ô
+ * @return ¤Ê¤·
*/
static void updatebargain(s32b price, s32b minprice, int num)
{
}
-
-/*
+/*!
+ * @brief Ź¤Î¾¦Éʥꥹ¥È¤òºÆɽ¼¨¤¹¤ë /
* Re-displays a single store entry
+ * @param pos ɽ¼¨¹Ô
+ * @return ¤Ê¤·
*/
static void display_entry(int pos)
{
o_ptr = &st_ptr->stock[pos];
/* Get the "offset" */
- i = (pos % 12);
+ i = (pos % store_bottom);
/* Label it, clear the line --(-- */
- (void)sprintf(out_val, "%c) ", I2A(i));
+ (void)sprintf(out_val, "%c) ", ((i > 25) ? toupper(I2A(i - 26)) : I2A(i)));
prt(out_val, i+6, 0);
cur_col = 3;
#endif
Term_queue_bigchar(cur_col, i + 6, a, c, 0, 0);
+ if (use_bigtile) cur_col++;
+
cur_col += 2;
}
}
-/*
+/*!
+ * @brief Ź¤Î¾¦Éʥꥹ¥È¤òɽ¼¨¤¹¤ë /
* Displays a store's inventory -RAK-
+ * @return ¤Ê¤·
+ * @details
* All prices are listed as "per individual object". -BEN-
*/
static void display_inventory(void)
int i, k;
/* Display the next 12 items */
- for (k = 0; k < 12; k++)
+ for (k = 0; k < store_bottom; k++)
{
/* Do not display "dead" items */
if (store_top + k >= st_ptr->stock_num) break;
}
/* Erase the extra lines and the "more" prompt */
- for (i = k; i < 13; i++) prt("", i + 6, 0);
+ for (i = k; i < store_bottom + 1; i++) prt("", i + 6, 0);
/* Assume "no current page" */
#ifdef JP
/* Visual reminder of "more items" */
- if (st_ptr->stock_num > 12)
+ if (st_ptr->stock_num > store_bottom)
{
/* Show "more" reminder (after the last item) */
#ifdef JP
/* Indicate the "current page" */
/* Trailing spaces are to display (Page xx) and (Page x) */
#ifdef JP
- put_str(format("(%d¥Ú¡¼¥¸) ", store_top/12 + 1), 5, 20);
+ put_str(format("(%d¥Ú¡¼¥¸) ", store_top/store_bottom + 1), 5, 20);
#else
- put_str(format("(Page %d) ", store_top/12 + 1), 5, 20);
+ put_str(format("(Page %d) ", store_top/store_bottom + 1), 5, 20);
#endif
}
+
+ if (cur_store_num == STORE_HOME || cur_store_num == STORE_MUSEUM)
+ {
+ k = st_ptr->stock_size;
+
+ if (cur_store_num == STORE_HOME && !powerup_home) k /= 10;
+#ifdef JP
+ put_str(format("¥¢¥¤¥Æ¥à¿ô: %4d/%4d", st_ptr->stock_num, k), 19 + xtra_stock, 27);
+#else
+ put_str(format("Objects: %4d/%4d", st_ptr->stock_num, k), 19 + xtra_stock, 30);
+#endif
+ }
}
-/*
+/*!
+ * @brief ¥×¥ì¥¤¥ä¡¼¤Î½ê»ý¶â¤òɽ¼¨¤¹¤ë /
* Displays players gold -RAK-
+ * @return ¤Ê¤·
+ * @details
*/
static void store_prt_gold(void)
{
char out_val[64];
#ifdef JP
- prt("¼ê»ý¤Á¤Î¤ª¶â: ", 19, 53);
+ prt("¼ê»ý¤Á¤Î¤ª¶â: ", 19 + xtra_stock, 53);
#else
- prt("Gold Remaining: ", 19, 53);
+ prt("Gold Remaining: ", 19 + xtra_stock, 53);
#endif
sprintf(out_val, "%9ld", (long)p_ptr->au);
- prt(out_val, 19, 68);
+ prt(out_val, 19 + xtra_stock, 68);
}
-
-/*
+/*!
+ * @brief ŹÊÞ¾ðÊóÁ´ÂΤòɽ¼¨¤¹¤ë¥á¥¤¥ó¥ë¡¼¥Á¥ó /
* Displays store (after clearing screen) -RAK-
+ * @return ¤Ê¤·
+ * @details
*/
static void display_store(void)
{
-/*
+/*!
+ * @brief ŹÊÞ¤«¤é¥¢¥¤¥Æ¥à¤òÁªÂò¤¹¤ë /
* Get the ID of a store item and return its value -RAK-
+ * @param com_val ÁªÂòID¤òÊÖ¤¹»²¾È¥Ý¥¤¥ó¥¿
+ * @param pmt ¥á¥Ã¥»¡¼¥¸¥¥ã¥×¥·¥ç¥ó
+ * @param i ÁªÂòÈϰϤκǾ®ÃÍ
+ * @param j ÁªÂòÈϰϤκÇÂçÃÍ
+ * @return ¼ÂºÝ¤ËÁªÂò¤·¤¿¤éTRUE¡¢¥¥ã¥ó¥»¥ë¤·¤¿¤éFALSE
*/
static int get_stock(int *com_val, cptr pmt, int i, int j)
{
char command;
-
char out_val[160];
+ char lo, hi;
#ifdef ALLOW_REPEAT /* TNB */
*com_val = (-1);
/* Build the prompt */
+ lo = I2A(i);
+ hi = (j > 25) ? toupper(I2A(j - 26)) : I2A(j);
#ifdef JP
(void)sprintf(out_val, "(%s:%c-%c, ESC¤ÇÃæÃÇ) %s",
(((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) ? "¥¢¥¤¥Æ¥à" : "¾¦ÉÊ"),
- I2A(i), I2A(j), pmt);
+ lo, hi, pmt);
#else
(void)sprintf(out_val, "(Items %c-%c, ESC to exit) %s",
- I2A(i), I2A(j), pmt);
+ lo, hi, pmt);
#endif
if (!get_com(out_val, &command, FALSE)) break;
/* Convert */
- k = (islower(command) ? A2I(command) : -1);
+ if (islower(command))
+ k = A2I(command);
+ else if (isupper(command))
+ k = A2I(tolower(command)) + 26;
+ else
+ k = -1;
/* Legal responses */
if ((k >= i) && (k <= j))
}
-/*
+/*!
+ * @brief Ź¼ç¤ÎÉÔËþÅÙ¤òÁý¤ä¤·¡¢¥×¥ì¥¤¥ä¡¼¤òÄù¤á½Ð¤¹È½Äê¤È½èÍý¤ò¹Ô¤¦ /
* Increase the insult counter and get angry if too many -RAK-
+ * @return ¥×¥ì¥¤¥ä¡¼¤òÄù¤á½Ð¤¹¾ì¹çTRUE¤òÊÖ¤¹
*/
static int increase_insults(void)
{
}
-/*
+/*!
+ * @brief Ź¼ç¤ÎÉÔËþÅÙ¤ò¸º¤é¤¹ /
* Decrease insults -RAK-
+ * @return ¥×¥ì¥¤¥ä¡¼¤òÄù¤á½Ð¤¹¾ì¹çTRUE¤òÊÖ¤¹
*/
static void decrease_insults(void)
{
}
-/*
+/*!
+ * @brief Ź¼ç¤ÎÉÔËþÅÙ¤¬Áý¤¨¤¿¾ì¹ç¤Î¤ß¤Î¥á¥Ã¥»¡¼¥¸¤òɽ¼¨¤¹¤ë /
* Have insulted while haggling -RAK-
+ * @return ¥×¥ì¥¤¥ä¡¼¤òÄù¤á½Ð¤¹¾ì¹çTRUE¤òÊÖ¤¹
*/
static int haggle_insults(void)
{
static s32b last_inc = 0L;
-/*
+/*!
+ * @brief ¸ò¾Ä²Á³Ê¤ò³Îǧ¤Èǧ¾Ú¤ÎÀ§Èó¤ò¹Ô¤¦ /
* Get a haggle
+ * @param pmt ¥á¥Ã¥»¡¼¥¸
+ * @param poffer ÊÌÅÓ²Á³ÊÄ󼨤ò¤·¤¿¾ì¹ç¤ÎÃͤòÊÖ¤¹»²¾È¥Ý¥¤¥ó¥¿
+ * @param price ¸½ºß¤Î¸ò¾Ä²Á³Ê
+ * @param final ºÇ½ª³ÎÄê²Á³Ê¤Ê¤é¤ÐTRUE
+ * @return ¥×¥ì¥¤¥ä¡¼¤òÄù¤á½Ð¤¹¾ì¹çTRUE¤òÊÖ¤¹
*/
static int get_haggle(cptr pmt, s32b *poffer, s32b price, int final)
{
}
-/*
+/*!
+ * @brief Ź¼ç¤¬¥×¥ì¥¤¥ä¡¼¤«¤é¤Î¸ò¾Ä²Á³Ê¤òȽÃǤ¹¤ë /
* Receive an offer (from the player)
- *
+ * @param pmt ¥á¥Ã¥»¡¼¥¸
+ * @param poffer Ź¼ç¤«¤é¤Î¸ò¾Ä²Á³Ê¤òÊÖ¤¹»²¾È¥Ý¥¤¥ó¥¿
+ * @param last_offer ¸½ºß¤Î¸ò¾Ä²Á³Ê
+ * @param factor Ź¼ç¤Î²Á³Ê´ð½àÇÜΨ
+ * @param price ¥¢¥¤¥Æ¥à¤Î¼Â²ÁÃÍ
+ * @param final ºÇ½ª²Á³Ê³ÎÄê¤Ê¤é¤ÐTRUE
+ * @return ¥×¥ì¥¤¥ä¡¼¤Î²Á³Ê¤ËÂФ·¤ÆÉÔÉþ¤Ê¤é¤ÐTRUE¤òÊÖ¤¹ /
* Return TRUE if offer is NOT okay
*/
static bool receive_offer(cptr pmt, s32b *poffer,
}
-/*
+/*!
+ * @brief ¥×¥ì¥¤¥ä¡¼¤¬¹ØÆþ¤¹¤ë»þ¤ÎÃÍÀÚ¤ê½èÍý¥á¥¤¥ó¥ë¡¼¥Á¥ó /
* Haggling routine -RAK-
- *
+ * @param o_ptr ¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @param price ºÇ½ª²Á³Ê¤òÊÖ¤¹»²¾È¥Ý¥¤¥ó¥¿
+ * @return ¥×¥ì¥¤¥ä¡¼¤Î²Á³Ê¤ËÂФ·¤ÆŹ¼ç¤¬ÉÔÉþ¤Ê¤é¤ÐTRUE¤òÊÖ¤¹ /
* Return TRUE if purchase is NOT successful
*/
static bool purchase_haggle(object_type *o_ptr, s32b *price)
}
-/*
+/*!
+ * @brief ¥×¥ì¥¤¥ä¡¼¤¬ÇäµÑ¤¹¤ë»þ¤ÎÃÍÀÚ¤ê½èÍý¥á¥¤¥ó¥ë¡¼¥Á¥ó /
* Haggling routine -RAK-
- *
+ * @param o_ptr ¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @param price ºÇ½ª²Á³Ê¤òÊÖ¤¹»²¾È¥Ý¥¤¥ó¥¿
+ * @return ¥×¥ì¥¤¥ä¡¼¤Î²Á³Ê¤ËÂФ·¤ÆŹ¼ç¤¬ÉÔÉþ¤Ê¤é¤ÐTRUE¤òÊÖ¤¹ /
* Return TRUE if purchase is NOT successful
*/
static bool sell_haggle(object_type *o_ptr, s32b *price)
}
-/*
+/*!
+ * @brief Ź¤«¤é¤Î¹ØÆþ½èÍý¤Î¥á¥¤¥ó¥ë¡¼¥Á¥ó /
* Buy an item from a store -RAK-
+ * @return ¤Ê¤·
*/
static void store_purchase(void)
{
char out_val[160];
-
if (cur_store_num == STORE_MUSEUM)
{
#ifdef JP
i = (st_ptr->stock_num - store_top);
/* And then restrict it to the current page */
- if (i > 12) i = 12;
+ if (i > store_bottom) i = store_bottom;
/* Prompt */
#ifdef JP
else if (st_ptr->stock_num != i)
{
/* Pick the correct screen */
- if (store_top >= st_ptr->stock_num) store_top -= 12;
+ if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
/* Redraw everything */
display_inventory();
if (st_ptr->stock_num == 0) store_top = 0;
/* Nothing left on that screen */
- else if (store_top >= st_ptr->stock_num) store_top -= 12;
+ else if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
/* Redraw everything */
display_inventory();
}
-/*
+/*!
+ * @brief Ź¤«¤é¤ÎÇäµÑ½èÍý¤Î¥á¥¤¥ó¥ë¡¼¥Á¥ó /
* Sell an item to the store (or home)
+ * @return ¤Ê¤·
*/
static void store_sell(void)
{
/* Re-display if item is now in store */
if (item_pos >= 0)
{
- store_top = (item_pos / 12) * 12;
+ store_top = (item_pos / store_bottom) * store_bottom;
display_inventory();
}
}
/* Update store display */
if (item_pos >= 0)
{
- store_top = (item_pos / 12) * 12;
+ store_top = (item_pos / store_bottom) * store_bottom;
display_inventory();
}
}
/* Update store display */
if (item_pos >= 0)
{
- store_top = (item_pos / 12) * 12;
+ store_top = (item_pos / store_bottom) * store_bottom;
display_inventory();
}
}
}
-/*
+/*!
+ * @brief Ź¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤ë¥³¥Þ¥ó¥É¤Î¥á¥¤¥ó¥ë¡¼¥Á¥ó /
* Examine an item in a store -JDL-
+ * @return ¤Ê¤·
*/
static void store_examine(void)
{
i = (st_ptr->stock_num - store_top);
/* And then restrict it to the current page */
- if (i > 12) i = 12;
+ if (i > store_bottom) i = store_bottom;
/* Prompt */
#ifdef JP
}
-/*
+/*!
+ * @brief Çîʪ´Û¤Î¥¢¥¤¥Æ¥à¤ò½üµî¤¹¤ë¥³¥Þ¥ó¥É¤Î¥á¥¤¥ó¥ë¡¼¥Á¥ó /
* Remove an item from museum (Originally from TOband)
+ * @return ¤Ê¤·
*/
static void museum_remove_object(void)
{
i = st_ptr->stock_num - store_top;
/* And then restrict it to the current page */
- if (i > 12) i = 12;
+ if (i > store_bottom) i = store_bottom;
/* Prompt */
#ifdef JP
if (st_ptr->stock_num == 0) store_top = 0;
/* Nothing left on that screen */
- else if (store_top >= st_ptr->stock_num) store_top -= 12;
+ else if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
/* Redraw everything */
display_inventory();
static bool leave_store = FALSE;
-/*
+/*!
+ * @brief ŹÊÞ½èÍý¥³¥Þ¥ó¥ÉÁªÂò¤Î¥á¥¤¥ó¥ë¡¼¥Á¥ó /
* Process a command in a store
- *
+ * @return ¤Ê¤·
+ * @note
+ * <pre>
* Note that we must allow the use of a few "special" commands
* in the stores which are not allowed in the dungeon, and we
* must disable some commands which are allowed in the dungeon
* but not in the stores, to prevent chaos.
+ * </pre>
*/
static void store_process_command(void)
{
/* 1 ¥Ú¡¼¥¸Ìá¤ë¥³¥Þ¥ó¥É: ²æ¤¬²È¤Î¥Ú¡¼¥¸¿ô¤¬Â¿¤¤¤Î¤Ç½ÅÊõ¤¹¤ë¤Ï¤º By BUG */
case '-':
{
- if (st_ptr->stock_num <= 12) {
+ if (st_ptr->stock_num <= store_bottom) {
#ifdef JP
msg_print("¤³¤ì¤ÇÁ´Éô¤Ç¤¹¡£");
#else
#endif
}
else{
- store_top -= 12;
+ store_top -= store_bottom;
if ( store_top < 0 )
- store_top = ((st_ptr->stock_num - 1 )/12) * 12;
+ store_top = ((st_ptr->stock_num - 1 )/store_bottom) * store_bottom;
if ( (cur_store_num == STORE_HOME) && (powerup_home == FALSE) )
- if ( store_top >= 12 ) store_top = 12;
+ if ( store_top >= store_bottom ) store_top = store_bottom;
display_inventory();
}
break;
/* Browse */
case ' ':
{
- if (st_ptr->stock_num <= 12)
+ if (st_ptr->stock_num <= store_bottom)
{
#ifdef JP
msg_print("¤³¤ì¤ÇÁ´Éô¤Ç¤¹¡£");
}
else
{
- store_top += 12;
+ store_top += store_bottom;
/*
* ±£¤·¥ª¥×¥·¥ç¥ó(powerup_home)¤¬¥»¥Ã¥È¤µ¤ì¤Æ¤¤¤Ê¤¤¤È¤¤Ï
* ²æ¤¬²È¤Ç¤Ï 2 ¥Ú¡¼¥¸¤Þ¤Ç¤·¤«É½¼¨¤·¤Ê¤¤
else if (p_ptr->pclass == CLASS_SMITH)
do_cmd_kaji(TRUE);
else if (p_ptr->pclass == CLASS_MAGIC_EATER)
- do_cmd_magic_eater(TRUE);
+ do_cmd_magic_eater(TRUE, FALSE);
+ else if (p_ptr->pclass == CLASS_SNIPER)
+ do_cmd_snipe_browse();
else do_cmd_browse();
break;
}
}
-/*
- * Enter a store, and interact with it.
- *
+/*!
+ * @brief ŹÊÞ½èÍýÁ´ÂΤΥᥤ¥ó¥ë¡¼¥Á¥ó /
+ * Enter a store, and interact with it. *
+ * @return ¤Ê¤·
+ * @note
+ * <pre>
* Note that we use the standard "request_command()" function
* to get a command, allowing us to use "command_arg" and all
* command macros and other nifty stuff, but we use the special
* "shopping" argument, to force certain commands to be converted
* into other commands, normally, we convert "p" (pray) and "m"
* (cast magic) into "g" (get), and "s" (search) into "d" (drop).
+ * </pre>
*/
void do_cmd_store(void)
{
int i;
cave_type *c_ptr;
bool need_redraw_store_inv; /* To redraw missiles damage and prices in store */
+ int w, h;
+
+ /* Get term size */
+ Term_get_size(&w, &h);
+ /* Calculate stocks per 1 page */
+ xtra_stock = MIN(14+26, ((h > 24) ? (h - 24) : 0));
+ store_bottom = MIN_STOCK + xtra_stock;
/* Access the player grid */
c_ptr = &cave[py][px];
/* No automatic command */
command_new = 0;
+ /* Do not expand macros */
+ get_com_no_macros = TRUE;
/* Save the store number */
cur_store_num = which;
prt("", 1, 0);
/* Clear */
- clear_from(20);
+ clear_from(20 + xtra_stock);
/* Basic commands */
#ifdef JP
- prt(" ESC) ·úʪ¤«¤é½Ð¤ë", 21, 0);
+ prt(" ESC) ·úʪ¤«¤é½Ð¤ë", 21 + xtra_stock, 0);
#else
- prt(" ESC) Exit from Building.", 21, 0);
+ prt(" ESC) Exit from Building.", 21 + xtra_stock, 0);
#endif
/* Browse if necessary */
- if (st_ptr->stock_num > 12)
+ if (st_ptr->stock_num > store_bottom)
{
#ifdef JP
- prt(" -)Á°¥Ú¡¼¥¸", 22, 0);
- prt(" ¥¹¥Ú¡¼¥¹) ¼¡¥Ú¡¼¥¸", 23, 0);
+ prt(" -)Á°¥Ú¡¼¥¸", 22 + xtra_stock, 0);
+ prt(" ¥¹¥Ú¡¼¥¹) ¼¡¥Ú¡¼¥¸", 23 + xtra_stock, 0);
#else
- prt(" -) Previous page", 22, 0);
- prt(" SPACE) Next page", 23, 0);
+ prt(" -) Previous page", 22 + xtra_stock, 0);
+ prt(" SPACE) Next page", 23 + xtra_stock, 0);
#endif
}
if (cur_store_num == STORE_HOME)
{
#ifdef JP
- prt("g) ¥¢¥¤¥Æ¥à¤ò¼è¤ë", 21, 27);
- prt("d) ¥¢¥¤¥Æ¥à¤òÃÖ¤¯", 22, 27);
- prt("x) ²È¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤ë", 23,27);
+ prt("g) ¥¢¥¤¥Æ¥à¤ò¼è¤ë", 21 + xtra_stock, 27);
+ prt("d) ¥¢¥¤¥Æ¥à¤òÃÖ¤¯", 22 + xtra_stock, 27);
+ prt("x) ²È¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤ë", 23 + xtra_stock, 27);
#else
- prt("g) Get an item.", 21, 27);
- prt("d) Drop an item.", 22, 27);
- prt("x) eXamine an item in the home.", 23,27);
+ prt("g) Get an item.", 21 + xtra_stock, 27);
+ prt("d) Drop an item.", 22 + xtra_stock, 27);
+ prt("x) eXamine an item in the home.", 23 + xtra_stock, 27);
#endif
}
else if (cur_store_num == STORE_MUSEUM)
{
#ifdef JP
- prt("d) ¥¢¥¤¥Æ¥à¤òÃÖ¤¯", 21, 27);
- prt("r) ¥¢¥¤¥Æ¥à¤ÎŸ¼¨¤ò¤ä¤á¤ë", 22, 27);
- prt("x) Çîʪ´Û¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤ë", 23, 27);
+ prt("d) ¥¢¥¤¥Æ¥à¤òÃÖ¤¯", 21 + xtra_stock, 27);
+ prt("r) ¥¢¥¤¥Æ¥à¤ÎŸ¼¨¤ò¤ä¤á¤ë", 22 + xtra_stock, 27);
+ prt("x) Çîʪ´Û¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤ë", 23 + xtra_stock, 27);
#else
- prt("d) Drop an item.", 21, 27);
- prt("r) order to Remove an item.", 22, 27);
- prt("x) eXamine an item in the museum.", 23, 27);
+ prt("d) Drop an item.", 21 + xtra_stock, 27);
+ prt("r) order to Remove an item.", 22 + xtra_stock, 27);
+ prt("x) eXamine an item in the museum.", 23 + xtra_stock, 27);
#endif
}
else
{
#ifdef JP
- prt("p) ¾¦ÉʤòÇ㤦", 21, 30);
- prt("s) ¥¢¥¤¥Æ¥à¤òÇä¤ë", 22, 30);
- prt("x) ¾¦ÉʤòÄ´¤Ù¤ë", 23,30);
+ prt("p) ¾¦ÉʤòÇ㤦", 21 + xtra_stock, 30);
+ prt("s) ¥¢¥¤¥Æ¥à¤òÇä¤ë", 22 + xtra_stock, 30);
+ prt("x) ¾¦ÉʤòÄ´¤Ù¤ë", 23 + xtra_stock,30);
#else
- prt("p) Purchase an item.", 21, 30);
- prt("s) Sell an item.", 22, 30);
- prt("x) eXamine an item in the shop", 23,30);
+ prt("p) Purchase an item.", 21 + xtra_stock, 30);
+ prt("s) Sell an item.", 22 + xtra_stock, 30);
+ prt("x) eXamine an item in the shop", 23 + xtra_stock,30);
#endif
}
#ifdef JP
/* ´ðËÜŪ¤Ê¥³¥Þ¥ó¥É¤ÎÄɲÃɽ¼¨ */
- prt("i/e) »ý¤Áʪ/ÁõÈ÷¤Î°ìÍ÷", 21, 56);
+ prt("i/e) »ý¤Áʪ/ÁõÈ÷¤Î°ìÍ÷", 21 + xtra_stock, 56);
if (rogue_like_commands)
{
- prt("w/T) ÁõÈ÷¤¹¤ë/¤Ï¤º¤¹", 22, 56);
+ prt("w/T) ÁõÈ÷¤¹¤ë/¤Ï¤º¤¹", 22 + xtra_stock, 56);
}
else
{
- prt("w/t) ÁõÈ÷¤¹¤ë/¤Ï¤º¤¹", 22, 56);
+ prt("w/t) ÁõÈ÷¤¹¤ë/¤Ï¤º¤¹", 22 + xtra_stock, 56);
}
#else
- prt("i/e) Inventry/Equipment list", 21, 56);
+ prt("i/e) Inventry/Equipment list", 21 + xtra_stock, 56);
if (rogue_like_commands)
{
- prt("w/T) Wear/Take off equipment", 22, 56);
+ prt("w/T) Wear/Take off equipment", 22 + xtra_stock, 56);
}
else
{
- prt("w/t) Wear/Take off equipment", 22, 56);
+ prt("w/t) Wear/Take off equipment", 22 + xtra_stock, 56);
}
#endif
/* Prompt */
#ifdef JP
- prt("¥³¥Þ¥ó¥É:", 20, 0);
+ prt("¥³¥Þ¥ó¥É:", 20 + xtra_stock, 0);
#else
- prt("You may: ", 20, 0);
+ prt("You may: ", 20 + xtra_stock, 0);
#endif
/* Redraw the home */
if (item_pos >= 0)
{
- store_top = (item_pos / 12) * 12;
+ store_top = (item_pos / store_bottom) * store_bottom;
display_inventory();
}
}
/* Hack -- Cancel "see" mode */
command_see = FALSE;
+ /* Allow expanding macros */
+ get_com_no_macros = FALSE;
/* Flush messages XXX XXX XXX */
msg_print(NULL);
-/*
+/*!
+ * @brief ¸½ºß¤ÎÄ®¤ÎŹ¼ç¤ò¸òÂ夵¤»¤ë /
* Shuffle one of the stores.
+ * @param which ŹÊÞ¼ïÎà¤ÎID
+ * @return ¤Ê¤·
*/
void store_shuffle(int which)
{
}
-/*
+/*!
+ * @brief Ź¤ÎÉÊ·¤¨¤òÊѲ½¤µ¤»¤ë /
* Maintain the inventory at the stores.
+ * @param town_num Ä®¤ÎID
+ * @param store_num ŹÊÞ¼ïÎà¤ÎID
+ * @return ¤Ê¤·
*/
void store_maint(int town_num, int store_num)
{
}
-/*
+/*!
+ * @brief ŹÊÞ¾ðÊó¤ò½é´ü²½¤¹¤ë /
* Initialize the stores
+ * @param town_num Ä®¤ÎID
+ * @param store_num ŹÊÞ¼ïÎà¤ÎID
+ * @return ¤Ê¤·
*/
void store_init(int town_num, int store_num)
{
}
+/*!
+ * @brief ¥¢¥¤¥Æ¥à¤òÄ®¤Î¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Ë°ÜÆ°¤µ¤»¤ë /
+ * @param o_ptr °ÜÆ°¤µ¤»¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @return ¤Ê¤·
+ */
void move_to_black_market(object_type *o_ptr)
{
/* Not in town */
object_wipe(o_ptr); /* Don't leave a bogus object behind... */
}
+