3 * @brief 店の処理 / Store commands
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research, and\n
8 * not for profit purposes provided that this copyright and statement are\n
9 * included in all such copies.\n
10 * 2014 Deskull rearranged comment for Doxygen.
15 #include "cmd-zapwand.h"
16 #include "cmd-magiceat.h"
20 static int cur_store_num = 0;
21 static int store_top = 0;
22 static int store_bottom = 0;
23 static int xtra_stock = 0;
24 static store_type *st_ptr = NULL;
25 static const owner_type *ot_ptr = NULL;
26 static s16b old_town_num = 0;
27 static s16b inner_town_num = 0;
28 #define RUMOR_CHANCE 8
30 #define MAX_COMMENT_1 6
32 static cptr comment_1[MAX_COMMENT_1] =
53 /*! ブラックマーケット追加メッセージ(承諾) */
54 static cptr comment_1_B[MAX_COMMENT_1] = {
63 #define MAX_COMMENT_2A 2
65 static cptr comment_2a[MAX_COMMENT_2A] =
68 "私の忍耐力を試しているのかい? $%s が最後だ。",
69 "我慢にも限度があるぞ。 $%s が最後だ。"
71 "You try my patience. %s is final.",
72 "My patience grows thin. %s is final."
77 #define MAX_COMMENT_2B 12
79 static cptr comment_2b[MAX_COMMENT_2B] =
82 " $%s ぐらいは出さなきゃダメだよ。",
85 "何て奴だ! $%s 以下はあり得ないぞ。",
86 "それじゃ少なすぎる! $%s は欲しいところだ。",
87 "バカにしている! $%s はもらわないと。",
89 "おいおい! $%s を考えてくれないか?",
90 "1000匹のオークのノミに苦しめられるがいい! $%s だ。",
91 "お前の大切なものに災いあれ! $%s でどうだ。",
92 "モルゴスに賞味されるがいい!本当は $%s なんだろう?",
93 "お前の母親はオーガか! $%s は出すつもりなんだろ?"
95 "I can take no less than %s gold pieces.",
96 "I will accept no less than %s gold pieces.",
97 "Ha! No less than %s gold pieces.",
98 "You knave! No less than %s gold pieces.",
99 "That's a pittance! I want %s gold pieces.",
100 "That's an insult! I want %s gold pieces.",
101 "As if! How about %s gold pieces?",
102 "My arse! How about %s gold pieces?",
103 "May the fleas of 1000 orcs molest you! Try %s gold pieces.",
104 "May your most favourite parts go moldy! Try %s gold pieces.",
105 "May Morgoth find you tasty! Perhaps %s gold pieces?",
106 "Your mother was an Ogre! Perhaps %s gold pieces?"
112 /*! ブラックマーケット用追加メッセージ(売るとき) */
113 static cptr comment_2b_B[MAX_COMMENT_2B] = {
114 "いくら俺様がお人好しとはいえ $%s が限界だね。嫌なら帰りな。",
115 "金がないのかい、あんた?まずは家に帰って $%s 揃えてきな。",
116 "物の価値が分からん奴だな。これは $%s が普通なんだよ。",
117 "俺の付けた値段に文句があるのか? $%s が限界だ。",
118 "ひょっとして新手の冗談かい? $%s 持ってないなら帰りな。",
119 "うちは他の店とは違うんだよ。$%s ぐらいは出しな。",
120 "買う気がないなら帰りな。 $%s だと言っているんだ。",
121 "話にならないね。 $%s くらい持っているんだろ?",
122 "は?なんだそりゃ? $%s の間違いか、ひょっとして?",
123 "出口はあっちだよ。それとも $%s 出せるのかい、あんたに。",
124 "命知らずな奴だな。 $%s 出せば今日の所は勘弁してやるよ。",
125 "うちの店は貧乏人お断りだ。 $%s ぐらい出せないのかい?"
128 #define MAX_COMMENT_3A 2
130 static cptr comment_3a[MAX_COMMENT_3A] =
133 "私の忍耐力を試しているのかい? $%s が最後だ。",
134 "我慢にも限度があるぞ。 $%s が最後だ。"
136 "You try my patience. %s is final.",
137 "My patience grows thin. %s is final."
143 #define MAX_COMMENT_3B 12
145 static cptr comment_3b[MAX_COMMENT_3B] =
148 "本音を言うと $%s でいいんだろ?",
150 " $%s ぐらいなら出してもいいが。",
151 " $%s 以上払うなんて考えられないね。",
152 "まあ落ちついて。 $%s でどうだい?",
153 "そのガラクタなら $%s で引き取るよ。",
154 "それじゃ高すぎる! $%s がいいとこだろ。",
155 "どうせいらないんだろ! $%s でいいだろ?",
156 "だめだめ! $%s がずっとお似合いだよ。",
157 "バカにしている! $%s がせいぜいだ。",
158 " $%s なら嬉しいところだがなあ。",
159 " $%s 、それ以上はビタ一文出さないよ!"
161 "Perhaps %s gold pieces?",
162 "How about %s gold pieces?",
163 "I will pay no more than %s gold pieces.",
164 "I can afford no more than %s gold pieces.",
165 "Be reasonable. How about %s gold pieces?",
166 "I'll buy it as scrap for %s gold pieces.",
167 "That is too much! How about %s gold pieces?",
168 "That looks war surplus! Say %s gold pieces?",
169 "Never! %s is more like it.",
170 "That's an insult! %s is more like it.",
171 "%s gold pieces and be thankful for it!",
172 "%s gold pieces and not a copper more!"
178 /*! ブラックマーケット用追加メッセージ(買い取り) */
179 static cptr comment_3b_B[MAX_COMMENT_3B] = {
180 " $%s ってところだね。そのどうしようもないガラクタは。",
181 "この俺が $%s って言っているんだから、その通りにした方が身のためだぞ。",
182 "俺の優しさに甘えるのもいい加減にしておけ。 $%s だ。",
183 "その品なら $%s で売ってくれているがね、常識ある紳士はみんな。",
184 "こりゃまた、がめつい奴だな。いくら俺が温厚とはいえ $%s が限界だ。",
185 " $%s だ。別に俺はそんなガラクタ欲しくはないんだから。",
186 "俺の鑑定額が気に入らないのか? $%s 、嫌なら帰りな。",
187 " $%s で引き取ってやるよ。喜んで受け取りな、貧乏人。",
188 "物の価値が分からん奴は始末におえんな。それは $%s なんだよ。",
189 "そんなに金が欲しいのか、あんた? $%s で満足できんのか?",
190 "入る店間違えてんじゃないのか? $%s で嫌なら他をあたってくれ。",
191 "俺の言い値にケチをつける奴がいるとは! その度胸に免じて $%s だ。"
194 #define MAX_COMMENT_4A 4
196 static cptr comment_4a[MAX_COMMENT_4A] =
199 "もうたくさんだ!何度も私をわずらわせないでくれ!",
200 "うがー!一日の我慢の限度を超えている!",
201 "もういい!時間の無駄以外のなにものでもない!",
202 "もうやってられないよ!顔も見たくない!"
204 "Enough! You have abused me once too often!",
205 "Arghhh! I have had enough abuse for one day!",
206 "That does it! You shall waste my time no more!",
207 "This is getting nowhere! I'm going to Londis!"
213 /*! ブラックマーケット用追加メッセージ(怒りの頂点) */
214 static cptr comment_4a_B[MAX_COMMENT_4A] = {
215 "なめやがって!温厚な俺様でも限界があるってことを知れ!",
216 "俺をここまで怒らせて...命があるだけでもありがたいと思え!",
217 "ふざけてるのか!冷やかしなら相手を見てからにしろ!",
218 "いいかげんにしろ!今度こんなまねしたらただじゃおかねえぞ!"
221 #define MAX_COMMENT_4B 4
223 static cptr comment_4b[MAX_COMMENT_4B] =
232 "Get out of my sight!",
233 "Begone, you scoundrel!",
240 /*! ブラックマーケット用追加メッセージ(追い出し) */
241 static cptr comment_4b_B[MAX_COMMENT_4B] = {
248 #define MAX_COMMENT_5 8
250 static cptr comment_5[MAX_COMMENT_5] =
264 "You will have to do better than that!",
265 "Do you wish to do business or not?",
266 "You've got to be kidding!",
267 "You'd better be kidding!",
268 "You try my patience.",
269 "Hmmm, nice weather we're having."
275 /*! ブラックマーケット用追加メッセージ(怒り) */
276 static cptr comment_5_B[MAX_COMMENT_5] = {
287 #define MAX_COMMENT_6 4
289 static cptr comment_6[MAX_COMMENT_6] =
297 "I must have heard you wrong.",
298 "I'm sorry, I missed that.",
299 "I'm sorry, what was that?",
300 "Sorry, what was that again?"
308 * @brief 取引成功時の店主のメッセージ処理 /
312 static void say_comment_1(void)
315 /* ブラックマーケットのときは別のメッセージを出す */
316 if ( cur_store_num == STORE_BLACK ) {
317 msg_print(comment_1_B[randint0(MAX_COMMENT_1)]);
320 msg_print(comment_1[randint0(MAX_COMMENT_1)]);
323 msg_print(comment_1[randint0(MAX_COMMENT_1)]);
327 if (one_in_(RUMOR_CHANCE))
330 msg_print("店主は耳うちした:");
332 msg_print("The shopkeeper whispers something into your ear:");
340 * @brief プレイヤーがアイテムを買う時の価格代案メッセージ処理 /
341 * Continue haggling (player is buying)
342 * @param value 店主の提示価格
343 * @param annoyed 店主のいらつき度
346 static void say_comment_2(PRICE value, int annoyed)
350 /* Prepare a string to insert */
351 sprintf(tmp_val, "%ld", (long)value);
356 /* Formatted message */
357 msg_format(comment_2a[randint0(MAX_COMMENT_2A)], tmp_val);
363 /* Formatted message */
365 /* ブラックマーケットの時は別のメッセージを出す */
366 if ( cur_store_num == STORE_BLACK ){
367 msg_format(comment_2b_B[randint0(MAX_COMMENT_2B)], tmp_val);
370 msg_format(comment_2b[randint0(MAX_COMMENT_2B)], tmp_val);
373 msg_format(comment_2b[randint0(MAX_COMMENT_2B)], tmp_val);
381 * @brief プレイヤーがアイテムを売る時の価格代案メッセージ処理 /
382 * Continue haggling (player is selling)
383 * @param value 店主の提示価格
384 * @param annoyed 店主のいらつき度
387 static void say_comment_3(PRICE value, int annoyed)
391 /* Prepare a string to insert */
392 sprintf(tmp_val, "%ld", (long)value);
397 /* Formatted message */
398 msg_format(comment_3a[randint0(MAX_COMMENT_3A)], tmp_val);
404 /* Formatted message */
406 /* ブラックマーケットの時は別のメッセージを出す */
407 if ( cur_store_num == STORE_BLACK ){
408 msg_format(comment_3b_B[randint0(MAX_COMMENT_3B)], tmp_val);
411 msg_format(comment_3b[randint0(MAX_COMMENT_3B)], tmp_val);
414 msg_format(comment_3b[randint0(MAX_COMMENT_3B)], tmp_val);
422 * @brief 店主がプレイヤーを追い出す時のメッセージ処理 /
423 * Kick 'da bum out. -RAK-
426 static void say_comment_4(void)
429 /* ブラックマーケットの時は別のメッセージを出す */
430 if ( cur_store_num == STORE_BLACK ){
431 msg_print(comment_4a_B[randint0(MAX_COMMENT_4A)]);
432 msg_print(comment_4b_B[randint0(MAX_COMMENT_4B)]);
435 msg_print(comment_4a[randint0(MAX_COMMENT_4A)]);
436 msg_print(comment_4b[randint0(MAX_COMMENT_4B)]);
439 msg_print(comment_4a[randint0(MAX_COMMENT_4A)]);
440 msg_print(comment_4b[randint0(MAX_COMMENT_4B)]);
447 * @brief 店主がプレイヤーに取り合わない時のメッセージ処理 /
448 * You are insulting me
451 static void say_comment_5(void)
454 /* ブラックマーケットの時は別のメッセージを出す */
455 if ( cur_store_num == STORE_BLACK ){
456 msg_print(comment_5_B[randint0(MAX_COMMENT_5)]);
459 msg_print(comment_5[randint0(MAX_COMMENT_5)]);
462 msg_print(comment_5[randint0(MAX_COMMENT_5)]);
469 * @brief 店主がプレイヤーの提示を理解できなかった時のメッセージ処理 /
470 * That makes no sense.
473 static void say_comment_6(void)
475 msg_print(comment_6[randint0(MAX_COMMENT_6)]);
479 #define MAX_COMMENT_7A 4
481 static cptr comment_7a[MAX_COMMENT_7A] =
486 "誰かがむせび泣く声が聞こえる...。",
491 "You hear someone sobbing...",
492 "The shopkeeper howls in agony!"
497 #define MAX_COMMENT_7B 4
499 static cptr comment_7b[MAX_COMMENT_7B] =
509 "The shopkeeper curses at you.",
510 "The shopkeeper glares at you."
515 #define MAX_COMMENT_7C 4
517 static cptr comment_7c[MAX_COMMENT_7C] =
526 "You've made my day!",
527 "The shopkeeper giggles.",
528 "The shopkeeper laughs loudly."
533 #define MAX_COMMENT_7D 4
535 static cptr comment_7d[MAX_COMMENT_7D] =
539 "こんなおいしい思いをしたら、真面目に働けなくなるなぁ。",
544 "I think I'll retire!",
545 "The shopkeeper jumps for joy.",
546 "The shopkeeper smiles gleefully."
553 * @brief 店主が交渉を終えた際の反応を返す処理 /
554 * Let a shop-keeper React to a purchase
555 * @param price アイテムの取引額
556 * @param value アイテムの実際価値
557 * @param guess 店主が当初予想していた価値
560 * We paid "price", it was worth "value", and we thought it was worth "guess"
562 static void purchase_analyze(PRICE price, PRICE value, PRICE guess)
564 /* Item was worthless, but we bought it */
565 if ((value <= 0) && (price > value))
568 msg_print(comment_7a[randint0(MAX_COMMENT_7A)]);
570 chg_virtue(V_HONOUR, -1);
571 chg_virtue(V_JUSTICE, -1);
576 /* Item was cheaper than we thought, and we paid more than necessary */
577 else if ((value < guess) && (price > value))
580 msg_print(comment_7b[randint0(MAX_COMMENT_7B)]);
582 chg_virtue(V_JUSTICE, -1);
584 chg_virtue(V_HONOUR, -1);
589 /* Item was a good bargain, and we got away with it */
590 else if ((value > guess) && (value < (4 * guess)) && (price < value))
593 msg_print(comment_7c[randint0(MAX_COMMENT_7C)]);
596 chg_virtue(V_HONOUR, -1);
598 chg_virtue(V_HONOUR, 1);
603 /* Item was a great bargain, and we got away with it */
604 else if ((value > guess) && (price < value))
607 msg_print(comment_7d[randint0(MAX_COMMENT_7D)]);
610 chg_virtue(V_HONOUR, -1);
612 chg_virtue(V_HONOUR, 1);
614 if (10 * price < value)
615 chg_virtue(V_SACRIFICE, 1);
624 * We store the current "store feat" here so everyone can access it
626 static int cur_store_feat;
630 * Buying and selling adjustments for race combinations.
631 * Entry[owner][player] gives the basic "cost inflation".
633 static byte rgold_adj[MAX_RACES][MAX_RACES] =
635 /*Hum, HfE, Elf, Hal, Gno, Dwa, HfO, HfT, Dun, HiE, Barbarian,
636 HfOg, HGn, HTn, Cyc, Yek, Klc, Kbd, Nbl, DkE, Drc, Mind Flayer,
637 Imp, Glm, Skl, Zombie, Vampire, Spectre, Fairy, Beastman, Ent,
638 Angel, Demon, Kutar */
641 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
642 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
643 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
644 100, 120, 110, 105 },
647 { 110, 100, 100, 105, 110, 120, 125, 130, 110, 100, 110,
648 120, 115, 108, 115, 110, 110, 120, 120, 115, 115, 110,
649 120, 110, 110, 110, 120, 110, 100, 125, 100, 95, 140,
650 110, 115, 110, 110 },
653 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
654 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
655 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
656 110, 110, 105, 110 },
659 { 115, 110, 105, 95, 105, 110, 115, 130, 115, 105, 115,
660 125, 120, 120, 125, 115, 110, 120, 120, 120, 115, 115,
661 120, 110, 120, 120, 130, 110, 110, 130, 110, 95, 140,
662 115, 120, 105, 115 },
665 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
666 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
667 120, 101, 110, 110, 120, 120, 115, 130, 115, 95, 140,
668 115, 110, 110, 115 },
671 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
672 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
673 120, 105, 115, 115, 115, 115, 120, 130, 120, 95, 140,
674 115, 110, 115, 115 },
677 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
678 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
679 115, 125, 120, 120, 115, 120, 125, 115, 125, 95, 140,
680 115, 110, 115, 115 },
683 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
684 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
685 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
686 110, 110, 115, 110 },
689 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
690 120, 120, 105, 120, 115, 105, 115, 120, 110, 105, 105,
691 120, 105, 120, 120, 125, 120, 105, 135, 105, 95, 140,
692 100, 110, 110, 100 },
695 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
696 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
697 125, 115, 120, 120, 125, 120, 100, 125, 100, 95, 140,
698 110, 110, 105, 110 },
700 /* Human / Barbarian (copied from human) */
701 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
702 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
703 115, 105, 125, 125, 130, 125, 115, 120, 115, 95, 140,
704 100, 120, 110, 100 },
706 /* Half-Ogre: theoretical, copied from half-troll */
707 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
708 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
709 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
710 110, 110, 115, 110 },
712 /* Half-Giant: theoretical, copied from half-troll */
713 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
714 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
715 110, 115, 112, 112, 115, 112, 130, 120, 130, 95, 140,
716 110, 110, 115, 110 },
718 /* Half-Titan: theoretical, copied from High_Elf */
719 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
720 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
721 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
722 110, 110, 115, 110 },
724 /* Cyclops: theoretical, copied from half-troll */
725 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
726 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
727 110, 115, 112, 112, 115, 112, 130, 130, 130, 95, 140,
728 110, 110, 115, 110 },
730 /* Yeek: theoretical, copied from Half-Orc */
731 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
732 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
733 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
734 115, 110, 115, 115 },
736 /* Klackon: theoretical, copied from Gnome */
737 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
738 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
739 120, 101, 110, 110, 120, 120, 130, 130, 130, 95, 140,
740 115, 110, 115, 115 },
742 /* Kobold: theoretical, copied from Half-Orc */
743 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
744 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
745 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
746 115, 110, 115, 115 },
748 /* Nibelung: theoretical, copied from Dwarf */
749 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
750 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
751 120, 105, 115, 115, 120, 120, 130, 130, 130, 95, 140,
752 115, 135, 115, 115 },
755 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
756 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
757 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
758 110, 101, 115, 110 },
760 /* Draconian: theoretical, copied from High_Elf */
761 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
762 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
763 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
764 110, 110, 115, 110 },
766 /* Mind Flayer: theoretical, copied from High_Elf */
767 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
768 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
769 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
770 110, 110, 115, 110 },
772 /* Imp: theoretical, copied from High_Elf */
773 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
774 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
775 125, 115, 120, 120, 120, 120, 130, 130, 130, 120, 120,
776 110, 110, 115, 110 },
778 /* Golem: theoretical, copied from High_Elf */
779 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
780 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
781 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
782 110, 110, 115, 110 },
784 /* Skeleton: theoretical, copied from half-orc */
785 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
786 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
787 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
788 115, 110, 125, 115 },
790 /* Zombie: Theoretical, copied from half-orc */
791 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
792 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
793 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
794 115, 110, 125, 115 },
796 /* Vampire: Theoretical, copied from half-orc */
797 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
798 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
799 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
800 115, 110, 125, 115 },
802 /* Spectre: Theoretical, copied from half-orc */
803 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
804 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
805 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
806 115, 110, 125, 115 },
808 /* Sprite: Theoretical, copied from half-orc */
809 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
810 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
811 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
812 115, 110, 105, 115 },
814 /* Beastman: Theoretical, copied from half-orc */
815 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
816 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
817 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
818 115, 110, 115, 115 },
821 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
822 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
823 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
824 110, 110, 105, 110 },
827 { 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
828 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
829 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 160,
833 { 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
834 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
835 140, 140, 140, 140, 140, 140, 140, 140, 140, 160, 120,
836 140, 140, 140, 140 },
839 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
840 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
841 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
842 100, 120, 110, 100 },
845 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
846 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
847 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
848 110, 101, 115, 110 },
851 { 110, 110, 105, 105, 110, 115, 115, 115, 110, 105, 110,
852 115, 115, 115, 115, 115, 115, 115, 115, 115, 115, 115,
853 115, 115, 125, 125, 125, 125, 105, 115, 105, 95, 140,
854 110, 115, 100, 110 },
857 { 105, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
858 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
859 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
860 100, 120, 110, 100 },
867 * Determine the price of an item (qty one) in a store.
868 * @param o_ptr 店舗に並べるオブジェクト構造体の参照ポインタ
869 * @param greed 店主の強欲度
870 * @param flip TRUEならば店主にとっての買取価格、FALSEなら売出価格を計算
874 * This function takes into account the player's charisma, and the
875 * shop-keepers friendliness, and the shop-keeper's base greed, but
876 * never lets a shop-keeper lose money in a transaction.
877 * The "greed" value should exceed 100 when the player is "buying" the
878 * item, and should be less than 100 when the player is "selling" it.
879 * Hack -- the black market always charges twice as much as it should.
880 * Charisma adjustment runs from 80 to 130
881 * Racial adjustment runs from 95 to 130
882 * Since greed/charisma/racial adjustments are centered at 100, we need
883 * to adjust (by 200) to extract a usable multiplier. Note that the
884 * "greed" value is always something (?).
887 static s32b price_item(object_type *o_ptr, int greed, bool flip)
894 /* Get the value of one of the items */
895 price = object_value(o_ptr);
897 /* Worthless items */
898 if (price <= 0) return (0L);
901 /* Compute the racial factor */
902 factor = rgold_adj[ot_ptr->owner_race][p_ptr->prace];
904 /* Add in the charisma factor */
905 factor += adj_chr_gold[p_ptr->stat_ind[A_CHR]];
911 /* Adjust for greed */
912 adjust = 100 + (300 - (greed + factor));
914 /* Never get "silly" */
915 if (adjust > 100) adjust = 100;
917 /* Mega-Hack -- Black market sucks */
918 if (cur_store_num == STORE_BLACK)
921 /* Compute the final price (with rounding) */
922 /* Hack -- prevent underflow */
923 price = (price * adjust + 50L) / 100L;
926 /* Shop is selling */
929 /* Adjust for greed */
930 adjust = 100 + ((greed + factor) - 300);
932 /* Never get "silly" */
933 if (adjust < 100) adjust = 100;
935 /* Mega-Hack -- Black market sucks */
936 if (cur_store_num == STORE_BLACK)
939 /* Compute the final price (with rounding) */
940 /* Hack -- prevent overflow */
941 price = (s32b)(((u32b)price * (u32b)adjust + 50UL) / 100UL);
944 /* Note -- Never become "free" */
945 if (price <= 0L) return (1L);
947 /* Return the price */
953 * @brief 安価な消耗品の販売数を増やし、低確率で割引にする /
954 * Certain "cheap" objects should be created in "piles"
955 * @param o_ptr 店舗に並べるオブジェクト構造体の参照ポインタ
959 * Some objects can be sold at a "discount" (in small piles)
962 static void mass_produce(object_type *o_ptr)
965 DISCOUNT_RATE discount = 0;
967 s32b cost = object_value(o_ptr);
970 /* Analyze the type */
973 /* Food, Flasks, and Lites */
978 if (cost <= 5L) size += damroll(3, 5);
979 if (cost <= 20L) size += damroll(3, 5);
980 if (cost <= 50L) size += damroll(2, 2);
987 if (cost <= 60L) size += damroll(3, 5);
988 if (cost <= 240L) size += damroll(1, 5);
989 if (o_ptr->sval == SV_SCROLL_STAR_IDENTIFY) size += damroll(3, 5);
990 if (o_ptr->sval == SV_SCROLL_STAR_REMOVE_CURSE) size += damroll(1, 4);
995 case TV_SORCERY_BOOK:
1000 case TV_ARCANE_BOOK:
1002 case TV_DAEMON_BOOK:
1003 case TV_CRUSADE_BOOK:
1005 case TV_HISSATSU_BOOK:
1008 if (cost <= 50L) size += damroll(2, 3);
1009 if (cost <= 500L) size += damroll(1, 3);
1027 if (object_is_artifact(o_ptr)) break;
1028 if (object_is_ego(o_ptr)) break;
1029 if (cost <= 10L) size += damroll(3, 5);
1030 if (cost <= 100L) size += damroll(3, 5);
1039 if (cost <= 5L) size += damroll(5, 5);
1040 if (cost <= 50L) size += damroll(5, 5);
1041 if (cost <= 500L) size += damroll(5, 5);
1047 if (cost <= 100L) size += damroll(2, 2);
1048 if (cost <= 1000L) size += damroll(2, 2);
1061 * Because many rods (and a few wands and staffs) are useful mainly
1062 * in quantity, the Black Market will occasionally have a bunch of
1069 if ((cur_store_num == STORE_BLACK) && one_in_(3))
1071 if (cost < 1601L) size += damroll(1, 5);
1072 else if (cost < 3201L) size += damroll(1, 3);
1079 /* Pick a discount */
1084 else if (one_in_(25))
1088 else if (one_in_(150))
1092 else if (one_in_(300))
1096 else if (one_in_(500))
1101 if (o_ptr->art_name)
1106 /* Save the discount */
1107 o_ptr->discount = discount;
1109 /* Save the total pile size */
1110 o_ptr->number = size - (size * discount / 100);
1112 /* Ensure that mass-produced rods and wands get the correct pvals. */
1113 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
1115 o_ptr->pval *= (PARAMETER_VALUE)o_ptr->number;
1122 * @brief 店舗に並べた品を同一品であるかどうか判定する /
1123 * Determine if a store item can "absorb" another item
1124 * @param o_ptr 判定するオブジェクト構造体の参照ポインタ1
1125 * @param j_ptr 判定するオブジェクト構造体の参照ポインタ2
1126 * @return 同一扱いできるならTRUEを返す
1129 * See "object_similar()" for the same function for the "player"
1132 static bool store_object_similar(object_type *o_ptr, object_type *j_ptr)
1136 /* Hack -- Identical items cannot be stacked */
1137 if (o_ptr == j_ptr) return (0);
1139 /* Different objects cannot be stacked */
1140 if (o_ptr->k_idx != j_ptr->k_idx) return (0);
1142 /* Different charges (etc) cannot be stacked, unless wands or rods. */
1143 if ((o_ptr->pval != j_ptr->pval) && (o_ptr->tval != TV_WAND) && (o_ptr->tval != TV_ROD)) return (0);
1145 /* Require many identical values */
1146 if (o_ptr->to_h != j_ptr->to_h) return (0);
1147 if (o_ptr->to_d != j_ptr->to_d) return (0);
1148 if (o_ptr->to_a != j_ptr->to_a) return (0);
1150 /* Require identical "ego-item" names */
1151 if (o_ptr->name2 != j_ptr->name2) return (0);
1153 /* Artifacts don't stack! */
1154 if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return (0);
1156 /* Hack -- Identical art_flags! */
1157 for (i = 0; i < TR_FLAG_SIZE; i++)
1158 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return (0);
1160 /* Hack -- Never stack "powerful" items */
1161 if (o_ptr->xtra1 || j_ptr->xtra1) return (0);
1163 /* Hack -- Never stack recharging items */
1164 if (o_ptr->timeout || j_ptr->timeout) return (0);
1166 /* Require many identical values */
1167 if (o_ptr->ac != j_ptr->ac) return (0);
1168 if (o_ptr->dd != j_ptr->dd) return (0);
1169 if (o_ptr->ds != j_ptr->ds) return (0);
1171 /* Hack -- Never stack chests */
1172 if (o_ptr->tval == TV_CHEST) return (0);
1173 if (o_ptr->tval == TV_STATUE) return (0);
1174 if (o_ptr->tval == TV_CAPTURE) return (0);
1176 /* Require matching discounts */
1177 if (o_ptr->discount != j_ptr->discount) return (0);
1179 /* They match, so they must be similar */
1185 * @brief 店舗に並べた品を重ね合わせできるかどうか判定する /
1186 * Allow a store item to absorb another item
1187 * @param o_ptr 判定するオブジェクト構造体の参照ポインタ1
1188 * @param j_ptr 判定するオブジェクト構造体の参照ポインタ2
1189 * @return 重ね合わせできるならTRUEを返す
1192 * See "object_similar()" for the same function for the "player"
1195 static void store_object_absorb(object_type *o_ptr, object_type *j_ptr)
1197 int max_num = (o_ptr->tval == TV_ROD) ?
1198 MIN(99, MAX_SHORT / k_info[o_ptr->k_idx].pval) : 99;
1199 int total = o_ptr->number + j_ptr->number;
1200 int diff = (total > max_num) ? total - max_num : 0;
1202 /* Combine quantity, lose excess items */
1203 o_ptr->number = (total > max_num) ? max_num : total;
1205 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) together. -LM- */
1206 if (o_ptr->tval == TV_ROD)
1208 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1211 /* Hack -- if wands are stacking, combine the charges. -LM- */
1212 if (o_ptr->tval == TV_WAND)
1214 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1220 * @brief 店舗に品を置くスペースがあるかどうかの判定を返す /
1221 * Check to see if the shop will be carrying too many objects -RAK-
1222 * @param o_ptr 店舗に置きたいオブジェクト構造体の参照ポインタ
1223 * @return 置き場がないなら0、重ね合わせできるアイテムがあるなら-1、スペースがあるなら1を返す。
1226 * Note that the shop, just like a player, will not accept things
1227 * it cannot hold. Before, one could "nuke" potions this way.
1228 * Return value is now int:
1230 * -1 : Can be combined to existing slot.
1231 * 1 : Cannot be combined but there are empty spaces.
1234 static int store_check_num(object_type *o_ptr)
1239 /* The "home" acts like the player */
1240 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
1242 bool old_stack_force_notes = stack_force_notes;
1243 bool old_stack_force_costs = stack_force_costs;
1245 if (cur_store_num != STORE_HOME)
1247 stack_force_notes = FALSE;
1248 stack_force_costs = FALSE;
1251 /* Check all the items */
1252 for (i = 0; i < st_ptr->stock_num; i++)
1254 /* Get the existing item */
1255 j_ptr = &st_ptr->stock[i];
1257 /* Can the new object be combined with the old one? */
1258 if (object_similar(j_ptr, o_ptr))
1260 if (cur_store_num != STORE_HOME)
1262 stack_force_notes = old_stack_force_notes;
1263 stack_force_costs = old_stack_force_costs;
1270 if (cur_store_num != STORE_HOME)
1272 stack_force_notes = old_stack_force_notes;
1273 stack_force_costs = old_stack_force_costs;
1277 /* Normal stores do special stuff */
1280 /* Check all the items */
1281 for (i = 0; i < st_ptr->stock_num; i++)
1283 /* Get the existing item */
1284 j_ptr = &st_ptr->stock[i];
1286 /* Can the new object be combined with the old one? */
1287 if (store_object_similar(j_ptr, o_ptr)) return -1;
1291 /* Free space is always usable */
1293 * オプション powerup_home が設定されていると
1296 if ((cur_store_num == STORE_HOME) && ( powerup_home == FALSE )) {
1297 if (st_ptr->stock_num < ((st_ptr->stock_size) / 10)) {
1302 if (st_ptr->stock_num < st_ptr->stock_size) {
1307 /* But there was no room at the inn... */
1312 * @brief オブジェクトが祝福されているかの判定を返す /
1313 * @param o_ptr 判定したいオブジェクト構造体の参照ポインタ
1314 * @return アイテムが祝福されたアイテムならばTRUEを返す
1316 static bool is_blessed(object_type *o_ptr)
1318 BIT_FLAGS flgs[TR_FLAG_SIZE];
1319 object_flags(o_ptr, flgs);
1320 if (have_flag(flgs, TR_BLESSED)) return (TRUE);
1321 else return (FALSE);
1327 * @brief オブジェクトが所定の店舗で引き取れるかどうかを返す /
1328 * Determine if the current store will purchase the given item
1329 * @param o_ptr 判定したいオブジェクト構造体の参照ポインタ
1330 * @return アイテムが買い取れるならばTRUEを返す
1332 * Note that a shop-keeper must refuse to buy "worthless" items
1334 static bool store_will_buy(object_type *o_ptr)
1336 /* Hack -- The Home is simple */
1337 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) return (TRUE);
1339 /* Switch on the store */
1340 switch (cur_store_num)
1345 /* Analyze the type */
1346 switch (o_ptr->tval)
1349 if (o_ptr->sval != SV_POTION_WATER) return FALSE;
1361 case TV_BOTTLE: /* 'Green', recycling Angband */
1376 /* Analyze the type */
1377 switch (o_ptr->tval)
1398 /* Analyze the type */
1399 switch (o_ptr->tval)
1408 case TV_HISSATSU_BOOK:
1412 if(o_ptr->sval == SV_WIZSTAFF) return (FALSE);
1424 /* Analyze the type */
1425 switch (o_ptr->tval)
1428 case TV_CRUSADE_BOOK:
1438 monster_race *r_ptr = &r_info[o_ptr->pval];
1441 if (!(r_ptr->flags3 & RF3_EVIL))
1444 if (r_ptr->flags3 & RF3_GOOD) break;
1446 /* Accept animals */
1447 if (r_ptr->flags3 & RF3_ANIMAL) break;
1450 if (my_strchr("?!", r_ptr->d_char)) break;
1456 if (is_blessed(o_ptr)) break;
1465 case STORE_ALCHEMIST:
1467 /* Analyze the type */
1468 switch (o_ptr->tval)
1482 /* Analyze the type */
1483 switch (o_ptr->tval)
1485 case TV_SORCERY_BOOK:
1486 case TV_NATURE_BOOK:
1490 case TV_ARCANE_BOOK:
1492 case TV_DAEMON_BOOK:
1506 if(o_ptr->sval == SV_WIZSTAFF) break;
1507 else return (FALSE);
1514 /* Bookstore Shop */
1517 /* Analyze the type */
1518 switch (o_ptr->tval)
1520 case TV_SORCERY_BOOK:
1521 case TV_NATURE_BOOK:
1526 case TV_ARCANE_BOOK:
1528 case TV_DAEMON_BOOK:
1529 case TV_CRUSADE_BOOK:
1540 /* Ignore "worthless" items */
1541 if (object_value(o_ptr) <= 0) return (FALSE);
1549 * @brief 現在の町の指定された店舗のアイテムを整理する /
1550 * Combine and reorder items in store.
1551 * @param store_num 店舗ID
1552 * @return 実際に整理が行われたならばTRUEを返す。
1554 bool combine_and_reorder_home(int store_num)
1558 object_type forge, *o_ptr, *j_ptr;
1559 bool flag = FALSE, combined;
1560 store_type *old_st_ptr = st_ptr;
1561 bool old_stack_force_notes = stack_force_notes;
1562 bool old_stack_force_costs = stack_force_costs;
1564 st_ptr = &town[1].store[store_num];
1565 if (store_num != STORE_HOME)
1567 stack_force_notes = FALSE;
1568 stack_force_costs = FALSE;
1575 /* Combine the items in the home (backwards) */
1576 for (i = st_ptr->stock_num - 1; i > 0; i--)
1579 o_ptr = &st_ptr->stock[i];
1581 /* Skip empty items */
1582 if (!o_ptr->k_idx) continue;
1584 /* Scan the items above that item */
1585 for (j = 0; j < i; j++)
1590 j_ptr = &st_ptr->stock[j];
1592 /* Skip empty items */
1593 if (!j_ptr->k_idx) continue;
1596 * Get maximum number of the stack if these
1597 * are similar, get zero otherwise.
1599 max_num = object_similar_part(j_ptr, o_ptr);
1601 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
1602 if (max_num && j_ptr->number < max_num)
1604 if (o_ptr->number + j_ptr->number <= max_num)
1606 /* Add together the item counts */
1607 object_absorb(j_ptr, o_ptr);
1609 /* One object is gone */
1610 st_ptr->stock_num--;
1612 /* Slide everything down */
1613 for (k = i; k < st_ptr->stock_num; k++)
1615 /* Structure copy */
1616 st_ptr->stock[k] = st_ptr->stock[k + 1];
1619 /* Erase the "final" slot */
1620 object_wipe(&st_ptr->stock[k]);
1624 ITEM_NUMBER old_num = o_ptr->number;
1625 ITEM_NUMBER remain = j_ptr->number + o_ptr->number - max_num;
1627 /* Add together the item counts */
1628 object_absorb(j_ptr, o_ptr);
1630 o_ptr->number = remain;
1632 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1633 if (o_ptr->tval == TV_ROD)
1635 o_ptr->pval = o_ptr->pval * remain / old_num;
1636 o_ptr->timeout = o_ptr->timeout * remain / old_num;
1639 /* Hack -- if wands are stacking, combine the charges. -LM- */
1640 else if (o_ptr->tval == TV_WAND)
1642 o_ptr->pval = o_ptr->pval * remain / old_num;
1658 /* Re-order the items in the home (forwards) */
1659 for (i = 0; i < st_ptr->stock_num; i++)
1662 o_ptr = &st_ptr->stock[i];
1664 /* Skip empty slots */
1665 if (!o_ptr->k_idx) continue;
1667 /* Get the "value" of the item */
1668 o_value = object_value(o_ptr);
1670 /* Scan every occupied slot */
1671 for (j = 0; j < st_ptr->stock_num; j++)
1673 if (object_sort_comp(o_ptr, o_value, &st_ptr->stock[j])) break;
1676 /* Never move down */
1677 if (j >= i) continue;
1682 /* Get local object */
1685 /* Save a copy of the moving item */
1686 object_copy(j_ptr, &st_ptr->stock[i]);
1688 /* Slide the objects */
1689 for (k = i; k > j; k--)
1691 /* Slide the item */
1692 object_copy(&st_ptr->stock[k], &st_ptr->stock[k - 1]);
1695 /* Insert the moving item */
1696 object_copy(&st_ptr->stock[j], j_ptr);
1699 st_ptr = old_st_ptr;
1700 if (store_num != STORE_HOME)
1702 stack_force_notes = old_stack_force_notes;
1703 stack_force_costs = old_stack_force_costs;
1711 * @brief 我が家にオブジェクトを加える /
1712 * Add the item "o_ptr" to the inventory of the "Home"
1713 * @param o_ptr 加えたいオブジェクトの構造体参照ポインタ
1717 * In all cases, return the slot (or -1) where the object was placed
1718 * Note that this is a hacked up version of "inven_carry()".
1719 * Also note that it may not correctly "adapt" to "knowledge" bacoming
1720 * known, the player may have to pick stuff up and drop it again.
1723 static int home_carry(object_type *o_ptr)
1729 bool old_stack_force_notes = stack_force_notes;
1730 bool old_stack_force_costs = stack_force_costs;
1732 if (cur_store_num != STORE_HOME)
1734 stack_force_notes = FALSE;
1735 stack_force_costs = FALSE;
1738 /* Check each existing item (try to combine) */
1739 for (slot = 0; slot < st_ptr->stock_num; slot++)
1741 /* Get the existing item */
1742 j_ptr = &st_ptr->stock[slot];
1744 /* The home acts just like the player */
1745 if (object_similar(j_ptr, o_ptr))
1747 /* Save the new number of items */
1748 object_absorb(j_ptr, o_ptr);
1750 if (cur_store_num != STORE_HOME)
1752 stack_force_notes = old_stack_force_notes;
1753 stack_force_costs = old_stack_force_costs;
1761 if (cur_store_num != STORE_HOME)
1763 stack_force_notes = old_stack_force_notes;
1764 stack_force_costs = old_stack_force_costs;
1769 * 隠し機能: オプション powerup_home が設定されていると
1773 if ((cur_store_num != STORE_HOME) || (powerup_home == TRUE)) {
1774 if (st_ptr->stock_num >= st_ptr->stock_size) {
1779 if (st_ptr->stock_num >= ((st_ptr->stock_size) / 10)) {
1785 /* Determine the "value" of the item */
1786 value = object_value(o_ptr);
1788 /* Check existing slots to see if we must "slide" */
1789 for (slot = 0; slot < st_ptr->stock_num; slot++)
1791 if (object_sort_comp(o_ptr, value, &st_ptr->stock[slot])) break;
1794 /* Slide the others up */
1795 for (i = st_ptr->stock_num; i > slot; i--)
1797 st_ptr->stock[i] = st_ptr->stock[i-1];
1800 /* More stuff now */
1801 st_ptr->stock_num++;
1803 /* Insert the new item */
1804 st_ptr->stock[slot] = *o_ptr;
1806 chg_virtue(V_SACRIFICE, -1);
1808 (void)combine_and_reorder_home(cur_store_num);
1810 /* Return the location */
1816 * @brief 店舗にオブジェクトを加える /
1817 * Add the item "o_ptr" to a real stores inventory.
1818 * @param o_ptr 加えたいオブジェクトの構造体参照ポインタ
1822 * In all cases, return the slot (or -1) where the object was placed
1823 * Note that this is a hacked up version of "inven_carry()".
1824 * Also note that it may not correctly "adapt" to "knowledge" bacoming
1825 * known, the player may have to pick stuff up and drop it again.
1828 static int store_carry(object_type *o_ptr)
1831 s32b value, j_value;
1835 /* Evaluate the object */
1836 value = object_value(o_ptr);
1838 /* Cursed/Worthless items "disappear" when sold */
1839 if (value <= 0) return (-1);
1841 /* All store items are fully *identified* */
1842 o_ptr->ident |= IDENT_MENTAL;
1844 /* Erase the inscription */
1845 o_ptr->inscription = 0;
1847 /* Erase the "feeling" */
1848 o_ptr->feeling = FEEL_NONE;
1850 /* Check each existing item (try to combine) */
1851 for (slot = 0; slot < st_ptr->stock_num; slot++)
1853 /* Get the existing item */
1854 j_ptr = &st_ptr->stock[slot];
1856 /* Can the existing items be incremented? */
1857 if (store_object_similar(j_ptr, o_ptr))
1859 /* Hack -- extra items disappear */
1860 store_object_absorb(j_ptr, o_ptr);
1868 if (st_ptr->stock_num >= st_ptr->stock_size) return (-1);
1871 /* Check existing slots to see if we must "slide" */
1872 for (slot = 0; slot < st_ptr->stock_num; slot++)
1875 j_ptr = &st_ptr->stock[slot];
1877 /* Objects sort by decreasing type */
1878 if (o_ptr->tval > j_ptr->tval) break;
1879 if (o_ptr->tval < j_ptr->tval) continue;
1881 /* Objects sort by increasing sval */
1882 if (o_ptr->sval < j_ptr->sval) break;
1883 if (o_ptr->sval > j_ptr->sval) continue;
1886 * Hack: otherwise identical rods sort by
1887 * increasing recharge time --dsb
1889 if (o_ptr->tval == TV_ROD)
1891 if (o_ptr->pval < j_ptr->pval) break;
1892 if (o_ptr->pval > j_ptr->pval) continue;
1895 /* Evaluate that slot */
1896 j_value = object_value(j_ptr);
1898 /* Objects sort by decreasing value */
1899 if (value > j_value) break;
1900 if (value < j_value) continue;
1903 /* Slide the others up */
1904 for (i = st_ptr->stock_num; i > slot; i--)
1906 st_ptr->stock[i] = st_ptr->stock[i-1];
1909 /* More stuff now */
1910 st_ptr->stock_num++;
1912 /* Insert the new item */
1913 st_ptr->stock[slot] = *o_ptr;
1915 /* Return the location */
1921 * @brief 店舗のオブジェクト数を増やす /
1922 * Add the item "o_ptr" to a real stores inventory.
1923 * @param item 増やしたいアイテムのID
1928 * Increase, by a given amount, the number of a certain item
1929 * in a certain store. This can result in zero items.
1931 * @todo numは本来ITEM_NUMBER型にしたい。
1933 static void store_item_increase(INVENTORY_IDX item, int num)
1939 o_ptr = &st_ptr->stock[item];
1941 /* Verify the number */
1942 cnt = o_ptr->number + num;
1943 if (cnt > 255) cnt = 255;
1944 else if (cnt < 0) cnt = 0;
1945 num = cnt - o_ptr->number;
1947 /* Save the new number */
1948 o_ptr->number += (ITEM_NUMBER)num;
1953 * @brief 店舗のオブジェクト数を削除する /
1954 * Remove a slot if it is empty
1955 * @param item 削除したいアイテムのID
1958 static void store_item_optimize(INVENTORY_IDX item)
1964 o_ptr = &st_ptr->stock[item];
1967 if (!o_ptr->k_idx) return;
1969 /* Must have no items */
1970 if (o_ptr->number) return;
1973 st_ptr->stock_num--;
1975 /* Slide everyone */
1976 for (j = item; j < st_ptr->stock_num; j++)
1978 st_ptr->stock[j] = st_ptr->stock[j + 1];
1981 /* Nuke the final slot */
1982 object_wipe(&st_ptr->stock[j]);
1986 * @brief ブラックマーケット用の無価値品の排除判定 /
1987 * This function will keep 'crap' out of the black market.
1988 * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
1989 * @return ブラックマーケットにとって無価値な品ならばTRUEを返す
1992 * Crap is defined as any item that is "available" elsewhere
1993 * Based on a suggestion by "Lee Vogt" <lvogt@cig.mcel.mot.com>
1996 static bool black_market_crap(object_type *o_ptr)
2000 /* Ego items are never crap */
2001 if (object_is_ego(o_ptr)) return (FALSE);
2003 /* Good items are never crap */
2004 if (o_ptr->to_a > 0) return (FALSE);
2005 if (o_ptr->to_h > 0) return (FALSE);
2006 if (o_ptr->to_d > 0) return (FALSE);
2008 /* Check all stores */
2009 for (i = 0; i < MAX_STORES; i++)
2011 if (i == STORE_HOME) continue;
2012 if (i == STORE_MUSEUM) continue;
2014 /* Check every item in the store */
2015 for (j = 0; j < town[p_ptr->town_num].store[i].stock_num; j++)
2017 object_type *j_ptr = &town[p_ptr->town_num].store[i].stock[j];
2019 /* Duplicate item "type", assume crappy */
2020 if (o_ptr->k_idx == j_ptr->k_idx) return (TRUE);
2030 * @brief 店舗の品揃え変化のためにアイテムを削除する /
2031 * Attempt to delete (some of) a random item from the store
2035 * Hack -- we attempt to "maintain" piles of items when possible.
2038 static void store_delete(void)
2043 /* Pick a random slot */
2044 what = (INVENTORY_IDX)randint0(st_ptr->stock_num);
2046 /* Determine how many items are here */
2047 num = st_ptr->stock[what].number;
2049 /* Hack -- sometimes, only destroy half the items */
2050 if (randint0(100) < 50) num = (num + 1) / 2;
2052 /* Hack -- sometimes, only destroy a single item */
2053 if (randint0(100) < 50) num = 1;
2055 /* Hack -- decrement the maximum timeouts and total charges of rods and wands. -LM- */
2056 if ((st_ptr->stock[what].tval == TV_ROD) || (st_ptr->stock[what].tval == TV_WAND))
2058 st_ptr->stock[what].pval -= num * st_ptr->stock[what].pval / st_ptr->stock[what].number;
2061 /* Actually destroy (part of) the item */
2062 store_item_increase(what, -num);
2063 store_item_optimize(what);
2068 * @brief 店舗の品揃え変化のためにアイテムを追加する /
2069 * Creates a random item and gives it to a store
2073 * This algorithm needs to be rethought. A lot.
2074 * Currently, "normal" stores use a pre-built array.
2075 * Note -- the "level" given to "obj_get_num()" is a "favored"
2076 * level, that is, there is a much higher chance of getting
2077 * items with a level approaching that of the given level...
2078 * Should we check for "permission" to have the given item?
2081 static void store_create(void)
2091 /* Paranoia -- no room left */
2092 if (st_ptr->stock_num >= st_ptr->stock_size) return;
2095 /* Hack -- consider up to four items */
2096 for (tries = 0; tries < 4; tries++)
2099 if (cur_store_num == STORE_BLACK)
2101 /* Pick a level for object/magic */
2102 level = 25 + randint0(25);
2104 /* Random item (usually of given level) */
2105 i = get_obj_num(level);
2107 /* Handle failure */
2114 /* Hack -- Pick an item to sell */
2115 i = st_ptr->table[randint0(st_ptr->table_num)];
2117 /* Hack -- fake level for apply_magic() */
2118 level = rand_range(1, STORE_OBJ_LEVEL);
2122 /* Get local object */
2125 /* Create a new object of the chosen kind */
2126 object_prep(q_ptr, i);
2128 /* Apply some "low-level" magic (no artifacts) */
2129 apply_magic(q_ptr, level, AM_NO_FIXED_ART);
2131 /* Require valid object */
2132 if (!store_will_buy(q_ptr)) continue;
2134 /* Hack -- Charge lite's */
2135 if (q_ptr->tval == TV_LITE)
2137 if (q_ptr->sval == SV_LITE_TORCH) q_ptr->xtra4 = FUEL_TORCH / 2;
2138 if (q_ptr->sval == SV_LITE_LANTERN) q_ptr->xtra4 = FUEL_LAMP / 2;
2142 /* The item is "known" */
2143 object_known(q_ptr);
2145 /* Mark it storebought */
2146 q_ptr->ident |= IDENT_STORE;
2148 /* Mega-Hack -- no chests in stores */
2149 if (q_ptr->tval == TV_CHEST) continue;
2151 /* Prune the black market */
2152 if (cur_store_num == STORE_BLACK)
2154 /* Hack -- No "crappy" items */
2155 if (black_market_crap(q_ptr)) continue;
2157 /* Hack -- No "cheap" items */
2158 if (object_value(q_ptr) < 10) continue;
2160 /* No "worthless" items */
2161 /* if (object_value(q_ptr) <= 0) continue; */
2164 /* Prune normal stores */
2167 /* No "worthless" items */
2168 if (object_value(q_ptr) <= 0) continue;
2172 /* Mass produce and/or Apply discount */
2173 mass_produce(q_ptr);
2175 /* Attempt to carry the (known) item */
2176 (void)store_carry(q_ptr);
2178 /* Definitely done */
2185 * @brief 店舗の割引対象外にするかどうかを判定 /
2186 * Eliminate need to bargain if player has haggled well in the past
2187 * @param minprice アイテムの最低販売価格
2188 * @return 割引を禁止するならTRUEを返す。
2190 static bool noneedtobargain(PRICE minprice)
2192 s32b good = st_ptr->good_buy;
2193 s32b bad = st_ptr->bad_buy;
2195 /* Cheap items are "boring" */
2196 if (minprice < 10L) return (TRUE);
2198 /* Perfect haggling */
2199 if (good == MAX_SHORT) return (TRUE);
2201 /* Reward good haggles, punish bad haggles, notice price */
2202 if (good > ((3 * bad) + (5 + (minprice/50)))) return (TRUE);
2204 /* Return the flag */
2210 * @brief 店主の持つプレイヤーに対する売買の良し悪し経験を記憶する /
2211 * Update the bargain info
2212 * @param price 実際の取引価格
2213 * @param minprice 店主の提示した価格
2217 static void updatebargain(PRICE price, PRICE minprice, int num)
2219 /* Hack -- auto-haggle */
2220 if (!manual_haggle) return;
2222 /* Cheap items are "boring" */
2223 if ((minprice/num) < 10L) return;
2225 /* Count the successful haggles */
2226 if (price == minprice)
2228 /* Just count the good haggles */
2229 if (st_ptr->good_buy < MAX_SHORT)
2235 /* Count the failed haggles */
2238 /* Just count the bad haggles */
2239 if (st_ptr->bad_buy < MAX_SHORT)
2248 * @brief 店の商品リストを再表示する /
2249 * Re-displays a single store entry
2253 static void display_entry(int pos)
2259 char o_name[MAX_NLEN];
2266 o_ptr = &st_ptr->stock[pos];
2268 /* Get the "offset" */
2269 i = (pos % store_bottom);
2271 /* Label it, clear the line --(-- */
2272 (void)sprintf(out_val, "%c) ", ((i > 25) ? toupper(I2A(i - 26)) : I2A(i)));
2273 prt(out_val, i+6, 0);
2276 if (show_item_graph)
2278 byte a = object_attr(o_ptr);
2279 char c = object_char(o_ptr);
2281 Term_queue_bigchar(cur_col, i + 6, a, c, 0, 0);
2282 if (use_bigtile) cur_col++;
2287 /* Describe an item in the home */
2288 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
2292 /* Leave room for weights, if necessary -DRS- */
2293 if (show_weights) maxwid -= 10;
2295 /* Describe the object */
2296 object_desc(o_name, o_ptr, 0);
2297 o_name[maxwid] = '\0';
2298 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, cur_col);
2303 /* Only show the weight of an individual item */
2304 int wgt = o_ptr->weight;
2306 sprintf(out_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
2307 put_str(out_val, i+6, 67);
2309 (void)sprintf(out_val, "%3d.%d lb", wgt / 10, wgt % 10);
2310 put_str(out_val, i+6, 68);
2316 /* Describe an item (fully) in a store */
2319 /* Must leave room for the "price" */
2322 /* Leave room for weights, if necessary -DRS- */
2323 if (show_weights) maxwid -= 7;
2325 /* Describe the object (fully) */
2326 object_desc(o_name, o_ptr, 0);
2327 o_name[maxwid] = '\0';
2328 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, cur_col);
2333 /* Only show the weight of an individual item */
2334 int wgt = o_ptr->weight;
2336 sprintf(out_val, "%3d.%1d", lbtokg1(wgt) , lbtokg2(wgt) );
2337 put_str(out_val, i+6, 60);
2339 (void)sprintf(out_val, "%3d.%d", wgt / 10, wgt % 10);
2340 put_str(out_val, i+6, 61);
2345 /* Display a "fixed" cost */
2346 if (o_ptr->ident & (IDENT_FIXED))
2348 /* Extract the "minimum" price */
2349 x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2351 /* Actually draw the price (not fixed) */
2353 (void)sprintf(out_val, "%9ld固", (long)x);
2355 (void)sprintf(out_val, "%9ld F", (long)x);
2358 put_str(out_val, i+6, 68);
2361 /* Display a "taxed" cost */
2362 else if (!manual_haggle)
2364 /* Extract the "minimum" price */
2365 x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2367 /* Hack -- Apply Sales Tax if needed */
2368 if (!noneedtobargain(x)) x += x / 10;
2370 /* Actually draw the price (with tax) */
2371 (void)sprintf(out_val, "%9ld ", (long)x);
2372 put_str(out_val, i+6, 68);
2375 /* Display a "haggle" cost */
2378 /* Extrect the "maximum" price */
2379 x = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
2381 /* Actually draw the price (not fixed) */
2382 (void)sprintf(out_val, "%9ld ", (long)x);
2383 put_str(out_val, i+6, 68);
2390 * @brief 店の商品リストを表示する /
2391 * Displays a store's inventory -RAK-
2394 * All prices are listed as "per individual object". -BEN-
2396 static void display_inventory(void)
2400 /* Display the next 12 items */
2401 for (k = 0; k < store_bottom; k++)
2403 /* Do not display "dead" items */
2404 if (store_top + k >= st_ptr->stock_num) break;
2406 /* Display that line */
2407 display_entry(store_top + k);
2410 /* Erase the extra lines and the "more" prompt */
2411 for (i = k; i < store_bottom + 1; i++) prt("", i + 6, 0);
2413 /* Assume "no current page" */
2415 put_str(" ", 5, 20);
2417 put_str(" ", 5, 20);
2421 /* Visual reminder of "more items" */
2422 if (st_ptr->stock_num > store_bottom)
2424 /* Show "more" reminder (after the last item) */
2426 prt("-続く-", k + 6, 3);
2428 prt("-more-", k + 6, 3);
2432 /* Indicate the "current page" */
2433 /* Trailing spaces are to display (Page xx) and (Page x) */
2435 put_str(format("(%dページ) ", store_top/store_bottom + 1), 5, 20);
2437 put_str(format("(Page %d) ", store_top/store_bottom + 1), 5, 20);
2442 if (cur_store_num == STORE_HOME || cur_store_num == STORE_MUSEUM)
2444 k = st_ptr->stock_size;
2446 if (cur_store_num == STORE_HOME && !powerup_home) k /= 10;
2448 put_str(format("アイテム数: %4d/%4d", st_ptr->stock_num, k), 19 + xtra_stock, 27);
2450 put_str(format("Objects: %4d/%4d", st_ptr->stock_num, k), 19 + xtra_stock, 30);
2457 * @brief プレイヤーの所持金を表示する /
2458 * Displays players gold -RAK-
2462 static void store_prt_gold(void)
2467 prt("手持ちのお金: ", 19 + xtra_stock, 53);
2469 prt("Gold Remaining: ", 19 + xtra_stock, 53);
2473 sprintf(out_val, "%9ld", (long)p_ptr->au);
2474 prt(out_val, 19 + xtra_stock, 68);
2478 * @brief 店舗情報全体を表示するメインルーチン /
2479 * Displays store (after clearing screen) -RAK-
2483 static void display_store(void)
2491 /* The "Home" is special */
2492 if (cur_store_num == STORE_HOME)
2494 /* Put the owner name */
2496 put_str("我が家", 3, 31);
2498 put_str("Your Home", 3, 30);
2502 /* Label the item descriptions */
2504 put_str("アイテムの一覧", 5, 4);
2506 put_str("Item Description", 5, 3);
2510 /* If showing weights, show label */
2514 put_str("重さ", 5, 72);
2516 put_str("Weight", 5, 70);
2522 /* The "Home" is special */
2523 else if (cur_store_num == STORE_MUSEUM)
2525 /* Put the owner name */
2527 put_str("博物館", 3, 31);
2529 put_str("Museum", 3, 30);
2533 /* Label the item descriptions */
2535 put_str("アイテムの一覧", 5, 4);
2537 put_str("Item Description", 5, 3);
2541 /* If showing weights, show label */
2545 put_str("重さ", 5, 72);
2547 put_str("Weight", 5, 70);
2556 cptr store_name = (f_name + f_info[cur_store_feat].name);
2557 cptr owner_name = (ot_ptr->owner_name);
2558 cptr race_name = race_info[ot_ptr->owner_race].title;
2560 /* Put the owner name and race */
2561 sprintf(buf, "%s (%s)", owner_name, race_name);
2562 put_str(buf, 3, 10);
2564 /* Show the max price in the store (above prices) */
2565 sprintf(buf, "%s (%ld)", store_name, (long)(ot_ptr->max_cost));
2568 /* Label the item descriptions */
2570 put_str("商品の一覧", 5, 7);
2572 put_str("Item Description", 5, 3);
2576 /* If showing weights, show label */
2580 put_str("重さ", 5, 62);
2582 put_str("Weight", 5, 60);
2587 /* Label the asking price (in stores) */
2589 put_str("価格", 5, 73);
2591 put_str("Price", 5, 72);
2596 /* Display the current gold */
2599 /* Draw in the inventory */
2600 display_inventory();
2606 * @brief 店舗からアイテムを選択する /
2607 * Get the ID of a store item and return its value -RAK-
2608 * @param com_val 選択IDを返す参照ポインタ
2609 * @param pmt メッセージキャプション
2612 * @return 実際に選択したらTRUE、キャンセルしたらFALSE
2614 static int get_stock(COMMAND_CODE *com_val, cptr pmt, int i, int j)
2620 #ifdef ALLOW_REPEAT /* TNB */
2622 /* Get the item index */
2623 if (repeat_pull(com_val))
2625 /* Verify the item */
2626 if ((*com_val >= i) && (*com_val <= j))
2633 #endif /* ALLOW_REPEAT -- TNB */
2639 /* Assume failure */
2642 /* Build the prompt */
2644 hi = (j > 25) ? toupper(I2A(j - 26)) : I2A(j);
2646 (void)sprintf(out_val, "(%s:%c-%c, ESCで中断) %s",
2647 (((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) ? "アイテム" : "商品"),
2650 (void)sprintf(out_val, "(Items %c-%c, ESC to exit) %s",
2655 /* Ask until done */
2661 if (!get_com(out_val, &command, FALSE)) break;
2664 if (islower(command))
2666 else if (isupper(command))
2667 k = A2I(tolower(command)) + 26;
2671 /* Legal responses */
2672 if ((k >= i) && (k <= j))
2681 /* Clear the prompt */
2685 if (command == ESCAPE) return (FALSE);
2687 #ifdef ALLOW_REPEAT /* TNB */
2689 repeat_push(*com_val);
2691 #endif /* ALLOW_REPEAT -- TNB */
2699 * @brief 店主の不満度を増やし、プレイヤーを締め出す判定と処理を行う /
2700 * Increase the insult counter and get angry if too many -RAK-
2701 * @return プレイヤーを締め出す場合TRUEを返す
2703 static int increase_insults(void)
2705 /* Increase insults */
2706 st_ptr->insult_cur++;
2708 /* Become insulted */
2709 if (st_ptr->insult_cur > ot_ptr->insult_max)
2715 st_ptr->insult_cur = 0;
2716 st_ptr->good_buy = 0;
2717 st_ptr->bad_buy = 0;
2720 st_ptr->store_open = turn + TURNS_PER_TICK*TOWN_DAWN/8 + randint1(TURNS_PER_TICK*TOWN_DAWN/8);
2732 * @brief 店主の不満度を減らす /
2733 * Decrease insults -RAK-
2734 * @return プレイヤーを締め出す場合TRUEを返す
2736 static void decrease_insults(void)
2738 /* Decrease insults */
2739 if (st_ptr->insult_cur) st_ptr->insult_cur--;
2744 * @brief 店主の不満度が増えた場合のみのメッセージを表示する /
2745 * Have insulted while haggling -RAK-
2746 * @return プレイヤーを締め出す場合TRUEを返す
2748 static int haggle_insults(void)
2750 /* Increase insults */
2751 if (increase_insults()) return (TRUE);
2753 /* Display and flush insult */
2762 * Mega-Hack -- Enable "increments"
2764 static bool allow_inc = FALSE;
2767 * Mega-Hack -- Last "increment" during haggling
2769 static s32b last_inc = 0L;
2773 * @brief 交渉価格を確認と認証の是非を行う /
2776 * @param poffer 別途価格提示をした場合の値を返す参照ポインタ
2777 * @param price 現在の交渉価格
2778 * @param final 最終確定価格ならばTRUE
2779 * @return プレイヤーを締め出す場合TRUEを返す
2781 static int get_haggle(cptr pmt, s32b *poffer, PRICE price, int final)
2791 /* Clear old increment if necessary */
2792 if (!allow_inc) last_inc = 0L;
2799 sprintf(buf, "%s [承諾] ", pmt);
2801 sprintf(buf, "%s [accept] ", pmt);
2806 /* Old (negative) increment, and not final */
2807 else if (last_inc < 0)
2810 sprintf(buf, "%s [-$%ld] ", pmt, (long)(ABS(last_inc)));
2812 sprintf(buf, "%s [-%ld] ", pmt, (long)(ABS(last_inc)));
2817 /* Old (positive) increment, and not final */
2818 else if (last_inc > 0)
2821 sprintf(buf, "%s [+$%ld] ", pmt, (long)(ABS(last_inc)));
2823 sprintf(buf, "%s [+%ld] ", pmt, (long)(ABS(last_inc)));
2831 sprintf(buf, "%s ", pmt);
2839 /* Ask until done */
2844 /* Display prompt */
2848 strcpy(out_val, "");
2851 * Ask the user for a response.
2852 * Don't allow to use numpad as cursor key.
2854 res = askfor_aux(out_val, 32, FALSE);
2860 if (!res) return FALSE;
2862 /* Skip leading spaces */
2863 for (p = out_val; *p == ' '; p++) /* loop */;
2865 /* Empty response */
2868 /* Accept current price */
2876 /* Use previous increment */
2877 if (allow_inc && last_inc)
2879 *poffer += last_inc;
2884 /* Normal response */
2887 /* Extract a number */
2890 /* Handle "incremental" number */
2891 if ((*p == '+' || *p == '-'))
2893 /* Allow increments */
2896 /* Use the given "increment" */
2903 /* Handle normal number */
2906 /* Use the given "number" */
2915 msg_print("値がおかしいです。");
2917 msg_print("Invalid response.");
2929 * @brief 店主がプレイヤーからの交渉価格を判断する /
2930 * Receive an offer (from the player)
2932 * @param poffer 店主からの交渉価格を返す参照ポインタ
2933 * @param last_offer 現在の交渉価格
2934 * @param factor 店主の価格基準倍率
2935 * @param price アイテムの実価値
2936 * @param final 最終価格確定ならばTRUE
2937 * @return プレイヤーの価格に対して不服ならばTRUEを返す /
2938 * Return TRUE if offer is NOT okay
2940 static bool receive_offer(cptr pmt, s32b *poffer,
2941 s32b last_offer, int factor,
2942 PRICE price, int final)
2944 /* Haggle till done */
2947 /* Get a haggle (or cancel) */
2948 if (!get_haggle(pmt, poffer, price, final)) return (TRUE);
2950 /* Acceptable offer */
2951 if (((*poffer) * factor) >= (last_offer * factor)) break;
2953 /* Insult, and check for kicked out */
2954 if (haggle_insults()) return (TRUE);
2956 /* Reject offer (correctly) */
2957 (*poffer) = last_offer;
2966 * @brief プレイヤーが購入する時の値切り処理メインルーチン /
2967 * Haggling routine -RAK-
2968 * @param o_ptr オブジェクトの構造体参照ポインタ
2969 * @param price 最終価格を返す参照ポインタ
2970 * @return プレイヤーの価格に対して店主が不服ならばTRUEを返す /
2971 * Return TRUE if purchase is NOT successful
2973 static bool purchase_haggle(object_type *o_ptr, s32b *price)
2975 s32b cur_ask, final_ask;
2976 s32b last_offer, offer;
2978 s32b min_per, max_per;
2979 int flag, loop_flag, noneed;
2980 int annoyed = 0, final = FALSE;
2982 bool cancel = FALSE;
2987 cptr pmt = "Asking";
2997 /* Extract the starting offer and the final offer */
2998 cur_ask = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
2999 final_ask = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
3001 /* Determine if haggling is necessary */
3002 noneed = noneedtobargain(final_ask);
3004 /* No need to haggle */
3005 if (noneed || !manual_haggle)
3007 /* No need to haggle */
3010 /* Message summary */
3012 msg_print("結局この金額にまとまった。");
3014 msg_print("You eventually agree upon the price.");
3020 /* No haggle option */
3023 /* Message summary */
3025 msg_print("すんなりとこの金額にまとまった。");
3027 msg_print("You quickly agree upon the price.");
3032 /* Apply Sales Tax */
3033 final_ask += final_ask / 10;
3037 cur_ask = final_ask;
3039 /* Go to final offer */
3043 pmt = "Final Offer";
3050 /* Haggle for the whole pile */
3051 cur_ask *= o_ptr->number;
3052 final_ask *= o_ptr->number;
3055 /* Haggle parameters */
3056 min_per = ot_ptr->haggle_per;
3057 max_per = min_per * 3;
3059 /* Mega-Hack -- artificial "last offer" value */
3060 last_offer = object_value(o_ptr) * o_ptr->number;
3061 last_offer = last_offer * (200 - (int)(ot_ptr->max_inflate)) / 100L;
3062 if (last_offer <= 0) last_offer = 1;
3067 /* No incremental haggling yet */
3070 /* Haggle until done */
3071 for (flag = FALSE; !flag; )
3075 while (!flag && loop_flag)
3077 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
3078 put_str(out_val, 1, 0);
3080 cancel = receive_offer("提示する金額? ",
3082 cancel = receive_offer("What do you offer? ",
3085 &offer, last_offer, 1, cur_ask, final);
3091 else if (offer > cur_ask)
3096 else if (offer == cur_ask)
3109 x1 = 100 * (offer - last_offer) / (cur_ask - last_offer);
3112 if (haggle_insults())
3118 else if (x1 > max_per)
3121 if (x1 < max_per) x1 = max_per;
3123 x2 = rand_range(x1-2, x1+2);
3124 x3 = ((cur_ask - offer) * x2 / 100L) + 1;
3125 /* don't let the price go up */
3130 if (cur_ask < final_ask)
3133 cur_ask = final_ask;
3137 pmt = "Final Offer";
3143 (void)(increase_insults());
3148 else if (offer >= cur_ask)
3160 (void)sprintf(out_val, "前回の提示金額: $%ld",
3162 (void)sprintf(out_val, "Your last offer: %ld",
3166 put_str(out_val, 1, 39);
3167 say_comment_2(cur_ask, annoyed);
3173 if (cancel) return (TRUE);
3175 /* Update bargaining info */
3176 updatebargain(*price, final_ask, o_ptr->number);
3184 * @brief プレイヤーが売却する時の値切り処理メインルーチン /
3185 * Haggling routine -RAK-
3186 * @param o_ptr オブジェクトの構造体参照ポインタ
3187 * @param price 最終価格を返す参照ポインタ
3188 * @return プレイヤーの価格に対して店主が不服ならばTRUEを返す /
3189 * Return TRUE if purchase is NOT successful
3191 static bool sell_haggle(object_type *o_ptr, s32b *price)
3193 s32b purse, cur_ask, final_ask;
3194 s32b last_offer = 0, offer = 0;
3196 s32b min_per, max_per;
3197 int flag, loop_flag, noneed;
3198 int annoyed = 0, final = FALSE;
3199 bool cancel = FALSE;
3212 /* Obtain the starting offer and the final offer */
3213 cur_ask = price_item(o_ptr, ot_ptr->max_inflate, TRUE);
3214 final_ask = price_item(o_ptr, ot_ptr->min_inflate, TRUE);
3216 /* Determine if haggling is necessary */
3217 noneed = noneedtobargain(final_ask);
3219 /* Get the owner's payout limit */
3220 purse = (s32b)(ot_ptr->max_cost);
3222 /* No need to haggle */
3223 if (noneed || !manual_haggle || (final_ask >= purse))
3225 /* Apply Sales Tax (if needed) */
3226 if (!manual_haggle && !noneed)
3228 final_ask -= final_ask / 10;
3231 /* No reason to haggle */
3232 if (final_ask >= purse)
3235 msg_print("即座にこの金額にまとまった。");
3237 msg_print("You instantly agree upon the price.");
3242 /* Offer full purse */
3246 /* No need to haggle */
3250 msg_print("結局この金額にまとまった。");
3252 msg_print("You eventually agree upon the price.");
3258 /* No haggle option */
3261 /* Message summary */
3263 msg_print("すんなりとこの金額にまとまった。");
3265 msg_print("You quickly agree upon the price.");
3272 cur_ask = final_ask;
3279 pmt = "Final Offer";
3284 /* Haggle for the whole pile */
3285 cur_ask *= o_ptr->number;
3286 final_ask *= o_ptr->number;
3289 /* Display commands */
3291 /* Haggling parameters */
3292 min_per = ot_ptr->haggle_per;
3293 max_per = min_per * 3;
3295 /* Mega-Hack -- artificial "last offer" value */
3296 last_offer = object_value(o_ptr) * o_ptr->number;
3297 last_offer = last_offer * ot_ptr->max_inflate / 100L;
3302 /* No incremental haggling yet */
3306 for (flag = FALSE; !flag; )
3312 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
3313 put_str(out_val, 1, 0);
3315 cancel = receive_offer("提示する価格? ",
3317 cancel = receive_offer("What price do you ask? ",
3320 &offer, last_offer, -1, cur_ask, final);
3326 else if (offer < cur_ask)
3329 /* rejected, reset offer for incremental haggling */
3332 else if (offer == cur_ask)
3343 if (flag || !loop_flag) break;
3348 x1 = 100 * (last_offer - offer) / (last_offer - cur_ask);
3351 if (haggle_insults())
3357 else if (x1 > max_per)
3360 if (x1 < max_per) x1 = max_per;
3362 x2 = rand_range(x1-2, x1+2);
3363 x3 = ((offer - cur_ask) * x2 / 100L) + 1;
3364 /* don't let the price go down */
3368 if (cur_ask > final_ask)
3370 cur_ask = final_ask;
3375 pmt = "Final Offer";
3383 /* 追加 $0 で買い取られてしまうのを防止 By FIRST*/
3386 (void)(increase_insults());
3389 else if (offer <= cur_ask)
3400 (void)sprintf(out_val,
3402 "前回の提示価格 $%ld", (long)last_offer);
3404 "Your last bid %ld", (long)last_offer);
3407 put_str(out_val, 1, 39);
3408 say_comment_3(cur_ask, annoyed);
3414 if (cancel) return (TRUE);
3416 /* Update bargaining info */
3417 updatebargain(*price, final_ask, o_ptr->number);
3425 * @brief 店からの購入処理のメインルーチン /
3426 * Buy an item from a store -RAK-
3429 static void store_purchase(void)
3432 COMMAND_CODE item, item_new;
3443 char o_name[MAX_NLEN];
3447 if (cur_store_num == STORE_MUSEUM)
3450 msg_print("博物館から取り出すことはできません。");
3452 msg_print("Museum.");
3458 if (st_ptr->stock_num <= 0)
3460 if (cur_store_num == STORE_HOME)
3462 msg_print("我が家には何も置いてありません。");
3464 msg_print("Your home is empty.");
3469 msg_print("現在商品の在庫を切らしています。");
3471 msg_print("I am currently out of stock.");
3478 /* Find the number of objects on this and following pages */
3479 i = (st_ptr->stock_num - store_top);
3481 /* And then restrict it to the current page */
3482 if (i > store_bottom) i = store_bottom;
3486 /* ブラックマーケットの時は別のメッセージ */
3487 switch( cur_store_num ) {
3489 sprintf(out_val, "どのアイテムを取りますか? ");
3492 sprintf(out_val, "どれ? ");
3495 sprintf(out_val, "どの品物が欲しいんだい? ");
3499 if (cur_store_num == STORE_HOME)
3501 sprintf(out_val, "Which item do you want to take? ");
3505 sprintf(out_val, "Which item are you interested in? ");
3510 /* Get the item number to be bought */
3511 if (!get_stock(&item, out_val, 0, i - 1)) return;
3513 /* Get the actual index */
3514 item = item + store_top;
3516 /* Get the actual item */
3517 o_ptr = &st_ptr->stock[item];
3519 /* Assume the player wants just one of them */
3522 /* Get local object */
3525 /* Get a copy of the object */
3526 object_copy(j_ptr, o_ptr);
3529 * If a rod or wand, allocate total maximum timeouts or charges
3530 * between those purchased and left on the shelf.
3532 reduce_charges(j_ptr, o_ptr->number - amt);
3534 /* Modify quantity */
3535 j_ptr->number = amt;
3537 /* Hack -- require room in pack */
3538 if (!inven_carry_okay(j_ptr))
3541 msg_print("そんなにアイテムを持てない。");
3543 msg_print("You cannot carry that many different items.");
3549 /* Determine the "best" price (per item) */
3550 best = price_item(j_ptr, ot_ptr->min_inflate, FALSE);
3552 /* Find out how many the player wants */
3553 if (o_ptr->number > 1)
3555 /* Hack -- note cost of "fixed" items */
3556 if ((cur_store_num != STORE_HOME) &&
3557 (o_ptr->ident & IDENT_FIXED))
3560 msg_format("一つにつき $%ldです。", (long)(best));
3562 msg_format("That costs %ld gold per item.", (long)(best));
3567 /* Get a quantity */
3568 amt = get_quantity(NULL, o_ptr->number);
3570 /* Allow user abort */
3571 if (amt <= 0) return;
3574 /* Get local object */
3577 /* Get desired object */
3578 object_copy(j_ptr, o_ptr);
3581 * If a rod or wand, allocate total maximum timeouts or charges
3582 * between those purchased and left on the shelf.
3584 reduce_charges(j_ptr, o_ptr->number - amt);
3586 /* Modify quantity */
3587 j_ptr->number = amt;
3589 /* Hack -- require room in pack */
3590 if (!inven_carry_okay(j_ptr))
3593 msg_print("ザックにそのアイテムを入れる隙間がない。");
3595 msg_print("You cannot carry that many items.");
3601 /* Attempt to buy it */
3602 if (cur_store_num != STORE_HOME)
3604 /* Fixed price, quick buy */
3605 if (o_ptr->ident & (IDENT_FIXED))
3610 /* Go directly to the "best" deal */
3611 price = (best * j_ptr->number);
3617 /* Describe the object (fully) */
3618 object_desc(o_name, j_ptr, 0);
3621 msg_format("%s(%c)を購入する。", o_name, I2A(item));
3623 msg_format("Buying %s (%c).", o_name, I2A(item));
3628 /* Haggle for a final price */
3629 choice = purchase_haggle(j_ptr, &price);
3631 /* Hack -- Got kicked out */
3632 if (st_ptr->store_open >= turn) return;
3635 /* Player wants it */
3638 /* Fix the item price (if "correctly" haggled) */
3639 if (price == (best * j_ptr->number)) o_ptr->ident |= (IDENT_FIXED);
3641 /* Player can afford it */
3642 if (p_ptr->au >= price)
3647 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
3648 chg_virtue(V_JUSTICE, -1);
3649 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
3650 chg_virtue(V_NATURE, -1);
3658 /* Spend the money */
3661 /* Update the display */
3664 /* Hack -- buying an item makes you aware of it */
3665 object_aware(j_ptr);
3667 /* Hack -- clear the "fixed" flag from the item */
3668 j_ptr->ident &= ~(IDENT_FIXED);
3670 /* Describe the transaction */
3671 object_desc(o_name, j_ptr, 0);
3674 msg_format("%sを $%ldで購入しました。", o_name, (long)price);
3676 msg_format("You bought %s for %ld gold.", o_name, (long)price);
3679 strcpy(record_o_name, o_name);
3682 if (record_buy) do_cmd_write_nikki(NIKKI_BUY, 0, o_name);
3683 object_desc(o_name, o_ptr, OD_NAME_ONLY);
3684 if(record_rand_art && o_ptr->art_name)
3685 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
3687 /* Erase the inscription */
3688 j_ptr->inscription = 0;
3690 /* Erase the "feeling" */
3691 j_ptr->feeling = FEEL_NONE;
3692 j_ptr->ident &= ~(IDENT_STORE);
3693 /* Give it to the player */
3694 item_new = inven_carry(j_ptr);
3696 /* Describe the final result */
3697 object_desc(o_name, &inventory[item_new], 0);
3700 msg_format("%s(%c)を手に入れた。", o_name, index_to_label(item_new));
3702 msg_format("You have %s (%c).",
3703 o_name, index_to_label(item_new));
3706 /* Auto-inscription */
3707 autopick_alter_item(item_new, FALSE);
3709 /* Now, reduce the original stack's pval. */
3710 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3712 o_ptr->pval -= j_ptr->pval;
3718 /* Note how many slots the store used to have */
3719 i = st_ptr->stock_num;
3721 /* Remove the bought items from the store */
3722 store_item_increase(item, -amt);
3723 store_item_optimize(item);
3725 /* Store is empty */
3726 if (st_ptr->stock_num == 0)
3729 if (one_in_(STORE_SHUFFLE))
3733 msg_print("店主は引退した。");
3735 msg_print("The shopkeeper retires.");
3739 /* Shuffle the store */
3740 store_shuffle(cur_store_num);
3743 sprintf(buf, "%s (%s)",
3744 ot_ptr->owner_name, race_info[ot_ptr->owner_race].title);
3745 put_str(buf, 3, 10);
3746 sprintf(buf, "%s (%ld)",
3747 (f_name + f_info[cur_store_feat].name), (long)(ot_ptr->max_cost));
3755 msg_print("店主は新たな在庫を取り出した。");
3757 msg_print("The shopkeeper brings out some new stock.");
3763 for (i = 0; i < 10; i++)
3765 /* Maintain the store */
3766 store_maint(p_ptr->town_num, cur_store_num);
3772 /* Redraw everything */
3773 display_inventory();
3776 /* The item is gone */
3777 else if (st_ptr->stock_num != i)
3779 /* Pick the correct screen */
3780 if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
3782 /* Redraw everything */
3783 display_inventory();
3786 /* Item is still here */
3789 /* Redraw the item */
3790 display_entry(item);
3794 /* Player cannot afford it */
3797 /* Simple message (no insult) */
3799 msg_print("お金が足りません。");
3801 msg_print("You do not have enough gold.");
3808 /* Home is much easier */
3811 bool combined_or_reordered;
3813 /* Distribute charges of wands/rods */
3814 distribute_charges(o_ptr, j_ptr, amt);
3816 /* Give it to the player */
3817 item_new = inven_carry(j_ptr);
3819 /* Describe just the result */
3820 object_desc(o_name, &inventory[item_new], 0);
3823 msg_format("%s(%c)を取った。",
3825 msg_format("You have %s (%c).",
3827 o_name, index_to_label(item_new));
3832 /* Take note if we take the last one */
3833 i = st_ptr->stock_num;
3835 /* Remove the items from the home */
3836 store_item_increase(item, -amt);
3837 store_item_optimize(item);
3839 combined_or_reordered = combine_and_reorder_home(STORE_HOME);
3841 /* Hack -- Item is still here */
3842 if (i == st_ptr->stock_num)
3844 /* Redraw everything */
3845 if (combined_or_reordered) display_inventory();
3847 /* Redraw the item */
3848 else display_entry(item);
3851 /* The item is gone */
3855 if (st_ptr->stock_num == 0) store_top = 0;
3857 /* Nothing left on that screen */
3858 else if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
3860 /* Redraw everything */
3861 display_inventory();
3863 chg_virtue(V_SACRIFICE, 1);
3867 /* Not kicked out */
3873 * @brief 店からの売却処理のメインルーチン /
3874 * Sell an item to the store (or home)
3877 static void store_sell(void)
3884 PRICE price, value, dummy;
3893 char o_name[MAX_NLEN];
3896 /* Prepare a prompt */
3897 if (cur_store_num == STORE_HOME)
3899 q = "どのアイテムを置きますか? ";
3901 q = "Drop which item? ";
3904 else if (cur_store_num == STORE_MUSEUM)
3906 q = "どのアイテムを寄贈しますか? ";
3908 q = "Give which item? ";
3913 q = "どのアイテムを売りますか? ";
3915 q = "Sell which item? ";
3919 item_tester_no_ryoute = TRUE;
3920 /* Only allow items the store will buy */
3921 item_tester_hook = store_will_buy;
3923 /* 我が家でおかしなメッセージが出るオリジナルのバグを修正 */
3924 if (cur_store_num == STORE_HOME)
3927 s = "置けるアイテムを持っていません。";
3929 s = "You don't have any item to drop.";
3932 else if (cur_store_num == STORE_MUSEUM)
3935 s = "寄贈できるアイテムを持っていません。";
3937 s = "You don't have any item to give.";
3945 s = "You have nothing that I want.";
3949 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return;
3951 /* Get the item (in the pack) */
3954 o_ptr = &inventory[item];
3957 /* Get the item (on the floor) */
3960 o_ptr = &o_list[0 - item];
3964 /* Hack -- Cannot remove cursed items */
3965 if ((item >= INVEN_RARM) && object_is_cursed(o_ptr))
3968 msg_print("ふーむ、どうやらそれは呪われているようだね。");
3970 msg_print("Hmmm, it seems to be cursed.");
3979 /* Assume one item */
3982 /* Find out how many the player wants (letter means "all") */
3983 if (o_ptr->number > 1)
3985 /* Get a quantity */
3986 amt = get_quantity(NULL, o_ptr->number);
3988 /* Allow user abort */
3989 if (amt <= 0) return;
3992 /* Get local object */
3995 /* Get a copy of the object */
3996 object_copy(q_ptr, o_ptr);
3998 /* Modify quantity */
3999 q_ptr->number = amt;
4002 * Hack -- If a rod or wand, allocate total maximum
4003 * timeouts or charges to those being sold. -LM-
4005 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
4007 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
4010 /* Get a full description */
4011 object_desc(o_name, q_ptr, 0);
4013 /* Remove any inscription, feeling for stores */
4014 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
4016 q_ptr->inscription = 0;
4017 q_ptr->feeling = FEEL_NONE;
4020 /* Is there room in the store (or the home?) */
4021 if (!store_check_num(q_ptr))
4023 if (cur_store_num == STORE_HOME)
4025 msg_print("我が家にはもう置く場所がない。");
4027 msg_print("Your home is full.");
4030 else if (cur_store_num == STORE_MUSEUM)
4032 msg_print("博物館はもう満杯だ。");
4034 msg_print("Museum is full.");
4039 msg_print("すいませんが、店にはもう置く場所がありません。");
4041 msg_print("I have not the room in my store to keep it.");
4049 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
4051 /* Describe the transaction */
4053 msg_format("%s(%c)を売却する。", o_name, index_to_label(item));
4055 msg_format("Selling %s (%c).", o_name, index_to_label(item));
4061 choice = sell_haggle(q_ptr, &price);
4064 if (st_ptr->store_open >= turn) return;
4076 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
4077 chg_virtue(V_JUSTICE, -1);
4079 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
4080 chg_virtue(V_NATURE, 1);
4083 /* Get some money */
4086 /* Update the display */
4089 /* Get the "apparent" value */
4090 dummy = object_value(q_ptr) * q_ptr->number;
4093 identify_item(o_ptr);
4095 /* Get local object */
4098 /* Get a copy of the object */
4099 object_copy(q_ptr, o_ptr);
4101 /* Modify quantity */
4102 q_ptr->number = amt;
4104 /* Make it look like to be known */
4105 q_ptr->ident |= IDENT_STORE;
4108 * Hack -- If a rod or wand, let the shopkeeper know just
4109 * how many charges he really paid for. -LM-
4111 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
4113 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
4116 /* Get the "actual" value */
4117 value = object_value(q_ptr) * q_ptr->number;
4119 /* Get the description all over again */
4120 object_desc(o_name, q_ptr, 0);
4122 /* Describe the result (in message buffer) */
4124 msg_format("%sを $%ldで売却しました。", o_name, (long)price);
4126 msg_format("You sold %s for %ld gold.", o_name, (long)price);
4129 if (record_sell) do_cmd_write_nikki(NIKKI_SELL, 0, o_name);
4131 if (!((o_ptr->tval == TV_FIGURINE) && (value > 0)))
4133 /* Analyze the prices (and comment verbally) unless a figurine*/
4134 purchase_analyze(price, value, dummy);
4138 * Hack -- Allocate charges between those wands or rods sold
4139 * and retained, unless all are being sold. -LM-
4141 distribute_charges(o_ptr, q_ptr, amt);
4143 /* Reset timeouts of the sold items */
4146 /* Take the item from the player, describe the result */
4147 inven_item_increase(item, -amt);
4148 inven_item_describe(item);
4150 /* If items remain, auto-inscribe before optimizing */
4151 if (o_ptr->number > 0)
4152 autopick_alter_item(item, FALSE);
4154 inven_item_optimize(item);
4159 /* The store gets that (known) item */
4160 item_pos = store_carry(q_ptr);
4162 /* Re-display if item is now in store */
4165 store_top = (item_pos / store_bottom) * store_bottom;
4166 display_inventory();
4171 /* Player is at museum */
4172 else if (cur_store_num == STORE_MUSEUM)
4174 char o2_name[MAX_NLEN];
4175 object_desc(o2_name, q_ptr, OD_NAME_ONLY);
4177 if (-1 == store_check_num(q_ptr))
4180 msg_print("それと同じ品物は既に博物館にあるようです。");
4182 msg_print("The same object as it is already in the Museum.");
4188 msg_print("博物館に寄贈したものは取り出すことができません!!");
4190 msg_print("You cannot take items which is given to the Museum back!!");
4194 if (!get_check(format("本当に%sを寄贈しますか?", o2_name))) return;
4196 if (!get_check(format("Really give %s to the Museum? ", o2_name))) return;
4200 identify_item(q_ptr);
4201 q_ptr->ident |= IDENT_MENTAL;
4203 /* Distribute charges of wands/rods */
4204 distribute_charges(o_ptr, q_ptr, amt);
4208 msg_format("%sを置いた。(%c)", o_name, index_to_label(item));
4210 msg_format("You drop %s (%c).", o_name, index_to_label(item));
4215 /* Take it from the players inventory */
4216 inven_item_increase(item, -amt);
4217 inven_item_describe(item);
4218 inven_item_optimize(item);
4223 /* Let the home carry it */
4224 item_pos = home_carry(q_ptr);
4226 /* Update store display */
4229 store_top = (item_pos / store_bottom) * store_bottom;
4230 display_inventory();
4233 /* Player is at home */
4236 /* Distribute charges of wands/rods */
4237 distribute_charges(o_ptr, q_ptr, amt);
4241 msg_format("%sを置いた。(%c)", o_name, index_to_label(item));
4243 msg_format("You drop %s (%c).", o_name, index_to_label(item));
4248 /* Take it from the players inventory */
4249 inven_item_increase(item, -amt);
4250 inven_item_describe(item);
4251 inven_item_optimize(item);
4256 /* Let the home carry it */
4257 item_pos = home_carry(q_ptr);
4259 /* Update store display */
4262 store_top = (item_pos / store_bottom) * store_bottom;
4263 display_inventory();
4267 if ((choice == 0) && (item >= INVEN_RARM))
4276 * @brief 店のアイテムを調べるコマンドのメインルーチン /
4277 * Examine an item in a store -JDL-
4280 static void store_examine(void)
4285 char o_name[MAX_NLEN];
4290 if (st_ptr->stock_num <= 0)
4292 if (cur_store_num == STORE_HOME)
4294 msg_print("我が家には何も置いてありません。");
4296 msg_print("Your home is empty.");
4299 else if (cur_store_num == STORE_MUSEUM)
4301 msg_print("博物館には何も置いてありません。");
4303 msg_print("Museum is empty.");
4308 msg_print("現在商品の在庫を切らしています。");
4310 msg_print("I am currently out of stock.");
4317 /* Find the number of objects on this and following pages */
4318 i = (st_ptr->stock_num - store_top);
4320 /* And then restrict it to the current page */
4321 if (i > store_bottom) i = store_bottom;
4325 sprintf(out_val, "どれを調べますか?");
4327 sprintf(out_val, "Which item do you want to examine? ");
4331 /* Get the item number to be examined */
4332 if (!get_stock(&item, out_val, 0, i - 1)) return;
4334 /* Get the actual index */
4335 item = item + store_top;
4337 /* Get the actual item */
4338 o_ptr = &st_ptr->stock[item];
4340 /* Require full knowledge */
4341 if (!(o_ptr->ident & IDENT_MENTAL))
4343 /* This can only happen in the home */
4345 msg_print("このアイテムについて特に知っていることはない。");
4347 msg_print("You have no special knowledge about that item.");
4354 object_desc(o_name, o_ptr, 0);
4358 msg_format("%sを調べている...", o_name);
4360 msg_format("Examining %s...", o_name);
4364 /* Describe it fully */
4365 if (!screen_object(o_ptr, SCROBJ_FORCE_DETAIL))
4367 msg_print("特に変わったところはないようだ。");
4369 msg_print("You see nothing special.");
4378 * @brief 博物館のアイテムを除去するコマンドのメインルーチン /
4379 * Remove an item from museum (Originally from TOband)
4382 static void museum_remove_object(void)
4387 char o_name[MAX_NLEN];
4391 if (st_ptr->stock_num <= 0)
4394 msg_print("博物館には何も置いてありません。");
4396 msg_print("Museum is empty.");
4402 /* Find the number of objects on this and following pages */
4403 i = st_ptr->stock_num - store_top;
4405 /* And then restrict it to the current page */
4406 if (i > store_bottom) i = store_bottom;
4410 sprintf(out_val, "どのアイテムの展示をやめさせますか?");
4412 sprintf(out_val, "Which item do you want to order to remove? ");
4415 /* Get the item number to be removed */
4416 if (!get_stock(&item, out_val, 0, i - 1)) return;
4418 /* Get the actual index */
4419 item = item + store_top;
4421 /* Get the actual item */
4422 o_ptr = &st_ptr->stock[item];
4425 object_desc(o_name, o_ptr, 0);
4428 msg_print("展示をやめさせたアイテムは二度と見ることはできません!");
4429 if (!get_check(format("本当に%sの展示をやめさせますか?", o_name))) return;
4431 msg_print("You cannot see items which is removed from the Museum!");
4432 if (!get_check(format("Really order to remove %s from the Museum? ", o_name))) return;
4436 msg_format("%sの展示をやめさせた。", o_name);
4438 msg_format("You ordered to remove %s.", o_name);
4441 /* Remove the items from the home */
4442 store_item_increase(item, -o_ptr->number);
4443 store_item_optimize(item);
4445 (void)combine_and_reorder_home(STORE_MUSEUM);
4447 /* The item is gone */
4450 if (st_ptr->stock_num == 0) store_top = 0;
4452 /* Nothing left on that screen */
4453 else if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
4455 /* Redraw everything */
4456 display_inventory();
4463 * Hack -- set this to leave the store
4465 static bool leave_store = FALSE;
4469 * @brief 店舗処理コマンド選択のメインルーチン /
4470 * Process a command in a store
4474 * Note that we must allow the use of a few "special" commands
4475 * in the stores which are not allowed in the dungeon, and we
4476 * must disable some commands which are allowed in the dungeon
4477 * but not in the stores, to prevent chaos.
4480 static void store_process_command(void)
4482 #ifdef ALLOW_REPEAT /* TNB */
4484 /* Handle repeating the last command */
4487 #endif /* ALLOW_REPEAT -- TNB */
4489 if (rogue_like_commands && command_cmd == 'l')
4491 command_cmd = 'x'; /* hack! */
4494 /* Parse the command */
4495 switch (command_cmd)
4505 /* 1 ページ戻るコマンド: 我が家のページ数が多いので重宝するはず By BUG */
4508 if (st_ptr->stock_num <= store_bottom) {
4510 msg_print("これで全部です。");
4512 msg_print("Entire inventory is shown.");
4516 store_top -= store_bottom;
4517 if ( store_top < 0 )
4518 store_top = ((st_ptr->stock_num - 1 )/store_bottom) * store_bottom;
4519 if ( (cur_store_num == STORE_HOME) && (powerup_home == FALSE) )
4520 if ( store_top >= store_bottom ) store_top = store_bottom;
4521 display_inventory();
4529 if (st_ptr->stock_num <= store_bottom)
4532 msg_print("これで全部です。");
4534 msg_print("Entire inventory is shown.");
4540 store_top += store_bottom;
4542 * 隠しオプション(powerup_home)がセットされていないときは
4543 * 我が家では 2 ページまでしか表示しない
4545 if ((cur_store_num == STORE_HOME) &&
4546 (powerup_home == FALSE) &&
4547 (st_ptr->stock_num >= STORE_INVEN_MAX))
4549 if (store_top >= (STORE_INVEN_MAX - 1))
4556 if (store_top >= st_ptr->stock_num) store_top = 0;
4559 display_inventory();
4572 /* Get (purchase) */
4599 /*** Inventory Commands ***/
4601 /* Wear/wield equipment */
4608 /* Take off equipment */
4615 /* Destroy an item */
4622 /* Equipment list */
4629 /* Inventory list */
4637 /*** Various commands ***/
4639 /* Identify an object */
4646 /* Hack -- toggle windows */
4649 toggle_inven_equip();
4655 /*** Use various objects ***/
4660 if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4661 (p_ptr->pclass == CLASS_BERSERKER) ||
4662 (p_ptr->pclass == CLASS_NINJA) ||
4663 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4664 ) do_cmd_mind_browse();
4665 else if (p_ptr->pclass == CLASS_SMITH)
4667 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4668 do_cmd_magic_eater(TRUE, FALSE);
4669 else if (p_ptr->pclass == CLASS_SNIPER)
4670 do_cmd_snipe_browse();
4671 else do_cmd_browse();
4675 /* Inscribe an object */
4682 /* Uninscribe an object */
4685 do_cmd_uninscribe();
4691 /*** Help and Such ***/
4700 /* Identify symbol */
4703 do_cmd_query_symbol();
4707 /* Character description */
4710 p_ptr->town_num = old_town_num;
4711 do_cmd_change_name();
4712 p_ptr->town_num = inner_town_num;
4718 /*** System Commands ***/
4720 /* Hack -- User interface */
4727 /* Single line from a pref file */
4730 p_ptr->town_num = old_town_num;
4732 p_ptr->town_num = inner_town_num;
4736 /* Interact with macros */
4739 p_ptr->town_num = old_town_num;
4741 p_ptr->town_num = inner_town_num;
4745 /* Interact with visuals */
4748 p_ptr->town_num = old_town_num;
4750 p_ptr->town_num = inner_town_num;
4754 /* Interact with colors */
4757 p_ptr->town_num = old_town_num;
4759 p_ptr->town_num = inner_town_num;
4763 /* Interact with options */
4767 (void)combine_and_reorder_home(STORE_HOME);
4773 /*** Misc Commands ***/
4789 /* Repeat level feeling */
4796 /* Show previous message */
4799 do_cmd_message_one();
4803 /* Show previous messages */
4816 /* Check artifacts, uniques etc. */
4823 /* Load "screen dump" */
4826 do_cmd_load_screen();
4830 /* Save "screen dump" */
4833 do_cmd_save_screen();
4837 /* Hack -- Unknown command */
4840 if ((cur_store_num == STORE_MUSEUM) && (command_cmd == 'r'))
4842 museum_remove_object();
4847 msg_print("そのコマンドは店の中では使えません。");
4849 msg_print("That command does not work in stores.");
4860 * @brief 店舗処理全体のメインルーチン /
4861 * Enter a store, and interact with it. *
4865 * Note that we use the standard "request_command()" function
4866 * to get a command, allowing us to use "command_arg" and all
4867 * command macros and other nifty stuff, but we use the special
4868 * "shopping" argument, to force certain commands to be converted
4869 * into other commands, normally, we convert "p" (pray) and "m"
4870 * (cast magic) into "g" (get), and "s" (search) into "d" (drop).
4873 void do_cmd_store(void)
4879 bool need_redraw_store_inv; /* To redraw missiles damage and prices in store */
4883 Term_get_size(&w, &h);
4885 /* Calculate stocks per 1 page */
4886 xtra_stock = MIN(14+26, ((h > 24) ? (h - 24) : 0));
4887 store_bottom = MIN_STOCK + xtra_stock;
4889 /* Access the player grid */
4890 c_ptr = &cave[p_ptr->y][p_ptr->x];
4892 /* Verify a store */
4893 if (!cave_have_flag_grid(c_ptr, FF_STORE))
4896 msg_print("ここには店がありません。");
4898 msg_print("You see no store here.");
4904 /* Extract the store code */
4905 which = f_info[c_ptr->feat].subtype;
4907 old_town_num = p_ptr->town_num;
4908 if ((which == STORE_HOME) || (which == STORE_MUSEUM)) p_ptr->town_num = 1;
4909 if (dun_level) p_ptr->town_num = NO_TOWN;
4910 inner_town_num = p_ptr->town_num;
4912 /* Hack -- Check the "locked doors" */
4913 if ((town[p_ptr->town_num].store[which].store_open >= turn) ||
4917 msg_print("ドアに鍵がかかっている。");
4919 msg_print("The doors are locked.");
4922 p_ptr->town_num = old_town_num;
4926 /* Calculate the number of store maintainances since the last visit */
4927 maintain_num = (turn - town[p_ptr->town_num].store[which].last_visit) / (TURNS_PER_TICK * STORE_TICKS);
4929 /* Maintain the store max. 10 times */
4930 if (maintain_num > 10) maintain_num = 10;
4934 /* Maintain the store */
4935 for (i = 0; i < maintain_num; i++)
4936 store_maint(p_ptr->town_num, which);
4938 /* Save the visit */
4939 town[p_ptr->town_num].store[which].last_visit = turn;
4942 /* Forget the lite */
4945 /* Forget the view */
4949 /* Hack -- Character is in "icky" mode */
4950 character_icky = TRUE;
4953 /* No command argument */
4956 /* No repeated command */
4959 /* No automatic command */
4962 /* Do not expand macros */
4963 get_com_no_macros = TRUE;
4965 /* Save the store number */
4966 cur_store_num = which;
4968 /* Hack -- save the store feature */
4969 cur_store_feat = c_ptr->feat;
4971 /* Save the store and owner pointers */
4972 st_ptr = &town[p_ptr->town_num].store[cur_store_num];
4973 ot_ptr = &owners[cur_store_num][st_ptr->owner];
4976 /* Start at the beginning */
4979 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4981 /* Display the store */
4985 leave_store = FALSE;
4987 /* Interact with player */
4988 while (!leave_store)
4990 /* Hack -- Clear line 1 */
4994 clear_from(20 + xtra_stock);
4997 /* Basic commands */
4999 prt(" ESC) 建物から出る", 21 + xtra_stock, 0);
5001 prt(" ESC) Exit from Building.", 21 + xtra_stock, 0);
5005 /* Browse if necessary */
5006 if (st_ptr->stock_num > store_bottom)
5009 prt(" -)前ページ", 22 + xtra_stock, 0);
5010 prt(" スペース) 次ページ", 23 + xtra_stock, 0);
5012 prt(" -) Previous page", 22 + xtra_stock, 0);
5013 prt(" SPACE) Next page", 23 + xtra_stock, 0);
5019 if (cur_store_num == STORE_HOME)
5022 prt("g) アイテムを取る", 21 + xtra_stock, 27);
5023 prt("d) アイテムを置く", 22 + xtra_stock, 27);
5024 prt("x) 家のアイテムを調べる", 23 + xtra_stock, 27);
5026 prt("g) Get an item.", 21 + xtra_stock, 27);
5027 prt("d) Drop an item.", 22 + xtra_stock, 27);
5028 prt("x) eXamine an item in the home.", 23 + xtra_stock, 27);
5032 /* Museum commands */
5033 else if (cur_store_num == STORE_MUSEUM)
5036 prt("d) アイテムを置く", 21 + xtra_stock, 27);
5037 prt("r) アイテムの展示をやめる", 22 + xtra_stock, 27);
5038 prt("x) 博物館のアイテムを調べる", 23 + xtra_stock, 27);
5040 prt("d) Drop an item.", 21 + xtra_stock, 27);
5041 prt("r) order to Remove an item.", 22 + xtra_stock, 27);
5042 prt("x) eXamine an item in the museum.", 23 + xtra_stock, 27);
5050 prt("p) 商品を買う", 21 + xtra_stock, 30);
5051 prt("s) アイテムを売る", 22 + xtra_stock, 30);
5052 prt("x) 商品を調べる", 23 + xtra_stock,30);
5054 prt("p) Purchase an item.", 21 + xtra_stock, 30);
5055 prt("s) Sell an item.", 22 + xtra_stock, 30);
5056 prt("x) eXamine an item in the shop", 23 + xtra_stock,30);
5063 prt("i/e) 持ち物/装備の一覧", 21 + xtra_stock, 56);
5065 if (rogue_like_commands)
5067 prt("w/T) 装備する/はずす", 22 + xtra_stock, 56);
5071 prt("w/t) 装備する/はずす", 22 + xtra_stock, 56);
5074 prt("i/e) Inventry/Equipment list", 21 + xtra_stock, 56);
5076 if (rogue_like_commands)
5078 prt("w/T) Wear/Take off equipment", 22 + xtra_stock, 56);
5082 prt("w/t) Wear/Take off equipment", 22 + xtra_stock, 56);
5087 prt("コマンド:", 20 + xtra_stock, 0);
5089 prt("You may: ", 20 + xtra_stock, 0);
5094 request_command(TRUE);
5096 /* Process the command */
5097 store_process_command();
5100 * Hack -- To redraw missiles damage and prices in store
5101 * If player's charisma changes, or if player changes a bow, PU_BONUS is set
5103 need_redraw_store_inv = (p_ptr->update & PU_BONUS) ? TRUE : FALSE;
5105 /* Hack -- Character is still in "icky" mode */
5106 character_icky = TRUE;
5115 if (inventory[INVEN_PACK].k_idx)
5117 INVENTORY_IDX item = INVEN_PACK;
5119 object_type *o_ptr = &inventory[item];
5121 /* Hack -- Flee from the store */
5122 if (cur_store_num != STORE_HOME)
5125 if (cur_store_num == STORE_MUSEUM)
5126 msg_print("ザックからアイテムがあふれそうなので、あわてて博物館から出た...");
5128 msg_print("ザックからアイテムがあふれそうなので、あわてて店から出た...");
5130 if (cur_store_num == STORE_MUSEUM)
5131 msg_print("Your pack is so full that you flee the Museum...");
5133 msg_print("Your pack is so full that you flee the store...");
5141 /* Hack -- Flee from the home */
5142 else if (!store_check_num(o_ptr))
5145 msg_print("ザックからアイテムがあふれそうなので、あわてて家から出た...");
5147 msg_print("Your pack is so full that you flee your home...");
5155 /* Hack -- Drop items into the home */
5163 char o_name[MAX_NLEN];
5166 /* Give a message */
5168 msg_print("ザックからアイテムがあふれてしまった!");
5170 msg_print("Your pack overflows!");
5174 /* Get local object */
5177 /* Grab a copy of the item */
5178 object_copy(q_ptr, o_ptr);
5181 object_desc(o_name, q_ptr, 0);
5184 msg_format("%sが落ちた。(%c)", o_name, index_to_label(item));
5186 msg_format("You drop %s (%c).", o_name, index_to_label(item));
5190 /* Remove it from the players inventory */
5191 inven_item_increase(item, -255);
5192 inven_item_describe(item);
5193 inven_item_optimize(item);
5198 /* Let the home carry it */
5199 item_pos = home_carry(q_ptr);
5201 /* Redraw the home */
5204 store_top = (item_pos / store_bottom) * store_bottom;
5205 display_inventory();
5210 /* Hack -- Redisplay store prices if charisma changes */
5211 /* Hack -- Redraw missiles damage if player changes bow */
5212 if (need_redraw_store_inv) display_inventory();
5214 /* Hack -- get kicked out of the store */
5215 if (st_ptr->store_open >= turn) leave_store = TRUE;
5218 select_floor_music();
5220 p_ptr->town_num = old_town_num;
5223 p_ptr->energy_use = 100;
5226 /* Hack -- Character is no longer in "icky" mode */
5227 character_icky = FALSE;
5230 /* Hack -- Cancel automatic command */
5233 /* Hack -- Cancel "see" mode */
5234 command_see = FALSE;
5236 /* Allow expanding macros */
5237 get_com_no_macros = FALSE;
5239 /* Flush messages */
5243 /* Clear the screen */
5247 /* Update everything */
5248 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
5249 p_ptr->update |= (PU_MONSTERS);
5251 /* Redraw entire screen */
5252 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY);
5255 p_ptr->redraw |= (PR_MAP);
5257 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5263 * @brief 現在の町の店主を交代させる /
5264 * Shuffle one of the stores.
5265 * @param which 店舗種類のID
5268 void store_shuffle(int which)
5274 if (which == STORE_HOME) return;
5275 if (which == STORE_MUSEUM) return;
5278 /* Save the store index */
5279 cur_store_num = which;
5281 /* Activate that store */
5282 st_ptr = &town[p_ptr->town_num].store[cur_store_num];
5285 /* Pick a new owner */
5288 st_ptr->owner = (byte)randint0(MAX_OWNERS);
5289 if (j == st_ptr->owner) continue;
5290 for (i = 1;i < max_towns; i++)
5292 if (i == p_ptr->town_num) continue;
5293 if (st_ptr->owner == town[i].store[cur_store_num].owner) break;
5295 if (i == max_towns) break;
5298 /* Activate the new owner */
5299 ot_ptr = &owners[cur_store_num][st_ptr->owner];
5302 /* Reset the owner data */
5303 st_ptr->insult_cur = 0;
5304 st_ptr->store_open = 0;
5305 st_ptr->good_buy = 0;
5306 st_ptr->bad_buy = 0;
5309 /* Hack -- discount all the items */
5310 for (i = 0; i < st_ptr->stock_num; i++)
5315 o_ptr = &st_ptr->stock[i];
5317 if (!object_is_artifact(o_ptr))
5319 /* Hack -- Sell all non-artifact old items for "half price" */
5320 o_ptr->discount = 50;
5322 /* Hack -- Items are no longer "fixed price" */
5323 o_ptr->ident &= ~(IDENT_FIXED);
5325 /* Mega-Hack -- Note that the item is "on sale" */
5327 o_ptr->inscription = quark_add("売出中");
5329 o_ptr->inscription = quark_add("on sale");
5337 * @brief 店の品揃えを変化させる /
5338 * Maintain the inventory at the stores.
5339 * @param town_num 町のID
5340 * @param store_num 店舗種類のID
5343 void store_maint(int town_num, int store_num)
5347 cur_store_num = store_num;
5350 if (store_num == STORE_HOME) return;
5351 if (store_num == STORE_MUSEUM) return;
5353 /* Activate that store */
5354 st_ptr = &town[town_num].store[store_num];
5356 /* Activate the owner */
5357 ot_ptr = &owners[store_num][st_ptr->owner];
5359 /* Store keeper forgives the player */
5360 st_ptr->insult_cur = 0;
5362 /* Mega-Hack -- prune the black market */
5363 if (store_num == STORE_BLACK)
5365 /* Destroy crappy black market items */
5366 for (j = st_ptr->stock_num - 1; j >= 0; j--)
5368 object_type *o_ptr = &st_ptr->stock[j];
5370 /* Destroy crappy items */
5371 if (black_market_crap(o_ptr))
5373 /* Destroy the item */
5374 store_item_increase(j, 0 - o_ptr->number);
5375 store_item_optimize(j);
5381 /* Choose the number of slots to keep */
5382 j = st_ptr->stock_num;
5384 /* Sell a few items */
5385 j = j - randint1(STORE_TURNOVER);
5387 /* Never keep more than "STORE_MAX_KEEP" slots */
5388 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
5390 /* Always "keep" at least "STORE_MIN_KEEP" items */
5391 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
5393 /* Hack -- prevent "underflow" */
5396 /* Destroy objects until only "j" slots are left */
5397 while (st_ptr->stock_num > j) store_delete();
5400 /* Choose the number of slots to fill */
5401 j = st_ptr->stock_num;
5403 /* Buy some more items */
5404 j = j + randint1(STORE_TURNOVER);
5406 /* Never keep more than "STORE_MAX_KEEP" slots */
5407 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
5409 /* Always "keep" at least "STORE_MIN_KEEP" items */
5410 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
5412 /* Hack -- prevent "overflow" */
5413 if (j >= st_ptr->stock_size) j = st_ptr->stock_size - 1;
5415 /* Acquire some new items */
5416 while (st_ptr->stock_num < j) store_create();
5421 * @brief 店舗情報を初期化する /
5422 * Initialize the stores
5423 * @param town_num 町のID
5424 * @param store_num 店舗種類のID
5427 void store_init(int town_num, int store_num)
5431 cur_store_num = store_num;
5433 /* Activate that store */
5434 st_ptr = &town[town_num].store[store_num];
5442 st_ptr->owner = (byte)randint0(MAX_OWNERS);
5443 for (i = 1;i < max_towns; i++)
5445 if (i == town_num) continue;
5446 if (st_ptr->owner == town[i].store[store_num].owner) break;
5448 if (i == max_towns) break;
5451 /* Activate the new owner */
5452 ot_ptr = &owners[store_num][st_ptr->owner];
5455 /* Initialize the store */
5456 st_ptr->store_open = 0;
5457 st_ptr->insult_cur = 0;
5458 st_ptr->good_buy = 0;
5459 st_ptr->bad_buy = 0;
5461 /* Nothing in stock */
5462 st_ptr->stock_num = 0;
5465 * MEGA-HACK - Last visit to store is
5466 * BEFORE player birth to enable store restocking
5468 st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
5470 /* Clear any old items */
5471 for (k = 0; k < st_ptr->stock_size; k++)
5473 object_wipe(&st_ptr->stock[k]);
5479 * @brief アイテムを町のブラックマーケットに移動させる /
5480 * @param o_ptr 移動させたいオブジェクトの構造体参照ポインタ
5483 void move_to_black_market(object_type *o_ptr)
5486 if (!p_ptr->town_num) return;
5488 st_ptr = &town[p_ptr->town_num].store[STORE_BLACK];
5490 o_ptr->ident |= IDENT_STORE;
5492 (void)store_carry(o_ptr);
5494 object_wipe(o_ptr); /* Don't leave a bogus object behind... */