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"
21 static int cur_store_num = 0;
22 static int store_top = 0;
23 static int store_bottom = 0;
24 static int xtra_stock = 0;
25 static store_type *st_ptr = NULL;
26 static const owner_type *ot_ptr = NULL;
27 static s16b old_town_num = 0;
28 static s16b inner_town_num = 0;
29 #define RUMOR_CHANCE 8
31 #define MAX_COMMENT_1 6
33 static concptr comment_1[MAX_COMMENT_1] =
54 /*! ブラックマーケット追加メッセージ(承諾) */
55 static concptr comment_1_B[MAX_COMMENT_1] = {
64 #define MAX_COMMENT_2A 2
66 static concptr comment_2a[MAX_COMMENT_2A] =
69 "私の忍耐力を試しているのかい? $%s が最後だ。",
70 "我慢にも限度があるぞ。 $%s が最後だ。"
72 "You try my patience. %s is final.",
73 "My patience grows thin. %s is final."
78 #define MAX_COMMENT_2B 12
80 static concptr comment_2b[MAX_COMMENT_2B] =
83 " $%s ぐらいは出さなきゃダメだよ。",
86 "何て奴だ! $%s 以下はあり得ないぞ。",
87 "それじゃ少なすぎる! $%s は欲しいところだ。",
88 "バカにしている! $%s はもらわないと。",
90 "おいおい! $%s を考えてくれないか?",
91 "1000匹のオークのノミに苦しめられるがいい! $%s だ。",
92 "お前の大切なものに災いあれ! $%s でどうだ。",
93 "モルゴスに賞味されるがいい!本当は $%s なんだろう?",
94 "お前の母親はオーガか! $%s は出すつもりなんだろ?"
96 "I can take no less than %s gold pieces.",
97 "I will accept no less than %s gold pieces.",
98 "Ha! No less than %s gold pieces.",
99 "You knave! No less than %s gold pieces.",
100 "That's a pittance! I want %s gold pieces.",
101 "That's an insult! I want %s gold pieces.",
102 "As if! How about %s gold pieces?",
103 "My arse! How about %s gold pieces?",
104 "May the fleas of 1000 orcs molest you! Try %s gold pieces.",
105 "May your most favourite parts go moldy! Try %s gold pieces.",
106 "May Morgoth find you tasty! Perhaps %s gold pieces?",
107 "Your mother was an Ogre! Perhaps %s gold pieces?"
113 /*! ブラックマーケット用追加メッセージ(売るとき) */
114 static concptr comment_2b_B[MAX_COMMENT_2B] = {
115 "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。",
116 "金がないのかい、あんた?まずは家に帰って $%s 揃えてきな。",
117 "物の価値が分からん奴だな。これは $%s が普通なんだよ。",
118 "俺の付けた値段に文句があるのか? $%s が限界だ。",
119 "ひょっとして新手の冗談かい? $%s 持ってないなら帰りな。",
120 "うちは他の店とは違うんだよ。$%s ぐらいは出しな。",
121 "買う気がないなら帰りな。 $%s だと言っているんだ。",
122 "話にならないね。 $%s くらい持っているんだろ?",
123 "は?なんだそりゃ? $%s の間違いか、ひょっとして?",
124 "出口はあっちだよ。それとも $%s 出せるのかい、あんたに。",
125 "命知らずな奴だな。 $%s 出せば今日の所は勘弁してやるよ。",
126 "うちの店は貧乏人お断りだ。 $%s ぐらい出せないのかい?"
129 #define MAX_COMMENT_3A 2
131 static concptr comment_3a[MAX_COMMENT_3A] =
134 "私の忍耐力を試しているのかい? $%s が最後だ。",
135 "我慢にも限度があるぞ。 $%s が最後だ。"
137 "You try my patience. %s is final.",
138 "My patience grows thin. %s is final."
144 #define MAX_COMMENT_3B 12
146 static concptr comment_3b[MAX_COMMENT_3B] =
149 "本音を言うと $%s でいいんだろ?",
151 " $%s ぐらいなら出してもいいが。",
152 " $%s 以上払うなんて考えられないね。",
153 "まあ落ちついて。 $%s でどうだい?",
154 "そのガラクタなら $%s で引き取るよ。",
155 "それじゃ高すぎる! $%s がいいとこだろ。",
156 "どうせいらないんだろ! $%s でいいだろ?",
157 "だめだめ! $%s がずっとお似合いだよ。",
158 "バカにしている! $%s がせいぜいだ。",
159 " $%s なら嬉しいところだがなあ。",
160 " $%s 、それ以上はビタ一文出さないよ!"
162 "Perhaps %s gold pieces?",
163 "How about %s gold pieces?",
164 "I will pay no more than %s gold pieces.",
165 "I can afford no more than %s gold pieces.",
166 "Be reasonable. How about %s gold pieces?",
167 "I'll buy it as scrap for %s gold pieces.",
168 "That is too much! How about %s gold pieces?",
169 "That looks war surplus! Say %s gold pieces?",
170 "Never! %s is more like it.",
171 "That's an insult! %s is more like it.",
172 "%s gold pieces and be thankful for it!",
173 "%s gold pieces and not a copper more!"
179 /*! ブラックマーケット用追加メッセージ(買い取り) */
180 static concptr comment_3b_B[MAX_COMMENT_3B] = {
181 " $%s ってところだね。そのどうしようもないガラクタは。",
182 "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。",
183 "俺の優しさに甘えるのもいい加減にしておけ。 $%s だ。",
184 "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。",
185 "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。",
186 " $%s だ。別に俺はそんなガラクタ欲しくはないんだから。",
187 "俺の鑑定額が気に入らないのか? $%s 、嫌なら帰りな。",
188 " $%s で引き取ってやるよ。喜んで受け取りな、貧乏人。",
189 "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。",
190 "そんなに金が欲しいのか、あんた? $%s で満足できんのか?",
191 "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。",
192 "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。"
195 #define MAX_COMMENT_4A 4
197 static concptr comment_4a[MAX_COMMENT_4A] =
200 "もうたくさんだ!何度も私をわずらわせないでくれ!",
201 "うがー!一日の我慢の限度を超えている!",
202 "もういい!時間の無駄以外のなにものでもない!",
203 "もうやってられないよ!顔も見たくない!"
205 "Enough! You have abused me once too often!",
206 "Arghhh! I have had enough abuse for one day!",
207 "That does it! You shall waste my time no more!",
208 "This is getting nowhere! I'm going to Londis!"
214 /*! ブラックマーケット用追加メッセージ(怒りの頂点) */
215 static concptr comment_4a_B[MAX_COMMENT_4A] = {
216 "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!",
217 "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!",
218 "ふざけてるのか!冷やかしなら相手を見てからにしろ!",
219 "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!"
222 #define MAX_COMMENT_4B 4
224 static concptr comment_4b[MAX_COMMENT_4B] =
233 "Get out of my sight!",
234 "Begone, you scoundrel!",
241 /*! ブラックマーケット用追加メッセージ(追い出し) */
242 static concptr comment_4b_B[MAX_COMMENT_4B] = {
249 #define MAX_COMMENT_5 8
251 static concptr comment_5[MAX_COMMENT_5] =
265 "You will have to do better than that!",
266 "Do you wish to do business or not?",
267 "You've got to be kidding!",
268 "You'd better be kidding!",
269 "You try my patience.",
270 "Hmmm, nice weather we're having."
276 /*! ブラックマーケット用追加メッセージ(怒り) */
277 static concptr comment_5_B[MAX_COMMENT_5] = {
288 #define MAX_COMMENT_6 4
290 static concptr comment_6[MAX_COMMENT_6] =
298 "I must have heard you wrong.",
299 "I'm sorry, I missed that.",
300 "I'm sorry, what was that?",
301 "Sorry, what was that again?"
309 * @brief 取引成功時の店主のメッセージ処理 /
313 static void say_comment_1(void)
316 /* ブラックマーケットのときは別のメッセージを出す */
317 if ( cur_store_num == STORE_BLACK ) {
318 msg_print(comment_1_B[randint0(MAX_COMMENT_1)]);
321 msg_print(comment_1[randint0(MAX_COMMENT_1)]);
324 msg_print(comment_1[randint0(MAX_COMMENT_1)]);
328 if (one_in_(RUMOR_CHANCE))
331 msg_print("店主は耳うちした:");
333 msg_print("The shopkeeper whispers something into your ear:");
341 * @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 /
342 * Continue haggling (player is buying)
343 * @param value 店主の提示価格
344 * @param annoyed 店主のいらつき度
347 static void say_comment_2(PRICE value, int annoyed)
351 /* Prepare a string to insert */
352 sprintf(tmp_val, "%ld", (long)value);
357 /* Formatted message */
358 msg_format(comment_2a[randint0(MAX_COMMENT_2A)], tmp_val);
364 /* Formatted message */
366 /* ブラックマーケットの時は別のメッセージを出す */
367 if ( cur_store_num == STORE_BLACK ){
368 msg_format(comment_2b_B[randint0(MAX_COMMENT_2B)], tmp_val);
371 msg_format(comment_2b[randint0(MAX_COMMENT_2B)], tmp_val);
374 msg_format(comment_2b[randint0(MAX_COMMENT_2B)], tmp_val);
382 * @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 /
383 * Continue haggling (player is selling)
384 * @param value 店主の提示価格
385 * @param annoyed 店主のいらつき度
388 static void say_comment_3(PRICE value, int annoyed)
392 /* Prepare a string to insert */
393 sprintf(tmp_val, "%ld", (long)value);
398 /* Formatted message */
399 msg_format(comment_3a[randint0(MAX_COMMENT_3A)], tmp_val);
405 /* Formatted message */
407 /* ブラックマーケットの時は別のメッセージを出す */
408 if ( cur_store_num == STORE_BLACK ){
409 msg_format(comment_3b_B[randint0(MAX_COMMENT_3B)], tmp_val);
412 msg_format(comment_3b[randint0(MAX_COMMENT_3B)], tmp_val);
415 msg_format(comment_3b[randint0(MAX_COMMENT_3B)], tmp_val);
423 * @brief 店主がプレイヤーを追い出す時のメッセージ処理 /
424 * Kick 'da bum out. -RAK-
427 static void say_comment_4(void)
430 /* ブラックマーケットの時は別のメッセージを出す */
431 if ( cur_store_num == STORE_BLACK ){
432 msg_print(comment_4a_B[randint0(MAX_COMMENT_4A)]);
433 msg_print(comment_4b_B[randint0(MAX_COMMENT_4B)]);
436 msg_print(comment_4a[randint0(MAX_COMMENT_4A)]);
437 msg_print(comment_4b[randint0(MAX_COMMENT_4B)]);
440 msg_print(comment_4a[randint0(MAX_COMMENT_4A)]);
441 msg_print(comment_4b[randint0(MAX_COMMENT_4B)]);
448 * @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 /
449 * You are insulting me
452 static void say_comment_5(void)
455 /* ブラックマーケットの時は別のメッセージを出す */
456 if ( cur_store_num == STORE_BLACK ){
457 msg_print(comment_5_B[randint0(MAX_COMMENT_5)]);
460 msg_print(comment_5[randint0(MAX_COMMENT_5)]);
463 msg_print(comment_5[randint0(MAX_COMMENT_5)]);
470 * @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 /
471 * That makes no sense.
474 static void say_comment_6(void)
476 msg_print(comment_6[randint0(MAX_COMMENT_6)]);
480 #define MAX_COMMENT_7A 4
482 static concptr comment_7a[MAX_COMMENT_7A] =
487 "誰かがむせび泣く声が聞こえる...。",
492 "You hear someone sobbing...",
493 "The shopkeeper howls in agony!"
498 #define MAX_COMMENT_7B 4
500 static concptr comment_7b[MAX_COMMENT_7B] =
510 "The shopkeeper curses at you.",
511 "The shopkeeper glares at you."
516 #define MAX_COMMENT_7C 4
518 static concptr comment_7c[MAX_COMMENT_7C] =
527 "You've made my day!",
528 "The shopkeeper giggles.",
529 "The shopkeeper laughs loudly."
534 #define MAX_COMMENT_7D 4
536 static concptr comment_7d[MAX_COMMENT_7D] =
540 "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。",
545 "I think I'll retire!",
546 "The shopkeeper jumps for joy.",
547 "The shopkeeper smiles gleefully."
554 * @brief 店主が交渉を終えた際の反応を返す処理 /
555 * Let a shop-keeper React to a purchase
556 * @param price アイテムの取引額
557 * @param value アイテムの実際価値
558 * @param guess 店主が当初予想していた価値
561 * We paid "price", it was worth "value", and we thought it was worth "guess"
563 static void purchase_analyze(PRICE price, PRICE value, PRICE guess)
565 /* Item was worthless, but we bought it */
566 if ((value <= 0) && (price > value))
568 msg_print(comment_7a[randint0(MAX_COMMENT_7A)]);
569 chg_virtue(V_HONOUR, -1);
570 chg_virtue(V_JUSTICE, -1);
574 /* Item was cheaper than we thought, and we paid more than necessary */
575 else if ((value < guess) && (price > value))
577 msg_print(comment_7b[randint0(MAX_COMMENT_7B)]);
578 chg_virtue(V_JUSTICE, -1);
579 if (one_in_(4)) chg_virtue(V_HONOUR, -1);
583 /* Item was a good bargain, and we got away with it */
584 else if ((value > guess) && (value < (4 * guess)) && (price < value))
586 msg_print(comment_7c[randint0(MAX_COMMENT_7C)]);
587 if (one_in_(4)) chg_virtue(V_HONOUR, -1);
588 else if (one_in_(4)) chg_virtue(V_HONOUR, 1);
592 /* Item was a great bargain, and we got away with it */
593 else if ((value > guess) && (price < value))
595 msg_print(comment_7d[randint0(MAX_COMMENT_7D)]);
596 if (one_in_(2)) chg_virtue(V_HONOUR, -1);
597 if (one_in_(4)) chg_virtue(V_HONOUR, 1);
598 if (10 * price < value) chg_virtue(V_SACRIFICE, 1);
606 * We store the current "store feat" here so everyone can access it
608 static int cur_store_feat;
612 * Buying and selling adjustments for race combinations.
613 * Entry[owner][player] gives the basic "cost inflation".
615 static byte rgold_adj[MAX_RACES][MAX_RACES] =
617 /*Hum, HfE, Elf, Hal, Gno, Dwa, HfO, HfT, Dun, HiE, Barbarian,
618 HfOg, HGn, HTn, Cyc, Yek, Klc, Kbd, Nbl, DkE, Drc, Mind Flayer,
619 Imp, Glm, Skl, Zombie, Vampire, Spectre, Fairy, Beastman, Ent,
620 Angel, Demon, Kutar */
623 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
624 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
625 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
626 100, 120, 110, 105 },
629 { 110, 100, 100, 105, 110, 120, 125, 130, 110, 100, 110,
630 120, 115, 108, 115, 110, 110, 120, 120, 115, 115, 110,
631 120, 110, 110, 110, 120, 110, 100, 125, 100, 95, 140,
632 110, 115, 110, 110 },
635 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
636 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
637 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
638 110, 110, 105, 110 },
641 { 115, 110, 105, 95, 105, 110, 115, 130, 115, 105, 115,
642 125, 120, 120, 125, 115, 110, 120, 120, 120, 115, 115,
643 120, 110, 120, 120, 130, 110, 110, 130, 110, 95, 140,
644 115, 120, 105, 115 },
647 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
648 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
649 120, 101, 110, 110, 120, 120, 115, 130, 115, 95, 140,
650 115, 110, 110, 115 },
653 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
654 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
655 120, 105, 115, 115, 115, 115, 120, 130, 120, 95, 140,
656 115, 110, 115, 115 },
659 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
660 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
661 115, 125, 120, 120, 115, 120, 125, 115, 125, 95, 140,
662 115, 110, 115, 115 },
665 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
666 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
667 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
668 110, 110, 115, 110 },
671 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
672 120, 120, 105, 120, 115, 105, 115, 120, 110, 105, 105,
673 120, 105, 120, 120, 125, 120, 105, 135, 105, 95, 140,
674 100, 110, 110, 100 },
677 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
678 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
679 125, 115, 120, 120, 125, 120, 100, 125, 100, 95, 140,
680 110, 110, 105, 110 },
682 /* Human / Barbarian (copied from human) */
683 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
684 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
685 115, 105, 125, 125, 130, 125, 115, 120, 115, 95, 140,
686 100, 120, 110, 100 },
688 /* Half-Ogre: theoretical, copied from half-troll */
689 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
690 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
691 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
692 110, 110, 115, 110 },
694 /* Half-Giant: theoretical, copied from half-troll */
695 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
696 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
697 110, 115, 112, 112, 115, 112, 130, 120, 130, 95, 140,
698 110, 110, 115, 110 },
700 /* Half-Titan: theoretical, copied from High_Elf */
701 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
702 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
703 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
704 110, 110, 115, 110 },
706 /* Cyclops: 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, 130, 130, 130, 95, 140,
710 110, 110, 115, 110 },
712 /* Yeek: theoretical, copied from Half-Orc */
713 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
714 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
715 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
716 115, 110, 115, 115 },
718 /* Klackon: theoretical, copied from Gnome */
719 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
720 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
721 120, 101, 110, 110, 120, 120, 130, 130, 130, 95, 140,
722 115, 110, 115, 115 },
724 /* Kobold: theoretical, copied from Half-Orc */
725 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
726 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
727 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
728 115, 110, 115, 115 },
730 /* Nibelung: theoretical, copied from Dwarf */
731 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
732 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
733 120, 105, 115, 115, 120, 120, 130, 130, 130, 95, 140,
734 115, 135, 115, 115 },
737 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
738 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
739 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
740 110, 101, 115, 110 },
742 /* Draconian: theoretical, copied from High_Elf */
743 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
744 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
745 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
746 110, 110, 115, 110 },
748 /* Mind Flayer: theoretical, copied from High_Elf */
749 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
750 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
751 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
752 110, 110, 115, 110 },
754 /* Imp: theoretical, copied from High_Elf */
755 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
756 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
757 125, 115, 120, 120, 120, 120, 130, 130, 130, 120, 120,
758 110, 110, 115, 110 },
760 /* Golem: 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 /* Skeleton: theoretical, copied from half-orc */
767 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
768 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
769 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
770 115, 110, 125, 115 },
772 /* Zombie: Theoretical, copied from half-orc */
773 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
774 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
775 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
776 115, 110, 125, 115 },
778 /* Vampire: Theoretical, copied from half-orc */
779 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
780 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
781 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
782 115, 110, 125, 115 },
784 /* Spectre: 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 /* Sprite: 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, 95, 140,
794 115, 110, 105, 115 },
796 /* Beastman: 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, 95, 140,
800 115, 110, 115, 115 },
803 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
804 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
805 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
806 110, 110, 105, 110 },
809 { 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
810 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
811 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 160,
815 { 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
816 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
817 140, 140, 140, 140, 140, 140, 140, 140, 140, 160, 120,
818 140, 140, 140, 140 },
821 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
822 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
823 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
824 100, 120, 110, 100 },
827 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
828 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
829 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
830 110, 101, 115, 110 },
833 { 110, 110, 105, 105, 110, 115, 115, 115, 110, 105, 110,
834 115, 115, 115, 115, 115, 115, 115, 115, 115, 115, 115,
835 115, 115, 125, 125, 125, 125, 105, 115, 105, 95, 140,
836 110, 115, 100, 110 },
839 { 105, 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 },
849 * Determine the price of an item (qty one) in a store.
850 * @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
851 * @param greed 店主の強欲度
852 * @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
856 * This function takes into account the player's charisma, and the
857 * shop-keepers friendliness, and the shop-keeper's base greed, but
858 * never lets a shop-keeper lose money in a transaction.
859 * The "greed" value should exceed 100 when the player is "buying" the
860 * item, and should be less than 100 when the player is "selling" it.
861 * Hack -- the black market always charges twice as much as it should.
862 * Charisma adjustment runs from 80 to 130
863 * Racial adjustment runs from 95 to 130
864 * Since greed/charisma/racial adjustments are centered at 100, we need
865 * to adjust (by 200) to extract a usable multiplier. Note that the
866 * "greed" value is always something (?).
869 static s32b price_item(object_type *o_ptr, int greed, bool flip)
876 /* Get the value of one of the items */
877 price = object_value(o_ptr);
879 /* Worthless items */
880 if (price <= 0) return (0L);
883 /* Compute the racial factor */
884 factor = rgold_adj[ot_ptr->owner_race][p_ptr->prace];
886 /* Add in the charisma factor */
887 factor += adj_chr_gold[p_ptr->stat_ind[A_CHR]];
893 /* Adjust for greed */
894 adjust = 100 + (300 - (greed + factor));
896 /* Never get "silly" */
897 if (adjust > 100) adjust = 100;
899 /* Mega-Hack -- Black market sucks */
900 if (cur_store_num == STORE_BLACK)
903 /* Compute the final price (with rounding) */
904 /* Hack -- prevent underflow */
905 price = (price * adjust + 50L) / 100L;
908 /* Shop is selling */
911 /* Adjust for greed */
912 adjust = 100 + ((greed + factor) - 300);
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 overflow */
923 price = (s32b)(((u32b)price * (u32b)adjust + 50UL) / 100UL);
926 /* Note -- Never become "free" */
927 if (price <= 0L) return (1L);
929 /* Return the price */
935 * @brief 安価な消耗品の販売数を増やし、低確率で割引にする /
936 * Certain "cheap" objects should be created in "piles"
937 * @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
941 * Some objects can be sold at a "discount" (in small piles)
944 static void mass_produce(object_type *o_ptr)
947 DISCOUNT_RATE discount = 0;
949 s32b cost = object_value(o_ptr);
952 /* Analyze the type */
955 /* Food, Flasks, and Lites */
960 if (cost <= 5L) size += damroll(3, 5);
961 if (cost <= 20L) size += damroll(3, 5);
962 if (cost <= 50L) size += damroll(2, 2);
969 if (cost <= 60L) size += damroll(3, 5);
970 if (cost <= 240L) size += damroll(1, 5);
971 if (o_ptr->sval == SV_SCROLL_STAR_IDENTIFY) size += damroll(3, 5);
972 if (o_ptr->sval == SV_SCROLL_STAR_REMOVE_CURSE) size += damroll(1, 4);
977 case TV_SORCERY_BOOK:
985 case TV_CRUSADE_BOOK:
987 case TV_HISSATSU_BOOK:
990 if (cost <= 50L) size += damroll(2, 3);
991 if (cost <= 500L) size += damroll(1, 3);
1009 if (object_is_artifact(o_ptr)) break;
1010 if (object_is_ego(o_ptr)) break;
1011 if (cost <= 10L) size += damroll(3, 5);
1012 if (cost <= 100L) size += damroll(3, 5);
1021 if (cost <= 5L) size += damroll(5, 5);
1022 if (cost <= 50L) size += damroll(5, 5);
1023 if (cost <= 500L) size += damroll(5, 5);
1029 if (cost <= 100L) size += damroll(2, 2);
1030 if (cost <= 1000L) size += damroll(2, 2);
1043 * Because many rods (and a few wands and staffs) are useful mainly
1044 * in quantity, the Black Market will occasionally have a bunch of
1051 if ((cur_store_num == STORE_BLACK) && one_in_(3))
1053 if (cost < 1601L) size += damroll(1, 5);
1054 else if (cost < 3201L) size += damroll(1, 3);
1061 /* Pick a discount */
1066 else if (one_in_(25))
1070 else if (one_in_(150))
1074 else if (one_in_(300))
1078 else if (one_in_(500))
1083 if (o_ptr->art_name)
1088 /* Save the discount */
1089 o_ptr->discount = discount;
1091 /* Save the total pile size */
1092 o_ptr->number = size - (size * discount / 100);
1094 /* Ensure that mass-produced rods and wands get the correct pvals. */
1095 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
1097 o_ptr->pval *= (PARAMETER_VALUE)o_ptr->number;
1104 * @brief 店舗に並べた品を同一品であるかどうか判定する /
1105 * Determine if a store item can "absorb" another item
1106 * @param o_ptr 判定するオブジェクト構造体の参照ポインタ1
1107 * @param j_ptr 判定するオブジェクト構造体の参照ポインタ2
1108 * @return 同一扱いできるならTRUEを返す
1111 * See "object_similar()" for the same function for the "player"
1114 static bool store_object_similar(object_type *o_ptr, object_type *j_ptr)
1118 /* Hack -- Identical items cannot be stacked */
1119 if (o_ptr == j_ptr) return (0);
1121 /* Different objects cannot be stacked */
1122 if (o_ptr->k_idx != j_ptr->k_idx) return (0);
1124 /* Different charges (etc) cannot be stacked, unless wands or rods. */
1125 if ((o_ptr->pval != j_ptr->pval) && (o_ptr->tval != TV_WAND) && (o_ptr->tval != TV_ROD)) return (0);
1127 /* Require many identical values */
1128 if (o_ptr->to_h != j_ptr->to_h) return (0);
1129 if (o_ptr->to_d != j_ptr->to_d) return (0);
1130 if (o_ptr->to_a != j_ptr->to_a) return (0);
1132 /* Require identical "ego-item" names */
1133 if (o_ptr->name2 != j_ptr->name2) return (0);
1135 /* Artifacts don't stack! */
1136 if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return (0);
1138 /* Hack -- Identical art_flags! */
1139 for (i = 0; i < TR_FLAG_SIZE; i++)
1140 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return (0);
1142 /* Hack -- Never stack "powerful" items */
1143 if (o_ptr->xtra1 || j_ptr->xtra1) return (0);
1145 /* Hack -- Never stack recharging items */
1146 if (o_ptr->timeout || j_ptr->timeout) return (0);
1148 /* Require many identical values */
1149 if (o_ptr->ac != j_ptr->ac) return (0);
1150 if (o_ptr->dd != j_ptr->dd) return (0);
1151 if (o_ptr->ds != j_ptr->ds) return (0);
1153 /* Hack -- Never stack chests */
1154 if (o_ptr->tval == TV_CHEST) return (0);
1155 if (o_ptr->tval == TV_STATUE) return (0);
1156 if (o_ptr->tval == TV_CAPTURE) return (0);
1158 /* Require matching discounts */
1159 if (o_ptr->discount != j_ptr->discount) return (0);
1161 /* They match, so they must be similar */
1167 * @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 /
1168 * Allow a store item to absorb another item
1169 * @param o_ptr 判定するオブジェクト構造体の参照ポインタ1
1170 * @param j_ptr 判定するオブジェクト構造体の参照ポインタ2
1171 * @return 重ね合わせできるならTRUEを返す
1174 * See "object_similar()" for the same function for the "player"
1177 static void store_object_absorb(object_type *o_ptr, object_type *j_ptr)
1179 int max_num = (o_ptr->tval == TV_ROD) ?
1180 MIN(99, MAX_SHORT / k_info[o_ptr->k_idx].pval) : 99;
1181 int total = o_ptr->number + j_ptr->number;
1182 int diff = (total > max_num) ? total - max_num : 0;
1184 /* Combine quantity, lose excess items */
1185 o_ptr->number = (total > max_num) ? max_num : total;
1187 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) together. -LM- */
1188 if (o_ptr->tval == TV_ROD)
1190 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1193 /* Hack -- if wands are stacking, combine the charges. -LM- */
1194 if (o_ptr->tval == TV_WAND)
1196 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1202 * @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 /
1203 * Check to see if the shop will be carrying too many objects -RAK-
1204 * @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
1205 * @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。
1208 * Note that the shop, just like a player, will not accept things
1209 * it cannot hold. Before, one could "nuke" potions this way.
1210 * Return value is now int:
1212 * -1 : Can be combined to existing slot.
1213 * 1 : Cannot be combined but there are empty spaces.
1216 static int store_check_num(object_type *o_ptr)
1221 /* The "home" acts like the player */
1222 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
1224 bool old_stack_force_notes = stack_force_notes;
1225 bool old_stack_force_costs = stack_force_costs;
1227 if (cur_store_num != STORE_HOME)
1229 stack_force_notes = FALSE;
1230 stack_force_costs = FALSE;
1233 /* Check all the items */
1234 for (i = 0; i < st_ptr->stock_num; i++)
1236 /* Get the existing item */
1237 j_ptr = &st_ptr->stock[i];
1239 /* Can the new object be combined with the old one? */
1240 if (object_similar(j_ptr, o_ptr))
1242 if (cur_store_num != STORE_HOME)
1244 stack_force_notes = old_stack_force_notes;
1245 stack_force_costs = old_stack_force_costs;
1252 if (cur_store_num != STORE_HOME)
1254 stack_force_notes = old_stack_force_notes;
1255 stack_force_costs = old_stack_force_costs;
1259 /* Normal stores do special stuff */
1262 /* Check all the items */
1263 for (i = 0; i < st_ptr->stock_num; i++)
1265 /* Get the existing item */
1266 j_ptr = &st_ptr->stock[i];
1268 /* Can the new object be combined with the old one? */
1269 if (store_object_similar(j_ptr, o_ptr)) return -1;
1273 /* Free space is always usable */
1275 * オプション powerup_home が設定されていると
1278 if ((cur_store_num == STORE_HOME) && ( powerup_home == FALSE )) {
1279 if (st_ptr->stock_num < ((st_ptr->stock_size) / 10)) {
1284 if (st_ptr->stock_num < st_ptr->stock_size) {
1289 /* But there was no room at the inn... */
1294 * @brief オブジェクトが祝福されているかの判定を返す /
1295 * @param o_ptr 判定したいオブジェクト構造体の参照ポインタ
1296 * @return アイテムが祝福されたアイテムならばTRUEを返す
1298 static bool is_blessed(object_type *o_ptr)
1300 BIT_FLAGS flgs[TR_FLAG_SIZE];
1301 object_flags(o_ptr, flgs);
1302 if (have_flag(flgs, TR_BLESSED)) return (TRUE);
1303 else return (FALSE);
1309 * @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 /
1310 * Determine if the current store will purchase the given item
1311 * @param o_ptr 判定したいオブジェクト構造体の参照ポインタ
1312 * @return アイテムが買い取れるならばTRUEを返す
1314 * Note that a shop-keeper must refuse to buy "worthless" items
1316 static bool store_will_buy(object_type *o_ptr)
1318 /* Hack -- The Home is simple */
1319 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) return (TRUE);
1321 /* Switch on the store */
1322 switch (cur_store_num)
1327 /* Analyze the type */
1328 switch (o_ptr->tval)
1331 if (o_ptr->sval != SV_POTION_WATER) return FALSE;
1343 case TV_BOTTLE: /* 'Green', recycling Angband */
1358 /* Analyze the type */
1359 switch (o_ptr->tval)
1380 /* Analyze the type */
1381 switch (o_ptr->tval)
1390 case TV_HISSATSU_BOOK:
1394 if(o_ptr->sval == SV_WIZSTAFF) return (FALSE);
1406 /* Analyze the type */
1407 switch (o_ptr->tval)
1410 case TV_CRUSADE_BOOK:
1420 monster_race *r_ptr = &r_info[o_ptr->pval];
1423 if (!(r_ptr->flags3 & RF3_EVIL))
1426 if (r_ptr->flags3 & RF3_GOOD) break;
1428 /* Accept animals */
1429 if (r_ptr->flags3 & RF3_ANIMAL) break;
1432 if (my_strchr("?!", r_ptr->d_char)) break;
1438 if (is_blessed(o_ptr)) break;
1447 case STORE_ALCHEMIST:
1449 /* Analyze the type */
1450 switch (o_ptr->tval)
1464 /* Analyze the type */
1465 switch (o_ptr->tval)
1467 case TV_SORCERY_BOOK:
1468 case TV_NATURE_BOOK:
1472 case TV_ARCANE_BOOK:
1474 case TV_DAEMON_BOOK:
1488 if(o_ptr->sval == SV_WIZSTAFF) break;
1489 else return (FALSE);
1496 /* Bookstore Shop */
1499 /* Analyze the type */
1500 switch (o_ptr->tval)
1502 case TV_SORCERY_BOOK:
1503 case TV_NATURE_BOOK:
1508 case TV_ARCANE_BOOK:
1510 case TV_DAEMON_BOOK:
1511 case TV_CRUSADE_BOOK:
1522 /* Ignore "worthless" items */
1523 if (object_value(o_ptr) <= 0) return (FALSE);
1531 * @brief 現在の町の指定された店舗のアイテムを整理する /
1532 * Combine and reorder items in store.
1533 * @param store_num 店舗ID
1534 * @return 実際に整理が行われたならばTRUEを返す。
1536 bool combine_and_reorder_home(int store_num)
1540 object_type forge, *o_ptr, *j_ptr;
1541 bool flag = FALSE, combined;
1542 store_type *old_st_ptr = st_ptr;
1543 bool old_stack_force_notes = stack_force_notes;
1544 bool old_stack_force_costs = stack_force_costs;
1546 st_ptr = &town[1].store[store_num];
1547 if (store_num != STORE_HOME)
1549 stack_force_notes = FALSE;
1550 stack_force_costs = FALSE;
1557 /* Combine the items in the home (backwards) */
1558 for (i = st_ptr->stock_num - 1; i > 0; i--)
1560 o_ptr = &st_ptr->stock[i];
1562 /* Skip empty items */
1563 if (!o_ptr->k_idx) continue;
1565 /* Scan the items above that item */
1566 for (j = 0; j < i; j++)
1570 j_ptr = &st_ptr->stock[j];
1572 /* Skip empty items */
1573 if (!j_ptr->k_idx) continue;
1576 * Get maximum number of the stack if these
1577 * are similar, get zero otherwise.
1579 max_num = object_similar_part(j_ptr, o_ptr);
1581 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
1582 if (max_num && j_ptr->number < max_num)
1584 if (o_ptr->number + j_ptr->number <= max_num)
1586 /* Add together the item counts */
1587 object_absorb(j_ptr, o_ptr);
1589 /* One object is gone */
1590 st_ptr->stock_num--;
1592 /* Slide everything down */
1593 for (k = i; k < st_ptr->stock_num; k++)
1595 /* Structure copy */
1596 st_ptr->stock[k] = st_ptr->stock[k + 1];
1599 /* Erase the "final" slot */
1600 object_wipe(&st_ptr->stock[k]);
1604 ITEM_NUMBER old_num = o_ptr->number;
1605 ITEM_NUMBER remain = j_ptr->number + o_ptr->number - max_num;
1607 /* Add together the item counts */
1608 object_absorb(j_ptr, o_ptr);
1610 o_ptr->number = remain;
1612 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1613 if (o_ptr->tval == TV_ROD)
1615 o_ptr->pval = o_ptr->pval * remain / old_num;
1616 o_ptr->timeout = o_ptr->timeout * remain / old_num;
1619 /* Hack -- if wands are stacking, combine the charges. -LM- */
1620 else if (o_ptr->tval == TV_WAND)
1622 o_ptr->pval = o_ptr->pval * remain / old_num;
1637 /* Re-order the items in the home (forwards) */
1638 for (i = 0; i < st_ptr->stock_num; i++)
1640 o_ptr = &st_ptr->stock[i];
1642 /* Skip empty slots */
1643 if (!o_ptr->k_idx) continue;
1645 /* Get the "value" of the item */
1646 o_value = object_value(o_ptr);
1648 /* Scan every occupied slot */
1649 for (j = 0; j < st_ptr->stock_num; j++)
1651 if (object_sort_comp(o_ptr, o_value, &st_ptr->stock[j])) break;
1654 /* Never move down */
1655 if (j >= i) continue;
1661 /* Save a copy of the moving item */
1662 object_copy(j_ptr, &st_ptr->stock[i]);
1664 /* Slide the objects */
1665 for (k = i; k > j; k--)
1667 /* Slide the item */
1668 object_copy(&st_ptr->stock[k], &st_ptr->stock[k - 1]);
1671 /* Insert the moving item */
1672 object_copy(&st_ptr->stock[j], j_ptr);
1675 st_ptr = old_st_ptr;
1676 if (store_num != STORE_HOME)
1678 stack_force_notes = old_stack_force_notes;
1679 stack_force_costs = old_stack_force_costs;
1687 * @brief 我が家にオブジェクトを加える /
1688 * Add the item "o_ptr" to the inventory of the "Home"
1689 * @param o_ptr 加えたいオブジェクトの構造体参照ポインタ
1693 * In all cases, return the slot (or -1) where the object was placed
1694 * Note that this is a hacked up version of "inven_carry()".
1695 * Also note that it may not correctly "adapt" to "knowledge" bacoming
1696 * known, the player may have to pick stuff up and drop it again.
1699 static int home_carry(object_type *o_ptr)
1705 bool old_stack_force_notes = stack_force_notes;
1706 bool old_stack_force_costs = stack_force_costs;
1708 if (cur_store_num != STORE_HOME)
1710 stack_force_notes = FALSE;
1711 stack_force_costs = FALSE;
1714 /* Check each existing item (try to combine) */
1715 for (slot = 0; slot < st_ptr->stock_num; slot++)
1717 /* Get the existing item */
1718 j_ptr = &st_ptr->stock[slot];
1720 /* The home acts just like the player */
1721 if (object_similar(j_ptr, o_ptr))
1723 /* Save the new number of items */
1724 object_absorb(j_ptr, o_ptr);
1726 if (cur_store_num != STORE_HOME)
1728 stack_force_notes = old_stack_force_notes;
1729 stack_force_costs = old_stack_force_costs;
1737 if (cur_store_num != STORE_HOME)
1739 stack_force_notes = old_stack_force_notes;
1740 stack_force_costs = old_stack_force_costs;
1745 * 隠し機能: オプション powerup_home が設定されていると
1749 if ((cur_store_num != STORE_HOME) || (powerup_home == TRUE)) {
1750 if (st_ptr->stock_num >= st_ptr->stock_size) {
1755 if (st_ptr->stock_num >= ((st_ptr->stock_size) / 10)) {
1761 /* Determine the "value" of the item */
1762 value = object_value(o_ptr);
1764 /* Check existing slots to see if we must "slide" */
1765 for (slot = 0; slot < st_ptr->stock_num; slot++)
1767 if (object_sort_comp(o_ptr, value, &st_ptr->stock[slot])) break;
1770 /* Slide the others up */
1771 for (i = st_ptr->stock_num; i > slot; i--)
1773 st_ptr->stock[i] = st_ptr->stock[i-1];
1776 /* More stuff now */
1777 st_ptr->stock_num++;
1779 /* Insert the new item */
1780 st_ptr->stock[slot] = *o_ptr;
1782 chg_virtue(V_SACRIFICE, -1);
1784 (void)combine_and_reorder_home(cur_store_num);
1786 /* Return the location */
1792 * @brief 店舗にオブジェクトを加える /
1793 * Add the item "o_ptr" to a real stores inventory.
1794 * @param o_ptr 加えたいオブジェクトの構造体参照ポインタ
1798 * In all cases, return the slot (or -1) where the object was placed
1799 * Note that this is a hacked up version of "inven_carry()".
1800 * Also note that it may not correctly "adapt" to "knowledge" bacoming
1801 * known, the player may have to pick stuff up and drop it again.
1804 static int store_carry(object_type *o_ptr)
1807 s32b value, j_value;
1811 /* Evaluate the object */
1812 value = object_value(o_ptr);
1814 /* Cursed/Worthless items "disappear" when sold */
1815 if (value <= 0) return (-1);
1817 /* All store items are fully *identified* */
1818 o_ptr->ident |= IDENT_MENTAL;
1820 /* Erase the inscription */
1821 o_ptr->inscription = 0;
1823 /* Erase the "feeling" */
1824 o_ptr->feeling = FEEL_NONE;
1826 /* Check each existing item (try to combine) */
1827 for (slot = 0; slot < st_ptr->stock_num; slot++)
1829 /* Get the existing item */
1830 j_ptr = &st_ptr->stock[slot];
1832 /* Can the existing items be incremented? */
1833 if (store_object_similar(j_ptr, o_ptr))
1835 /* Hack -- extra items disappear */
1836 store_object_absorb(j_ptr, o_ptr);
1844 if (st_ptr->stock_num >= st_ptr->stock_size) return (-1);
1847 /* Check existing slots to see if we must "slide" */
1848 for (slot = 0; slot < st_ptr->stock_num; slot++)
1851 j_ptr = &st_ptr->stock[slot];
1853 /* Objects sort by decreasing type */
1854 if (o_ptr->tval > j_ptr->tval) break;
1855 if (o_ptr->tval < j_ptr->tval) continue;
1857 /* Objects sort by increasing sval */
1858 if (o_ptr->sval < j_ptr->sval) break;
1859 if (o_ptr->sval > j_ptr->sval) continue;
1862 * Hack: otherwise identical rods sort by
1863 * increasing recharge time --dsb
1865 if (o_ptr->tval == TV_ROD)
1867 if (o_ptr->pval < j_ptr->pval) break;
1868 if (o_ptr->pval > j_ptr->pval) continue;
1871 /* Evaluate that slot */
1872 j_value = object_value(j_ptr);
1874 /* Objects sort by decreasing value */
1875 if (value > j_value) break;
1876 if (value < j_value) continue;
1879 /* Slide the others up */
1880 for (i = st_ptr->stock_num; i > slot; i--)
1882 st_ptr->stock[i] = st_ptr->stock[i-1];
1885 /* More stuff now */
1886 st_ptr->stock_num++;
1888 /* Insert the new item */
1889 st_ptr->stock[slot] = *o_ptr;
1891 /* Return the location */
1897 * @brief 店舗のオブジェクト数を増やす /
1898 * Add the item "o_ptr" to a real stores inventory.
1899 * @param item 増やしたいアイテムのID
1904 * Increase, by a given amount, the number of a certain item
1905 * in a certain store. This can result in zero items.
1907 * @todo numは本来ITEM_NUMBER型にしたい。
1909 static void store_item_increase(INVENTORY_IDX item, int num)
1914 o_ptr = &st_ptr->stock[item];
1916 /* Verify the number */
1917 cnt = o_ptr->number + num;
1918 if (cnt > 255) cnt = 255;
1919 else if (cnt < 0) cnt = 0;
1920 num = cnt - o_ptr->number;
1922 /* Save the new number */
1923 o_ptr->number += (ITEM_NUMBER)num;
1928 * @brief 店舗のオブジェクト数を削除する /
1929 * Remove a slot if it is empty
1930 * @param item 削除したいアイテムのID
1933 static void store_item_optimize(INVENTORY_IDX item)
1938 o_ptr = &st_ptr->stock[item];
1941 if (!o_ptr->k_idx) return;
1943 /* Must have no items */
1944 if (o_ptr->number) return;
1947 st_ptr->stock_num--;
1949 /* Slide everyone */
1950 for (j = item; j < st_ptr->stock_num; j++)
1952 st_ptr->stock[j] = st_ptr->stock[j + 1];
1955 /* Nuke the final slot */
1956 object_wipe(&st_ptr->stock[j]);
1960 * @brief ブラックマーケット用の無価値品の排除判定 /
1961 * This function will keep 'crap' out of the black market.
1962 * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
1963 * @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
1966 * Crap is defined as any item that is "available" elsewhere
1967 * Based on a suggestion by "Lee Vogt" <lvogt@cig.mcel.mot.com>
1970 static bool black_market_crap(object_type *o_ptr)
1974 /* Ego items are never crap */
1975 if (object_is_ego(o_ptr)) return (FALSE);
1977 /* Good items are never crap */
1978 if (o_ptr->to_a > 0) return (FALSE);
1979 if (o_ptr->to_h > 0) return (FALSE);
1980 if (o_ptr->to_d > 0) return (FALSE);
1982 /* Check all stores */
1983 for (i = 0; i < MAX_STORES; i++)
1985 if (i == STORE_HOME) continue;
1986 if (i == STORE_MUSEUM) continue;
1988 /* Check every item in the store */
1989 for (j = 0; j < town[p_ptr->town_num].store[i].stock_num; j++)
1991 object_type *j_ptr = &town[p_ptr->town_num].store[i].stock[j];
1993 /* Duplicate item "type", assume crappy */
1994 if (o_ptr->k_idx == j_ptr->k_idx) return (TRUE);
2004 * @brief 店舗の品揃え変化のためにアイテムを削除する /
2005 * Attempt to delete (some of) a random item from the store
2009 * Hack -- we attempt to "maintain" piles of items when possible.
2012 static void store_delete(void)
2017 /* Pick a random slot */
2018 what = (INVENTORY_IDX)randint0(st_ptr->stock_num);
2020 /* Determine how many items are here */
2021 num = st_ptr->stock[what].number;
2023 /* Hack -- sometimes, only destroy half the items */
2024 if (randint0(100) < 50) num = (num + 1) / 2;
2026 /* Hack -- sometimes, only destroy a single item */
2027 if (randint0(100) < 50) num = 1;
2029 /* Hack -- decrement the maximum timeouts and total charges of rods and wands. -LM- */
2030 if ((st_ptr->stock[what].tval == TV_ROD) || (st_ptr->stock[what].tval == TV_WAND))
2032 st_ptr->stock[what].pval -= num * st_ptr->stock[what].pval / st_ptr->stock[what].number;
2035 /* Actually destroy (part of) the item */
2036 store_item_increase(what, -num);
2037 store_item_optimize(what);
2042 * @brief 店舗の品揃え変化のためにアイテムを追加する /
2043 * Creates a random item and gives it to a store
2047 * This algorithm needs to be rethought. A lot.
2048 * Currently, "normal" stores use a pre-built array.
2049 * Note -- the "level" given to "obj_get_num()" is a "favored"
2050 * level, that is, there is a much higher chance of getting
2051 * items with a level approaching that of the given level...
2052 * Should we check for "permission" to have the given item?
2055 static void store_create(void)
2065 /* Paranoia -- no room left */
2066 if (st_ptr->stock_num >= st_ptr->stock_size) return;
2069 /* Hack -- consider up to four items */
2070 for (tries = 0; tries < 4; tries++)
2073 if (cur_store_num == STORE_BLACK)
2075 /* Pick a level for object/magic */
2076 level = 25 + randint0(25);
2078 /* Random item (usually of given level) */
2079 i = get_obj_num(level);
2081 /* Handle failure */
2088 /* Hack -- Pick an item to sell */
2089 i = st_ptr->table[randint0(st_ptr->table_num)];
2091 /* Hack -- fake level for apply_magic() */
2092 level = rand_range(1, STORE_OBJ_LEVEL);
2097 /* Create a new object of the chosen kind */
2098 object_prep(q_ptr, i);
2100 /* Apply some "low-level" magic (no artifacts) */
2101 apply_magic(q_ptr, level, AM_NO_FIXED_ART);
2103 /* Require valid object */
2104 if (!store_will_buy(q_ptr)) continue;
2106 /* Hack -- Charge lite's */
2107 if (q_ptr->tval == TV_LITE)
2109 if (q_ptr->sval == SV_LITE_TORCH) q_ptr->xtra4 = FUEL_TORCH / 2;
2110 if (q_ptr->sval == SV_LITE_LANTERN) q_ptr->xtra4 = FUEL_LAMP / 2;
2114 /* The item is "known" */
2115 object_known(q_ptr);
2117 /* Mark it storebought */
2118 q_ptr->ident |= IDENT_STORE;
2120 /* Mega-Hack -- no chests in stores */
2121 if (q_ptr->tval == TV_CHEST) continue;
2123 /* Prune the black market */
2124 if (cur_store_num == STORE_BLACK)
2126 /* Hack -- No "crappy" items */
2127 if (black_market_crap(q_ptr)) continue;
2129 /* Hack -- No "cheap" items */
2130 if (object_value(q_ptr) < 10) continue;
2132 /* No "worthless" items */
2133 /* if (object_value(q_ptr) <= 0) continue; */
2136 /* Prune normal stores */
2139 /* No "worthless" items */
2140 if (object_value(q_ptr) <= 0) continue;
2144 /* Mass produce and/or Apply discount */
2145 mass_produce(q_ptr);
2147 /* Attempt to carry the (known) item */
2148 (void)store_carry(q_ptr);
2150 /* Definitely done */
2157 * @brief 店舗の割引対象外にするかどうかを判定 /
2158 * Eliminate need to bargain if player has haggled well in the past
2159 * @param minprice アイテムの最低販売価格
2160 * @return 割引を禁止するならTRUEを返す。
2162 static bool noneedtobargain(PRICE minprice)
2164 s32b good = st_ptr->good_buy;
2165 s32b bad = st_ptr->bad_buy;
2167 /* Cheap items are "boring" */
2168 if (minprice < 10L) return (TRUE);
2170 /* Perfect haggling */
2171 if (good == MAX_SHORT) return (TRUE);
2173 /* Reward good haggles, punish bad haggles, notice price */
2174 if (good > ((3 * bad) + (5 + (minprice/50)))) return (TRUE);
2176 /* Return the flag */
2182 * @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 /
2183 * Update the bargain info
2184 * @param price 実際の取引価格
2185 * @param minprice 店主の提示した価格
2189 static void updatebargain(PRICE price, PRICE minprice, int num)
2191 /* Hack -- auto-haggle */
2192 if (!manual_haggle) return;
2194 /* Cheap items are "boring" */
2195 if ((minprice/num) < 10L) return;
2197 /* Count the successful haggles */
2198 if (price == minprice)
2200 /* Just count the good haggles */
2201 if (st_ptr->good_buy < MAX_SHORT)
2207 /* Count the failed haggles */
2210 /* Just count the bad haggles */
2211 if (st_ptr->bad_buy < MAX_SHORT)
2220 * @brief 店の商品リストを再表示する /
2221 * Re-displays a single store entry
2225 static void display_entry(int pos)
2231 GAME_TEXT o_name[MAX_NLEN];
2236 o_ptr = &st_ptr->stock[pos];
2238 /* Get the "offset" */
2239 i = (pos % store_bottom);
2241 /* Label it, clear the line --(-- */
2242 (void)sprintf(out_val, "%c) ", ((i > 25) ? toupper(I2A(i - 26)) : I2A(i)));
2243 prt(out_val, i+6, 0);
2246 if (show_item_graph)
2248 TERM_COLOR a = object_attr(o_ptr);
2249 SYMBOL_CODE c = object_char(o_ptr);
2251 Term_queue_bigchar(cur_col, i + 6, a, c, 0, 0);
2252 if (use_bigtile) cur_col++;
2257 /* Describe an item in the home */
2258 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
2262 /* Leave room for weights, if necessary -DRS- */
2263 if (show_weights) maxwid -= 10;
2265 object_desc(o_name, o_ptr, 0);
2266 o_name[maxwid] = '\0';
2267 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, cur_col);
2272 /* Only show the weight of an individual item */
2273 WEIGHT wgt = o_ptr->weight;
2275 sprintf(out_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt));
2276 put_str(out_val, i+6, 67);
2278 (void)sprintf(out_val, "%3d.%d lb", wgt / 10, wgt % 10);
2279 put_str(out_val, i+6, 68);
2285 /* Describe an item (fully) in a store */
2288 /* Must leave room for the "price" */
2291 /* Leave room for weights, if necessary -DRS- */
2292 if (show_weights) maxwid -= 7;
2294 /* Describe the object (fully) */
2295 object_desc(o_name, o_ptr, 0);
2296 o_name[maxwid] = '\0';
2297 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, cur_col);
2302 /* Only show the weight of an individual item */
2303 int wgt = o_ptr->weight;
2305 sprintf(out_val, "%3d.%1d", lbtokg1(wgt) , lbtokg2(wgt) );
2306 put_str(out_val, i+6, 60);
2308 (void)sprintf(out_val, "%3d.%d", wgt / 10, wgt % 10);
2309 put_str(out_val, i+6, 61);
2314 /* Display a "fixed" cost */
2315 if (o_ptr->ident & (IDENT_FIXED))
2317 /* Extract the "minimum" price */
2318 x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2320 /* Actually draw the price (not fixed) */
2322 (void)sprintf(out_val, "%9ld固", (long)x);
2324 (void)sprintf(out_val, "%9ld F", (long)x);
2327 put_str(out_val, i+6, 68);
2330 /* Display a "taxed" cost */
2331 else if (!manual_haggle)
2333 /* Extract the "minimum" price */
2334 x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2336 /* Hack -- Apply Sales Tax if needed */
2337 if (!noneedtobargain(x)) x += x / 10;
2339 /* Actually draw the price (with tax) */
2340 (void)sprintf(out_val, "%9ld ", (long)x);
2341 put_str(out_val, i+6, 68);
2344 /* Display a "haggle" cost */
2347 /* Extrect the "maximum" price */
2348 x = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
2350 /* Actually draw the price (not fixed) */
2351 (void)sprintf(out_val, "%9ld ", (long)x);
2352 put_str(out_val, i+6, 68);
2359 * @brief 店の商品リストを表示する /
2360 * Displays a store's inventory -RAK-
2363 * All prices are listed as "per individual object". -BEN-
2365 static void display_inventory(void)
2369 /* Display the next 12 items */
2370 for (k = 0; k < store_bottom; k++)
2372 /* Do not display "dead" items */
2373 if (store_top + k >= st_ptr->stock_num) break;
2375 /* Display that line */
2376 display_entry(store_top + k);
2379 /* Erase the extra lines and the "more" prompt */
2380 for (i = k; i < store_bottom + 1; i++) prt("", i + 6, 0);
2382 /* Assume "no current page" */
2384 put_str(" ", 5, 20);
2386 put_str(" ", 5, 20);
2390 /* Visual reminder of "more items" */
2391 if (st_ptr->stock_num > store_bottom)
2393 /* Show "more" reminder (after the last item) */
2395 prt("-続く-", k + 6, 3);
2397 prt("-more-", k + 6, 3);
2401 /* Indicate the "current page" */
2402 /* Trailing spaces are to display (Page xx) and (Page x) */
2404 put_str(format("(%dページ) ", store_top/store_bottom + 1), 5, 20);
2406 put_str(format("(Page %d) ", store_top/store_bottom + 1), 5, 20);
2411 if (cur_store_num == STORE_HOME || cur_store_num == STORE_MUSEUM)
2413 k = st_ptr->stock_size;
2415 if (cur_store_num == STORE_HOME && !powerup_home) k /= 10;
2417 put_str(format("アイテム数: %4d/%4d", st_ptr->stock_num, k), 19 + xtra_stock, 27);
2419 put_str(format("Objects: %4d/%4d", st_ptr->stock_num, k), 19 + xtra_stock, 30);
2426 * @brief プレイヤーの所持金を表示する /
2427 * Displays players gold -RAK-
2431 static void store_prt_gold(void)
2436 prt("手持ちのお金: ", 19 + xtra_stock, 53);
2438 prt("Gold Remaining: ", 19 + xtra_stock, 53);
2442 sprintf(out_val, "%9ld", (long)p_ptr->au);
2443 prt(out_val, 19 + xtra_stock, 68);
2447 * @brief 店舗情報全体を表示するメインルーチン /
2448 * Displays store (after clearing screen) -RAK-
2452 static void display_store(void)
2458 /* The "Home" is special */
2459 if (cur_store_num == STORE_HOME)
2461 /* Put the owner name */
2462 put_str(_("我が家", "Your Home"), 3, 31);
2464 /* Label the item descriptions */
2465 put_str(_("アイテムの一覧", "Item Description"), 5, 4);
2467 /* If showing weights, show label */
2470 put_str(_(" 重さ", "Weight"), 5, 70);
2474 /* The "Home" is special */
2475 else if (cur_store_num == STORE_MUSEUM)
2477 /* Put the owner name */
2478 put_str(_("博物館", "Museum"), 3, 31);
2480 /* Label the item descriptions */
2481 put_str(_("アイテムの一覧", "Item Description"), 5, 4);
2483 /* If showing weights, show label */
2486 put_str(_(" 重さ", "Weight"), 5, 70);
2493 concptr store_name = (f_name + f_info[cur_store_feat].name);
2494 concptr owner_name = (ot_ptr->owner_name);
2495 concptr race_name = race_info[ot_ptr->owner_race].title;
2497 /* Put the owner name and race */
2498 sprintf(buf, "%s (%s)", owner_name, race_name);
2499 put_str(buf, 3, 10);
2501 /* Show the max price in the store (above prices) */
2502 sprintf(buf, "%s (%ld)", store_name, (long)(ot_ptr->max_cost));
2505 /* Label the item descriptions */
2506 put_str(_("商品の一覧", "Item Description"), 5, 5);
2509 /* If showing weights, show label */
2512 put_str(_(" 重さ", "Weight"), 5, 60);
2515 /* Label the asking price (in stores) */
2516 put_str(_(" 価格", "Price"), 5, 72);
2519 /* Display the current gold */
2522 /* Draw in the inventory */
2523 display_inventory();
2529 * @brief 店舗からアイテムを選択する /
2530 * Get the ID of a store item and return its value -RAK-
2531 * @param com_val 選択IDを返す参照ポインタ
2532 * @param pmt メッセージキャプション
2535 * @return 実際に選択したらTRUE、キャンセルしたらFALSE
2537 static int get_stock(COMMAND_CODE *com_val, concptr pmt, int i, int j)
2543 /* Get the item index */
2544 if (repeat_pull(com_val))
2546 /* Verify the item */
2547 if ((*com_val >= i) && (*com_val <= j))
2557 /* Assume failure */
2560 /* Build the prompt */
2562 hi = (j > 25) ? toupper(I2A(j - 26)) : I2A(j);
2564 (void)sprintf(out_val, "(%s:%c-%c, ESCで中断) %s",
2565 (((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) ? "アイテム" : "商品"),
2568 (void)sprintf(out_val, "(Items %c-%c, ESC to exit) %s",
2573 /* Ask until done */
2579 if (!get_com(out_val, &command, FALSE)) break;
2582 if (islower(command))
2584 else if (isupper(command))
2585 k = A2I(tolower(command)) + 26;
2589 /* Legal responses */
2590 if ((k >= i) && (k <= j))
2599 /* Clear the prompt */
2602 if (command == ESCAPE) return (FALSE);
2604 repeat_push(*com_val);
2612 * @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 /
2613 * Increase the insult counter and get angry if too many -RAK-
2614 * @return プレイヤーを締め出す場合TRUEを返す
2616 static int increase_insults(void)
2618 /* Increase insults */
2619 st_ptr->insult_cur++;
2621 /* Become insulted */
2622 if (st_ptr->insult_cur > ot_ptr->insult_max)
2628 st_ptr->insult_cur = 0;
2629 st_ptr->good_buy = 0;
2630 st_ptr->bad_buy = 0;
2633 st_ptr->store_open = turn + TURNS_PER_TICK*TOWN_DAWN/8 + randint1(TURNS_PER_TICK*TOWN_DAWN/8);
2645 * @brief 店主の不満度を減らす /
2646 * Decrease insults -RAK-
2647 * @return プレイヤーを締め出す場合TRUEを返す
2649 static void decrease_insults(void)
2651 /* Decrease insults */
2652 if (st_ptr->insult_cur) st_ptr->insult_cur--;
2657 * @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 /
2658 * Have insulted while haggling -RAK-
2659 * @return プレイヤーを締め出す場合TRUEを返す
2661 static int haggle_insults(void)
2663 /* Increase insults */
2664 if (increase_insults()) return (TRUE);
2666 /* Display and flush insult */
2675 * Mega-Hack -- Enable "increments"
2677 static bool allow_inc = FALSE;
2680 * Mega-Hack -- Last "increment" during haggling
2682 static s32b last_inc = 0L;
2686 * @brief 交渉価格を確認と認証の是非を行う /
2689 * @param poffer 別途価格提示をした場合の値を返す参照ポインタ
2690 * @param price 現在の交渉価格
2691 * @param final 最終確定価格ならばTRUE
2692 * @return プレイヤーを締め出す場合TRUEを返す
2694 static int get_haggle(concptr pmt, s32b *poffer, PRICE price, int final)
2704 /* Clear old increment if necessary */
2705 if (!allow_inc) last_inc = 0L;
2712 sprintf(buf, "%s [承諾] ", pmt);
2714 sprintf(buf, "%s [accept] ", pmt);
2719 /* Old (negative) increment, and not final */
2720 else if (last_inc < 0)
2723 sprintf(buf, "%s [-$%ld] ", pmt, (long)(ABS(last_inc)));
2725 sprintf(buf, "%s [-%ld] ", pmt, (long)(ABS(last_inc)));
2730 /* Old (positive) increment, and not final */
2731 else if (last_inc > 0)
2734 sprintf(buf, "%s [+$%ld] ", pmt, (long)(ABS(last_inc)));
2736 sprintf(buf, "%s [+%ld] ", pmt, (long)(ABS(last_inc)));
2744 sprintf(buf, "%s ", pmt);
2752 /* Ask until done */
2757 /* Display prompt */
2761 strcpy(out_val, "");
2764 * Ask the user for a response.
2765 * Don't allow to use numpad as cursor key.
2767 res = askfor_aux(out_val, 32, FALSE);
2773 if (!res) return FALSE;
2775 /* Skip leading spaces */
2776 for (p = out_val; *p == ' '; p++) /* loop */;
2778 /* Empty response */
2781 /* Accept current price */
2789 /* Use previous increment */
2790 if (allow_inc && last_inc)
2792 *poffer += last_inc;
2797 /* Normal response */
2800 /* Extract a number */
2803 /* Handle "incremental" number */
2804 if ((*p == '+' || *p == '-'))
2806 /* Allow increments */
2809 /* Use the given "increment" */
2816 /* Handle normal number */
2819 /* Use the given "number" */
2828 msg_print("値がおかしいです。");
2830 msg_print("Invalid response.");
2842 * @brief 店主がプレイヤーからの交渉価格を判断する /
2843 * Receive an offer (from the player)
2845 * @param poffer 店主からの交渉価格を返す参照ポインタ
2846 * @param last_offer 現在の交渉価格
2847 * @param factor 店主の価格基準倍率
2848 * @param price アイテムの実価値
2849 * @param final 最終価格確定ならばTRUE
2850 * @return プレイヤーの価格に対して不服ならばTRUEを返す /
2851 * Return TRUE if offer is NOT okay
2853 static bool receive_offer(concptr pmt, s32b *poffer,
2854 s32b last_offer, int factor,
2855 PRICE price, int final)
2857 /* Haggle till done */
2860 /* Get a haggle (or cancel) */
2861 if (!get_haggle(pmt, poffer, price, final)) return (TRUE);
2863 /* Acceptable offer */
2864 if (((*poffer) * factor) >= (last_offer * factor)) break;
2866 /* Insult, and check for kicked out */
2867 if (haggle_insults()) return (TRUE);
2869 /* Reject offer (correctly) */
2870 (*poffer) = last_offer;
2879 * @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 /
2880 * Haggling routine -RAK-
2881 * @param o_ptr オブジェクトの構造体参照ポインタ
2882 * @param price 最終価格を返す参照ポインタ
2883 * @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 /
2884 * Return TRUE if purchase is NOT successful
2886 static bool purchase_haggle(object_type *o_ptr, s32b *price)
2888 s32b cur_ask, final_ask;
2889 s32b last_offer, offer;
2891 s32b min_per, max_per;
2892 int flag, loop_flag, noneed;
2893 int annoyed = 0, final = FALSE;
2895 bool cancel = FALSE;
2898 concptr pmt = "提示価格";
2900 concptr pmt = "Asking";
2910 /* Extract the starting offer and the final offer */
2911 cur_ask = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
2912 final_ask = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2914 /* Determine if haggling is necessary */
2915 noneed = noneedtobargain(final_ask);
2917 /* No need to haggle */
2918 if (noneed || !manual_haggle)
2920 /* No need to haggle */
2923 /* Message summary */
2925 msg_print("結局この金額にまとまった。");
2927 msg_print("You eventually agree upon the price.");
2933 /* No haggle option */
2936 /* Message summary */
2938 msg_print("すんなりとこの金額にまとまった。");
2940 msg_print("You quickly agree upon the price.");
2945 /* Apply Sales Tax */
2946 final_ask += final_ask / 10;
2950 cur_ask = final_ask;
2952 /* Go to final offer */
2956 pmt = "Final Offer";
2963 /* Haggle for the whole pile */
2964 cur_ask *= o_ptr->number;
2965 final_ask *= o_ptr->number;
2968 /* Haggle parameters */
2969 min_per = ot_ptr->haggle_per;
2970 max_per = min_per * 3;
2972 /* Mega-Hack -- artificial "last offer" value */
2973 last_offer = object_value(o_ptr) * o_ptr->number;
2974 last_offer = last_offer * (200 - (int)(ot_ptr->max_inflate)) / 100L;
2975 if (last_offer <= 0) last_offer = 1;
2980 /* No incremental haggling yet */
2983 /* Haggle until done */
2984 for (flag = FALSE; !flag; )
2988 while (!flag && loop_flag)
2990 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
2991 put_str(out_val, 1, 0);
2993 cancel = receive_offer("提示する金額? ",
2995 cancel = receive_offer("What do you offer? ",
2998 &offer, last_offer, 1, cur_ask, final);
3004 else if (offer > cur_ask)
3009 else if (offer == cur_ask)
3022 x1 = 100 * (offer - last_offer) / (cur_ask - last_offer);
3025 if (haggle_insults())
3031 else if (x1 > max_per)
3034 if (x1 < max_per) x1 = max_per;
3036 x2 = rand_range(x1-2, x1+2);
3037 x3 = ((cur_ask - offer) * x2 / 100L) + 1;
3038 /* don't let the price go up */
3043 if (cur_ask < final_ask)
3046 cur_ask = final_ask;
3050 pmt = "Final Offer";
3056 (void)(increase_insults());
3061 else if (offer >= cur_ask)
3073 (void)sprintf(out_val, "前回の提示金額: $%ld",
3075 (void)sprintf(out_val, "Your last offer: %ld",
3079 put_str(out_val, 1, 39);
3080 say_comment_2(cur_ask, annoyed);
3085 if (cancel) return (TRUE);
3087 updatebargain(*price, final_ask, o_ptr->number);
3095 * @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 /
3096 * Haggling routine -RAK-
3097 * @param o_ptr オブジェクトの構造体参照ポインタ
3098 * @param price 最終価格を返す参照ポインタ
3099 * @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 /
3100 * Return TRUE if purchase is NOT successful
3102 static bool sell_haggle(object_type *o_ptr, s32b *price)
3104 s32b purse, cur_ask, final_ask;
3105 s32b last_offer = 0, offer = 0;
3107 s32b min_per, max_per;
3108 int flag, loop_flag, noneed;
3109 int annoyed = 0, final = FALSE;
3110 bool cancel = FALSE;
3112 concptr pmt = "提示金額";
3114 concptr pmt = "Offer";
3123 /* Obtain the starting offer and the final offer */
3124 cur_ask = price_item(o_ptr, ot_ptr->max_inflate, TRUE);
3125 final_ask = price_item(o_ptr, ot_ptr->min_inflate, TRUE);
3127 /* Determine if haggling is necessary */
3128 noneed = noneedtobargain(final_ask);
3130 /* Get the owner's payout limit */
3131 purse = (s32b)(ot_ptr->max_cost);
3133 /* No need to haggle */
3134 if (noneed || !manual_haggle || (final_ask >= purse))
3136 /* Apply Sales Tax (if needed) */
3137 if (!manual_haggle && !noneed)
3139 final_ask -= final_ask / 10;
3142 /* No reason to haggle */
3143 if (final_ask >= purse)
3146 msg_print("即座にこの金額にまとまった。");
3148 msg_print("You instantly agree upon the price.");
3153 /* Offer full purse */
3157 /* No need to haggle */
3161 msg_print("結局この金額にまとまった。");
3163 msg_print("You eventually agree upon the price.");
3169 /* No haggle option */
3172 /* Message summary */
3174 msg_print("すんなりとこの金額にまとまった。");
3176 msg_print("You quickly agree upon the price.");
3183 cur_ask = final_ask;
3190 pmt = "Final Offer";
3195 /* Haggle for the whole pile */
3196 cur_ask *= o_ptr->number;
3197 final_ask *= o_ptr->number;
3200 /* Display commands */
3202 /* Haggling parameters */
3203 min_per = ot_ptr->haggle_per;
3204 max_per = min_per * 3;
3206 /* Mega-Hack -- artificial "last offer" value */
3207 last_offer = object_value(o_ptr) * o_ptr->number;
3208 last_offer = last_offer * ot_ptr->max_inflate / 100L;
3213 /* No incremental haggling yet */
3217 for (flag = FALSE; !flag; )
3223 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
3224 put_str(out_val, 1, 0);
3226 cancel = receive_offer("提示する価格? ",
3228 cancel = receive_offer("What price do you ask? ",
3231 &offer, last_offer, -1, cur_ask, final);
3237 else if (offer < cur_ask)
3240 /* rejected, reset offer for incremental haggling */
3243 else if (offer == cur_ask)
3254 if (flag || !loop_flag) break;
3259 x1 = 100 * (last_offer - offer) / (last_offer - cur_ask);
3262 if (haggle_insults())
3268 else if (x1 > max_per)
3271 if (x1 < max_per) x1 = max_per;
3273 x2 = rand_range(x1-2, x1+2);
3274 x3 = ((offer - cur_ask) * x2 / 100L) + 1;
3275 /* don't let the price go down */
3279 if (cur_ask > final_ask)
3281 cur_ask = final_ask;
3286 pmt = "Final Offer";
3294 /* 追加 $0 で買い取られてしまうのを防止 By FIRST*/
3297 (void)(increase_insults());
3300 else if (offer <= cur_ask)
3311 (void)sprintf(out_val,
3313 "前回の提示価格 $%ld", (long)last_offer);
3315 "Your last bid %ld", (long)last_offer);
3318 put_str(out_val, 1, 39);
3319 say_comment_3(cur_ask, annoyed);
3324 if (cancel) return (TRUE);
3326 updatebargain(*price, final_ask, o_ptr->number);
3334 * @brief 店からの購入処理のメインルーチン /
3335 * Buy an item from a store -RAK-
3338 static void store_purchase(void)
3341 COMMAND_CODE item, item_new;
3352 GAME_TEXT o_name[MAX_NLEN];
3356 if (cur_store_num == STORE_MUSEUM)
3359 msg_print("博物館から取り出すことはできません。");
3361 msg_print("Museum.");
3367 if (st_ptr->stock_num <= 0)
3369 if (cur_store_num == STORE_HOME)
3371 msg_print("我が家には何も置いてありません。");
3373 msg_print("Your home is empty.");
3378 msg_print("現在商品の在庫を切らしています。");
3380 msg_print("I am currently out of stock.");
3387 /* Find the number of objects on this and following pages */
3388 i = (st_ptr->stock_num - store_top);
3390 /* And then restrict it to the current page */
3391 if (i > store_bottom) i = store_bottom;
3395 /* ブラックマーケットの時は別のメッセージ */
3396 switch( cur_store_num ) {
3398 sprintf(out_val, "どのアイテムを取りますか? ");
3401 sprintf(out_val, "どれ? ");
3404 sprintf(out_val, "どの品物が欲しいんだい? ");
3408 if (cur_store_num == STORE_HOME)
3410 sprintf(out_val, "Which item do you want to take? ");
3414 sprintf(out_val, "Which item are you interested in? ");
3419 /* Get the item number to be bought */
3420 if (!get_stock(&item, out_val, 0, i - 1)) return;
3422 /* Get the actual index */
3423 item = item + store_top;
3425 /* Get the actual item */
3426 o_ptr = &st_ptr->stock[item];
3428 /* Assume the player wants just one of them */
3432 /* Get a copy of the object */
3433 object_copy(j_ptr, o_ptr);
3436 * If a rod or wand, allocate total maximum timeouts or charges
3437 * between those purchased and left on the shelf.
3439 reduce_charges(j_ptr, o_ptr->number - amt);
3441 /* Modify quantity */
3442 j_ptr->number = amt;
3444 /* Hack -- require room in pack */
3445 if (!inven_carry_okay(j_ptr))
3447 msg_print(_("そんなにアイテムを持てない。", "You cannot carry that many different items."));
3451 /* Determine the "best" price (per item) */
3452 best = price_item(j_ptr, ot_ptr->min_inflate, FALSE);
3454 /* Find out how many the player wants */
3455 if (o_ptr->number > 1)
3457 /* Hack -- note cost of "fixed" items */
3458 if ((cur_store_num != STORE_HOME) &&
3459 (o_ptr->ident & IDENT_FIXED))
3461 msg_format(_("一つにつき $%ldです。", "That costs %ld gold per item."), (long)(best));
3464 /* Get a quantity */
3465 amt = get_quantity(NULL, o_ptr->number);
3467 /* Allow user abort */
3468 if (amt <= 0) return;
3472 /* Get desired object */
3473 object_copy(j_ptr, o_ptr);
3476 * If a rod or wand, allocate total maximum timeouts or charges
3477 * between those purchased and left on the shelf.
3479 reduce_charges(j_ptr, o_ptr->number - amt);
3481 /* Modify quantity */
3482 j_ptr->number = amt;
3484 /* Hack -- require room in pack */
3485 if (!inven_carry_okay(j_ptr))
3487 msg_print(_("ザックにそのアイテムを入れる隙間がない。", "You cannot carry that many items."));
3491 /* Attempt to buy it */
3492 if (cur_store_num != STORE_HOME)
3494 /* Fixed price, quick buy */
3495 if (o_ptr->ident & (IDENT_FIXED))
3500 /* Go directly to the "best" deal */
3501 price = (best * j_ptr->number);
3507 /* Describe the object (fully) */
3508 object_desc(o_name, j_ptr, 0);
3509 msg_format(_("%s(%c)を購入する。", "Buying %s (%c)."), o_name, I2A(item));
3512 /* Haggle for a final price */
3513 choice = purchase_haggle(j_ptr, &price);
3515 /* Hack -- Got kicked out */
3516 if (st_ptr->store_open >= turn) return;
3519 /* Player wants it */
3522 /* Fix the item price (if "correctly" haggled) */
3523 if (price == (best * j_ptr->number)) o_ptr->ident |= (IDENT_FIXED);
3525 /* Player can afford it */
3526 if (p_ptr->au >= price)
3531 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
3532 chg_virtue(V_JUSTICE, -1);
3533 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
3534 chg_virtue(V_NATURE, -1);
3542 /* Spend the money */
3545 /* Update the display */
3548 /* Hack -- buying an item makes you aware of it */
3549 object_aware(j_ptr);
3551 /* Hack -- clear the "fixed" flag from the item */
3552 j_ptr->ident &= ~(IDENT_FIXED);
3554 /* Describe the transaction */
3555 object_desc(o_name, j_ptr, 0);
3557 msg_format(_("%sを $%ldで購入しました。", "You bought %s for %ld gold."), o_name, (long)price);
3559 strcpy(record_o_name, o_name);
3562 if (record_buy) do_cmd_write_nikki(NIKKI_BUY, 0, o_name);
3563 object_desc(o_name, o_ptr, OD_NAME_ONLY);
3564 if(record_rand_art && o_ptr->art_name)
3565 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
3567 /* Erase the inscription */
3568 j_ptr->inscription = 0;
3570 /* Erase the "feeling" */
3571 j_ptr->feeling = FEEL_NONE;
3572 j_ptr->ident &= ~(IDENT_STORE);
3573 /* Give it to the player */
3574 item_new = inven_carry(j_ptr);
3576 /* Describe the final result */
3577 object_desc(o_name, &inventory[item_new], 0);
3578 msg_format(_("%s(%c)を手に入れた。", "You have %s (%c)."), o_name, index_to_label(item_new));
3580 /* Auto-inscription */
3581 autopick_alter_item(item_new, FALSE);
3583 /* Now, reduce the original stack's pval. */
3584 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3586 o_ptr->pval -= j_ptr->pval;
3590 /* Note how many slots the store used to have */
3591 i = st_ptr->stock_num;
3593 /* Remove the bought items from the store */
3594 store_item_increase(item, -amt);
3595 store_item_optimize(item);
3597 /* Store is empty */
3598 if (st_ptr->stock_num == 0)
3601 if (one_in_(STORE_SHUFFLE))
3604 msg_print(_("店主は引退した。", "The shopkeeper retires."));
3606 /* Shuffle the store */
3607 store_shuffle(cur_store_num);
3610 sprintf(buf, "%s (%s)",
3611 ot_ptr->owner_name, race_info[ot_ptr->owner_race].title);
3612 put_str(buf, 3, 10);
3613 sprintf(buf, "%s (%ld)",
3614 (f_name + f_info[cur_store_feat].name), (long)(ot_ptr->max_cost));
3621 msg_print(_("店主は新たな在庫を取り出した。", "The shopkeeper brings out some new stock."));
3625 for (i = 0; i < 10; i++)
3627 /* Maintain the store */
3628 store_maint(p_ptr->town_num, cur_store_num);
3633 display_inventory();
3636 /* The item is gone */
3637 else if (st_ptr->stock_num != i)
3639 /* Pick the correct screen */
3640 if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
3641 display_inventory();
3644 /* Item is still here */
3647 /* Redraw the item */
3648 display_entry(item);
3652 /* Player cannot afford it */
3655 /* Simple message (no insult) */
3656 msg_print(_("お金が足りません。", "You do not have enough gold."));
3661 /* Home is much easier */
3664 bool combined_or_reordered;
3666 /* Distribute charges of wands/rods */
3667 distribute_charges(o_ptr, j_ptr, amt);
3669 /* Give it to the player */
3670 item_new = inven_carry(j_ptr);
3672 /* Describe just the result */
3673 object_desc(o_name, &inventory[item_new], 0);
3675 msg_format(_("%s(%c)を取った。", "You have %s (%c)."), o_name, index_to_label(item_new));
3678 /* Take note if we take the last one */
3679 i = st_ptr->stock_num;
3681 /* Remove the items from the home */
3682 store_item_increase(item, -amt);
3683 store_item_optimize(item);
3685 combined_or_reordered = combine_and_reorder_home(STORE_HOME);
3687 /* Hack -- Item is still here */
3688 if (i == st_ptr->stock_num)
3690 if (combined_or_reordered) display_inventory();
3692 /* Redraw the item */
3693 else display_entry(item);
3696 /* The item is gone */
3700 if (st_ptr->stock_num == 0) store_top = 0;
3702 /* Nothing left on that screen */
3703 else if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
3704 display_inventory();
3706 chg_virtue(V_SACRIFICE, 1);
3710 /* Not kicked out */
3716 * @brief 店からの売却処理のメインルーチン /
3717 * Sell an item to the store (or home)
3720 static void store_sell(void)
3727 PRICE price, value, dummy;
3736 GAME_TEXT o_name[MAX_NLEN];
3739 /* Prepare a prompt */
3740 if (cur_store_num == STORE_HOME)
3741 q = _("どのアイテムを置きますか? ", "Drop which item? ");
3743 else if (cur_store_num == STORE_MUSEUM)
3744 q = _("どのアイテムを寄贈しますか? ", "Give which item? ");
3747 q = _("どのアイテムを売りますか? ", "Sell which item? ");
3749 /* Only allow items the store will buy */
3750 item_tester_hook = store_will_buy;
3752 /* 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 */
3753 if (cur_store_num == STORE_HOME)
3755 s = _("置けるアイテムを持っていません。", "You don't have any item to drop.");
3757 else if (cur_store_num == STORE_MUSEUM)
3759 s = _("寄贈できるアイテムを持っていません。", "You don't have any item to give.");
3763 s = _("欲しい物がないですねえ。", "You have nothing that I want.");
3766 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
3769 /* Hack -- Cannot remove cursed items */
3770 if ((item >= INVEN_RARM) && object_is_cursed(o_ptr))
3772 msg_print(_("ふーむ、どうやらそれは呪われているようだね。", "Hmmm, it seems to be cursed."));
3776 /* Assume one item */
3779 /* Find out how many the player wants (letter means "all") */
3780 if (o_ptr->number > 1)
3782 /* Get a quantity */
3783 amt = get_quantity(NULL, o_ptr->number);
3785 /* Allow user abort */
3786 if (amt <= 0) return;
3790 /* Get a copy of the object */
3791 object_copy(q_ptr, o_ptr);
3793 /* Modify quantity */
3794 q_ptr->number = amt;
3797 * Hack -- If a rod or wand, allocate total maximum
3798 * timeouts or charges to those being sold. -LM-
3800 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3802 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
3805 /* Get a full description */
3806 object_desc(o_name, q_ptr, 0);
3808 /* Remove any inscription, feeling for stores */
3809 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
3811 q_ptr->inscription = 0;
3812 q_ptr->feeling = FEEL_NONE;
3815 /* Is there room in the store (or the home?) */
3816 if (!store_check_num(q_ptr))
3818 if (cur_store_num == STORE_HOME)
3819 msg_print(_("我が家にはもう置く場所がない。", "Your home is full."));
3821 else if (cur_store_num == STORE_MUSEUM)
3822 msg_print(_("博物館はもう満杯だ。", "Museum is full."));
3825 msg_print(_("すいませんが、店にはもう置く場所がありません。", "I have not the room in my store to keep it."));
3832 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
3834 /* Describe the transaction */
3835 msg_format(_("%s(%c)を売却する。", "Selling %s (%c)."), o_name, index_to_label(item));
3840 choice = sell_haggle(q_ptr, &price);
3843 if (st_ptr->store_open >= turn) return;
3855 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
3856 chg_virtue(V_JUSTICE, -1);
3858 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
3859 chg_virtue(V_NATURE, 1);
3862 /* Get some money */
3865 /* Update the display */
3868 /* Get the "apparent" value */
3869 dummy = object_value(q_ptr) * q_ptr->number;
3871 identify_item(o_ptr);
3874 /* Get a copy of the object */
3875 object_copy(q_ptr, o_ptr);
3877 /* Modify quantity */
3878 q_ptr->number = amt;
3880 /* Make it look like to be known */
3881 q_ptr->ident |= IDENT_STORE;
3884 * Hack -- If a rod or wand, let the shopkeeper know just
3885 * how many charges he really paid for. -LM-
3887 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3889 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
3892 /* Get the "actual" value */
3893 value = object_value(q_ptr) * q_ptr->number;
3895 /* Get the description all over again */
3896 object_desc(o_name, q_ptr, 0);
3898 /* Describe the result (in message buffer) */
3899 msg_format(_("%sを $%ldで売却しました。", "You sold %s for %ld gold."), o_name, (long)price);
3901 if (record_sell) do_cmd_write_nikki(NIKKI_SELL, 0, o_name);
3903 if (!((o_ptr->tval == TV_FIGURINE) && (value > 0)))
3905 /* Analyze the prices (and comment verbally) unless a figurine*/
3906 purchase_analyze(price, value, dummy);
3910 * Hack -- Allocate charges between those wands or rods sold
3911 * and retained, unless all are being sold. -LM-
3913 distribute_charges(o_ptr, q_ptr, amt);
3915 /* Reset timeouts of the sold items */
3918 /* Take the item from the player, describe the result */
3919 inven_item_increase(item, -amt);
3920 inven_item_describe(item);
3922 /* If items remain, auto-inscribe before optimizing */
3923 if (o_ptr->number > 0)
3924 autopick_alter_item(item, FALSE);
3926 inven_item_optimize(item);
3929 /* The store gets that (known) item */
3930 item_pos = store_carry(q_ptr);
3932 /* Re-display if item is now in store */
3935 store_top = (item_pos / store_bottom) * store_bottom;
3936 display_inventory();
3941 /* Player is at museum */
3942 else if (cur_store_num == STORE_MUSEUM)
3944 char o2_name[MAX_NLEN];
3945 object_desc(o2_name, q_ptr, OD_NAME_ONLY);
3947 if (-1 == store_check_num(q_ptr))
3949 msg_print(_("それと同じ品物は既に博物館にあるようです。", "The same object as it is already in the Museum."));
3953 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!!", "You cannot take items which is given to the Museum back!!"));
3956 if (!get_check(format(_("本当に%sを寄贈しますか?", "Really give %s to the Museum? "), o2_name))) return;
3958 identify_item(q_ptr);
3959 q_ptr->ident |= IDENT_MENTAL;
3961 /* Distribute charges of wands/rods */
3962 distribute_charges(o_ptr, q_ptr, amt);
3963 msg_format(_("%sを置いた。(%c)", "You drop %s (%c)."), o_name, index_to_label(item));
3966 /* Take it from the players inventory */
3967 inven_item_increase(item, -amt);
3968 inven_item_describe(item);
3969 inven_item_optimize(item);
3972 /* Let the home carry it */
3973 item_pos = home_carry(q_ptr);
3975 /* Update store display */
3978 store_top = (item_pos / store_bottom) * store_bottom;
3979 display_inventory();
3982 /* Player is at home */
3985 /* Distribute charges of wands/rods */
3986 distribute_charges(o_ptr, q_ptr, amt);
3987 msg_format(_("%sを置いた。(%c)", "You drop %s (%c)."), o_name, index_to_label(item));
3991 /* Take it from the players inventory */
3992 inven_item_increase(item, -amt);
3993 inven_item_describe(item);
3994 inven_item_optimize(item);
3997 /* Let the home carry it */
3998 item_pos = home_carry(q_ptr);
4000 /* Update store display */
4003 store_top = (item_pos / store_bottom) * store_bottom;
4004 display_inventory();
4008 if ((choice == 0) && (item >= INVEN_RARM))
4017 * @brief 店のアイテムを調べるコマンドのメインルーチン /
4018 * Examine an item in a store -JDL-
4021 static void store_examine(void)
4026 GAME_TEXT o_name[MAX_NLEN];
4030 if (st_ptr->stock_num <= 0)
4032 if (cur_store_num == STORE_HOME)
4033 msg_print(_("我が家には何も置いてありません。", "Your home is empty."));
4034 else if (cur_store_num == STORE_MUSEUM)
4035 msg_print(_("博物館には何も置いてありません。", "Museum is empty."));
4037 msg_print(_("現在商品の在庫を切らしています。", "I am currently out of stock."));
4041 /* Find the number of objects on this and following pages */
4042 i = (st_ptr->stock_num - store_top);
4044 /* And then restrict it to the current page */
4045 if (i > store_bottom) i = store_bottom;
4048 sprintf(out_val, _("どれを調べますか?", "Which item do you want to examine? "));
4050 /* Get the item number to be examined */
4051 if (!get_stock(&item, out_val, 0, i - 1)) return;
4053 /* Get the actual index */
4054 item = item + store_top;
4056 /* Get the actual item */
4057 o_ptr = &st_ptr->stock[item];
4059 /* Require full knowledge */
4060 if (!(o_ptr->ident & IDENT_MENTAL))
4062 /* This can only happen in the home */
4063 msg_print(_("このアイテムについて特に知っていることはない。", "You have no special knowledge about that item."));
4067 object_desc(o_name, o_ptr, 0);
4068 msg_format(_("%sを調べている...", "Examining %s..."), o_name);
4070 if (!screen_object(o_ptr, SCROBJ_FORCE_DETAIL))
4071 msg_print(_("特に変わったところはないようだ。", "You see nothing special."));
4078 * @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 /
4079 * Remove an item from museum (Originally from TOband)
4082 static void museum_remove_object(void)
4087 GAME_TEXT o_name[MAX_NLEN];
4091 if (st_ptr->stock_num <= 0)
4093 msg_print(_("博物館には何も置いてありません。", "Museum is empty."));
4097 /* Find the number of objects on this and following pages */
4098 i = st_ptr->stock_num - store_top;
4100 /* And then restrict it to the current page */
4101 if (i > store_bottom) i = store_bottom;
4104 sprintf(out_val, _("どのアイテムの展示をやめさせますか?", "Which item do you want to order to remove? "));
4106 /* Get the item number to be removed */
4107 if (!get_stock(&item, out_val, 0, i - 1)) return;
4109 /* Get the actual index */
4110 item = item + store_top;
4112 /* Get the actual item */
4113 o_ptr = &st_ptr->stock[item];
4115 object_desc(o_name, o_ptr, 0);
4117 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!", "You cannot see items which is removed from the Museum!"));
4118 if (!get_check(format(_("本当に%sの展示をやめさせますか?", "Really order to remove %s from the Museum? "), o_name))) return;
4120 msg_format(_("%sの展示をやめさせた。", "You ordered to remove %s."), o_name);
4122 /* Remove the items from the home */
4123 store_item_increase(item, -o_ptr->number);
4124 store_item_optimize(item);
4126 (void)combine_and_reorder_home(STORE_MUSEUM);
4128 /* The item is gone */
4131 if (st_ptr->stock_num == 0) store_top = 0;
4133 /* Nothing left on that screen */
4134 else if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
4135 display_inventory();
4142 * Hack -- set this to leave the store
4144 static bool leave_store = FALSE;
4148 * @brief 店舗処理コマンド選択のメインルーチン /
4149 * Process a command in a store
4153 * Note that we must allow the use of a few "special" commands
4154 * in the stores which are not allowed in the dungeon, and we
4155 * must disable some commands which are allowed in the dungeon
4156 * but not in the stores, to prevent chaos.
4159 static void store_process_command(void)
4161 /* Handle repeating the last command */
4164 if (rogue_like_commands && command_cmd == 'l')
4166 command_cmd = 'x'; /* hack! */
4169 /* Parse the command */
4170 switch (command_cmd)
4180 /* 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 */
4183 if (st_ptr->stock_num <= store_bottom) {
4184 msg_print(_("これで全部です。", "Entire inventory is shown."));
4187 store_top -= store_bottom;
4188 if ( store_top < 0 )
4189 store_top = ((st_ptr->stock_num - 1 )/store_bottom) * store_bottom;
4190 if ( (cur_store_num == STORE_HOME) && (powerup_home == FALSE) )
4191 if ( store_top >= store_bottom ) store_top = store_bottom;
4192 display_inventory();
4200 if (st_ptr->stock_num <= store_bottom)
4202 msg_print(_("これで全部です。", "Entire inventory is shown."));
4206 store_top += store_bottom;
4208 * 隠しオプション(powerup_home)がセットされていないときは
4209 * 我が家では 2 ページまでしか表示しない
4211 if ((cur_store_num == STORE_HOME) &&
4212 (powerup_home == FALSE) &&
4213 (st_ptr->stock_num >= STORE_INVEN_MAX))
4215 if (store_top >= (STORE_INVEN_MAX - 1))
4222 if (store_top >= st_ptr->stock_num) store_top = 0;
4225 display_inventory();
4237 /* Get (purchase) */
4264 /*** Inventory Commands ***/
4266 /* Wear/wield equipment */
4273 /* Take off equipment */
4280 /* Destroy an item */
4287 /* Equipment list */
4294 /* Inventory list */
4302 /*** Various commands ***/
4304 /* Identify an object */
4311 /* Hack -- toggle windows */
4314 toggle_inven_equip();
4318 /*** Use various objects ***/
4323 if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4324 (p_ptr->pclass == CLASS_BERSERKER) ||
4325 (p_ptr->pclass == CLASS_NINJA) ||
4326 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4327 ) do_cmd_mind_browse();
4328 else if (p_ptr->pclass == CLASS_SMITH)
4330 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4331 do_cmd_magic_eater(TRUE, FALSE);
4332 else if (p_ptr->pclass == CLASS_SNIPER)
4333 do_cmd_snipe_browse();
4334 else do_cmd_browse();
4338 /* Inscribe an object */
4345 /* Uninscribe an object */
4348 do_cmd_uninscribe();
4354 /*** Help and Such ***/
4363 /* Identify symbol */
4366 do_cmd_query_symbol();
4370 /* Character description */
4373 p_ptr->town_num = old_town_num;
4374 do_cmd_change_name();
4375 p_ptr->town_num = inner_town_num;
4381 /*** System Commands ***/
4383 /* Hack -- User interface */
4390 /* Single line from a pref file */
4393 p_ptr->town_num = old_town_num;
4395 p_ptr->town_num = inner_town_num;
4399 /* Interact with macros */
4402 p_ptr->town_num = old_town_num;
4404 p_ptr->town_num = inner_town_num;
4408 /* Interact with visuals */
4411 p_ptr->town_num = old_town_num;
4413 p_ptr->town_num = inner_town_num;
4417 /* Interact with colors */
4420 p_ptr->town_num = old_town_num;
4422 p_ptr->town_num = inner_town_num;
4426 /* Interact with options */
4430 (void)combine_and_reorder_home(STORE_HOME);
4436 /*** Misc Commands ***/
4452 /* Repeat level feeling */
4459 /* Show previous message */
4462 do_cmd_message_one();
4466 /* Show previous messages */
4479 /* Check artifacts, uniques etc. */
4486 /* Load "screen dump" */
4489 do_cmd_load_screen();
4493 /* Save "screen dump" */
4496 do_cmd_save_screen();
4500 /* Hack -- Unknown command */
4503 if ((cur_store_num == STORE_MUSEUM) && (command_cmd == 'r'))
4505 museum_remove_object();
4509 msg_print(_("そのコマンドは店の中では使えません。", "That command does not work in stores."));
4518 * @brief 店舗処理全体のメインルーチン /
4519 * Enter a store, and interact with it. *
4523 * Note that we use the standard "request_command()" function
4524 * to get a command, allowing us to use "command_arg" and all
4525 * command macros and other nifty stuff, but we use the special
4526 * "shopping" argument, to force certain commands to be converted
4527 * into other commands, normally, we convert "p" (pray) and "m"
4528 * (cast magic) into "g" (get), and "s" (search) into "d" (drop).
4531 void do_cmd_store(void)
4537 bool need_redraw_store_inv; /* To redraw missiles damage and prices in store */
4540 if(p_ptr->wild_mode) return;
4541 Term_get_size(&w, &h);
4543 /* Calculate stocks per 1 page */
4544 xtra_stock = MIN(14+26, ((h > 24) ? (h - 24) : 0));
4545 store_bottom = MIN_STOCK + xtra_stock;
4547 /* Access the player grid */
4548 c_ptr = &cave[p_ptr->y][p_ptr->x];
4550 /* Verify a store */
4551 if (!cave_have_flag_grid(c_ptr, FF_STORE))
4553 msg_print(_("ここには店がありません。", "You see no store here."));
4557 /* Extract the store code */
4558 which = f_info[c_ptr->feat].subtype;
4560 old_town_num = p_ptr->town_num;
4561 if ((which == STORE_HOME) || (which == STORE_MUSEUM)) p_ptr->town_num = 1;
4562 if (dun_level) p_ptr->town_num = NO_TOWN;
4563 inner_town_num = p_ptr->town_num;
4565 /* Hack -- Check the "locked doors" */
4566 if ((town[p_ptr->town_num].store[which].store_open >= turn) ||
4569 msg_print(_("ドアに鍵がかかっている。", "The doors are locked."));
4570 p_ptr->town_num = old_town_num;
4574 /* Calculate the number of store maintainances since the last visit */
4575 maintain_num = (turn - town[p_ptr->town_num].store[which].last_visit) / (TURNS_PER_TICK * STORE_TICKS);
4577 /* Maintain the store max. 10 times */
4578 if (maintain_num > 10) maintain_num = 10;
4582 /* Maintain the store */
4583 for (i = 0; i < maintain_num; i++)
4584 store_maint(p_ptr->town_num, which);
4586 /* Save the visit */
4587 town[p_ptr->town_num].store[which].last_visit = turn;
4593 /* Hack -- Character is in "icky" mode */
4594 character_icky = TRUE;
4601 /* Do not expand macros */
4602 get_com_no_macros = TRUE;
4604 /* Save the store number */
4605 cur_store_num = which;
4607 /* Hack -- save the store feature */
4608 cur_store_feat = c_ptr->feat;
4610 /* Save the store and owner pointers */
4611 st_ptr = &town[p_ptr->town_num].store[cur_store_num];
4612 ot_ptr = &owners[cur_store_num][st_ptr->owner];
4614 /* Start at the beginning */
4617 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4622 leave_store = FALSE;
4624 /* Interact with player */
4625 while (!leave_store)
4627 /* Hack -- Clear line 1 */
4631 clear_from(20 + xtra_stock);
4633 /* Basic commands */
4634 prt(_(" ESC) 建物から出る", " ESC) Exit from Building."), 21 + xtra_stock, 0);
4636 /* Browse if necessary */
4637 if (st_ptr->stock_num > store_bottom)
4639 prt(_(" -)前ページ", " -) Previous page"), 22 + xtra_stock, 0);
4640 prt(_(" スペース) 次ページ", " SPACE) Next page"), 23 + xtra_stock, 0);
4644 if (cur_store_num == STORE_HOME)
4646 prt(_("g) アイテムを取る", "g) Get an item."), 21 + xtra_stock, 27);
4647 prt(_("d) アイテムを置く", "d) Drop an item."), 22 + xtra_stock, 27);
4648 prt(_("x) 家のアイテムを調べる", "x) eXamine an item in the home."), 23 + xtra_stock, 27);
4651 /* Museum commands */
4652 else if (cur_store_num == STORE_MUSEUM)
4654 prt(_("d) アイテムを置く", "d) Drop an item."), 21 + xtra_stock, 27);
4655 prt(_("r) アイテムの展示をやめる", "r) order to Remove an item."), 22 + xtra_stock, 27);
4656 prt(_("x) 博物館のアイテムを調べる", "x) eXamine an item in the museum."), 23 + xtra_stock, 27);
4662 prt(_("p) 商品を買う", "p) Purchase an item."), 21 + xtra_stock, 30);
4663 prt(_("s) アイテムを売る", "s) Sell an item."), 22 + xtra_stock, 30);
4664 prt(_("x) 商品を調べる", "x) eXamine an item in the shop"), 23 + xtra_stock,30);
4668 prt(_("i/e) 持ち物/装備の一覧", "i/e) Inventry/Equipment list"), 21 + xtra_stock, 56);
4670 if (rogue_like_commands)
4672 prt(_("w/T) 装備する/はずす", "w/T) Wear/Take off equipment"), 22 + xtra_stock, 56);
4676 prt(_("w/t) 装備する/はずす", "w/t) Wear/Take off equipment"), 22 + xtra_stock, 56);
4680 prt(_("コマンド:", "You may: "), 20 + xtra_stock, 0);
4682 request_command(TRUE);
4684 /* Process the command */
4685 store_process_command();
4688 * Hack -- To redraw missiles damage and prices in store
4689 * If player's charisma changes, or if player changes a bow, PU_BONUS is set
4691 need_redraw_store_inv = (p_ptr->update & PU_BONUS) ? TRUE : FALSE;
4693 /* Hack -- Character is still in "icky" mode */
4694 character_icky = TRUE;
4699 if (inventory[INVEN_PACK].k_idx)
4701 INVENTORY_IDX item = INVEN_PACK;
4703 object_type *o_ptr = &inventory[item];
4705 /* Hack -- Flee from the store */
4706 if (cur_store_num != STORE_HOME)
4708 if (cur_store_num == STORE_MUSEUM)
4709 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...", "Your pack is so full that you flee the Museum..."));
4711 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...", "Your pack is so full that you flee the store..."));
4717 /* Hack -- Flee from the home */
4718 else if (!store_check_num(o_ptr))
4720 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...", "Your pack is so full that you flee your home..."));
4725 /* Hack -- Drop items into the home */
4733 GAME_TEXT o_name[MAX_NLEN];
4735 /* Give a message */
4736 msg_print(_("ザックからアイテムがあふれてしまった!", "Your pack overflows!"));
4740 object_copy(q_ptr, o_ptr);
4741 object_desc(o_name, q_ptr, 0);
4743 msg_format(_("%sが落ちた。(%c)", "You drop %s (%c)."), o_name, index_to_label(item));
4745 /* Remove it from the players inventory */
4746 inven_item_increase(item, -255);
4747 inven_item_describe(item);
4748 inven_item_optimize(item);
4751 /* Let the home carry it */
4752 item_pos = home_carry(q_ptr);
4754 /* Redraw the home */
4757 store_top = (item_pos / store_bottom) * store_bottom;
4758 display_inventory();
4763 /* Hack -- Redisplay store prices if charisma changes */
4764 /* Hack -- Redraw missiles damage if player changes bow */
4765 if (need_redraw_store_inv) display_inventory();
4767 /* Hack -- get kicked out of the store */
4768 if (st_ptr->store_open >= turn) leave_store = TRUE;
4771 select_floor_music();
4773 p_ptr->town_num = old_town_num;
4776 p_ptr->energy_use = 100;
4779 /* Hack -- Character is no longer in "icky" mode */
4780 character_icky = FALSE;
4783 /* Hack -- Cancel automatic command */
4786 /* Hack -- Cancel "see" mode */
4787 command_see = FALSE;
4789 /* Allow expanding macros */
4790 get_com_no_macros = FALSE;
4795 /* Update everything */
4796 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
4797 p_ptr->update |= (PU_MONSTERS);
4799 /* Redraw entire screen */
4800 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY);
4801 p_ptr->redraw |= (PR_MAP);
4802 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4808 * @brief 現在の町の店主を交代させる /
4809 * Shuffle one of the stores.
4810 * @param which 店舗種類のID
4813 void store_shuffle(int which)
4819 if (which == STORE_HOME) return;
4820 if (which == STORE_MUSEUM) return;
4823 /* Save the store index */
4824 cur_store_num = which;
4826 /* Activate that store */
4827 st_ptr = &town[p_ptr->town_num].store[cur_store_num];
4830 /* Pick a new owner */
4833 st_ptr->owner = (byte)randint0(MAX_OWNERS);
4834 if (j == st_ptr->owner) continue;
4835 for (i = 1;i < max_towns; i++)
4837 if (i == p_ptr->town_num) continue;
4838 if (st_ptr->owner == town[i].store[cur_store_num].owner) break;
4840 if (i == max_towns) break;
4843 /* Activate the new owner */
4844 ot_ptr = &owners[cur_store_num][st_ptr->owner];
4847 /* Reset the owner data */
4848 st_ptr->insult_cur = 0;
4849 st_ptr->store_open = 0;
4850 st_ptr->good_buy = 0;
4851 st_ptr->bad_buy = 0;
4854 /* Hack -- discount all the items */
4855 for (i = 0; i < st_ptr->stock_num; i++)
4859 o_ptr = &st_ptr->stock[i];
4861 if (!object_is_artifact(o_ptr))
4863 /* Hack -- Sell all non-artifact old items for "half price" */
4864 o_ptr->discount = 50;
4866 /* Hack -- Items are no longer "fixed price" */
4867 o_ptr->ident &= ~(IDENT_FIXED);
4869 /* Mega-Hack -- Note that the item is "on sale" */
4870 o_ptr->inscription = quark_add(_("売出中", "on sale"));
4877 * @brief 店の品揃えを変化させる /
4878 * Maintain the inventory at the stores.
4879 * @param town_num 町のID
4880 * @param store_num 店舗種類のID
4883 void store_maint(int town_num, int store_num)
4887 cur_store_num = store_num;
4890 if (store_num == STORE_HOME) return;
4891 if (store_num == STORE_MUSEUM) return;
4893 /* Activate that store */
4894 st_ptr = &town[town_num].store[store_num];
4896 /* Activate the owner */
4897 ot_ptr = &owners[store_num][st_ptr->owner];
4899 /* Store keeper forgives the player */
4900 st_ptr->insult_cur = 0;
4902 /* Mega-Hack -- prune the black market */
4903 if (store_num == STORE_BLACK)
4905 /* Destroy crappy black market items */
4906 for (j = st_ptr->stock_num - 1; j >= 0; j--)
4908 object_type *o_ptr = &st_ptr->stock[j];
4910 /* Destroy crappy items */
4911 if (black_market_crap(o_ptr))
4913 /* Destroy the item */
4914 store_item_increase(j, 0 - o_ptr->number);
4915 store_item_optimize(j);
4921 /* Choose the number of slots to keep */
4922 j = st_ptr->stock_num;
4924 /* Sell a few items */
4925 j = j - randint1(STORE_TURNOVER);
4927 /* Never keep more than "STORE_MAX_KEEP" slots */
4928 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
4930 /* Always "keep" at least "STORE_MIN_KEEP" items */
4931 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
4933 /* Hack -- prevent "underflow" */
4936 /* Destroy objects until only "j" slots are left */
4937 while (st_ptr->stock_num > j) store_delete();
4940 /* Choose the number of slots to fill */
4941 j = st_ptr->stock_num;
4943 /* Buy some more items */
4944 j = j + randint1(STORE_TURNOVER);
4946 /* Never keep more than "STORE_MAX_KEEP" slots */
4947 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
4949 /* Always "keep" at least "STORE_MIN_KEEP" items */
4950 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
4952 /* Hack -- prevent "overflow" */
4953 if (j >= st_ptr->stock_size) j = st_ptr->stock_size - 1;
4955 /* Acquire some new items */
4956 while (st_ptr->stock_num < j) store_create();
4961 * @brief 店舗情報を初期化する /
4962 * Initialize the stores
4963 * @param town_num 町のID
4964 * @param store_num 店舗種類のID
4967 void store_init(int town_num, int store_num)
4970 cur_store_num = store_num;
4972 /* Activate that store */
4973 st_ptr = &town[town_num].store[store_num];
4981 st_ptr->owner = (byte)randint0(MAX_OWNERS);
4982 for (i = 1;i < max_towns; i++)
4984 if (i == town_num) continue;
4985 if (st_ptr->owner == town[i].store[store_num].owner) break;
4987 if (i == max_towns) break;
4990 /* Activate the new owner */
4991 ot_ptr = &owners[store_num][st_ptr->owner];
4994 /* Initialize the store */
4995 st_ptr->store_open = 0;
4996 st_ptr->insult_cur = 0;
4997 st_ptr->good_buy = 0;
4998 st_ptr->bad_buy = 0;
5000 /* Nothing in stock */
5001 st_ptr->stock_num = 0;
5004 * MEGA-HACK - Last visit to store is
5005 * BEFORE player birth to enable store restocking
5007 st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
5009 /* Clear any old items */
5010 for (k = 0; k < st_ptr->stock_size; k++)
5012 object_wipe(&st_ptr->stock[k]);
5018 * @brief アイテムを町のブラックマーケットに移動させる /
5019 * @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
5022 void move_to_black_market(object_type *o_ptr)
5025 if (!p_ptr->town_num) return;
5027 st_ptr = &town[p_ptr->town_num].store[STORE_BLACK];
5029 o_ptr->ident |= IDENT_STORE;
5031 (void)store_carry(o_ptr);
5033 object_wipe(o_ptr); /* Don't leave a bogus object behind... */