3 * @brief 店の処理 / Store commands
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research, and\n
8 * not for profit purposes provided that this copyright and statement are\n
9 * included in all such copies.\n
10 * 2014 Deskull rearranged comment for Doxygen.
15 #include "cmd-zapwand.h"
16 #include "cmd-magiceat.h"
20 static int cur_store_num = 0;
21 static int store_top = 0;
22 static int store_bottom = 0;
23 static int xtra_stock = 0;
24 static store_type *st_ptr = NULL;
25 static const owner_type *ot_ptr = NULL;
26 static s16b old_town_num = 0;
27 static s16b inner_town_num = 0;
28 #define RUMOR_CHANCE 8
30 #define MAX_COMMENT_1 6
32 static cptr comment_1[MAX_COMMENT_1] =
53 /*! ブラックマーケット追加メッセージ(承諾) */
54 static cptr comment_1_B[MAX_COMMENT_1] = {
63 #define MAX_COMMENT_2A 2
65 static cptr comment_2a[MAX_COMMENT_2A] =
68 "私の忍耐力を試しているのかい? $%s が最後だ。",
69 "我慢にも限度があるぞ。 $%s が最後だ。"
71 "You try my patience. %s is final.",
72 "My patience grows thin. %s is final."
77 #define MAX_COMMENT_2B 12
79 static cptr comment_2b[MAX_COMMENT_2B] =
82 " $%s ぐらいは出さなきゃダメだよ。",
85 "何て奴だ! $%s 以下はあり得ないぞ。",
86 "それじゃ少なすぎる! $%s は欲しいところだ。",
87 "バカにしている! $%s はもらわないと。",
89 "おいおい! $%s を考えてくれないか?",
90 "1000匹のオークのノミに苦しめられるがいい! $%s だ。",
91 "お前の大切なものに災いあれ! $%s でどうだ。",
92 "モルゴスに賞味されるがいい!本当は $%s なんだろう?",
93 "お前の母親はオーガか! $%s は出すつもりなんだろ?"
95 "I can take no less than %s gold pieces.",
96 "I will accept no less than %s gold pieces.",
97 "Ha! No less than %s gold pieces.",
98 "You knave! No less than %s gold pieces.",
99 "That's a pittance! I want %s gold pieces.",
100 "That's an insult! I want %s gold pieces.",
101 "As if! How about %s gold pieces?",
102 "My arse! How about %s gold pieces?",
103 "May the fleas of 1000 orcs molest you! Try %s gold pieces.",
104 "May your most favourite parts go moldy! Try %s gold pieces.",
105 "May Morgoth find you tasty! Perhaps %s gold pieces?",
106 "Your mother was an Ogre! Perhaps %s gold pieces?"
112 /*! ブラックマーケット用追加メッセージ(売るとき) */
113 static cptr comment_2b_B[MAX_COMMENT_2B] = {
114 "いくら俺様がお人好しとはいえ $%s が限界だね。嫌なら帰りな。",
115 "金がないのかい、あんた?まずは家に帰って $%s 揃えてきな。",
116 "物の価値が分からん奴だな。これは $%s が普通なんだよ。",
117 "俺の付けた値段に文句があるのか? $%s が限界だ。",
118 "ひょっとして新手の冗談かい? $%s 持ってないなら帰りな。",
119 "うちは他の店とは違うんだよ。$%s ぐらいは出しな。",
120 "買う気がないなら帰りな。 $%s だと言っているんだ。",
121 "話にならないね。 $%s くらい持っているんだろ?",
122 "は?なんだそりゃ? $%s の間違いか、ひょっとして?",
123 "出口はあっちだよ。それとも $%s 出せるのかい、あんたに。",
124 "命知らずな奴だな。 $%s 出せば今日の所は勘弁してやるよ。",
125 "うちの店は貧乏人お断りだ。 $%s ぐらい出せないのかい?"
128 #define MAX_COMMENT_3A 2
130 static cptr comment_3a[MAX_COMMENT_3A] =
133 "私の忍耐力を試しているのかい? $%s が最後だ。",
134 "我慢にも限度があるぞ。 $%s が最後だ。"
136 "You try my patience. %s is final.",
137 "My patience grows thin. %s is final."
143 #define MAX_COMMENT_3B 12
145 static cptr comment_3b[MAX_COMMENT_3B] =
148 "本音を言うと $%s でいいんだろ?",
150 " $%s ぐらいなら出してもいいが。",
151 " $%s 以上払うなんて考えられないね。",
152 "まあ落ちついて。 $%s でどうだい?",
153 "そのガラクタなら $%s で引き取るよ。",
154 "それじゃ高すぎる! $%s がいいとこだろ。",
155 "どうせいらないんだろ! $%s でいいだろ?",
156 "だめだめ! $%s がずっとお似合いだよ。",
157 "バカにしている! $%s がせいぜいだ。",
158 " $%s なら嬉しいところだがなあ。",
159 " $%s 、それ以上はビタ一文出さないよ!"
161 "Perhaps %s gold pieces?",
162 "How about %s gold pieces?",
163 "I will pay no more than %s gold pieces.",
164 "I can afford no more than %s gold pieces.",
165 "Be reasonable. How about %s gold pieces?",
166 "I'll buy it as scrap for %s gold pieces.",
167 "That is too much! How about %s gold pieces?",
168 "That looks war surplus! Say %s gold pieces?",
169 "Never! %s is more like it.",
170 "That's an insult! %s is more like it.",
171 "%s gold pieces and be thankful for it!",
172 "%s gold pieces and not a copper more!"
178 /*! ブラックマーケット用追加メッセージ(買い取り) */
179 static cptr comment_3b_B[MAX_COMMENT_3B] = {
180 " $%s ってところだね。そのどうしようもないガラクタは。",
181 "この俺が $%s って言っているんだから、その通りにした方が身のためだぞ。",
182 "俺の優しさに甘えるのもいい加減にしておけ。 $%s だ。",
183 "その品なら $%s で売ってくれているがね、常識ある紳士はみんな。",
184 "こりゃまた、がめつい奴だな。いくら俺が温厚とはいえ $%s が限界だ。",
185 " $%s だ。別に俺はそんなガラクタ欲しくはないんだから。",
186 "俺の鑑定額が気に入らないのか? $%s 、嫌なら帰りな。",
187 " $%s で引き取ってやるよ。喜んで受け取りな、貧乏人。",
188 "物の価値が分からん奴は始末におえんな。それは $%s なんだよ。",
189 "そんなに金が欲しいのか、あんた? $%s で満足できんのか?",
190 "入る店間違えてんじゃないのか? $%s で嫌なら他をあたってくれ。",
191 "俺の言い値にケチをつける奴がいるとは! その度胸に免じて $%s だ。"
194 #define MAX_COMMENT_4A 4
196 static cptr comment_4a[MAX_COMMENT_4A] =
199 "もうたくさんだ!何度も私をわずらわせないでくれ!",
200 "うがー!一日の我慢の限度を超えている!",
201 "もういい!時間の無駄以外のなにものでもない!",
202 "もうやってられないよ!顔も見たくない!"
204 "Enough! You have abused me once too often!",
205 "Arghhh! I have had enough abuse for one day!",
206 "That does it! You shall waste my time no more!",
207 "This is getting nowhere! I'm going to Londis!"
213 /*! ブラックマーケット用追加メッセージ(怒りの頂点) */
214 static cptr comment_4a_B[MAX_COMMENT_4A] = {
215 "なめやがって!温厚な俺様でも限界があるってことを知れ!",
216 "俺をここまで怒らせて...命があるだけでもありがたいと思え!",
217 "ふざけてるのか!冷やかしなら相手を見てからにしろ!",
218 "いいかげんにしろ!今度こんなまねしたらただじゃおかねえぞ!"
221 #define MAX_COMMENT_4B 4
223 static cptr comment_4b[MAX_COMMENT_4B] =
232 "Get out of my sight!",
233 "Begone, you scoundrel!",
240 /*! ブラックマーケット用追加メッセージ(追い出し) */
241 static cptr comment_4b_B[MAX_COMMENT_4B] = {
248 #define MAX_COMMENT_5 8
250 static cptr comment_5[MAX_COMMENT_5] =
264 "You will have to do better than that!",
265 "Do you wish to do business or not?",
266 "You've got to be kidding!",
267 "You'd better be kidding!",
268 "You try my patience.",
269 "Hmmm, nice weather we're having."
275 /*! ブラックマーケット用追加メッセージ(怒り) */
276 static cptr comment_5_B[MAX_COMMENT_5] = {
287 #define MAX_COMMENT_6 4
289 static cptr comment_6[MAX_COMMENT_6] =
297 "I must have heard you wrong.",
298 "I'm sorry, I missed that.",
299 "I'm sorry, what was that?",
300 "Sorry, what was that again?"
308 * @brief 取引成功時の店主のメッセージ処理 /
312 static void say_comment_1(void)
315 /* ブラックマーケットのときは別のメッセージを出す */
316 if ( cur_store_num == STORE_BLACK ) {
317 msg_print(comment_1_B[randint0(MAX_COMMENT_1)]);
320 msg_print(comment_1[randint0(MAX_COMMENT_1)]);
323 msg_print(comment_1[randint0(MAX_COMMENT_1)]);
327 if (one_in_(RUMOR_CHANCE))
330 msg_print("店主は耳うちした:");
332 msg_print("The shopkeeper whispers something into your ear:");
340 * @brief プレイヤーがアイテムを買う時の価格代案メッセージ処理 /
341 * Continue haggling (player is buying)
342 * @param value 店主の提示価格
343 * @param annoyed 店主のいらつき度
346 static void say_comment_2(PRICE value, int annoyed)
350 /* Prepare a string to insert */
351 sprintf(tmp_val, "%ld", (long)value);
356 /* Formatted message */
357 msg_format(comment_2a[randint0(MAX_COMMENT_2A)], tmp_val);
363 /* Formatted message */
365 /* ブラックマーケットの時は別のメッセージを出す */
366 if ( cur_store_num == STORE_BLACK ){
367 msg_format(comment_2b_B[randint0(MAX_COMMENT_2B)], tmp_val);
370 msg_format(comment_2b[randint0(MAX_COMMENT_2B)], tmp_val);
373 msg_format(comment_2b[randint0(MAX_COMMENT_2B)], tmp_val);
381 * @brief プレイヤーがアイテムを売る時の価格代案メッセージ処理 /
382 * Continue haggling (player is selling)
383 * @param value 店主の提示価格
384 * @param annoyed 店主のいらつき度
387 static void say_comment_3(PRICE value, int annoyed)
391 /* Prepare a string to insert */
392 sprintf(tmp_val, "%ld", (long)value);
397 /* Formatted message */
398 msg_format(comment_3a[randint0(MAX_COMMENT_3A)], tmp_val);
404 /* Formatted message */
406 /* ブラックマーケットの時は別のメッセージを出す */
407 if ( cur_store_num == STORE_BLACK ){
408 msg_format(comment_3b_B[randint0(MAX_COMMENT_3B)], tmp_val);
411 msg_format(comment_3b[randint0(MAX_COMMENT_3B)], tmp_val);
414 msg_format(comment_3b[randint0(MAX_COMMENT_3B)], tmp_val);
422 * @brief 店主がプレイヤーを追い出す時のメッセージ処理 /
423 * Kick 'da bum out. -RAK-
426 static void say_comment_4(void)
429 /* ブラックマーケットの時は別のメッセージを出す */
430 if ( cur_store_num == STORE_BLACK ){
431 msg_print(comment_4a_B[randint0(MAX_COMMENT_4A)]);
432 msg_print(comment_4b_B[randint0(MAX_COMMENT_4B)]);
435 msg_print(comment_4a[randint0(MAX_COMMENT_4A)]);
436 msg_print(comment_4b[randint0(MAX_COMMENT_4B)]);
439 msg_print(comment_4a[randint0(MAX_COMMENT_4A)]);
440 msg_print(comment_4b[randint0(MAX_COMMENT_4B)]);
447 * @brief 店主がプレイヤーに取り合わない時のメッセージ処理 /
448 * You are insulting me
451 static void say_comment_5(void)
454 /* ブラックマーケットの時は別のメッセージを出す */
455 if ( cur_store_num == STORE_BLACK ){
456 msg_print(comment_5_B[randint0(MAX_COMMENT_5)]);
459 msg_print(comment_5[randint0(MAX_COMMENT_5)]);
462 msg_print(comment_5[randint0(MAX_COMMENT_5)]);
469 * @brief 店主がプレイヤーの提示を理解できなかった時のメッセージ処理 /
470 * That makes no sense.
473 static void say_comment_6(void)
475 msg_print(comment_6[randint0(MAX_COMMENT_6)]);
479 #define MAX_COMMENT_7A 4
481 static cptr comment_7a[MAX_COMMENT_7A] =
486 "誰かがむせび泣く声が聞こえる...。",
491 "You hear someone sobbing...",
492 "The shopkeeper howls in agony!"
497 #define MAX_COMMENT_7B 4
499 static cptr comment_7b[MAX_COMMENT_7B] =
509 "The shopkeeper curses at you.",
510 "The shopkeeper glares at you."
515 #define MAX_COMMENT_7C 4
517 static cptr comment_7c[MAX_COMMENT_7C] =
526 "You've made my day!",
527 "The shopkeeper giggles.",
528 "The shopkeeper laughs loudly."
533 #define MAX_COMMENT_7D 4
535 static cptr comment_7d[MAX_COMMENT_7D] =
539 "こんなおいしい思いをしたら、真面目に働けなくなるなぁ。",
544 "I think I'll retire!",
545 "The shopkeeper jumps for joy.",
546 "The shopkeeper smiles gleefully."
553 * @brief 店主が交渉を終えた際の反応を返す処理 /
554 * Let a shop-keeper React to a purchase
555 * @param price アイテムの取引額
556 * @param value アイテムの実際価値
557 * @param guess 店主が当初予想していた価値
560 * We paid "price", it was worth "value", and we thought it was worth "guess"
562 static void purchase_analyze(PRICE price, PRICE value, PRICE guess)
564 /* Item was worthless, but we bought it */
565 if ((value <= 0) && (price > value))
567 msg_print(comment_7a[randint0(MAX_COMMENT_7A)]);
568 chg_virtue(V_HONOUR, -1);
569 chg_virtue(V_JUSTICE, -1);
573 /* Item was cheaper than we thought, and we paid more than necessary */
574 else if ((value < guess) && (price > value))
576 msg_print(comment_7b[randint0(MAX_COMMENT_7B)]);
577 chg_virtue(V_JUSTICE, -1);
578 if (one_in_(4)) chg_virtue(V_HONOUR, -1);
582 /* Item was a good bargain, and we got away with it */
583 else if ((value > guess) && (value < (4 * guess)) && (price < value))
585 msg_print(comment_7c[randint0(MAX_COMMENT_7C)]);
586 if (one_in_(4)) chg_virtue(V_HONOUR, -1);
587 else if (one_in_(4)) chg_virtue(V_HONOUR, 1);
591 /* Item was a great bargain, and we got away with it */
592 else if ((value > guess) && (price < value))
594 msg_print(comment_7d[randint0(MAX_COMMENT_7D)]);
595 if (one_in_(2)) chg_virtue(V_HONOUR, -1);
596 if (one_in_(4)) chg_virtue(V_HONOUR, 1);
597 if (10 * price < value) chg_virtue(V_SACRIFICE, 1);
605 * We store the current "store feat" here so everyone can access it
607 static int cur_store_feat;
611 * Buying and selling adjustments for race combinations.
612 * Entry[owner][player] gives the basic "cost inflation".
614 static byte rgold_adj[MAX_RACES][MAX_RACES] =
616 /*Hum, HfE, Elf, Hal, Gno, Dwa, HfO, HfT, Dun, HiE, Barbarian,
617 HfOg, HGn, HTn, Cyc, Yek, Klc, Kbd, Nbl, DkE, Drc, Mind Flayer,
618 Imp, Glm, Skl, Zombie, Vampire, Spectre, Fairy, Beastman, Ent,
619 Angel, Demon, Kutar */
622 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
623 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
624 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
625 100, 120, 110, 105 },
628 { 110, 100, 100, 105, 110, 120, 125, 130, 110, 100, 110,
629 120, 115, 108, 115, 110, 110, 120, 120, 115, 115, 110,
630 120, 110, 110, 110, 120, 110, 100, 125, 100, 95, 140,
631 110, 115, 110, 110 },
634 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
635 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
636 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
637 110, 110, 105, 110 },
640 { 115, 110, 105, 95, 105, 110, 115, 130, 115, 105, 115,
641 125, 120, 120, 125, 115, 110, 120, 120, 120, 115, 115,
642 120, 110, 120, 120, 130, 110, 110, 130, 110, 95, 140,
643 115, 120, 105, 115 },
646 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
647 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
648 120, 101, 110, 110, 120, 120, 115, 130, 115, 95, 140,
649 115, 110, 110, 115 },
652 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
653 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
654 120, 105, 115, 115, 115, 115, 120, 130, 120, 95, 140,
655 115, 110, 115, 115 },
658 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
659 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
660 115, 125, 120, 120, 115, 120, 125, 115, 125, 95, 140,
661 115, 110, 115, 115 },
664 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
665 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
666 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
667 110, 110, 115, 110 },
670 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
671 120, 120, 105, 120, 115, 105, 115, 120, 110, 105, 105,
672 120, 105, 120, 120, 125, 120, 105, 135, 105, 95, 140,
673 100, 110, 110, 100 },
676 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
677 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
678 125, 115, 120, 120, 125, 120, 100, 125, 100, 95, 140,
679 110, 110, 105, 110 },
681 /* Human / Barbarian (copied from human) */
682 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
683 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
684 115, 105, 125, 125, 130, 125, 115, 120, 115, 95, 140,
685 100, 120, 110, 100 },
687 /* Half-Ogre: theoretical, copied from half-troll */
688 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
689 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
690 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
691 110, 110, 115, 110 },
693 /* Half-Giant: theoretical, copied from half-troll */
694 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
695 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
696 110, 115, 112, 112, 115, 112, 130, 120, 130, 95, 140,
697 110, 110, 115, 110 },
699 /* Half-Titan: theoretical, copied from High_Elf */
700 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
701 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
702 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
703 110, 110, 115, 110 },
705 /* Cyclops: theoretical, copied from half-troll */
706 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
707 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
708 110, 115, 112, 112, 115, 112, 130, 130, 130, 95, 140,
709 110, 110, 115, 110 },
711 /* Yeek: theoretical, copied from Half-Orc */
712 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
713 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
714 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
715 115, 110, 115, 115 },
717 /* Klackon: theoretical, copied from Gnome */
718 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
719 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
720 120, 101, 110, 110, 120, 120, 130, 130, 130, 95, 140,
721 115, 110, 115, 115 },
723 /* Kobold: theoretical, copied from Half-Orc */
724 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
725 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
726 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
727 115, 110, 115, 115 },
729 /* Nibelung: theoretical, copied from Dwarf */
730 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
731 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
732 120, 105, 115, 115, 120, 120, 130, 130, 130, 95, 140,
733 115, 135, 115, 115 },
736 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
737 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
738 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
739 110, 101, 115, 110 },
741 /* Draconian: theoretical, copied from High_Elf */
742 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
743 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
744 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
745 110, 110, 115, 110 },
747 /* Mind Flayer: theoretical, copied from High_Elf */
748 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
749 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
750 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
751 110, 110, 115, 110 },
753 /* Imp: theoretical, copied from High_Elf */
754 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
755 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
756 125, 115, 120, 120, 120, 120, 130, 130, 130, 120, 120,
757 110, 110, 115, 110 },
759 /* Golem: theoretical, copied from High_Elf */
760 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
761 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
762 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
763 110, 110, 115, 110 },
765 /* Skeleton: theoretical, copied from half-orc */
766 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
767 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
768 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
769 115, 110, 125, 115 },
771 /* Zombie: Theoretical, copied from half-orc */
772 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
773 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
774 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
775 115, 110, 125, 115 },
777 /* Vampire: Theoretical, copied from half-orc */
778 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
779 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
780 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
781 115, 110, 125, 115 },
783 /* Spectre: Theoretical, copied from half-orc */
784 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
785 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
786 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
787 115, 110, 125, 115 },
789 /* Sprite: Theoretical, copied from half-orc */
790 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
791 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
792 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
793 115, 110, 105, 115 },
795 /* Beastman: Theoretical, copied from half-orc */
796 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
797 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
798 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
799 115, 110, 115, 115 },
802 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
803 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
804 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
805 110, 110, 105, 110 },
808 { 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
809 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
810 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 160,
814 { 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
815 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
816 140, 140, 140, 140, 140, 140, 140, 140, 140, 160, 120,
817 140, 140, 140, 140 },
820 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
821 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
822 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
823 100, 120, 110, 100 },
826 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
827 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
828 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
829 110, 101, 115, 110 },
832 { 110, 110, 105, 105, 110, 115, 115, 115, 110, 105, 110,
833 115, 115, 115, 115, 115, 115, 115, 115, 115, 115, 115,
834 115, 115, 125, 125, 125, 125, 105, 115, 105, 95, 140,
835 110, 115, 100, 110 },
838 { 105, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
839 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
840 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
841 100, 120, 110, 100 },
848 * Determine the price of an item (qty one) in a store.
849 * @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
850 * @param greed 店主の強欲度
851 * @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
855 * This function takes into account the player's charisma, and the
856 * shop-keepers friendliness, and the shop-keeper's base greed, but
857 * never lets a shop-keeper lose money in a transaction.
858 * The "greed" value should exceed 100 when the player is "buying" the
859 * item, and should be less than 100 when the player is "selling" it.
860 * Hack -- the black market always charges twice as much as it should.
861 * Charisma adjustment runs from 80 to 130
862 * Racial adjustment runs from 95 to 130
863 * Since greed/charisma/racial adjustments are centered at 100, we need
864 * to adjust (by 200) to extract a usable multiplier. Note that the
865 * "greed" value is always something (?).
868 static s32b price_item(object_type *o_ptr, int greed, bool flip)
875 /* Get the value of one of the items */
876 price = object_value(o_ptr);
878 /* Worthless items */
879 if (price <= 0) return (0L);
882 /* Compute the racial factor */
883 factor = rgold_adj[ot_ptr->owner_race][p_ptr->prace];
885 /* Add in the charisma factor */
886 factor += adj_chr_gold[p_ptr->stat_ind[A_CHR]];
892 /* Adjust for greed */
893 adjust = 100 + (300 - (greed + factor));
895 /* Never get "silly" */
896 if (adjust > 100) adjust = 100;
898 /* Mega-Hack -- Black market sucks */
899 if (cur_store_num == STORE_BLACK)
902 /* Compute the final price (with rounding) */
903 /* Hack -- prevent underflow */
904 price = (price * adjust + 50L) / 100L;
907 /* Shop is selling */
910 /* Adjust for greed */
911 adjust = 100 + ((greed + factor) - 300);
913 /* Never get "silly" */
914 if (adjust < 100) adjust = 100;
916 /* Mega-Hack -- Black market sucks */
917 if (cur_store_num == STORE_BLACK)
920 /* Compute the final price (with rounding) */
921 /* Hack -- prevent overflow */
922 price = (s32b)(((u32b)price * (u32b)adjust + 50UL) / 100UL);
925 /* Note -- Never become "free" */
926 if (price <= 0L) return (1L);
928 /* Return the price */
934 * @brief 安価な消耗品の販売数を増やし、低確率で割引にする /
935 * Certain "cheap" objects should be created in "piles"
936 * @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
940 * Some objects can be sold at a "discount" (in small piles)
943 static void mass_produce(object_type *o_ptr)
946 DISCOUNT_RATE discount = 0;
948 s32b cost = object_value(o_ptr);
951 /* Analyze the type */
954 /* Food, Flasks, and Lites */
959 if (cost <= 5L) size += damroll(3, 5);
960 if (cost <= 20L) size += damroll(3, 5);
961 if (cost <= 50L) size += damroll(2, 2);
968 if (cost <= 60L) size += damroll(3, 5);
969 if (cost <= 240L) size += damroll(1, 5);
970 if (o_ptr->sval == SV_SCROLL_STAR_IDENTIFY) size += damroll(3, 5);
971 if (o_ptr->sval == SV_SCROLL_STAR_REMOVE_CURSE) size += damroll(1, 4);
976 case TV_SORCERY_BOOK:
984 case TV_CRUSADE_BOOK:
986 case TV_HISSATSU_BOOK:
989 if (cost <= 50L) size += damroll(2, 3);
990 if (cost <= 500L) size += damroll(1, 3);
1008 if (object_is_artifact(o_ptr)) break;
1009 if (object_is_ego(o_ptr)) break;
1010 if (cost <= 10L) size += damroll(3, 5);
1011 if (cost <= 100L) size += damroll(3, 5);
1020 if (cost <= 5L) size += damroll(5, 5);
1021 if (cost <= 50L) size += damroll(5, 5);
1022 if (cost <= 500L) size += damroll(5, 5);
1028 if (cost <= 100L) size += damroll(2, 2);
1029 if (cost <= 1000L) size += damroll(2, 2);
1042 * Because many rods (and a few wands and staffs) are useful mainly
1043 * in quantity, the Black Market will occasionally have a bunch of
1050 if ((cur_store_num == STORE_BLACK) && one_in_(3))
1052 if (cost < 1601L) size += damroll(1, 5);
1053 else if (cost < 3201L) size += damroll(1, 3);
1060 /* Pick a discount */
1065 else if (one_in_(25))
1069 else if (one_in_(150))
1073 else if (one_in_(300))
1077 else if (one_in_(500))
1082 if (o_ptr->art_name)
1087 /* Save the discount */
1088 o_ptr->discount = discount;
1090 /* Save the total pile size */
1091 o_ptr->number = size - (size * discount / 100);
1093 /* Ensure that mass-produced rods and wands get the correct pvals. */
1094 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
1096 o_ptr->pval *= (PARAMETER_VALUE)o_ptr->number;
1103 * @brief 店舗に並べた品を同一品であるかどうか判定する /
1104 * Determine if a store item can "absorb" another item
1105 * @param o_ptr 判定するオブジェクト構造体の参照ポインタ1
1106 * @param j_ptr 判定するオブジェクト構造体の参照ポインタ2
1107 * @return 同一扱いできるならTRUEを返す
1110 * See "object_similar()" for the same function for the "player"
1113 static bool store_object_similar(object_type *o_ptr, object_type *j_ptr)
1117 /* Hack -- Identical items cannot be stacked */
1118 if (o_ptr == j_ptr) return (0);
1120 /* Different objects cannot be stacked */
1121 if (o_ptr->k_idx != j_ptr->k_idx) return (0);
1123 /* Different charges (etc) cannot be stacked, unless wands or rods. */
1124 if ((o_ptr->pval != j_ptr->pval) && (o_ptr->tval != TV_WAND) && (o_ptr->tval != TV_ROD)) return (0);
1126 /* Require many identical values */
1127 if (o_ptr->to_h != j_ptr->to_h) return (0);
1128 if (o_ptr->to_d != j_ptr->to_d) return (0);
1129 if (o_ptr->to_a != j_ptr->to_a) return (0);
1131 /* Require identical "ego-item" names */
1132 if (o_ptr->name2 != j_ptr->name2) return (0);
1134 /* Artifacts don't stack! */
1135 if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return (0);
1137 /* Hack -- Identical art_flags! */
1138 for (i = 0; i < TR_FLAG_SIZE; i++)
1139 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return (0);
1141 /* Hack -- Never stack "powerful" items */
1142 if (o_ptr->xtra1 || j_ptr->xtra1) return (0);
1144 /* Hack -- Never stack recharging items */
1145 if (o_ptr->timeout || j_ptr->timeout) return (0);
1147 /* Require many identical values */
1148 if (o_ptr->ac != j_ptr->ac) return (0);
1149 if (o_ptr->dd != j_ptr->dd) return (0);
1150 if (o_ptr->ds != j_ptr->ds) return (0);
1152 /* Hack -- Never stack chests */
1153 if (o_ptr->tval == TV_CHEST) return (0);
1154 if (o_ptr->tval == TV_STATUE) return (0);
1155 if (o_ptr->tval == TV_CAPTURE) return (0);
1157 /* Require matching discounts */
1158 if (o_ptr->discount != j_ptr->discount) return (0);
1160 /* They match, so they must be similar */
1166 * @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 /
1167 * Allow a store item to absorb another item
1168 * @param o_ptr 判定するオブジェクト構造体の参照ポインタ1
1169 * @param j_ptr 判定するオブジェクト構造体の参照ポインタ2
1170 * @return 重ね合わせできるならTRUEを返す
1173 * See "object_similar()" for the same function for the "player"
1176 static void store_object_absorb(object_type *o_ptr, object_type *j_ptr)
1178 int max_num = (o_ptr->tval == TV_ROD) ?
1179 MIN(99, MAX_SHORT / k_info[o_ptr->k_idx].pval) : 99;
1180 int total = o_ptr->number + j_ptr->number;
1181 int diff = (total > max_num) ? total - max_num : 0;
1183 /* Combine quantity, lose excess items */
1184 o_ptr->number = (total > max_num) ? max_num : total;
1186 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) together. -LM- */
1187 if (o_ptr->tval == TV_ROD)
1189 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1192 /* Hack -- if wands are stacking, combine the charges. -LM- */
1193 if (o_ptr->tval == TV_WAND)
1195 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1201 * @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 /
1202 * Check to see if the shop will be carrying too many objects -RAK-
1203 * @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
1204 * @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。
1207 * Note that the shop, just like a player, will not accept things
1208 * it cannot hold. Before, one could "nuke" potions this way.
1209 * Return value is now int:
1211 * -1 : Can be combined to existing slot.
1212 * 1 : Cannot be combined but there are empty spaces.
1215 static int store_check_num(object_type *o_ptr)
1220 /* The "home" acts like the player */
1221 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
1223 bool old_stack_force_notes = stack_force_notes;
1224 bool old_stack_force_costs = stack_force_costs;
1226 if (cur_store_num != STORE_HOME)
1228 stack_force_notes = FALSE;
1229 stack_force_costs = FALSE;
1232 /* Check all the items */
1233 for (i = 0; i < st_ptr->stock_num; i++)
1235 /* Get the existing item */
1236 j_ptr = &st_ptr->stock[i];
1238 /* Can the new object be combined with the old one? */
1239 if (object_similar(j_ptr, o_ptr))
1241 if (cur_store_num != STORE_HOME)
1243 stack_force_notes = old_stack_force_notes;
1244 stack_force_costs = old_stack_force_costs;
1251 if (cur_store_num != STORE_HOME)
1253 stack_force_notes = old_stack_force_notes;
1254 stack_force_costs = old_stack_force_costs;
1258 /* Normal stores do special stuff */
1261 /* Check all the items */
1262 for (i = 0; i < st_ptr->stock_num; i++)
1264 /* Get the existing item */
1265 j_ptr = &st_ptr->stock[i];
1267 /* Can the new object be combined with the old one? */
1268 if (store_object_similar(j_ptr, o_ptr)) return -1;
1272 /* Free space is always usable */
1274 * オプション powerup_home が設定されていると
1277 if ((cur_store_num == STORE_HOME) && ( powerup_home == FALSE )) {
1278 if (st_ptr->stock_num < ((st_ptr->stock_size) / 10)) {
1283 if (st_ptr->stock_num < st_ptr->stock_size) {
1288 /* But there was no room at the inn... */
1293 * @brief オブジェクトが祝福されているかの判定を返す /
1294 * @param o_ptr 判定したいオブジェクト構造体の参照ポインタ
1295 * @return アイテムが祝福されたアイテムならばTRUEを返す
1297 static bool is_blessed(object_type *o_ptr)
1299 BIT_FLAGS flgs[TR_FLAG_SIZE];
1300 object_flags(o_ptr, flgs);
1301 if (have_flag(flgs, TR_BLESSED)) return (TRUE);
1302 else return (FALSE);
1308 * @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 /
1309 * Determine if the current store will purchase the given item
1310 * @param o_ptr 判定したいオブジェクト構造体の参照ポインタ
1311 * @return アイテムが買い取れるならばTRUEを返す
1313 * Note that a shop-keeper must refuse to buy "worthless" items
1315 static bool store_will_buy(object_type *o_ptr)
1317 /* Hack -- The Home is simple */
1318 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) return (TRUE);
1320 /* Switch on the store */
1321 switch (cur_store_num)
1326 /* Analyze the type */
1327 switch (o_ptr->tval)
1330 if (o_ptr->sval != SV_POTION_WATER) return FALSE;
1342 case TV_BOTTLE: /* 'Green', recycling Angband */
1357 /* Analyze the type */
1358 switch (o_ptr->tval)
1379 /* Analyze the type */
1380 switch (o_ptr->tval)
1389 case TV_HISSATSU_BOOK:
1393 if(o_ptr->sval == SV_WIZSTAFF) return (FALSE);
1405 /* Analyze the type */
1406 switch (o_ptr->tval)
1409 case TV_CRUSADE_BOOK:
1419 monster_race *r_ptr = &r_info[o_ptr->pval];
1422 if (!(r_ptr->flags3 & RF3_EVIL))
1425 if (r_ptr->flags3 & RF3_GOOD) break;
1427 /* Accept animals */
1428 if (r_ptr->flags3 & RF3_ANIMAL) break;
1431 if (my_strchr("?!", r_ptr->d_char)) break;
1437 if (is_blessed(o_ptr)) break;
1446 case STORE_ALCHEMIST:
1448 /* Analyze the type */
1449 switch (o_ptr->tval)
1463 /* Analyze the type */
1464 switch (o_ptr->tval)
1466 case TV_SORCERY_BOOK:
1467 case TV_NATURE_BOOK:
1471 case TV_ARCANE_BOOK:
1473 case TV_DAEMON_BOOK:
1487 if(o_ptr->sval == SV_WIZSTAFF) break;
1488 else return (FALSE);
1495 /* Bookstore Shop */
1498 /* Analyze the type */
1499 switch (o_ptr->tval)
1501 case TV_SORCERY_BOOK:
1502 case TV_NATURE_BOOK:
1507 case TV_ARCANE_BOOK:
1509 case TV_DAEMON_BOOK:
1510 case TV_CRUSADE_BOOK:
1521 /* Ignore "worthless" items */
1522 if (object_value(o_ptr) <= 0) return (FALSE);
1530 * @brief 現在の町の指定された店舗のアイテムを整理する /
1531 * Combine and reorder items in store.
1532 * @param store_num 店舗ID
1533 * @return 実際に整理が行われたならばTRUEを返す。
1535 bool combine_and_reorder_home(int store_num)
1539 object_type forge, *o_ptr, *j_ptr;
1540 bool flag = FALSE, combined;
1541 store_type *old_st_ptr = st_ptr;
1542 bool old_stack_force_notes = stack_force_notes;
1543 bool old_stack_force_costs = stack_force_costs;
1545 st_ptr = &town[1].store[store_num];
1546 if (store_num != STORE_HOME)
1548 stack_force_notes = FALSE;
1549 stack_force_costs = FALSE;
1556 /* Combine the items in the home (backwards) */
1557 for (i = st_ptr->stock_num - 1; i > 0; i--)
1559 o_ptr = &st_ptr->stock[i];
1561 /* Skip empty items */
1562 if (!o_ptr->k_idx) continue;
1564 /* Scan the items above that item */
1565 for (j = 0; j < i; j++)
1569 j_ptr = &st_ptr->stock[j];
1571 /* Skip empty items */
1572 if (!j_ptr->k_idx) continue;
1575 * Get maximum number of the stack if these
1576 * are similar, get zero otherwise.
1578 max_num = object_similar_part(j_ptr, o_ptr);
1580 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
1581 if (max_num && j_ptr->number < max_num)
1583 if (o_ptr->number + j_ptr->number <= max_num)
1585 /* Add together the item counts */
1586 object_absorb(j_ptr, o_ptr);
1588 /* One object is gone */
1589 st_ptr->stock_num--;
1591 /* Slide everything down */
1592 for (k = i; k < st_ptr->stock_num; k++)
1594 /* Structure copy */
1595 st_ptr->stock[k] = st_ptr->stock[k + 1];
1598 /* Erase the "final" slot */
1599 object_wipe(&st_ptr->stock[k]);
1603 ITEM_NUMBER old_num = o_ptr->number;
1604 ITEM_NUMBER remain = j_ptr->number + o_ptr->number - max_num;
1606 /* Add together the item counts */
1607 object_absorb(j_ptr, o_ptr);
1609 o_ptr->number = remain;
1611 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1612 if (o_ptr->tval == TV_ROD)
1614 o_ptr->pval = o_ptr->pval * remain / old_num;
1615 o_ptr->timeout = o_ptr->timeout * remain / old_num;
1618 /* Hack -- if wands are stacking, combine the charges. -LM- */
1619 else if (o_ptr->tval == TV_WAND)
1621 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;
1660 /* Get local object */
1663 /* Save a copy of the moving item */
1664 object_copy(j_ptr, &st_ptr->stock[i]);
1666 /* Slide the objects */
1667 for (k = i; k > j; k--)
1669 /* Slide the item */
1670 object_copy(&st_ptr->stock[k], &st_ptr->stock[k - 1]);
1673 /* Insert the moving item */
1674 object_copy(&st_ptr->stock[j], j_ptr);
1677 st_ptr = old_st_ptr;
1678 if (store_num != STORE_HOME)
1680 stack_force_notes = old_stack_force_notes;
1681 stack_force_costs = old_stack_force_costs;
1689 * @brief 我が家にオブジェクトを加える /
1690 * Add the item "o_ptr" to the inventory of the "Home"
1691 * @param o_ptr 加えたいオブジェクトの構造体参照ポインタ
1695 * In all cases, return the slot (or -1) where the object was placed
1696 * Note that this is a hacked up version of "inven_carry()".
1697 * Also note that it may not correctly "adapt" to "knowledge" bacoming
1698 * known, the player may have to pick stuff up and drop it again.
1701 static int home_carry(object_type *o_ptr)
1707 bool old_stack_force_notes = stack_force_notes;
1708 bool old_stack_force_costs = stack_force_costs;
1710 if (cur_store_num != STORE_HOME)
1712 stack_force_notes = FALSE;
1713 stack_force_costs = FALSE;
1716 /* Check each existing item (try to combine) */
1717 for (slot = 0; slot < st_ptr->stock_num; slot++)
1719 /* Get the existing item */
1720 j_ptr = &st_ptr->stock[slot];
1722 /* The home acts just like the player */
1723 if (object_similar(j_ptr, o_ptr))
1725 /* Save the new number of items */
1726 object_absorb(j_ptr, o_ptr);
1728 if (cur_store_num != STORE_HOME)
1730 stack_force_notes = old_stack_force_notes;
1731 stack_force_costs = old_stack_force_costs;
1739 if (cur_store_num != STORE_HOME)
1741 stack_force_notes = old_stack_force_notes;
1742 stack_force_costs = old_stack_force_costs;
1747 * 隠し機能: オプション powerup_home が設定されていると
1751 if ((cur_store_num != STORE_HOME) || (powerup_home == TRUE)) {
1752 if (st_ptr->stock_num >= st_ptr->stock_size) {
1757 if (st_ptr->stock_num >= ((st_ptr->stock_size) / 10)) {
1763 /* Determine the "value" of the item */
1764 value = object_value(o_ptr);
1766 /* Check existing slots to see if we must "slide" */
1767 for (slot = 0; slot < st_ptr->stock_num; slot++)
1769 if (object_sort_comp(o_ptr, value, &st_ptr->stock[slot])) break;
1772 /* Slide the others up */
1773 for (i = st_ptr->stock_num; i > slot; i--)
1775 st_ptr->stock[i] = st_ptr->stock[i-1];
1778 /* More stuff now */
1779 st_ptr->stock_num++;
1781 /* Insert the new item */
1782 st_ptr->stock[slot] = *o_ptr;
1784 chg_virtue(V_SACRIFICE, -1);
1786 (void)combine_and_reorder_home(cur_store_num);
1788 /* Return the location */
1794 * @brief 店舗にオブジェクトを加える /
1795 * Add the item "o_ptr" to a real stores inventory.
1796 * @param o_ptr 加えたいオブジェクトの構造体参照ポインタ
1800 * In all cases, return the slot (or -1) where the object was placed
1801 * Note that this is a hacked up version of "inven_carry()".
1802 * Also note that it may not correctly "adapt" to "knowledge" bacoming
1803 * known, the player may have to pick stuff up and drop it again.
1806 static int store_carry(object_type *o_ptr)
1809 s32b value, j_value;
1813 /* Evaluate the object */
1814 value = object_value(o_ptr);
1816 /* Cursed/Worthless items "disappear" when sold */
1817 if (value <= 0) return (-1);
1819 /* All store items are fully *identified* */
1820 o_ptr->ident |= IDENT_MENTAL;
1822 /* Erase the inscription */
1823 o_ptr->inscription = 0;
1825 /* Erase the "feeling" */
1826 o_ptr->feeling = FEEL_NONE;
1828 /* Check each existing item (try to combine) */
1829 for (slot = 0; slot < st_ptr->stock_num; slot++)
1831 /* Get the existing item */
1832 j_ptr = &st_ptr->stock[slot];
1834 /* Can the existing items be incremented? */
1835 if (store_object_similar(j_ptr, o_ptr))
1837 /* Hack -- extra items disappear */
1838 store_object_absorb(j_ptr, o_ptr);
1846 if (st_ptr->stock_num >= st_ptr->stock_size) return (-1);
1849 /* Check existing slots to see if we must "slide" */
1850 for (slot = 0; slot < st_ptr->stock_num; slot++)
1853 j_ptr = &st_ptr->stock[slot];
1855 /* Objects sort by decreasing type */
1856 if (o_ptr->tval > j_ptr->tval) break;
1857 if (o_ptr->tval < j_ptr->tval) continue;
1859 /* Objects sort by increasing sval */
1860 if (o_ptr->sval < j_ptr->sval) break;
1861 if (o_ptr->sval > j_ptr->sval) continue;
1864 * Hack: otherwise identical rods sort by
1865 * increasing recharge time --dsb
1867 if (o_ptr->tval == TV_ROD)
1869 if (o_ptr->pval < j_ptr->pval) break;
1870 if (o_ptr->pval > j_ptr->pval) continue;
1873 /* Evaluate that slot */
1874 j_value = object_value(j_ptr);
1876 /* Objects sort by decreasing value */
1877 if (value > j_value) break;
1878 if (value < j_value) continue;
1881 /* Slide the others up */
1882 for (i = st_ptr->stock_num; i > slot; i--)
1884 st_ptr->stock[i] = st_ptr->stock[i-1];
1887 /* More stuff now */
1888 st_ptr->stock_num++;
1890 /* Insert the new item */
1891 st_ptr->stock[slot] = *o_ptr;
1893 /* Return the location */
1899 * @brief 店舗のオブジェクト数を増やす /
1900 * Add the item "o_ptr" to a real stores inventory.
1901 * @param item 増やしたいアイテムのID
1906 * Increase, by a given amount, the number of a certain item
1907 * in a certain store. This can result in zero items.
1909 * @todo numは本来ITEM_NUMBER型にしたい。
1911 static void store_item_increase(INVENTORY_IDX item, int num)
1916 o_ptr = &st_ptr->stock[item];
1918 /* Verify the number */
1919 cnt = o_ptr->number + num;
1920 if (cnt > 255) cnt = 255;
1921 else if (cnt < 0) cnt = 0;
1922 num = cnt - o_ptr->number;
1924 /* Save the new number */
1925 o_ptr->number += (ITEM_NUMBER)num;
1930 * @brief 店舗のオブジェクト数を削除する /
1931 * Remove a slot if it is empty
1932 * @param item 削除したいアイテムのID
1935 static void store_item_optimize(INVENTORY_IDX item)
1940 o_ptr = &st_ptr->stock[item];
1943 if (!o_ptr->k_idx) return;
1945 /* Must have no items */
1946 if (o_ptr->number) return;
1949 st_ptr->stock_num--;
1951 /* Slide everyone */
1952 for (j = item; j < st_ptr->stock_num; j++)
1954 st_ptr->stock[j] = st_ptr->stock[j + 1];
1957 /* Nuke the final slot */
1958 object_wipe(&st_ptr->stock[j]);
1962 * @brief ブラックマーケット用の無価値品の排除判定 /
1963 * This function will keep 'crap' out of the black market.
1964 * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
1965 * @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
1968 * Crap is defined as any item that is "available" elsewhere
1969 * Based on a suggestion by "Lee Vogt" <lvogt@cig.mcel.mot.com>
1972 static bool black_market_crap(object_type *o_ptr)
1976 /* Ego items are never crap */
1977 if (object_is_ego(o_ptr)) return (FALSE);
1979 /* Good items are never crap */
1980 if (o_ptr->to_a > 0) return (FALSE);
1981 if (o_ptr->to_h > 0) return (FALSE);
1982 if (o_ptr->to_d > 0) return (FALSE);
1984 /* Check all stores */
1985 for (i = 0; i < MAX_STORES; i++)
1987 if (i == STORE_HOME) continue;
1988 if (i == STORE_MUSEUM) continue;
1990 /* Check every item in the store */
1991 for (j = 0; j < town[p_ptr->town_num].store[i].stock_num; j++)
1993 object_type *j_ptr = &town[p_ptr->town_num].store[i].stock[j];
1995 /* Duplicate item "type", assume crappy */
1996 if (o_ptr->k_idx == j_ptr->k_idx) return (TRUE);
2006 * @brief 店舗の品揃え変化のためにアイテムを削除する /
2007 * Attempt to delete (some of) a random item from the store
2011 * Hack -- we attempt to "maintain" piles of items when possible.
2014 static void store_delete(void)
2019 /* Pick a random slot */
2020 what = (INVENTORY_IDX)randint0(st_ptr->stock_num);
2022 /* Determine how many items are here */
2023 num = st_ptr->stock[what].number;
2025 /* Hack -- sometimes, only destroy half the items */
2026 if (randint0(100) < 50) num = (num + 1) / 2;
2028 /* Hack -- sometimes, only destroy a single item */
2029 if (randint0(100) < 50) num = 1;
2031 /* Hack -- decrement the maximum timeouts and total charges of rods and wands. -LM- */
2032 if ((st_ptr->stock[what].tval == TV_ROD) || (st_ptr->stock[what].tval == TV_WAND))
2034 st_ptr->stock[what].pval -= num * st_ptr->stock[what].pval / st_ptr->stock[what].number;
2037 /* Actually destroy (part of) the item */
2038 store_item_increase(what, -num);
2039 store_item_optimize(what);
2044 * @brief 店舗の品揃え変化のためにアイテムを追加する /
2045 * Creates a random item and gives it to a store
2049 * This algorithm needs to be rethought. A lot.
2050 * Currently, "normal" stores use a pre-built array.
2051 * Note -- the "level" given to "obj_get_num()" is a "favored"
2052 * level, that is, there is a much higher chance of getting
2053 * items with a level approaching that of the given level...
2054 * Should we check for "permission" to have the given item?
2057 static void store_create(void)
2067 /* Paranoia -- no room left */
2068 if (st_ptr->stock_num >= st_ptr->stock_size) return;
2071 /* Hack -- consider up to four items */
2072 for (tries = 0; tries < 4; tries++)
2075 if (cur_store_num == STORE_BLACK)
2077 /* Pick a level for object/magic */
2078 level = 25 + randint0(25);
2080 /* Random item (usually of given level) */
2081 i = get_obj_num(level);
2083 /* Handle failure */
2090 /* Hack -- Pick an item to sell */
2091 i = st_ptr->table[randint0(st_ptr->table_num)];
2093 /* Hack -- fake level for apply_magic() */
2094 level = rand_range(1, STORE_OBJ_LEVEL);
2098 /* Get local object */
2101 /* Create a new object of the chosen kind */
2102 object_prep(q_ptr, i);
2104 /* Apply some "low-level" magic (no artifacts) */
2105 apply_magic(q_ptr, level, AM_NO_FIXED_ART);
2107 /* Require valid object */
2108 if (!store_will_buy(q_ptr)) continue;
2110 /* Hack -- Charge lite's */
2111 if (q_ptr->tval == TV_LITE)
2113 if (q_ptr->sval == SV_LITE_TORCH) q_ptr->xtra4 = FUEL_TORCH / 2;
2114 if (q_ptr->sval == SV_LITE_LANTERN) q_ptr->xtra4 = FUEL_LAMP / 2;
2118 /* The item is "known" */
2119 object_known(q_ptr);
2121 /* Mark it storebought */
2122 q_ptr->ident |= IDENT_STORE;
2124 /* Mega-Hack -- no chests in stores */
2125 if (q_ptr->tval == TV_CHEST) continue;
2127 /* Prune the black market */
2128 if (cur_store_num == STORE_BLACK)
2130 /* Hack -- No "crappy" items */
2131 if (black_market_crap(q_ptr)) continue;
2133 /* Hack -- No "cheap" items */
2134 if (object_value(q_ptr) < 10) continue;
2136 /* No "worthless" items */
2137 /* if (object_value(q_ptr) <= 0) continue; */
2140 /* Prune normal stores */
2143 /* No "worthless" items */
2144 if (object_value(q_ptr) <= 0) continue;
2148 /* Mass produce and/or Apply discount */
2149 mass_produce(q_ptr);
2151 /* Attempt to carry the (known) item */
2152 (void)store_carry(q_ptr);
2154 /* Definitely done */
2161 * @brief 店舗の割引対象外にするかどうかを判定 /
2162 * Eliminate need to bargain if player has haggled well in the past
2163 * @param minprice アイテムの最低販売価格
2164 * @return 割引を禁止するならTRUEを返す。
2166 static bool noneedtobargain(PRICE minprice)
2168 s32b good = st_ptr->good_buy;
2169 s32b bad = st_ptr->bad_buy;
2171 /* Cheap items are "boring" */
2172 if (minprice < 10L) return (TRUE);
2174 /* Perfect haggling */
2175 if (good == MAX_SHORT) return (TRUE);
2177 /* Reward good haggles, punish bad haggles, notice price */
2178 if (good > ((3 * bad) + (5 + (minprice/50)))) return (TRUE);
2180 /* Return the flag */
2186 * @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 /
2187 * Update the bargain info
2188 * @param price 実際の取引価格
2189 * @param minprice 店主の提示した価格
2193 static void updatebargain(PRICE price, PRICE minprice, int num)
2195 /* Hack -- auto-haggle */
2196 if (!manual_haggle) return;
2198 /* Cheap items are "boring" */
2199 if ((minprice/num) < 10L) return;
2201 /* Count the successful haggles */
2202 if (price == minprice)
2204 /* Just count the good haggles */
2205 if (st_ptr->good_buy < MAX_SHORT)
2211 /* Count the failed haggles */
2214 /* Just count the bad haggles */
2215 if (st_ptr->bad_buy < MAX_SHORT)
2224 * @brief 店の商品リストを再表示する /
2225 * Re-displays a single store entry
2229 static void display_entry(int pos)
2235 char o_name[MAX_NLEN];
2240 o_ptr = &st_ptr->stock[pos];
2242 /* Get the "offset" */
2243 i = (pos % store_bottom);
2245 /* Label it, clear the line --(-- */
2246 (void)sprintf(out_val, "%c) ", ((i > 25) ? toupper(I2A(i - 26)) : I2A(i)));
2247 prt(out_val, i+6, 0);
2250 if (show_item_graph)
2252 byte a = object_attr(o_ptr);
2253 char c = object_char(o_ptr);
2255 Term_queue_bigchar(cur_col, i + 6, a, c, 0, 0);
2256 if (use_bigtile) cur_col++;
2261 /* Describe an item in the home */
2262 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
2266 /* Leave room for weights, if necessary -DRS- */
2267 if (show_weights) maxwid -= 10;
2269 object_desc(o_name, o_ptr, 0);
2270 o_name[maxwid] = '\0';
2271 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, cur_col);
2276 /* Only show the weight of an individual item */
2277 int wgt = o_ptr->weight;
2279 sprintf(out_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt));
2280 put_str(out_val, i+6, 67);
2282 (void)sprintf(out_val, "%3d.%d lb", wgt / 10, wgt % 10);
2283 put_str(out_val, i+6, 68);
2289 /* Describe an item (fully) in a store */
2292 /* Must leave room for the "price" */
2295 /* Leave room for weights, if necessary -DRS- */
2296 if (show_weights) maxwid -= 7;
2298 /* Describe the object (fully) */
2299 object_desc(o_name, o_ptr, 0);
2300 o_name[maxwid] = '\0';
2301 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, cur_col);
2306 /* Only show the weight of an individual item */
2307 int wgt = o_ptr->weight;
2309 sprintf(out_val, "%3d.%1d", lbtokg1(wgt) , lbtokg2(wgt) );
2310 put_str(out_val, i+6, 60);
2312 (void)sprintf(out_val, "%3d.%d", wgt / 10, wgt % 10);
2313 put_str(out_val, i+6, 61);
2318 /* Display a "fixed" cost */
2319 if (o_ptr->ident & (IDENT_FIXED))
2321 /* Extract the "minimum" price */
2322 x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2324 /* Actually draw the price (not fixed) */
2326 (void)sprintf(out_val, "%9ld固", (long)x);
2328 (void)sprintf(out_val, "%9ld F", (long)x);
2331 put_str(out_val, i+6, 68);
2334 /* Display a "taxed" cost */
2335 else if (!manual_haggle)
2337 /* Extract the "minimum" price */
2338 x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2340 /* Hack -- Apply Sales Tax if needed */
2341 if (!noneedtobargain(x)) x += x / 10;
2343 /* Actually draw the price (with tax) */
2344 (void)sprintf(out_val, "%9ld ", (long)x);
2345 put_str(out_val, i+6, 68);
2348 /* Display a "haggle" cost */
2351 /* Extrect the "maximum" price */
2352 x = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
2354 /* Actually draw the price (not fixed) */
2355 (void)sprintf(out_val, "%9ld ", (long)x);
2356 put_str(out_val, i+6, 68);
2363 * @brief 店の商品リストを表示する /
2364 * Displays a store's inventory -RAK-
2367 * All prices are listed as "per individual object". -BEN-
2369 static void display_inventory(void)
2373 /* Display the next 12 items */
2374 for (k = 0; k < store_bottom; k++)
2376 /* Do not display "dead" items */
2377 if (store_top + k >= st_ptr->stock_num) break;
2379 /* Display that line */
2380 display_entry(store_top + k);
2383 /* Erase the extra lines and the "more" prompt */
2384 for (i = k; i < store_bottom + 1; i++) prt("", i + 6, 0);
2386 /* Assume "no current page" */
2388 put_str(" ", 5, 20);
2390 put_str(" ", 5, 20);
2394 /* Visual reminder of "more items" */
2395 if (st_ptr->stock_num > store_bottom)
2397 /* Show "more" reminder (after the last item) */
2399 prt("-続く-", k + 6, 3);
2401 prt("-more-", k + 6, 3);
2405 /* Indicate the "current page" */
2406 /* Trailing spaces are to display (Page xx) and (Page x) */
2408 put_str(format("(%dページ) ", store_top/store_bottom + 1), 5, 20);
2410 put_str(format("(Page %d) ", store_top/store_bottom + 1), 5, 20);
2415 if (cur_store_num == STORE_HOME || cur_store_num == STORE_MUSEUM)
2417 k = st_ptr->stock_size;
2419 if (cur_store_num == STORE_HOME && !powerup_home) k /= 10;
2421 put_str(format("アイテム数: %4d/%4d", st_ptr->stock_num, k), 19 + xtra_stock, 27);
2423 put_str(format("Objects: %4d/%4d", st_ptr->stock_num, k), 19 + xtra_stock, 30);
2430 * @brief プレイヤーの所持金を表示する /
2431 * Displays players gold -RAK-
2435 static void store_prt_gold(void)
2440 prt("手持ちのお金: ", 19 + xtra_stock, 53);
2442 prt("Gold Remaining: ", 19 + xtra_stock, 53);
2446 sprintf(out_val, "%9ld", (long)p_ptr->au);
2447 prt(out_val, 19 + xtra_stock, 68);
2451 * @brief 店舗情報全体を表示するメインルーチン /
2452 * Displays store (after clearing screen) -RAK-
2456 static void display_store(void)
2464 /* The "Home" is special */
2465 if (cur_store_num == STORE_HOME)
2467 /* Put the owner name */
2469 put_str("我が家", 3, 31);
2471 put_str("Your Home", 3, 30);
2475 /* Label the item descriptions */
2477 put_str("アイテムの一覧", 5, 4);
2479 put_str("Item Description", 5, 3);
2483 /* If showing weights, show label */
2487 put_str("重さ", 5, 72);
2489 put_str("Weight", 5, 70);
2495 /* The "Home" is special */
2496 else if (cur_store_num == STORE_MUSEUM)
2498 /* Put the owner name */
2500 put_str("博物館", 3, 31);
2502 put_str("Museum", 3, 30);
2506 /* Label the item descriptions */
2508 put_str("アイテムの一覧", 5, 4);
2510 put_str("Item Description", 5, 3);
2514 /* If showing weights, show label */
2518 put_str("重さ", 5, 72);
2520 put_str("Weight", 5, 70);
2529 cptr store_name = (f_name + f_info[cur_store_feat].name);
2530 cptr owner_name = (ot_ptr->owner_name);
2531 cptr race_name = race_info[ot_ptr->owner_race].title;
2533 /* Put the owner name and race */
2534 sprintf(buf, "%s (%s)", owner_name, race_name);
2535 put_str(buf, 3, 10);
2537 /* Show the max price in the store (above prices) */
2538 sprintf(buf, "%s (%ld)", store_name, (long)(ot_ptr->max_cost));
2541 /* Label the item descriptions */
2543 put_str("商品の一覧", 5, 7);
2545 put_str("Item Description", 5, 3);
2549 /* If showing weights, show label */
2553 put_str("重さ", 5, 62);
2555 put_str("Weight", 5, 60);
2560 /* Label the asking price (in stores) */
2562 put_str("価格", 5, 73);
2564 put_str("Price", 5, 72);
2569 /* Display the current gold */
2572 /* Draw in the inventory */
2573 display_inventory();
2579 * @brief 店舗からアイテムを選択する /
2580 * Get the ID of a store item and return its value -RAK-
2581 * @param com_val 選択IDを返す参照ポインタ
2582 * @param pmt メッセージキャプション
2585 * @return 実際に選択したらTRUE、キャンセルしたらFALSE
2587 static int get_stock(COMMAND_CODE *com_val, cptr pmt, int i, int j)
2593 /* Get the item index */
2594 if (repeat_pull(com_val))
2596 /* Verify the item */
2597 if ((*com_val >= i) && (*com_val <= j))
2608 /* Assume failure */
2611 /* Build the prompt */
2613 hi = (j > 25) ? toupper(I2A(j - 26)) : I2A(j);
2615 (void)sprintf(out_val, "(%s:%c-%c, ESCで中断) %s",
2616 (((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) ? "アイテム" : "商品"),
2619 (void)sprintf(out_val, "(Items %c-%c, ESC to exit) %s",
2624 /* Ask until done */
2630 if (!get_com(out_val, &command, FALSE)) break;
2633 if (islower(command))
2635 else if (isupper(command))
2636 k = A2I(tolower(command)) + 26;
2640 /* Legal responses */
2641 if ((k >= i) && (k <= j))
2650 /* Clear the prompt */
2654 if (command == ESCAPE) return (FALSE);
2656 repeat_push(*com_val);
2664 * @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 /
2665 * Increase the insult counter and get angry if too many -RAK-
2666 * @return プレイヤーを締め出す場合TRUEを返す
2668 static int increase_insults(void)
2670 /* Increase insults */
2671 st_ptr->insult_cur++;
2673 /* Become insulted */
2674 if (st_ptr->insult_cur > ot_ptr->insult_max)
2680 st_ptr->insult_cur = 0;
2681 st_ptr->good_buy = 0;
2682 st_ptr->bad_buy = 0;
2685 st_ptr->store_open = turn + TURNS_PER_TICK*TOWN_DAWN/8 + randint1(TURNS_PER_TICK*TOWN_DAWN/8);
2697 * @brief 店主の不満度を減らす /
2698 * Decrease insults -RAK-
2699 * @return プレイヤーを締め出す場合TRUEを返す
2701 static void decrease_insults(void)
2703 /* Decrease insults */
2704 if (st_ptr->insult_cur) st_ptr->insult_cur--;
2709 * @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 /
2710 * Have insulted while haggling -RAK-
2711 * @return プレイヤーを締め出す場合TRUEを返す
2713 static int haggle_insults(void)
2715 /* Increase insults */
2716 if (increase_insults()) return (TRUE);
2718 /* Display and flush insult */
2727 * Mega-Hack -- Enable "increments"
2729 static bool allow_inc = FALSE;
2732 * Mega-Hack -- Last "increment" during haggling
2734 static s32b last_inc = 0L;
2738 * @brief 交渉価格を確認と認証の是非を行う /
2741 * @param poffer 別途価格提示をした場合の値を返す参照ポインタ
2742 * @param price 現在の交渉価格
2743 * @param final 最終確定価格ならばTRUE
2744 * @return プレイヤーを締め出す場合TRUEを返す
2746 static int get_haggle(cptr pmt, s32b *poffer, PRICE price, int final)
2756 /* Clear old increment if necessary */
2757 if (!allow_inc) last_inc = 0L;
2764 sprintf(buf, "%s [承諾] ", pmt);
2766 sprintf(buf, "%s [accept] ", pmt);
2771 /* Old (negative) increment, and not final */
2772 else if (last_inc < 0)
2775 sprintf(buf, "%s [-$%ld] ", pmt, (long)(ABS(last_inc)));
2777 sprintf(buf, "%s [-%ld] ", pmt, (long)(ABS(last_inc)));
2782 /* Old (positive) increment, and not final */
2783 else if (last_inc > 0)
2786 sprintf(buf, "%s [+$%ld] ", pmt, (long)(ABS(last_inc)));
2788 sprintf(buf, "%s [+%ld] ", pmt, (long)(ABS(last_inc)));
2796 sprintf(buf, "%s ", pmt);
2804 /* Ask until done */
2809 /* Display prompt */
2813 strcpy(out_val, "");
2816 * Ask the user for a response.
2817 * Don't allow to use numpad as cursor key.
2819 res = askfor_aux(out_val, 32, FALSE);
2825 if (!res) return FALSE;
2827 /* Skip leading spaces */
2828 for (p = out_val; *p == ' '; p++) /* loop */;
2830 /* Empty response */
2833 /* Accept current price */
2841 /* Use previous increment */
2842 if (allow_inc && last_inc)
2844 *poffer += last_inc;
2849 /* Normal response */
2852 /* Extract a number */
2855 /* Handle "incremental" number */
2856 if ((*p == '+' || *p == '-'))
2858 /* Allow increments */
2861 /* Use the given "increment" */
2868 /* Handle normal number */
2871 /* Use the given "number" */
2880 msg_print("値がおかしいです。");
2882 msg_print("Invalid response.");
2894 * @brief 店主がプレイヤーからの交渉価格を判断する /
2895 * Receive an offer (from the player)
2897 * @param poffer 店主からの交渉価格を返す参照ポインタ
2898 * @param last_offer 現在の交渉価格
2899 * @param factor 店主の価格基準倍率
2900 * @param price アイテムの実価値
2901 * @param final 最終価格確定ならばTRUE
2902 * @return プレイヤーの価格に対して不服ならばTRUEを返す /
2903 * Return TRUE if offer is NOT okay
2905 static bool receive_offer(cptr pmt, s32b *poffer,
2906 s32b last_offer, int factor,
2907 PRICE price, int final)
2909 /* Haggle till done */
2912 /* Get a haggle (or cancel) */
2913 if (!get_haggle(pmt, poffer, price, final)) return (TRUE);
2915 /* Acceptable offer */
2916 if (((*poffer) * factor) >= (last_offer * factor)) break;
2918 /* Insult, and check for kicked out */
2919 if (haggle_insults()) return (TRUE);
2921 /* Reject offer (correctly) */
2922 (*poffer) = last_offer;
2931 * @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 /
2932 * Haggling routine -RAK-
2933 * @param o_ptr オブジェクトの構造体参照ポインタ
2934 * @param price 最終価格を返す参照ポインタ
2935 * @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 /
2936 * Return TRUE if purchase is NOT successful
2938 static bool purchase_haggle(object_type *o_ptr, s32b *price)
2940 s32b cur_ask, final_ask;
2941 s32b last_offer, offer;
2943 s32b min_per, max_per;
2944 int flag, loop_flag, noneed;
2945 int annoyed = 0, final = FALSE;
2947 bool cancel = FALSE;
2952 cptr pmt = "Asking";
2962 /* Extract the starting offer and the final offer */
2963 cur_ask = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
2964 final_ask = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2966 /* Determine if haggling is necessary */
2967 noneed = noneedtobargain(final_ask);
2969 /* No need to haggle */
2970 if (noneed || !manual_haggle)
2972 /* No need to haggle */
2975 /* Message summary */
2977 msg_print("結局この金額にまとまった。");
2979 msg_print("You eventually agree upon the price.");
2985 /* No haggle option */
2988 /* Message summary */
2990 msg_print("すんなりとこの金額にまとまった。");
2992 msg_print("You quickly agree upon the price.");
2997 /* Apply Sales Tax */
2998 final_ask += final_ask / 10;
3002 cur_ask = final_ask;
3004 /* Go to final offer */
3008 pmt = "Final Offer";
3015 /* Haggle for the whole pile */
3016 cur_ask *= o_ptr->number;
3017 final_ask *= o_ptr->number;
3020 /* Haggle parameters */
3021 min_per = ot_ptr->haggle_per;
3022 max_per = min_per * 3;
3024 /* Mega-Hack -- artificial "last offer" value */
3025 last_offer = object_value(o_ptr) * o_ptr->number;
3026 last_offer = last_offer * (200 - (int)(ot_ptr->max_inflate)) / 100L;
3027 if (last_offer <= 0) last_offer = 1;
3032 /* No incremental haggling yet */
3035 /* Haggle until done */
3036 for (flag = FALSE; !flag; )
3040 while (!flag && loop_flag)
3042 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
3043 put_str(out_val, 1, 0);
3045 cancel = receive_offer("提示する金額? ",
3047 cancel = receive_offer("What do you offer? ",
3050 &offer, last_offer, 1, cur_ask, final);
3056 else if (offer > cur_ask)
3061 else if (offer == cur_ask)
3074 x1 = 100 * (offer - last_offer) / (cur_ask - last_offer);
3077 if (haggle_insults())
3083 else if (x1 > max_per)
3086 if (x1 < max_per) x1 = max_per;
3088 x2 = rand_range(x1-2, x1+2);
3089 x3 = ((cur_ask - offer) * x2 / 100L) + 1;
3090 /* don't let the price go up */
3095 if (cur_ask < final_ask)
3098 cur_ask = final_ask;
3102 pmt = "Final Offer";
3108 (void)(increase_insults());
3113 else if (offer >= cur_ask)
3125 (void)sprintf(out_val, "前回の提示金額: $%ld",
3127 (void)sprintf(out_val, "Your last offer: %ld",
3131 put_str(out_val, 1, 39);
3132 say_comment_2(cur_ask, annoyed);
3138 if (cancel) return (TRUE);
3140 /* Update bargaining info */
3141 updatebargain(*price, final_ask, o_ptr->number);
3149 * @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 /
3150 * Haggling routine -RAK-
3151 * @param o_ptr オブジェクトの構造体参照ポインタ
3152 * @param price 最終価格を返す参照ポインタ
3153 * @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 /
3154 * Return TRUE if purchase is NOT successful
3156 static bool sell_haggle(object_type *o_ptr, s32b *price)
3158 s32b purse, cur_ask, final_ask;
3159 s32b last_offer = 0, offer = 0;
3161 s32b min_per, max_per;
3162 int flag, loop_flag, noneed;
3163 int annoyed = 0, final = FALSE;
3164 bool cancel = FALSE;
3177 /* Obtain the starting offer and the final offer */
3178 cur_ask = price_item(o_ptr, ot_ptr->max_inflate, TRUE);
3179 final_ask = price_item(o_ptr, ot_ptr->min_inflate, TRUE);
3181 /* Determine if haggling is necessary */
3182 noneed = noneedtobargain(final_ask);
3184 /* Get the owner's payout limit */
3185 purse = (s32b)(ot_ptr->max_cost);
3187 /* No need to haggle */
3188 if (noneed || !manual_haggle || (final_ask >= purse))
3190 /* Apply Sales Tax (if needed) */
3191 if (!manual_haggle && !noneed)
3193 final_ask -= final_ask / 10;
3196 /* No reason to haggle */
3197 if (final_ask >= purse)
3200 msg_print("即座にこの金額にまとまった。");
3202 msg_print("You instantly agree upon the price.");
3207 /* Offer full purse */
3211 /* No need to haggle */
3215 msg_print("結局この金額にまとまった。");
3217 msg_print("You eventually agree upon the price.");
3223 /* No haggle option */
3226 /* Message summary */
3228 msg_print("すんなりとこの金額にまとまった。");
3230 msg_print("You quickly agree upon the price.");
3237 cur_ask = final_ask;
3244 pmt = "Final Offer";
3249 /* Haggle for the whole pile */
3250 cur_ask *= o_ptr->number;
3251 final_ask *= o_ptr->number;
3254 /* Display commands */
3256 /* Haggling parameters */
3257 min_per = ot_ptr->haggle_per;
3258 max_per = min_per * 3;
3260 /* Mega-Hack -- artificial "last offer" value */
3261 last_offer = object_value(o_ptr) * o_ptr->number;
3262 last_offer = last_offer * ot_ptr->max_inflate / 100L;
3267 /* No incremental haggling yet */
3271 for (flag = FALSE; !flag; )
3277 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
3278 put_str(out_val, 1, 0);
3280 cancel = receive_offer("提示する価格? ",
3282 cancel = receive_offer("What price do you ask? ",
3285 &offer, last_offer, -1, cur_ask, final);
3291 else if (offer < cur_ask)
3294 /* rejected, reset offer for incremental haggling */
3297 else if (offer == cur_ask)
3308 if (flag || !loop_flag) break;
3313 x1 = 100 * (last_offer - offer) / (last_offer - cur_ask);
3316 if (haggle_insults())
3322 else if (x1 > max_per)
3325 if (x1 < max_per) x1 = max_per;
3327 x2 = rand_range(x1-2, x1+2);
3328 x3 = ((offer - cur_ask) * x2 / 100L) + 1;
3329 /* don't let the price go down */
3333 if (cur_ask > final_ask)
3335 cur_ask = final_ask;
3340 pmt = "Final Offer";
3348 /* 追加 $0 で買い取られてしまうのを防止 By FIRST*/
3351 (void)(increase_insults());
3354 else if (offer <= cur_ask)
3365 (void)sprintf(out_val,
3367 "前回の提示価格 $%ld", (long)last_offer);
3369 "Your last bid %ld", (long)last_offer);
3372 put_str(out_val, 1, 39);
3373 say_comment_3(cur_ask, annoyed);
3379 if (cancel) return (TRUE);
3381 /* Update bargaining info */
3382 updatebargain(*price, final_ask, o_ptr->number);
3390 * @brief 店からの購入処理のメインルーチン /
3391 * Buy an item from a store -RAK-
3394 static void store_purchase(void)
3397 COMMAND_CODE item, item_new;
3408 char o_name[MAX_NLEN];
3412 if (cur_store_num == STORE_MUSEUM)
3415 msg_print("博物館から取り出すことはできません。");
3417 msg_print("Museum.");
3423 if (st_ptr->stock_num <= 0)
3425 if (cur_store_num == STORE_HOME)
3427 msg_print("我が家には何も置いてありません。");
3429 msg_print("Your home is empty.");
3434 msg_print("現在商品の在庫を切らしています。");
3436 msg_print("I am currently out of stock.");
3443 /* Find the number of objects on this and following pages */
3444 i = (st_ptr->stock_num - store_top);
3446 /* And then restrict it to the current page */
3447 if (i > store_bottom) i = store_bottom;
3451 /* ブラックマーケットの時は別のメッセージ */
3452 switch( cur_store_num ) {
3454 sprintf(out_val, "どのアイテムを取りますか? ");
3457 sprintf(out_val, "どれ? ");
3460 sprintf(out_val, "どの品物が欲しいんだい? ");
3464 if (cur_store_num == STORE_HOME)
3466 sprintf(out_val, "Which item do you want to take? ");
3470 sprintf(out_val, "Which item are you interested in? ");
3475 /* Get the item number to be bought */
3476 if (!get_stock(&item, out_val, 0, i - 1)) return;
3478 /* Get the actual index */
3479 item = item + store_top;
3481 /* Get the actual item */
3482 o_ptr = &st_ptr->stock[item];
3484 /* Assume the player wants just one of them */
3487 /* Get local object */
3490 /* Get a copy of the object */
3491 object_copy(j_ptr, o_ptr);
3494 * If a rod or wand, allocate total maximum timeouts or charges
3495 * between those purchased and left on the shelf.
3497 reduce_charges(j_ptr, o_ptr->number - amt);
3499 /* Modify quantity */
3500 j_ptr->number = amt;
3502 /* Hack -- require room in pack */
3503 if (!inven_carry_okay(j_ptr))
3506 msg_print("そんなにアイテムを持てない。");
3508 msg_print("You cannot carry that many different items.");
3514 /* Determine the "best" price (per item) */
3515 best = price_item(j_ptr, ot_ptr->min_inflate, FALSE);
3517 /* Find out how many the player wants */
3518 if (o_ptr->number > 1)
3520 /* Hack -- note cost of "fixed" items */
3521 if ((cur_store_num != STORE_HOME) &&
3522 (o_ptr->ident & IDENT_FIXED))
3525 msg_format("一つにつき $%ldです。", (long)(best));
3527 msg_format("That costs %ld gold per item.", (long)(best));
3532 /* Get a quantity */
3533 amt = get_quantity(NULL, o_ptr->number);
3535 /* Allow user abort */
3536 if (amt <= 0) return;
3539 /* Get local object */
3542 /* Get desired object */
3543 object_copy(j_ptr, o_ptr);
3546 * If a rod or wand, allocate total maximum timeouts or charges
3547 * between those purchased and left on the shelf.
3549 reduce_charges(j_ptr, o_ptr->number - amt);
3551 /* Modify quantity */
3552 j_ptr->number = amt;
3554 /* Hack -- require room in pack */
3555 if (!inven_carry_okay(j_ptr))
3558 msg_print("ザックにそのアイテムを入れる隙間がない。");
3560 msg_print("You cannot carry that many items.");
3566 /* Attempt to buy it */
3567 if (cur_store_num != STORE_HOME)
3569 /* Fixed price, quick buy */
3570 if (o_ptr->ident & (IDENT_FIXED))
3575 /* Go directly to the "best" deal */
3576 price = (best * j_ptr->number);
3582 /* Describe the object (fully) */
3583 object_desc(o_name, j_ptr, 0);
3586 msg_format("%s(%c)を購入する。", o_name, I2A(item));
3588 msg_format("Buying %s (%c).", o_name, I2A(item));
3593 /* Haggle for a final price */
3594 choice = purchase_haggle(j_ptr, &price);
3596 /* Hack -- Got kicked out */
3597 if (st_ptr->store_open >= turn) return;
3600 /* Player wants it */
3603 /* Fix the item price (if "correctly" haggled) */
3604 if (price == (best * j_ptr->number)) o_ptr->ident |= (IDENT_FIXED);
3606 /* Player can afford it */
3607 if (p_ptr->au >= price)
3612 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
3613 chg_virtue(V_JUSTICE, -1);
3614 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
3615 chg_virtue(V_NATURE, -1);
3623 /* Spend the money */
3626 /* Update the display */
3629 /* Hack -- buying an item makes you aware of it */
3630 object_aware(j_ptr);
3632 /* Hack -- clear the "fixed" flag from the item */
3633 j_ptr->ident &= ~(IDENT_FIXED);
3635 /* Describe the transaction */
3636 object_desc(o_name, j_ptr, 0);
3639 msg_format("%sを $%ldで購入しました。", o_name, (long)price);
3641 msg_format("You bought %s for %ld gold.", o_name, (long)price);
3644 strcpy(record_o_name, o_name);
3647 if (record_buy) do_cmd_write_nikki(NIKKI_BUY, 0, o_name);
3648 object_desc(o_name, o_ptr, OD_NAME_ONLY);
3649 if(record_rand_art && o_ptr->art_name)
3650 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
3652 /* Erase the inscription */
3653 j_ptr->inscription = 0;
3655 /* Erase the "feeling" */
3656 j_ptr->feeling = FEEL_NONE;
3657 j_ptr->ident &= ~(IDENT_STORE);
3658 /* Give it to the player */
3659 item_new = inven_carry(j_ptr);
3661 /* Describe the final result */
3662 object_desc(o_name, &inventory[item_new], 0);
3665 msg_format("%s(%c)を手に入れた。", o_name, index_to_label(item_new));
3667 msg_format("You have %s (%c).",
3668 o_name, index_to_label(item_new));
3671 /* Auto-inscription */
3672 autopick_alter_item(item_new, FALSE);
3674 /* Now, reduce the original stack's pval. */
3675 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3677 o_ptr->pval -= j_ptr->pval;
3683 /* Note how many slots the store used to have */
3684 i = st_ptr->stock_num;
3686 /* Remove the bought items from the store */
3687 store_item_increase(item, -amt);
3688 store_item_optimize(item);
3690 /* Store is empty */
3691 if (st_ptr->stock_num == 0)
3694 if (one_in_(STORE_SHUFFLE))
3698 msg_print("店主は引退した。");
3700 msg_print("The shopkeeper retires.");
3704 /* Shuffle the store */
3705 store_shuffle(cur_store_num);
3708 sprintf(buf, "%s (%s)",
3709 ot_ptr->owner_name, race_info[ot_ptr->owner_race].title);
3710 put_str(buf, 3, 10);
3711 sprintf(buf, "%s (%ld)",
3712 (f_name + f_info[cur_store_feat].name), (long)(ot_ptr->max_cost));
3720 msg_print("店主は新たな在庫を取り出した。");
3722 msg_print("The shopkeeper brings out some new stock.");
3728 for (i = 0; i < 10; i++)
3730 /* Maintain the store */
3731 store_maint(p_ptr->town_num, cur_store_num);
3737 /* Redraw everything */
3738 display_inventory();
3741 /* The item is gone */
3742 else if (st_ptr->stock_num != i)
3744 /* Pick the correct screen */
3745 if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
3747 /* Redraw everything */
3748 display_inventory();
3751 /* Item is still here */
3754 /* Redraw the item */
3755 display_entry(item);
3759 /* Player cannot afford it */
3762 /* Simple message (no insult) */
3764 msg_print("お金が足りません。");
3766 msg_print("You do not have enough gold.");
3773 /* Home is much easier */
3776 bool combined_or_reordered;
3778 /* Distribute charges of wands/rods */
3779 distribute_charges(o_ptr, j_ptr, amt);
3781 /* Give it to the player */
3782 item_new = inven_carry(j_ptr);
3784 /* Describe just the result */
3785 object_desc(o_name, &inventory[item_new], 0);
3788 msg_format("%s(%c)を取った。",
3790 msg_format("You have %s (%c).",
3792 o_name, index_to_label(item_new));
3797 /* Take note if we take the last one */
3798 i = st_ptr->stock_num;
3800 /* Remove the items from the home */
3801 store_item_increase(item, -amt);
3802 store_item_optimize(item);
3804 combined_or_reordered = combine_and_reorder_home(STORE_HOME);
3806 /* Hack -- Item is still here */
3807 if (i == st_ptr->stock_num)
3809 /* Redraw everything */
3810 if (combined_or_reordered) display_inventory();
3812 /* Redraw the item */
3813 else display_entry(item);
3816 /* The item is gone */
3820 if (st_ptr->stock_num == 0) store_top = 0;
3822 /* Nothing left on that screen */
3823 else if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
3825 /* Redraw everything */
3826 display_inventory();
3828 chg_virtue(V_SACRIFICE, 1);
3832 /* Not kicked out */
3838 * @brief 店からの売却処理のメインルーチン /
3839 * Sell an item to the store (or home)
3842 static void store_sell(void)
3849 PRICE price, value, dummy;
3858 char o_name[MAX_NLEN];
3861 /* Prepare a prompt */
3862 if (cur_store_num == STORE_HOME)
3864 q = "どのアイテムを置きますか? ";
3866 q = "Drop which item? ";
3869 else if (cur_store_num == STORE_MUSEUM)
3871 q = "どのアイテムを寄贈しますか? ";
3873 q = "Give which item? ";
3878 q = "どのアイテムを売りますか? ";
3880 q = "Sell which item? ";
3884 item_tester_no_ryoute = TRUE;
3885 /* Only allow items the store will buy */
3886 item_tester_hook = store_will_buy;
3888 /* 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 */
3889 if (cur_store_num == STORE_HOME)
3892 s = "置けるアイテムを持っていません。";
3894 s = "You don't have any item to drop.";
3897 else if (cur_store_num == STORE_MUSEUM)
3900 s = "寄贈できるアイテムを持っていません。";
3902 s = "You don't have any item to give.";
3910 s = "You have nothing that I want.";
3914 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return;
3916 /* Get the item (in the pack) */
3919 o_ptr = &inventory[item];
3922 /* Get the item (on the floor) */
3925 o_ptr = &o_list[0 - item];
3929 /* Hack -- Cannot remove cursed items */
3930 if ((item >= INVEN_RARM) && object_is_cursed(o_ptr))
3933 msg_print("ふーむ、どうやらそれは呪われているようだね。");
3935 msg_print("Hmmm, it seems to be cursed.");
3943 /* Assume one item */
3946 /* Find out how many the player wants (letter means "all") */
3947 if (o_ptr->number > 1)
3949 /* Get a quantity */
3950 amt = get_quantity(NULL, o_ptr->number);
3952 /* Allow user abort */
3953 if (amt <= 0) return;
3956 /* Get local object */
3959 /* Get a copy of the object */
3960 object_copy(q_ptr, o_ptr);
3962 /* Modify quantity */
3963 q_ptr->number = amt;
3966 * Hack -- If a rod or wand, allocate total maximum
3967 * timeouts or charges to those being sold. -LM-
3969 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3971 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
3974 /* Get a full description */
3975 object_desc(o_name, q_ptr, 0);
3977 /* Remove any inscription, feeling for stores */
3978 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
3980 q_ptr->inscription = 0;
3981 q_ptr->feeling = FEEL_NONE;
3984 /* Is there room in the store (or the home?) */
3985 if (!store_check_num(q_ptr))
3987 if (cur_store_num == STORE_HOME)
3989 msg_print("我が家にはもう置く場所がない。");
3991 msg_print("Your home is full.");
3994 else if (cur_store_num == STORE_MUSEUM)
3996 msg_print("博物館はもう満杯だ。");
3998 msg_print("Museum is full.");
4003 msg_print("すいませんが、店にはもう置く場所がありません。");
4005 msg_print("I have not the room in my store to keep it.");
4013 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
4015 /* Describe the transaction */
4017 msg_format("%s(%c)を売却する。", o_name, index_to_label(item));
4019 msg_format("Selling %s (%c).", o_name, index_to_label(item));
4025 choice = sell_haggle(q_ptr, &price);
4028 if (st_ptr->store_open >= turn) return;
4040 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
4041 chg_virtue(V_JUSTICE, -1);
4043 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
4044 chg_virtue(V_NATURE, 1);
4047 /* Get some money */
4050 /* Update the display */
4053 /* Get the "apparent" value */
4054 dummy = object_value(q_ptr) * q_ptr->number;
4057 identify_item(o_ptr);
4059 /* Get local object */
4062 /* Get a copy of the object */
4063 object_copy(q_ptr, o_ptr);
4065 /* Modify quantity */
4066 q_ptr->number = amt;
4068 /* Make it look like to be known */
4069 q_ptr->ident |= IDENT_STORE;
4072 * Hack -- If a rod or wand, let the shopkeeper know just
4073 * how many charges he really paid for. -LM-
4075 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
4077 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
4080 /* Get the "actual" value */
4081 value = object_value(q_ptr) * q_ptr->number;
4083 /* Get the description all over again */
4084 object_desc(o_name, q_ptr, 0);
4086 /* Describe the result (in message buffer) */
4088 msg_format("%sを $%ldで売却しました。", o_name, (long)price);
4090 msg_format("You sold %s for %ld gold.", o_name, (long)price);
4093 if (record_sell) do_cmd_write_nikki(NIKKI_SELL, 0, o_name);
4095 if (!((o_ptr->tval == TV_FIGURINE) && (value > 0)))
4097 /* Analyze the prices (and comment verbally) unless a figurine*/
4098 purchase_analyze(price, value, dummy);
4102 * Hack -- Allocate charges between those wands or rods sold
4103 * and retained, unless all are being sold. -LM-
4105 distribute_charges(o_ptr, q_ptr, amt);
4107 /* Reset timeouts of the sold items */
4110 /* Take the item from the player, describe the result */
4111 inven_item_increase(item, -amt);
4112 inven_item_describe(item);
4114 /* If items remain, auto-inscribe before optimizing */
4115 if (o_ptr->number > 0)
4116 autopick_alter_item(item, FALSE);
4118 inven_item_optimize(item);
4123 /* The store gets that (known) item */
4124 item_pos = store_carry(q_ptr);
4126 /* Re-display if item is now in store */
4129 store_top = (item_pos / store_bottom) * store_bottom;
4130 display_inventory();
4135 /* Player is at museum */
4136 else if (cur_store_num == STORE_MUSEUM)
4138 char o2_name[MAX_NLEN];
4139 object_desc(o2_name, q_ptr, OD_NAME_ONLY);
4141 if (-1 == store_check_num(q_ptr))
4144 msg_print("それと同じ品物は既に博物館にあるようです。");
4146 msg_print("The same object as it is already in the Museum.");
4152 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!!");
4154 msg_print("You cannot take items which is given to the Museum back!!");
4158 if (!get_check(format("本当に%sを寄贈しますか?", o2_name))) return;
4160 if (!get_check(format("Really give %s to the Museum? ", o2_name))) return;
4164 identify_item(q_ptr);
4165 q_ptr->ident |= IDENT_MENTAL;
4167 /* Distribute charges of wands/rods */
4168 distribute_charges(o_ptr, q_ptr, amt);
4170 msg_format("%sを置いた。(%c)", o_name, index_to_label(item));
4172 msg_format("You drop %s (%c).", o_name, index_to_label(item));
4177 /* Take it from the players inventory */
4178 inven_item_increase(item, -amt);
4179 inven_item_describe(item);
4180 inven_item_optimize(item);
4185 /* Let the home carry it */
4186 item_pos = home_carry(q_ptr);
4188 /* Update store display */
4191 store_top = (item_pos / store_bottom) * store_bottom;
4192 display_inventory();
4195 /* Player is at home */
4198 /* Distribute charges of wands/rods */
4199 distribute_charges(o_ptr, q_ptr, amt);
4201 msg_format("%sを置いた。(%c)", o_name, index_to_label(item));
4203 msg_format("You drop %s (%c).", o_name, index_to_label(item));
4208 /* Take it from the players inventory */
4209 inven_item_increase(item, -amt);
4210 inven_item_describe(item);
4211 inven_item_optimize(item);
4216 /* Let the home carry it */
4217 item_pos = home_carry(q_ptr);
4219 /* Update store display */
4222 store_top = (item_pos / store_bottom) * store_bottom;
4223 display_inventory();
4227 if ((choice == 0) && (item >= INVEN_RARM))
4236 * @brief 店のアイテムを調べるコマンドのメインルーチン /
4237 * Examine an item in a store -JDL-
4240 static void store_examine(void)
4245 char o_name[MAX_NLEN];
4250 if (st_ptr->stock_num <= 0)
4252 if (cur_store_num == STORE_HOME)
4254 msg_print("我が家には何も置いてありません。");
4256 msg_print("Your home is empty.");
4259 else if (cur_store_num == STORE_MUSEUM)
4261 msg_print("博物館には何も置いてありません。");
4263 msg_print("Museum is empty.");
4268 msg_print("現在商品の在庫を切らしています。");
4270 msg_print("I am currently out of stock.");
4277 /* Find the number of objects on this and following pages */
4278 i = (st_ptr->stock_num - store_top);
4280 /* And then restrict it to the current page */
4281 if (i > store_bottom) i = store_bottom;
4285 sprintf(out_val, "どれを調べますか?");
4287 sprintf(out_val, "Which item do you want to examine? ");
4291 /* Get the item number to be examined */
4292 if (!get_stock(&item, out_val, 0, i - 1)) return;
4294 /* Get the actual index */
4295 item = item + store_top;
4297 /* Get the actual item */
4298 o_ptr = &st_ptr->stock[item];
4300 /* Require full knowledge */
4301 if (!(o_ptr->ident & IDENT_MENTAL))
4303 /* This can only happen in the home */
4305 msg_print("このアイテムについて特に知っていることはない。");
4307 msg_print("You have no special knowledge about that item.");
4314 object_desc(o_name, o_ptr, 0);
4316 msg_format("%sを調べている...", o_name);
4318 msg_format("Examining %s...", o_name);
4322 /* Describe it fully */
4323 if (!screen_object(o_ptr, SCROBJ_FORCE_DETAIL))
4325 msg_print("特に変わったところはないようだ。");
4327 msg_print("You see nothing special.");
4336 * @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 /
4337 * Remove an item from museum (Originally from TOband)
4340 static void museum_remove_object(void)
4345 char o_name[MAX_NLEN];
4349 if (st_ptr->stock_num <= 0)
4352 msg_print("博物館には何も置いてありません。");
4354 msg_print("Museum is empty.");
4360 /* Find the number of objects on this and following pages */
4361 i = st_ptr->stock_num - store_top;
4363 /* And then restrict it to the current page */
4364 if (i > store_bottom) i = store_bottom;
4368 sprintf(out_val, "どのアイテムの展示をやめさせますか?");
4370 sprintf(out_val, "Which item do you want to order to remove? ");
4373 /* Get the item number to be removed */
4374 if (!get_stock(&item, out_val, 0, i - 1)) return;
4376 /* Get the actual index */
4377 item = item + store_top;
4379 /* Get the actual item */
4380 o_ptr = &st_ptr->stock[item];
4383 object_desc(o_name, o_ptr, 0);
4386 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!");
4387 if (!get_check(format("本当に%sの展示をやめさせますか?", o_name))) return;
4389 msg_print("You cannot see items which is removed from the Museum!");
4390 if (!get_check(format("Really order to remove %s from the Museum? ", o_name))) return;
4394 msg_format("%sの展示をやめさせた。", o_name);
4396 msg_format("You ordered to remove %s.", o_name);
4399 /* Remove the items from the home */
4400 store_item_increase(item, -o_ptr->number);
4401 store_item_optimize(item);
4403 (void)combine_and_reorder_home(STORE_MUSEUM);
4405 /* The item is gone */
4408 if (st_ptr->stock_num == 0) store_top = 0;
4410 /* Nothing left on that screen */
4411 else if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
4413 /* Redraw everything */
4414 display_inventory();
4421 * Hack -- set this to leave the store
4423 static bool leave_store = FALSE;
4427 * @brief 店舗処理コマンド選択のメインルーチン /
4428 * Process a command in a store
4432 * Note that we must allow the use of a few "special" commands
4433 * in the stores which are not allowed in the dungeon, and we
4434 * must disable some commands which are allowed in the dungeon
4435 * but not in the stores, to prevent chaos.
4438 static void store_process_command(void)
4440 /* Handle repeating the last command */
4443 if (rogue_like_commands && command_cmd == 'l')
4445 command_cmd = 'x'; /* hack! */
4448 /* Parse the command */
4449 switch (command_cmd)
4459 /* 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 */
4462 if (st_ptr->stock_num <= store_bottom) {
4464 msg_print("これで全部です。");
4466 msg_print("Entire inventory is shown.");
4470 store_top -= store_bottom;
4471 if ( store_top < 0 )
4472 store_top = ((st_ptr->stock_num - 1 )/store_bottom) * store_bottom;
4473 if ( (cur_store_num == STORE_HOME) && (powerup_home == FALSE) )
4474 if ( store_top >= store_bottom ) store_top = store_bottom;
4475 display_inventory();
4483 if (st_ptr->stock_num <= store_bottom)
4486 msg_print("これで全部です。");
4488 msg_print("Entire inventory is shown.");
4494 store_top += store_bottom;
4496 * 隠しオプション(powerup_home)がセットされていないときは
4497 * 我が家では 2 ページまでしか表示しない
4499 if ((cur_store_num == STORE_HOME) &&
4500 (powerup_home == FALSE) &&
4501 (st_ptr->stock_num >= STORE_INVEN_MAX))
4503 if (store_top >= (STORE_INVEN_MAX - 1))
4510 if (store_top >= st_ptr->stock_num) store_top = 0;
4513 display_inventory();
4526 /* Get (purchase) */
4553 /*** Inventory Commands ***/
4555 /* Wear/wield equipment */
4562 /* Take off equipment */
4569 /* Destroy an item */
4576 /* Equipment list */
4583 /* Inventory list */
4591 /*** Various commands ***/
4593 /* Identify an object */
4600 /* Hack -- toggle windows */
4603 toggle_inven_equip();
4609 /*** Use various objects ***/
4614 if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4615 (p_ptr->pclass == CLASS_BERSERKER) ||
4616 (p_ptr->pclass == CLASS_NINJA) ||
4617 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4618 ) do_cmd_mind_browse();
4619 else if (p_ptr->pclass == CLASS_SMITH)
4621 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4622 do_cmd_magic_eater(TRUE, FALSE);
4623 else if (p_ptr->pclass == CLASS_SNIPER)
4624 do_cmd_snipe_browse();
4625 else do_cmd_browse();
4629 /* Inscribe an object */
4636 /* Uninscribe an object */
4639 do_cmd_uninscribe();
4645 /*** Help and Such ***/
4654 /* Identify symbol */
4657 do_cmd_query_symbol();
4661 /* Character description */
4664 p_ptr->town_num = old_town_num;
4665 do_cmd_change_name();
4666 p_ptr->town_num = inner_town_num;
4672 /*** System Commands ***/
4674 /* Hack -- User interface */
4681 /* Single line from a pref file */
4684 p_ptr->town_num = old_town_num;
4686 p_ptr->town_num = inner_town_num;
4690 /* Interact with macros */
4693 p_ptr->town_num = old_town_num;
4695 p_ptr->town_num = inner_town_num;
4699 /* Interact with visuals */
4702 p_ptr->town_num = old_town_num;
4704 p_ptr->town_num = inner_town_num;
4708 /* Interact with colors */
4711 p_ptr->town_num = old_town_num;
4713 p_ptr->town_num = inner_town_num;
4717 /* Interact with options */
4721 (void)combine_and_reorder_home(STORE_HOME);
4727 /*** Misc Commands ***/
4743 /* Repeat level feeling */
4750 /* Show previous message */
4753 do_cmd_message_one();
4757 /* Show previous messages */
4770 /* Check artifacts, uniques etc. */
4777 /* Load "screen dump" */
4780 do_cmd_load_screen();
4784 /* Save "screen dump" */
4787 do_cmd_save_screen();
4791 /* Hack -- Unknown command */
4794 if ((cur_store_num == STORE_MUSEUM) && (command_cmd == 'r'))
4796 museum_remove_object();
4801 msg_print("そのコマンドは店の中では使えません。");
4803 msg_print("That command does not work in stores.");
4814 * @brief 店舗処理全体のメインルーチン /
4815 * Enter a store, and interact with it. *
4819 * Note that we use the standard "request_command()" function
4820 * to get a command, allowing us to use "command_arg" and all
4821 * command macros and other nifty stuff, but we use the special
4822 * "shopping" argument, to force certain commands to be converted
4823 * into other commands, normally, we convert "p" (pray) and "m"
4824 * (cast magic) into "g" (get), and "s" (search) into "d" (drop).
4827 void do_cmd_store(void)
4833 bool need_redraw_store_inv; /* To redraw missiles damage and prices in store */
4837 Term_get_size(&w, &h);
4839 /* Calculate stocks per 1 page */
4840 xtra_stock = MIN(14+26, ((h > 24) ? (h - 24) : 0));
4841 store_bottom = MIN_STOCK + xtra_stock;
4843 /* Access the player grid */
4844 c_ptr = &cave[p_ptr->y][p_ptr->x];
4846 /* Verify a store */
4847 if (!cave_have_flag_grid(c_ptr, FF_STORE))
4850 msg_print("ここには店がありません。");
4852 msg_print("You see no store here.");
4858 /* Extract the store code */
4859 which = f_info[c_ptr->feat].subtype;
4861 old_town_num = p_ptr->town_num;
4862 if ((which == STORE_HOME) || (which == STORE_MUSEUM)) p_ptr->town_num = 1;
4863 if (dun_level) p_ptr->town_num = NO_TOWN;
4864 inner_town_num = p_ptr->town_num;
4866 /* Hack -- Check the "locked doors" */
4867 if ((town[p_ptr->town_num].store[which].store_open >= turn) ||
4871 msg_print("ドアに鍵がかかっている。");
4873 msg_print("The doors are locked.");
4876 p_ptr->town_num = old_town_num;
4880 /* Calculate the number of store maintainances since the last visit */
4881 maintain_num = (turn - town[p_ptr->town_num].store[which].last_visit) / (TURNS_PER_TICK * STORE_TICKS);
4883 /* Maintain the store max. 10 times */
4884 if (maintain_num > 10) maintain_num = 10;
4888 /* Maintain the store */
4889 for (i = 0; i < maintain_num; i++)
4890 store_maint(p_ptr->town_num, which);
4892 /* Save the visit */
4893 town[p_ptr->town_num].store[which].last_visit = turn;
4896 /* Forget the lite */
4899 /* Forget the view */
4903 /* Hack -- Character is in "icky" mode */
4904 character_icky = TRUE;
4907 /* No command argument */
4910 /* No repeated command */
4913 /* No automatic command */
4916 /* Do not expand macros */
4917 get_com_no_macros = TRUE;
4919 /* Save the store number */
4920 cur_store_num = which;
4922 /* Hack -- save the store feature */
4923 cur_store_feat = c_ptr->feat;
4925 /* Save the store and owner pointers */
4926 st_ptr = &town[p_ptr->town_num].store[cur_store_num];
4927 ot_ptr = &owners[cur_store_num][st_ptr->owner];
4930 /* Start at the beginning */
4933 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4935 /* Display the store */
4939 leave_store = FALSE;
4941 /* Interact with player */
4942 while (!leave_store)
4944 /* Hack -- Clear line 1 */
4948 clear_from(20 + xtra_stock);
4951 /* Basic commands */
4953 prt(" ESC) 建物から出る", 21 + xtra_stock, 0);
4955 prt(" ESC) Exit from Building.", 21 + xtra_stock, 0);
4959 /* Browse if necessary */
4960 if (st_ptr->stock_num > store_bottom)
4963 prt(" -)前ページ", 22 + xtra_stock, 0);
4964 prt(" スペース) 次ページ", 23 + xtra_stock, 0);
4966 prt(" -) Previous page", 22 + xtra_stock, 0);
4967 prt(" SPACE) Next page", 23 + xtra_stock, 0);
4973 if (cur_store_num == STORE_HOME)
4976 prt("g) アイテムを取る", 21 + xtra_stock, 27);
4977 prt("d) アイテムを置く", 22 + xtra_stock, 27);
4978 prt("x) 家のアイテムを調べる", 23 + xtra_stock, 27);
4980 prt("g) Get an item.", 21 + xtra_stock, 27);
4981 prt("d) Drop an item.", 22 + xtra_stock, 27);
4982 prt("x) eXamine an item in the home.", 23 + xtra_stock, 27);
4986 /* Museum commands */
4987 else if (cur_store_num == STORE_MUSEUM)
4990 prt("d) アイテムを置く", 21 + xtra_stock, 27);
4991 prt("r) アイテムの展示をやめる", 22 + xtra_stock, 27);
4992 prt("x) 博物館のアイテムを調べる", 23 + xtra_stock, 27);
4994 prt("d) Drop an item.", 21 + xtra_stock, 27);
4995 prt("r) order to Remove an item.", 22 + xtra_stock, 27);
4996 prt("x) eXamine an item in the museum.", 23 + xtra_stock, 27);
5004 prt("p) 商品を買う", 21 + xtra_stock, 30);
5005 prt("s) アイテムを売る", 22 + xtra_stock, 30);
5006 prt("x) 商品を調べる", 23 + xtra_stock,30);
5008 prt("p) Purchase an item.", 21 + xtra_stock, 30);
5009 prt("s) Sell an item.", 22 + xtra_stock, 30);
5010 prt("x) eXamine an item in the shop", 23 + xtra_stock,30);
5017 prt("i/e) 持ち物/装備の一覧", 21 + xtra_stock, 56);
5019 if (rogue_like_commands)
5021 prt("w/T) 装備する/はずす", 22 + xtra_stock, 56);
5025 prt("w/t) 装備する/はずす", 22 + xtra_stock, 56);
5028 prt("i/e) Inventry/Equipment list", 21 + xtra_stock, 56);
5030 if (rogue_like_commands)
5032 prt("w/T) Wear/Take off equipment", 22 + xtra_stock, 56);
5036 prt("w/t) Wear/Take off equipment", 22 + xtra_stock, 56);
5041 prt("コマンド:", 20 + xtra_stock, 0);
5043 prt("You may: ", 20 + xtra_stock, 0);
5048 request_command(TRUE);
5050 /* Process the command */
5051 store_process_command();
5054 * Hack -- To redraw missiles damage and prices in store
5055 * If player's charisma changes, or if player changes a bow, PU_BONUS is set
5057 need_redraw_store_inv = (p_ptr->update & PU_BONUS) ? TRUE : FALSE;
5059 /* Hack -- Character is still in "icky" mode */
5060 character_icky = TRUE;
5069 if (inventory[INVEN_PACK].k_idx)
5071 INVENTORY_IDX item = INVEN_PACK;
5073 object_type *o_ptr = &inventory[item];
5075 /* Hack -- Flee from the store */
5076 if (cur_store_num != STORE_HOME)
5079 if (cur_store_num == STORE_MUSEUM)
5080 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...");
5082 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...");
5084 if (cur_store_num == STORE_MUSEUM)
5085 msg_print("Your pack is so full that you flee the Museum...");
5087 msg_print("Your pack is so full that you flee the store...");
5095 /* Hack -- Flee from the home */
5096 else if (!store_check_num(o_ptr))
5099 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...");
5101 msg_print("Your pack is so full that you flee your home...");
5109 /* Hack -- Drop items into the home */
5117 char o_name[MAX_NLEN];
5120 /* Give a message */
5122 msg_print("ザックからアイテムがあふれてしまった!");
5124 msg_print("Your pack overflows!");
5128 /* Get local object */
5131 /* Grab a copy of the item */
5132 object_copy(q_ptr, o_ptr);
5135 object_desc(o_name, q_ptr, 0);
5138 msg_format("%sが落ちた。(%c)", o_name, index_to_label(item));
5140 msg_format("You drop %s (%c).", o_name, index_to_label(item));
5144 /* Remove it from the players inventory */
5145 inven_item_increase(item, -255);
5146 inven_item_describe(item);
5147 inven_item_optimize(item);
5152 /* Let the home carry it */
5153 item_pos = home_carry(q_ptr);
5155 /* Redraw the home */
5158 store_top = (item_pos / store_bottom) * store_bottom;
5159 display_inventory();
5164 /* Hack -- Redisplay store prices if charisma changes */
5165 /* Hack -- Redraw missiles damage if player changes bow */
5166 if (need_redraw_store_inv) display_inventory();
5168 /* Hack -- get kicked out of the store */
5169 if (st_ptr->store_open >= turn) leave_store = TRUE;
5172 select_floor_music();
5174 p_ptr->town_num = old_town_num;
5177 p_ptr->energy_use = 100;
5180 /* Hack -- Character is no longer in "icky" mode */
5181 character_icky = FALSE;
5184 /* Hack -- Cancel automatic command */
5187 /* Hack -- Cancel "see" mode */
5188 command_see = FALSE;
5190 /* Allow expanding macros */
5191 get_com_no_macros = FALSE;
5193 /* Flush messages */
5197 /* Clear the screen */
5201 /* Update everything */
5202 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
5203 p_ptr->update |= (PU_MONSTERS);
5205 /* Redraw entire screen */
5206 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY);
5209 p_ptr->redraw |= (PR_MAP);
5211 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5217 * @brief 現在の町の店主を交代させる /
5218 * Shuffle one of the stores.
5219 * @param which 店舗種類のID
5222 void store_shuffle(int which)
5228 if (which == STORE_HOME) return;
5229 if (which == STORE_MUSEUM) return;
5232 /* Save the store index */
5233 cur_store_num = which;
5235 /* Activate that store */
5236 st_ptr = &town[p_ptr->town_num].store[cur_store_num];
5239 /* Pick a new owner */
5242 st_ptr->owner = (byte)randint0(MAX_OWNERS);
5243 if (j == st_ptr->owner) continue;
5244 for (i = 1;i < max_towns; i++)
5246 if (i == p_ptr->town_num) continue;
5247 if (st_ptr->owner == town[i].store[cur_store_num].owner) break;
5249 if (i == max_towns) break;
5252 /* Activate the new owner */
5253 ot_ptr = &owners[cur_store_num][st_ptr->owner];
5256 /* Reset the owner data */
5257 st_ptr->insult_cur = 0;
5258 st_ptr->store_open = 0;
5259 st_ptr->good_buy = 0;
5260 st_ptr->bad_buy = 0;
5263 /* Hack -- discount all the items */
5264 for (i = 0; i < st_ptr->stock_num; i++)
5268 o_ptr = &st_ptr->stock[i];
5270 if (!object_is_artifact(o_ptr))
5272 /* Hack -- Sell all non-artifact old items for "half price" */
5273 o_ptr->discount = 50;
5275 /* Hack -- Items are no longer "fixed price" */
5276 o_ptr->ident &= ~(IDENT_FIXED);
5278 /* Mega-Hack -- Note that the item is "on sale" */
5279 o_ptr->inscription = quark_add(_("売出中", "on sale"));
5286 * @brief 店の品揃えを変化させる /
5287 * Maintain the inventory at the stores.
5288 * @param town_num 町のID
5289 * @param store_num 店舗種類のID
5292 void store_maint(int town_num, int store_num)
5296 cur_store_num = store_num;
5299 if (store_num == STORE_HOME) return;
5300 if (store_num == STORE_MUSEUM) return;
5302 /* Activate that store */
5303 st_ptr = &town[town_num].store[store_num];
5305 /* Activate the owner */
5306 ot_ptr = &owners[store_num][st_ptr->owner];
5308 /* Store keeper forgives the player */
5309 st_ptr->insult_cur = 0;
5311 /* Mega-Hack -- prune the black market */
5312 if (store_num == STORE_BLACK)
5314 /* Destroy crappy black market items */
5315 for (j = st_ptr->stock_num - 1; j >= 0; j--)
5317 object_type *o_ptr = &st_ptr->stock[j];
5319 /* Destroy crappy items */
5320 if (black_market_crap(o_ptr))
5322 /* Destroy the item */
5323 store_item_increase(j, 0 - o_ptr->number);
5324 store_item_optimize(j);
5330 /* Choose the number of slots to keep */
5331 j = st_ptr->stock_num;
5333 /* Sell a few items */
5334 j = j - randint1(STORE_TURNOVER);
5336 /* Never keep more than "STORE_MAX_KEEP" slots */
5337 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
5339 /* Always "keep" at least "STORE_MIN_KEEP" items */
5340 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
5342 /* Hack -- prevent "underflow" */
5345 /* Destroy objects until only "j" slots are left */
5346 while (st_ptr->stock_num > j) store_delete();
5349 /* Choose the number of slots to fill */
5350 j = st_ptr->stock_num;
5352 /* Buy some more items */
5353 j = j + randint1(STORE_TURNOVER);
5355 /* Never keep more than "STORE_MAX_KEEP" slots */
5356 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
5358 /* Always "keep" at least "STORE_MIN_KEEP" items */
5359 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
5361 /* Hack -- prevent "overflow" */
5362 if (j >= st_ptr->stock_size) j = st_ptr->stock_size - 1;
5364 /* Acquire some new items */
5365 while (st_ptr->stock_num < j) store_create();
5370 * @brief 店舗情報を初期化する /
5371 * Initialize the stores
5372 * @param town_num 町のID
5373 * @param store_num 店舗種類のID
5376 void store_init(int town_num, int store_num)
5380 cur_store_num = store_num;
5382 /* Activate that store */
5383 st_ptr = &town[town_num].store[store_num];
5391 st_ptr->owner = (byte)randint0(MAX_OWNERS);
5392 for (i = 1;i < max_towns; i++)
5394 if (i == town_num) continue;
5395 if (st_ptr->owner == town[i].store[store_num].owner) break;
5397 if (i == max_towns) break;
5400 /* Activate the new owner */
5401 ot_ptr = &owners[store_num][st_ptr->owner];
5404 /* Initialize the store */
5405 st_ptr->store_open = 0;
5406 st_ptr->insult_cur = 0;
5407 st_ptr->good_buy = 0;
5408 st_ptr->bad_buy = 0;
5410 /* Nothing in stock */
5411 st_ptr->stock_num = 0;
5414 * MEGA-HACK - Last visit to store is
5415 * BEFORE player birth to enable store restocking
5417 st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
5419 /* Clear any old items */
5420 for (k = 0; k < st_ptr->stock_size; k++)
5422 object_wipe(&st_ptr->stock[k]);
5428 * @brief アイテムを町のブラックマーケットに移動させる /
5429 * @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
5432 void move_to_black_market(object_type *o_ptr)
5435 if (!p_ptr->town_num) return;
5437 st_ptr = &town[p_ptr->town_num].store[STORE_BLACK];
5439 o_ptr->ident |= IDENT_STORE;
5441 (void)store_carry(o_ptr);
5443 object_wipe(o_ptr); /* Don't leave a bogus object behind... */