3 /* Purpose: Store commands */
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research, and
9 * not for profit purposes provided that this copyright and statement are
10 * included in all such copies.
17 /* ²¼¤ÎÊý¤«¤é°ÜÆ°¤·¤Æ¤¤Þ¤·¤¿ */
18 static int cur_store_num = 0;
19 static int store_top = 0;
20 static store_type *st_ptr = NULL;
21 static owner_type *ot_ptr = NULL;
23 #define RUMOR_CHANCE 8
25 #define MAX_COMMENT_1 6
27 static cptr comment_1[MAX_COMMENT_1] =
48 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÄɲåá¥Ã¥»¡¼¥¸¡Ê¾µÂú¡Ë */
49 static cptr comment_1_B[MAX_COMMENT_1] = {
50 "¤Þ¤¢¡¢¤½¤ì¤Ç¤¤¤¤¤ä¡£",
51 "º£Æü¤Ï¤½¤ì¤Ç´ªÊÛ¤·¤Æ¤ä¤ë¡£",
58 #define MAX_COMMENT_2A 2
60 static cptr comment_2a[MAX_COMMENT_2A] =
63 "»ä¤ÎǦÂÑÎϤò»î¤·¤Æ¤¤¤ë¤Î¤«¤¤¡© $%s ¤¬ºÇ¸å¤À¡£",
64 "²æËý¤Ë¤â¸ÂÅÙ¤¬¤¢¤ë¤¾¡£ $%s ¤¬ºÇ¸å¤À¡£"
66 "You try my patience. %s is final.",
67 "My patience grows thin. %s is final."
72 #define MAX_COMMENT_2B 12
74 static cptr comment_2b[MAX_COMMENT_2B] =
77 " $%s ¤°¤é¤¤¤Ï½Ð¤µ¤Ê¤¤ã¥À¥á¤À¤è¡£",
78 " $%s ¤Ê¤é¼õ¤±¼è¤Ã¤Æ¤â¤¤¤¤¤¬¡£",
79 "¥Ï¡ª $%s °Ê²¼¤Ï¤Ê¤¤¤Í¡£",
80 "²¿¤ÆÅÛ¤À¡ª $%s °Ê²¼¤Ï¤¢¤êÆÀ¤Ê¤¤¤¾¡£",
81 "¤½¤ì¤¸¤ã¾¯¤Ê¤¹¤®¤ë¡ª $%s ¤ÏÍߤ·¤¤¤È¤³¤í¤À¡£",
82 "¥Ð¥«¤Ë¤·¤Æ¤¤¤ë¡ª $%s ¤Ï¤â¤é¤ï¤Ê¤¤¤È¡£",
83 "±³¤À¤í¤¦¡ª $%s ¤Ç¤É¤¦¤À¤¤¡©",
84 "¤ª¤¤¤ª¤¤¡ª $%s ¤ò¹Í¤¨¤Æ¤¯¤ì¤Ê¤¤¤«¡©",
85 "1000ɤ¤Î¥ª¡¼¥¯¤Î¥Î¥ß¤Ë¶ì¤·¤á¤é¤ì¤ë¤¬¤¤¤¤¡ª $%s ¤À¡£",
86 "¤ªÁ°¤ÎÂçÀڤʤâ¤Î¤ËºÒ¤¤¤¢¤ì¡ª $%s ¤Ç¤É¤¦¤À¡£",
87 "¥â¥ë¥´¥¹¤Ë¾ÞÌ£¤µ¤ì¤ë¤¬¤¤¤¤¡ªËÜÅö¤Ï $%s ¤Ê¤ó¤À¤í¤¦¡©",
88 "¤ªÁ°¤ÎÊì¿Æ¤Ï¥ª¡¼¥¬¤«¡ª $%s ¤Ï½Ð¤¹¤Ä¤â¤ê¤Ê¤ó¤À¤í¡©"
90 "I can take no less than %s gold pieces.",
91 "I will accept no less than %s gold pieces.",
92 "Ha! No less than %s gold pieces.",
93 "You knave! No less than %s gold pieces.",
94 "That's a pittance! I want %s gold pieces.",
95 "That's an insult! I want %s gold pieces.",
96 "As if! How about %s gold pieces?",
97 "My arse! How about %s gold pieces?",
98 "May the fleas of 1000 orcs molest you! Try %s gold pieces.",
99 "May your most favourite parts go moldy! Try %s gold pieces.",
100 "May Morgoth find you tasty! Perhaps %s gold pieces?",
101 "Your mother was an Ogre! Perhaps %s gold pieces?"
107 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÇä¤ë¤È¤¡Ë */
108 static cptr comment_2b_B[MAX_COMMENT_2B] = {
109 "¤¤¤¯¤é²¶Íͤ¬¤ª¿Í¹¥¤·¤È¤Ï¤¤¤¨ $%s ¤¬¸Â³¦¤À¤Í¡£·ù¤Ê¤éµ¢¤ê¤Ê¡£",
110 "¶â¤¬¤Ê¤¤¤Î¤«¤¤¡¢¤¢¤ó¤¿¡©¤Þ¤º¤Ï²È¤Ëµ¢¤Ã¤Æ $%s ·¤¨¤Æ¤¤Ê¡£",
111 "ʪ¤Î²ÁÃͤ¬Ê¬¤«¤é¤óÅÛ¤À¤Ê¡£¤³¤ì¤Ï $%s ¤¬ÉáÄ̤ʤó¤À¤è¡£",
112 "²¶¤ÎÉÕ¤±¤¿ÃÍÃʤËʸ¶ç¤¬¤¢¤ë¤Î¤«¡© $%s ¤¬¸Â³¦¤À¡£",
113 "¤Ò¤ç¤Ã¤È¤·¤Æ¿·¼ê¤Î¾éÃ̤«¤¤¡© $%s »ý¤Ã¤Æ¤Ê¤¤¤Ê¤éµ¢¤ê¤Ê¡£",
114 "¤¦¤Á¤Ï¾¤ÎŹ¤È¤Ï°ã¤¦¤ó¤À¤è¡£$%s ¤°¤é¤¤¤Ï½Ð¤·¤Ê¡£",
115 "Ç㤦µ¤¤¬¤Ê¤¤¤Ê¤éµ¢¤ê¤Ê¡£ $%s ¤À¤È¸À¤Ã¤Æ¤¤¤ë¤ó¤À¡£",
116 "Ïäˤʤé¤Ê¤¤¤Í¡£ $%s ¤¯¤é¤¤»ý¤Ã¤Æ¤¤¤ë¤ó¤À¤í¡©",
117 "¤Ï¡©¤Ê¤ó¤À¤½¤ê¤ã¡© $%s ¤Î´Ö°ã¤¤¤«¡¢¤Ò¤ç¤Ã¤È¤·¤Æ¡©",
118 "½Ð¸ý¤Ï¤¢¤Ã¤Á¤À¤è¡£¤½¤ì¤È¤â $%s ½Ð¤»¤ë¤Î¤«¤¤¡¢¤¢¤ó¤¿¤Ë¡£",
119 "Ì¿ÃΤ餺¤ÊÅÛ¤À¤Ê¡£ $%s ½Ð¤»¤Ðº£Æü¤Î½ê¤Ï´ªÊÛ¤·¤Æ¤ä¤ë¤è¡£",
120 "¤¦¤Á¤ÎŹ¤ÏÉÏ˳¿Í¤ªÃǤê¤À¡£ $%s ¤°¤é¤¤½Ð¤»¤Ê¤¤¤Î¤«¤¤¡©"
123 #define MAX_COMMENT_3A 2
125 static cptr comment_3a[MAX_COMMENT_3A] =
128 "»ä¤ÎǦÂÑÎϤò»î¤·¤Æ¤¤¤ë¤Î¤«¤¤¡© $%s ¤¬ºÇ¸å¤À¡£",
129 "²æËý¤Ë¤â¸ÂÅÙ¤¬¤¢¤ë¤¾¡£ $%s ¤¬ºÇ¸å¤À¡£"
131 "You try my patience. %s is final.",
132 "My patience grows thin. %s is final."
138 #define MAX_COMMENT_3B 12
140 static cptr comment_3b[MAX_COMMENT_3B] =
143 "Ëܲ»¤ò¸À¤¦¤È $%s ¤Ç¤¤¤¤¤ó¤À¤í¡©",
145 " $%s ¤°¤é¤¤¤Ê¤é½Ð¤·¤Æ¤â¤¤¤¤¤¬¡£",
146 " $%s °Ê¾åʧ¤¦¤Ê¤ó¤Æ¹Í¤¨¤é¤ì¤Ê¤¤¤Í¡£",
147 "¤Þ¤¢Íî¤Á¤Ä¤¤¤Æ¡£ $%s ¤Ç¤É¤¦¤À¤¤¡©",
148 "¤½¤Î¥¬¥é¥¯¥¿¤Ê¤é $%s ¤Ç°ú¤¼è¤ë¤è¡£",
149 "¤½¤ì¤¸¤ã¹â¤¹¤®¤ë¡ª $%s ¤¬¤¤¤¤¤È¤³¤À¤í¡£",
150 "¤É¤¦¤»¤¤¤é¤Ê¤¤¤ó¤À¤í¡ª $%s ¤Ç¤¤¤¤¤À¤í¡©",
151 "¤À¤á¤À¤á¡ª $%s ¤¬¤º¤Ã¤È¤ª»÷¹ç¤¤¤À¤è¡£",
152 "¥Ð¥«¤Ë¤·¤Æ¤¤¤ë¡ª $%s ¤¬¤»¤¤¤¼¤¤¤À¡£",
153 " $%s ¤Ê¤é´ò¤·¤¤¤È¤³¤í¤À¤¬¤Ê¤¢¡£",
154 " $%s ¡¢¤½¤ì°Ê¾å¤Ï¥Ó¥¿°ìʸ½Ð¤µ¤Ê¤¤¤è¡ª"
156 "Perhaps %s gold pieces?",
157 "How about %s gold pieces?",
158 "I will pay no more than %s gold pieces.",
159 "I can afford no more than %s gold pieces.",
160 "Be reasonable. How about %s gold pieces?",
161 "I'll buy it as scrap for %s gold pieces.",
162 "That is too much! How about %s gold pieces?",
163 "That looks war surplus! Say %s gold pieces?",
164 "Never! %s is more like it.",
165 "That's an insult! %s is more like it.",
166 "%s gold pieces and be thankful for it!",
167 "%s gold pieces and not a copper more!"
173 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÇ㤤¼è¤ê¡Ë */
174 static cptr comment_3b_B[MAX_COMMENT_3B] = {
175 " $%s ¤Ã¤Æ¤È¤³¤í¤À¤Í¡£¤½¤Î¤É¤¦¤·¤è¤¦¤â¤Ê¤¤¥¬¥é¥¯¥¿¤Ï¡£",
176 "¤³¤Î²¶¤¬ $%s ¤Ã¤Æ¸À¤Ã¤Æ¤¤¤ë¤ó¤À¤«¤é¡¢¤½¤ÎÄ̤ê¤Ë¤·¤¿Êý¤¬¿È¤Î¤¿¤á¤À¤¾¡£",
177 "²¶¤ÎÍ¥¤·¤µ¤Ë´Å¤¨¤ë¤Î¤â¤¤¤¤²Ã¸º¤Ë¤·¤Æ¤ª¤±¡£ $%s ¤À¡£",
178 "¤½¤ÎÉʤʤé $%s ¤ÇÇä¤Ã¤Æ¤¯¤ì¤Æ¤¤¤ë¤¬¤Í¡¢¾ï¼±¤¢¤ë¿Â»Î¤Ï¤ß¤ó¤Ê¡£",
179 "¤³¤ê¤ã¤Þ¤¿¡¢¤¬¤á¤Ä¤¤ÅÛ¤À¤Ê¡£¤¤¤¯¤é²¶¤¬²¹¸ü¤È¤Ï¤¤¤¨ $%s ¤¬¸Â³¦¤À¡£",
180 " $%s ¤À¡£Ê̤˲¶¤Ï¤½¤ó¤Ê¥¬¥é¥¯¥¿Íߤ·¤¯¤Ï¤Ê¤¤¤ó¤À¤«¤é¡£",
181 "²¶¤Î´ÕÄê³Û¤¬µ¤¤ËÆþ¤é¤Ê¤¤¤Î¤«¡© $%s ¡¢·ù¤Ê¤éµ¢¤ê¤Ê¡£",
182 " $%s ¤Ç°ú¤¼è¤Ã¤Æ¤ä¤ë¤è¡£´î¤ó¤Ç¼õ¤±¼è¤ê¤Ê¡¢ÉÏ˳¿Í¡£",
183 "ʪ¤Î²ÁÃͤ¬Ê¬¤«¤é¤óÅۤϻÏËö¤Ë¤ª¤¨¤ó¤Ê¡£¤½¤ì¤Ï $%s ¤Ê¤ó¤À¤è¡£",
184 "¤½¤ó¤Ê¤Ë¶â¤¬Íߤ·¤¤¤Î¤«¡¢¤¢¤ó¤¿¡© $%s ¤ÇËþ¤Ǥ¤ó¤Î¤«¡©",
185 "Æþ¤ëŹ´Ö°ã¤¨¤Æ¤ó¤¸¤ã¤Ê¤¤¤Î¤«¡© $%s ¤Ç·ù¤Ê¤é¾¤ò¤¢¤¿¤Ã¤Æ¤¯¤ì¡£",
186 "²¶¤Î¸À¤¤Ãͤ˥±¥Á¤ò¤Ä¤±¤ëÅÛ¤¬¤¤¤ë¤È¤Ï¡ª ¤½¤ÎÅÙ¶»¤ËÌȤ¸¤Æ $%s ¤À¡£"
189 #define MAX_COMMENT_4A 4
191 static cptr comment_4a[MAX_COMMENT_4A] =
194 "¤â¤¦¤¿¤¯¤µ¤ó¤À¡ª²¿ÅÙ¤â»ä¤ò¤ï¤º¤é¤ï¤»¤Ê¤¤¤Ç¤¯¤ì¡ª",
195 "¤¦¤¬¡¼¡ª°ìÆü¤Î²æËý¤Î¸ÂÅÙ¤òĶ¤¨¤Æ¤¤¤ë¡ª",
196 "¤â¤¦¤¤¤¤¡ª»þ´Ö¤Î̵Â̰ʳ°¤Î¤Ê¤Ë¤â¤Î¤Ç¤â¤Ê¤¤¡ª",
197 "¤â¤¦¤ä¤Ã¤Æ¤é¤ì¤Ê¤¤¤è¡ª´é¤â¸«¤¿¤¯¤Ê¤¤¡ª"
199 "Enough! You have abused me once too often!",
200 "Arghhh! I have had enough abuse for one day!",
201 "That does it! You shall waste my time no more!",
202 "This is getting nowhere! I'm going to Londis!"
208 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÅܤê¤ÎĺÅÀ¡Ë */
209 static cptr comment_4a_B[MAX_COMMENT_4A] = {
210 "¤Ê¤á¤ä¤¬¤Ã¤Æ¡ª²¹¸ü¤Ê²¶ÍͤǤâ¸Â³¦¤¬¤¢¤ë¤Ã¤Æ¤³¤È¤òÃΤ졪",
211 "²¶¤ò¤³¤³¤Þ¤ÇÅܤ餻¤Æ...Ì¿¤¬¤¢¤ë¤À¤±¤Ç¤â¤¢¤ê¤¬¤¿¤¤¤È»×¤¨¡ª",
212 "¤Õ¤¶¤±¤Æ¤ë¤Î¤«¡ªÎä¤ä¤«¤·¤Ê¤éÁê¼ê¤ò¸«¤Æ¤«¤é¤Ë¤·¤í¡ª",
213 "¤¤¤¤¤«¤²¤ó¤Ë¤·¤í¡ªº£ÅÙ¤³¤ó¤Ê¤Þ¤Í¤·¤¿¤é¤¿¤À¤¸¤ã¤ª¤«¤Í¤¨¤¾¡ª"
216 #define MAX_COMMENT_4B 4
218 static cptr comment_4b[MAX_COMMENT_4B] =
222 "²¶¤ÎÁ°¤«¤é¾Ã¤¨¼º¤»¤í¡ª",
223 "¤É¤Ã¤«¤Ë¹Ô¤Ã¤Á¤Þ¤¨¡ª",
224 "½Ð¤í¡¢½Ð¤í¡¢½Ð¤Æ¹Ô¤±¡ª"
227 "Get out of my sight!",
228 "Begone, you scoundrel!",
235 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÄɤ¤½Ð¤·¡Ë */
236 static cptr comment_4b_B[MAX_COMMENT_4B] = {
237 "ÆóÅ٤Ȥ¦¤Á¤ËÍè¤ë¤ó¤¸¤ã¤Í¤¨¡ª¡ª",
238 "¤È¤Ã¤È¤È¡¢¤É¤Ã¤«¤Ø¼º¤»¤í¡ª¡ª",
239 "º£¤¹¤°¾Ã¤¨¼º¤»¤í¡ª¡ª",
240 "½Ð¤Æ¤¤¤±¡ª½Ð¤Æ¤¤¤±¡ª¡ª"
243 #define MAX_COMMENT_5 8
245 static cptr comment_5[MAX_COMMENT_5] =
250 "¤â¤Ã¤È¿¿ÌÌÌܤ˸À¤Ã¤Æ¤¯¤ì¡ª",
251 "¸ò¾Ä¤¹¤ëµ¤¤¬¤¢¤ë¤Î¤«¤¤¡©",
252 "Îä¤ä¤«¤·¤ËÍ褿¤Î¤«¡ª",
255 "¤Õ¡¼¤à¡¢Îɤ¤Å·µ¤¤À¡£"
259 "You will have to do better than that!",
260 "Do you wish to do business or not?",
261 "You've got to be kidding!",
262 "You'd better be kidding!",
263 "You try my patience.",
264 "Hmmm, nice weather we're having."
270 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÅܤê¡Ë */
271 static cptr comment_5_B[MAX_COMMENT_5] = {
272 "»þ´Ö¤Î̵Â̤À¤Ê¡¢¤³¤ì¤Ï¡£",
273 "Ìñ²ð¤Ê¤ªµÒÍͤÀ¤Ê¡ª",
274 "Ïä·¤Æʬ¤«¤ëÁê¼ê¤¸¤ã¤Ê¤µ¤½¤¦¤À¡£",
275 "Äˤ¤Ìܤˤ¢¤¤¤¿¤¤¤é¤·¤¤¤Ê¡ª",
276 "¤Ê¤ó¤Æ¶¯ÍߤÊÅÛ¤À¡ª",
278 "¤É¤¦¤·¤è¤¦¤â¤Ê¤¤ÉÏ˳¿Í¤À¡ª",
279 "·ö²Þ¤òÇä¤Ã¤Æ¤¤¤ë¤Î¤«¡©"
282 #define MAX_COMMENT_6 4
284 static cptr comment_6[MAX_COMMENT_6] =
287 "¤É¤¦¤ä¤éʹ¤´Ö°ã¤¨¤¿¤é¤·¤¤¡£",
288 "¼ºÎé¡¢¤è¤¯Ê¹¤³¤¨¤Ê¤«¤Ã¤¿¤è¡£",
289 "¤¹¤Þ¤Ê¤¤¡¢²¿¤À¤Ã¤Æ¡©",
290 "°¤¤¡¢¤â¤¦°ìÅÙ¸À¤Ã¤Æ¤¯¤ì¤ë¡©"
292 "I must have heard you wrong.",
293 "I'm sorry, I missed that.",
294 "I'm sorry, what was that?",
295 "Sorry, what was that again?"
305 static void say_comment_1(void)
310 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î¤È¤¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
311 if ( cur_store_num == STORE_BLACK ) {
312 msg_print(comment_1_B[rand_int(MAX_COMMENT_1)]);
315 msg_print(comment_1[rand_int(MAX_COMMENT_1)]);
318 msg_print(comment_1[rand_int(MAX_COMMENT_1)]);
322 if (one_in_(RUMOR_CHANCE))
325 msg_print("Ź¼ç¤Ï¼ª¤¦¤Á¤·¤¿:");
327 msg_print("The shopkeeper whispers something into your ear:");
332 if (!get_rnd_line_jonly("rumors_j.txt", 0, rumour, 10))
334 if (!get_rnd_line("rumors.txt", 0, rumour))
343 * Continue haggling (player is buying)
345 static void say_comment_2(s32b value, int annoyed)
349 /* Prepare a string to insert */
350 sprintf(tmp_val, "%ld", (long)value);
355 /* Formatted message */
356 msg_format(comment_2a[rand_int(MAX_COMMENT_2A)], tmp_val);
362 /* Formatted message */
364 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
365 if ( cur_store_num == STORE_BLACK ){
366 msg_format(comment_2b_B[rand_int(MAX_COMMENT_2B)], tmp_val);
369 msg_format(comment_2b[rand_int(MAX_COMMENT_2B)], tmp_val);
372 msg_format(comment_2b[rand_int(MAX_COMMENT_2B)], tmp_val);
380 * Continue haggling (player is selling)
382 static void say_comment_3(s32b value, int annoyed)
386 /* Prepare a string to insert */
387 sprintf(tmp_val, "%ld", (long)value);
392 /* Formatted message */
393 msg_format(comment_3a[rand_int(MAX_COMMENT_3A)], tmp_val);
399 /* Formatted message */
401 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
402 if ( cur_store_num == STORE_BLACK ){
403 msg_format(comment_3b_B[rand_int(MAX_COMMENT_3B)], tmp_val);
406 msg_format(comment_3b[rand_int(MAX_COMMENT_3B)], tmp_val);
409 msg_format(comment_3b[rand_int(MAX_COMMENT_3B)], tmp_val);
417 * Kick 'da bum out. -RAK-
419 static void say_comment_4(void)
422 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
423 if ( cur_store_num == STORE_BLACK ){
424 msg_print(comment_4a_B[rand_int(MAX_COMMENT_4A)]);
425 msg_print(comment_4b_B[rand_int(MAX_COMMENT_4B)]);
428 msg_print(comment_4a[rand_int(MAX_COMMENT_4A)]);
429 msg_print(comment_4b[rand_int(MAX_COMMENT_4B)]);
432 msg_print(comment_4a[rand_int(MAX_COMMENT_4A)]);
433 msg_print(comment_4b[rand_int(MAX_COMMENT_4B)]);
440 * You are insulting me
442 static void say_comment_5(void)
445 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
446 if ( cur_store_num == STORE_BLACK ){
447 msg_print(comment_5_B[rand_int(MAX_COMMENT_5)]);
450 msg_print(comment_5[rand_int(MAX_COMMENT_5)]);
453 msg_print(comment_5[rand_int(MAX_COMMENT_5)]);
460 * That makes no sense.
462 static void say_comment_6(void)
464 msg_print(comment_6[rand_int(MAX_COMMENT_6)]);
470 * Messages for reacting to purchase prices.
473 #define MAX_COMMENT_7A 4
475 static cptr comment_7a[MAX_COMMENT_7A] =
480 "狼¤¬¤à¤»¤Óµã¤¯À¼¤¬Ê¹¤³¤¨¤ë...¡£",
481 "Ź¼ç¤¬²ù¤·¤²¤Ë¤ï¤á¤¤¤Æ¤¤¤ë¡ª"
485 "You hear someone sobbing...",
486 "The shopkeeper howls in agony!"
491 #define MAX_COMMENT_7B 4
493 static cptr comment_7b[MAX_COMMENT_7B] =
498 "Ź¼ç¤¬º¨¤á¤·¤½¤¦¤Ë¸«¤Æ¤¤¤ë¡£",
503 "The shopkeeper curses at you.",
504 "The shopkeeper glares at you."
509 #define MAX_COMMENT_7C 4
511 static cptr comment_7c[MAX_COMMENT_7C] =
515 "·¯¤¬Å·»È¤Ë¸«¤¨¤ë¤è¡ª",
516 "Ź¼ç¤¬¥¯¥¹¥¯¥¹¾Ð¤Ã¤Æ¤¤¤ë¡£",
517 "Ź¼ç¤¬ÂçÀ¼¤Ç¾Ð¤Ã¤Æ¤¤¤ë¡£"
520 "You've made my day!",
521 "The shopkeeper giggles.",
522 "The shopkeeper laughs loudly."
527 #define MAX_COMMENT_7D 4
529 static cptr comment_7d[MAX_COMMENT_7D] =
533 "¤³¤ó¤Ê¤ª¤¤¤·¤¤»×¤¤¤ò¤·¤¿¤é¡¢¿¿ÌÌÌܤËƯ¤±¤Ê¤¯¤Ê¤ë¤Ê¤¡¡£",
534 "Ź¼ç¤Ï´ò¤·¤¯¤ÆÄ·¤Í²ó¤Ã¤Æ¤¤¤ë¡£",
535 "Ź¼ç¤ÏËþÌ̤˾Фߤò¤¿¤¿¤¨¤Æ¤¤¤ë¡£"
538 "I think I'll retire!",
539 "The shopkeeper jumps for joy.",
540 "The shopkeeper smiles gleefully."
547 * Let a shop-keeper React to a purchase
549 * We paid "price", it was worth "value", and we thought it was worth "guess"
551 static void purchase_analyze(s32b price, s32b value, s32b guess)
553 /* Item was worthless, but we bought it */
554 if ((value <= 0) && (price > value))
557 msg_print(comment_7a[rand_int(MAX_COMMENT_7A)]);
559 chg_virtue(V_HONOUR, -1);
560 chg_virtue(V_JUSTICE, -1);
566 /* Item was cheaper than we thought, and we paid more than necessary */
567 else if ((value < guess) && (price > value))
570 msg_print(comment_7b[rand_int(MAX_COMMENT_7B)]);
572 chg_virtue(V_JUSTICE, -1);
574 chg_virtue(V_HONOUR, -1);
580 /* Item was a good bargain, and we got away with it */
581 else if ((value > guess) && (value < (4 * guess)) && (price < value))
584 msg_print(comment_7c[rand_int(MAX_COMMENT_7C)]);
587 chg_virtue(V_HONOUR, -1);
589 chg_virtue(V_HONOUR, 1);
595 /* Item was a great bargain, and we got away with it */
596 else if ((value > guess) && (price < value))
599 msg_print(comment_7d[rand_int(MAX_COMMENT_7D)]);
602 chg_virtue(V_HONOUR, -1);
604 chg_virtue(V_HONOUR, 1);
606 if (10 * price < value)
607 chg_virtue(V_SACRIFICE, 1);
619 /* ÆüËܸìÈǤξì¹ç¤Ï¾å¤ÎÊý¤Ë°ÜÆ°¤·¤Æ¤¢¤ê¤Þ¤¹ */
622 * We store the current "store number" here so everyone can access it
624 static int cur_store_num = 7;
627 * We store the current "store page" here so everyone can access it
629 static int store_top = 0;
632 * We store the current "store pointer" here so everyone can access it
634 static store_type *st_ptr = NULL;
637 * We store the current "owner type" here so everyone can access it
639 static owner_type *ot_ptr = NULL;
649 * Buying and selling adjustments for race combinations.
650 * Entry[owner][player] gives the basic "cost inflation".
652 static byte rgold_adj[MAX_RACES][MAX_RACES] =
654 /*Hum, HfE, Elf, Hal, Gno, Dwa, HfO, HfT, Dun, HiE, Barbarian,
655 HfOg, HGn, HTn, Cyc, Yek, Klc, Kbd, Nbl, DkE, Drc, Mind Flayer,
656 Imp, Glm, Skl, Zombie, Vampire, Spectre, Fairy, Beastman, Ent,
660 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
661 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
662 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
663 100, 120, 110, 105 },
666 { 110, 100, 100, 105, 110, 120, 125, 130, 110, 100, 110,
667 120, 115, 108, 115, 110, 110, 120, 120, 115, 115, 110,
668 120, 110, 110, 110, 120, 110, 100, 125, 100, 95, 140,
669 110, 115, 110, 110 },
672 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
673 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
674 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
675 110, 110, 105, 110 },
678 { 115, 110, 105, 95, 105, 110, 115, 130, 115, 105, 115,
679 125, 120, 120, 125, 115, 110, 120, 120, 120, 115, 115,
680 120, 110, 120, 120, 130, 110, 110, 130, 110, 95, 140,
681 115, 120, 105, 115 },
684 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
685 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
686 120, 101, 110, 110, 120, 120, 115, 130, 115, 95, 140,
687 115, 110, 110, 115 },
690 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
691 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
692 120, 105, 115, 115, 115, 115, 120, 130, 120, 95, 140,
693 115, 110, 115, 115 },
696 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
697 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
698 115, 125, 120, 120, 115, 120, 125, 115, 125, 95, 140,
699 115, 110, 115, 115 },
702 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
703 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
704 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
705 110, 110, 115, 110 },
708 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
709 120, 120, 105, 120, 115, 105, 115, 120, 110, 105, 105,
710 120, 105, 120, 120, 125, 120, 105, 135, 105, 95, 140,
711 100, 110, 110, 100 },
714 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
715 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
716 125, 115, 120, 120, 125, 120, 100, 125, 100, 95, 140,
717 110, 110, 105, 110 },
719 /* Human / Barbarian (copied from human) */
720 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
721 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
722 115, 105, 125, 125, 130, 125, 115, 120, 115, 95, 140,
723 100, 120, 110, 100 },
725 /* Half-Ogre: theoretical, copied from half-troll */
726 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
727 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
728 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
729 110, 110, 115, 110 },
731 /* Half-Giant: theoretical, copied from half-troll */
732 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
733 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
734 110, 115, 112, 112, 115, 112, 130, 120, 130, 95, 140,
735 110, 110, 115, 110 },
737 /* Half-Titan: theoretical, copied from High_Elf */
738 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
739 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
740 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
741 110, 110, 115, 110 },
743 /* Cyclops: theoretical, copied from half-troll */
744 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
745 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
746 110, 115, 112, 112, 115, 112, 130, 130, 130, 95, 140,
747 110, 110, 115, 110 },
749 /* Yeek: theoretical, copied from Half-Orc */
750 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
751 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
752 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
753 115, 110, 115, 115 },
755 /* Klackon: theoretical, copied from Gnome */
756 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
757 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
758 120, 101, 110, 110, 120, 120, 130, 130, 130, 95, 140,
759 115, 110, 115, 115 },
761 /* Kobold: theoretical, copied from Half-Orc */
762 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
763 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
764 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
765 115, 110, 115, 115 },
767 /* Nibelung: theoretical, copied from Dwarf */
768 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
769 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
770 120, 105, 115, 115, 120, 120, 130, 130, 130, 95, 140,
771 115, 135, 115, 115 },
774 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
775 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
776 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
777 110, 101, 115, 110 },
779 /* Draconian: theoretical, copied from High_Elf */
780 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
781 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
782 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
783 110, 110, 115, 110 },
785 /* Mind Flayer: theoretical, copied from High_Elf */
786 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
787 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
788 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
789 110, 110, 115, 110 },
791 /* Imp: theoretical, copied from High_Elf */
792 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
793 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
794 125, 115, 120, 120, 120, 120, 130, 130, 130, 120, 120,
795 110, 110, 115, 110 },
797 /* Golem: theoretical, copied from High_Elf */
798 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
799 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
800 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
801 110, 110, 115, 110 },
803 /* Skeleton: theoretical, copied from half-orc */
804 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
805 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
806 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
807 115, 110, 125, 115 },
809 /* Zombie: Theoretical, copied from half-orc */
810 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
811 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
812 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
813 115, 110, 125, 115 },
815 /* Vampire: Theoretical, copied from half-orc */
816 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
817 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
818 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
819 115, 110, 125, 115 },
821 /* Spectre: Theoretical, copied from half-orc */
822 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
823 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
824 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
825 115, 110, 125, 115 },
827 /* Sprite: Theoretical, copied from half-orc */
828 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
829 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
830 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
831 115, 110, 105, 115 },
833 /* Beastman: Theoretical, copied from half-orc */
834 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
835 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
836 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
837 115, 110, 115, 115 },
840 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
841 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
842 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
843 110, 110, 105, 110 },
846 { 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
847 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
848 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 160,
852 { 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
853 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
854 140, 140, 140, 140, 140, 140, 140, 140, 140, 160, 120,
855 140, 140, 140, 140 },
858 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
859 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
860 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
861 100, 120, 110, 100 },
864 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
865 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
866 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
867 110, 101, 115, 110 },
870 { 110, 110, 105, 105, 110, 115, 115, 115, 110, 105, 110,
871 115, 115, 115, 115, 115, 115, 115, 115, 115, 115, 115,
872 115, 115, 125, 125, 125, 125, 105, 115, 105, 95, 140,
873 110, 115, 100, 110 },
876 { 105, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
877 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
878 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
879 100, 120, 110, 100 },
886 * Determine the price of an item (qty one) in a store.
888 * This function takes into account the player's charisma, and the
889 * shop-keepers friendliness, and the shop-keeper's base greed, but
890 * never lets a shop-keeper lose money in a transaction.
892 * The "greed" value should exceed 100 when the player is "buying" the
893 * item, and should be less than 100 when the player is "selling" it.
895 * Hack -- the black market always charges twice as much as it should.
897 * Charisma adjustment runs from 80 to 130
898 * Racial adjustment runs from 95 to 130
900 * Since greed/charisma/racial adjustments are centered at 100, we need
901 * to adjust (by 200) to extract a usable multiplier. Note that the
902 * "greed" value is always something (?).
904 static s32b price_item(object_type *o_ptr, int greed, bool flip)
911 /* Get the value of one of the items */
912 price = object_value(o_ptr);
914 /* Worthless items */
915 if (price <= 0) return (0L);
918 /* Compute the racial factor */
919 factor = rgold_adj[ot_ptr->owner_race][p_ptr->prace];
921 /* Add in the charisma factor */
922 factor += adj_chr_gold[p_ptr->stat_ind[A_CHR]];
928 /* Adjust for greed */
929 adjust = 100 + (300 - (greed + factor));
931 /* Never get "silly" */
932 if (adjust > 100) adjust = 100;
934 /* Mega-Hack -- Black market sucks */
935 if (cur_store_num == STORE_BLACK)
939 /* Shop is selling */
942 /* Adjust for greed */
943 adjust = 100 + ((greed + factor) - 300);
945 /* Never get "silly" */
946 if (adjust < 100) adjust = 100;
948 /* Mega-Hack -- Black market sucks */
949 if (cur_store_num == STORE_BLACK)
953 /* Compute the final price (with rounding) */
954 price = (price * adjust + 50L) / 100L;
956 /* Note -- Never become "free" */
957 if (price <= 0L) return (1L);
959 /* Return the price */
965 * Certain "cheap" objects should be created in "piles"
966 * Some objects can be sold at a "discount" (in small piles)
968 static void mass_produce(object_type *o_ptr)
973 s32b cost = object_value(o_ptr);
976 /* Analyze the type */
979 /* Food, Flasks, and Lites */
984 if (cost <= 5L) size += damroll(3, 5);
985 if (cost <= 20L) size += damroll(3, 5);
992 if (cost <= 60L) size += damroll(3, 5);
993 if (cost <= 240L) size += damroll(1, 5);
994 if (o_ptr->sval == SV_SCROLL_STAR_IDENTIFY) size += damroll(3, 5);
999 case TV_SORCERY_BOOK:
1000 case TV_NATURE_BOOK:
1004 case TV_ARCANE_BOOK:
1005 case TV_ENCHANT_BOOK:
1006 case TV_DAEMON_BOOK:
1008 case TV_HISSATSU_BOOK:
1010 if (cost <= 50L) size += damroll(2, 3);
1011 if (cost <= 500L) size += damroll(1, 3);
1029 if (o_ptr->name2) break;
1030 if (cost <= 10L) size += damroll(3, 5);
1031 if (cost <= 100L) size += damroll(3, 5);
1040 if (cost <= 5L) size += damroll(5, 5);
1041 if (cost <= 50L) size += damroll(5, 5);
1042 if (cost <= 500L) size += damroll(5, 5);
1048 if (cost <= 100L) size += damroll(2, 2);
1049 if (cost <= 1000L) size += damroll(2, 2);
1062 * Because many rods (and a few wands and staffs) are useful mainly
1063 * in quantity, the Black Market will occasionally have a bunch of
1070 if ((cur_store_num == STORE_BLACK) && one_in_(3))
1072 if (cost < 1601L) size += damroll(1, 5);
1073 else if (cost < 3201L) size += damroll(1, 3);
1076 /* Ensure that mass-produced rods and wands get the correct pvals. */
1077 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
1079 o_ptr->pval *= size;
1086 /* Pick a discount */
1091 else if (one_in_(25))
1095 else if (one_in_(150))
1099 else if (one_in_(300))
1103 else if (one_in_(500))
1109 if (o_ptr->art_name)
1111 if (cheat_peek && discount)
1114 msg_print("¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÏÃÍ°ú¤¤Ê¤·¡£");
1116 msg_print("No discount on random artifacts.");
1123 /* Save the discount */
1124 o_ptr->discount = discount;
1126 /* Save the total pile size */
1127 o_ptr->number = size - (size * discount / 100);
1133 * Determine if a store item can "absorb" another item
1135 * See "object_similar()" for the same function for the "player"
1137 static bool store_object_similar(object_type *o_ptr, object_type *j_ptr)
1139 /* Hack -- Identical items cannot be stacked */
1140 if (o_ptr == j_ptr) return (0);
1142 /* Different objects cannot be stacked */
1143 if (o_ptr->k_idx != j_ptr->k_idx) return (0);
1145 /* Different charges (etc) cannot be stacked, unless wands or rods. */
1146 if ((o_ptr->pval != j_ptr->pval) && (o_ptr->tval != TV_WAND) && (o_ptr->tval != TV_ROD)) return (0);
1148 /* Require many identical values */
1149 if (o_ptr->to_h != j_ptr->to_h) return (0);
1150 if (o_ptr->to_d != j_ptr->to_d) return (0);
1151 if (o_ptr->to_a != j_ptr->to_a) return (0);
1153 /* Require identical "artifact" names */
1154 if (o_ptr->name1 != j_ptr->name1) return (0);
1156 /* Require identical "ego-item" names */
1157 if (o_ptr->name2 != j_ptr->name2) return (0);
1159 /* Random artifacts don't stack !*/
1160 if (o_ptr->art_name || j_ptr->art_name) return (0);
1162 /* Hack -- Identical art_flags! */
1163 if ((o_ptr->art_flags1 != j_ptr->art_flags1) ||
1164 (o_ptr->art_flags2 != j_ptr->art_flags2) ||
1165 (o_ptr->art_flags3 != j_ptr->art_flags3))
1168 /* Hack -- Never stack "powerful" items */
1169 if (o_ptr->xtra1 || j_ptr->xtra1) return (0);
1171 /* Hack -- Never stack recharging items */
1172 if (o_ptr->timeout || j_ptr->timeout) return (0);
1174 /* Require many identical values */
1175 if (o_ptr->ac != j_ptr->ac) return (0);
1176 if (o_ptr->dd != j_ptr->dd) return (0);
1177 if (o_ptr->ds != j_ptr->ds) return (0);
1179 /* Hack -- Never stack chests */
1180 if (o_ptr->tval == TV_CHEST) return (0);
1181 if (o_ptr->tval == TV_STATUE) return (0);
1182 if (o_ptr->tval == TV_CAPTURE) return (0);
1184 /* Require matching discounts */
1185 if (o_ptr->discount != j_ptr->discount) return (0);
1187 /* They match, so they must be similar */
1193 * Allow a store item to absorb another item
1195 static void store_object_absorb(object_type *o_ptr, object_type *j_ptr)
1197 int total = o_ptr->number + j_ptr->number;
1199 /* Combine quantity, lose excess items */
1200 o_ptr->number = (total > 99) ? 99 : total;
1202 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) together. -LM- */
1203 if (o_ptr->tval == TV_ROD)
1205 o_ptr->pval += j_ptr->pval;
1208 /* Hack -- if wands are stacking, combine the charges. -LM- */
1209 if (o_ptr->tval == TV_WAND)
1211 o_ptr->pval += j_ptr->pval;
1217 * Check to see if the shop will be carrying too many objects -RAK-
1218 * Note that the shop, just like a player, will not accept things
1219 * it cannot hold. Before, one could "nuke" potions this way.
1221 static bool store_check_num(object_type *o_ptr)
1226 /* Free space is always usable */
1228 * ¥ª¥×¥·¥ç¥ó powerup_home ¤¬ÀßÄꤵ¤ì¤Æ¤¤¤ë¤È
1229 * ²æ¤¬²È¤¬ 20 ¥Ú¡¼¥¸¤Þ¤Ç»È¤¨¤ë
1231 if ((cur_store_num == STORE_HOME) && ( powerup_home == FALSE )) {
1232 if (st_ptr->stock_num < ((st_ptr->stock_size) / 10)) {
1237 if (st_ptr->stock_num < st_ptr->stock_size) {
1242 /* The "home" acts like the player */
1243 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
1245 /* Check all the items */
1246 for (i = 0; i < st_ptr->stock_num; i++)
1248 /* Get the existing item */
1249 j_ptr = &st_ptr->stock[i];
1251 /* Can the new object be combined with the old one? */
1252 if (object_similar(j_ptr, o_ptr)) return (TRUE);
1256 /* Normal stores do special stuff */
1259 /* Check all the items */
1260 for (i = 0; i < st_ptr->stock_num; i++)
1262 /* Get the existing item */
1263 j_ptr = &st_ptr->stock[i];
1265 /* Can the new object be combined with the old one? */
1266 if (store_object_similar(j_ptr, o_ptr)) return (TRUE);
1270 /* But there was no room at the inn... */
1275 static bool is_blessed(object_type *o_ptr)
1278 object_flags(o_ptr, &f1, &f2, &f3);
1279 if (f3 & TR3_BLESSED) return (TRUE);
1280 else return (FALSE);
1286 * Determine if the current store will purchase the given item
1288 * Note that a shop-keeper must refuse to buy "worthless" items
1290 static bool store_will_buy(object_type *o_ptr)
1292 /* Hack -- The Home is simple */
1293 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) return (TRUE);
1295 /* Switch on the store */
1296 switch (cur_store_num)
1301 /* Analyze the type */
1302 switch (o_ptr->tval)
1314 case TV_BOTTLE: /* 'Green', recycling Angband */
1329 /* Analyze the type */
1330 switch (o_ptr->tval)
1351 /* Analyze the type */
1352 switch (o_ptr->tval)
1361 case TV_HISSATSU_BOOK:
1365 if(o_ptr->sval == SV_WIZSTAFF) return (FALSE);
1377 /* Analyze the type */
1378 switch (o_ptr->tval)
1390 monster_race *r_ptr = &r_info[o_ptr->pval];
1393 if (!(r_ptr->flags3 & RF3_EVIL))
1396 if (r_ptr->flags3 & RF3_GOOD) break;
1398 /* Accept animals */
1399 if (r_ptr->flags3 & RF3_ANIMAL) break;
1402 if (strchr("?!", r_ptr->d_char)) break;
1408 if (is_blessed(o_ptr)) break;
1417 case STORE_ALCHEMIST:
1419 /* Analyze the type */
1420 switch (o_ptr->tval)
1434 /* Analyze the type */
1435 switch (o_ptr->tval)
1437 case TV_SORCERY_BOOK:
1438 case TV_NATURE_BOOK:
1442 case TV_ARCANE_BOOK:
1443 case TV_ENCHANT_BOOK:
1444 case TV_DAEMON_BOOK:
1457 if(o_ptr->sval == SV_WIZSTAFF) break;
1458 else return (FALSE);
1465 /* Bookstore Shop */
1468 /* Analyze the type */
1469 switch (o_ptr->tval)
1471 case TV_SORCERY_BOOK:
1472 case TV_NATURE_BOOK:
1477 case TV_ARCANE_BOOK:
1478 case TV_ENCHANT_BOOK:
1479 case TV_DAEMON_BOOK:
1489 /* XXX XXX XXX Ignore "worthless" items */
1490 if (object_value(o_ptr) <= 0) return (FALSE);
1499 * Add the item "o_ptr" to the inventory of the "Home"
1501 * In all cases, return the slot (or -1) where the object was placed
1503 * Note that this is a hacked up version of "inven_carry()".
1505 * Also note that it may not correctly "adapt" to "knowledge" bacoming
1506 * known, the player may have to pick stuff up and drop it again.
1508 static int home_carry(object_type *o_ptr)
1511 s32b value, j_value;
1516 /* Check each existing item (try to combine) */
1517 for (slot = 0; slot < st_ptr->stock_num; slot++)
1519 /* Get the existing item */
1520 j_ptr = &st_ptr->stock[slot];
1522 /* The home acts just like the player */
1523 if (object_similar(j_ptr, o_ptr))
1525 /* Save the new number of items */
1526 object_absorb(j_ptr, o_ptr);
1535 * ±£¤·µ¡Ç½: ¥ª¥×¥·¥ç¥ó powerup_home ¤¬ÀßÄꤵ¤ì¤Æ¤¤¤ë¤È
1536 * ²æ¤¬²È¤¬ 20 ¥Ú¡¼¥¸¤Þ¤Ç»È¤¨¤ë
1539 if ( powerup_home == TRUE) {
1540 if (st_ptr->stock_num >= st_ptr->stock_size) {
1545 if (st_ptr->stock_num >= ((st_ptr->stock_size) / 10)) {
1551 /* Determine the "value" of the item */
1552 value = object_value(o_ptr);
1554 /* Check existing slots to see if we must "slide" */
1555 for (slot = 0; slot < st_ptr->stock_num; slot++)
1558 j_ptr = &st_ptr->stock[slot];
1560 /* Hack -- readable books always come first */
1561 if ((o_ptr->tval == mp_ptr->spell_book) &&
1562 (j_ptr->tval != mp_ptr->spell_book)) break;
1563 if ((j_ptr->tval == mp_ptr->spell_book) &&
1564 (o_ptr->tval != mp_ptr->spell_book)) continue;
1566 /* Objects sort by decreasing type */
1567 if (o_ptr->tval > j_ptr->tval) break;
1568 if (o_ptr->tval < j_ptr->tval) continue;
1570 /* Can happen in the home */
1571 if (!object_aware_p(o_ptr)) continue;
1572 if (!object_aware_p(j_ptr)) break;
1574 /* Objects sort by increasing sval */
1575 if (o_ptr->sval < j_ptr->sval) break;
1576 if (o_ptr->sval > j_ptr->sval) continue;
1578 /* Objects in the home can be unknown */
1579 if (!object_known_p(o_ptr)) continue;
1580 if (!object_known_p(j_ptr)) break;
1583 * Hack: otherwise identical rods sort by
1584 * increasing recharge time --dsb
1586 if (o_ptr->tval == TV_ROD)
1588 if (o_ptr->pval < j_ptr->pval) break;
1589 if (o_ptr->pval > j_ptr->pval) continue;
1591 if ((o_ptr->tval == TV_CORPSE) || (o_ptr->tval == TV_FIGURINE) || (o_ptr->tval == TV_STATUE))
1593 if (r_info[o_ptr->pval].level < r_info[j_ptr->pval].level) break;
1594 if ((r_info[o_ptr->pval].level == r_info[j_ptr->pval].level) && (o_ptr->pval < j_ptr->pval)) break;
1597 /* Objects sort by decreasing value */
1598 j_value = object_value(j_ptr);
1599 if (value > j_value) break;
1600 if (value < j_value) continue;
1603 /* Slide the others up */
1604 for (i = st_ptr->stock_num; i > slot; i--)
1606 st_ptr->stock[i] = st_ptr->stock[i-1];
1609 /* More stuff now */
1610 st_ptr->stock_num++;
1612 /* Insert the new item */
1613 st_ptr->stock[slot] = *o_ptr;
1615 chg_virtue(V_SACRIFICE, -1);
1617 /* Return the location */
1623 * Add the item "o_ptr" to a real stores inventory.
1625 * If the item is "worthless", it is thrown away (except in the home).
1627 * If the item cannot be combined with an object already in the inventory,
1628 * make a new slot for it, and calculate its "per item" price. Note that
1629 * this price will be negative, since the price will not be "fixed" yet.
1630 * Adding an item to a "fixed" price stack will not change the fixed price.
1632 * In all cases, return the slot (or -1) where the object was placed
1634 static int store_carry(object_type *o_ptr)
1637 s32b value, j_value;
1641 /* Evaluate the object */
1642 value = object_value(o_ptr);
1644 /* Cursed/Worthless items "disappear" when sold */
1645 if (value <= 0) return (-1);
1647 /* All store items are fully *identified* */
1648 o_ptr->ident |= IDENT_MENTAL;
1650 /* Erase the inscription */
1651 o_ptr->inscription = 0;
1653 /* Erase the "feeling" */
1654 o_ptr->feeling = FEEL_NONE;
1656 /* Check each existing item (try to combine) */
1657 for (slot = 0; slot < st_ptr->stock_num; slot++)
1659 /* Get the existing item */
1660 j_ptr = &st_ptr->stock[slot];
1662 /* Can the existing items be incremented? */
1663 if (store_object_similar(j_ptr, o_ptr))
1665 /* Hack -- extra items disappear */
1666 store_object_absorb(j_ptr, o_ptr);
1674 if (st_ptr->stock_num >= st_ptr->stock_size) return (-1);
1677 /* Check existing slots to see if we must "slide" */
1678 for (slot = 0; slot < st_ptr->stock_num; slot++)
1681 j_ptr = &st_ptr->stock[slot];
1683 /* Objects sort by decreasing type */
1684 if (o_ptr->tval > j_ptr->tval) break;
1685 if (o_ptr->tval < j_ptr->tval) continue;
1687 /* Objects sort by increasing sval */
1688 if (o_ptr->sval < j_ptr->sval) break;
1689 if (o_ptr->sval > j_ptr->sval) continue;
1692 * Hack: otherwise identical rods sort by
1693 * increasing recharge time --dsb
1695 if (o_ptr->tval == TV_ROD)
1697 if (o_ptr->pval < j_ptr->pval) break;
1698 if (o_ptr->pval > j_ptr->pval) continue;
1701 /* Evaluate that slot */
1702 j_value = object_value(j_ptr);
1704 /* Objects sort by decreasing value */
1705 if (value > j_value) break;
1706 if (value < j_value) continue;
1709 /* Slide the others up */
1710 for (i = st_ptr->stock_num; i > slot; i--)
1712 st_ptr->stock[i] = st_ptr->stock[i-1];
1715 /* More stuff now */
1716 st_ptr->stock_num++;
1718 /* Insert the new item */
1719 st_ptr->stock[slot] = *o_ptr;
1721 /* Return the location */
1727 * Increase, by a given amount, the number of a certain item
1728 * in a certain store. This can result in zero items.
1730 static void store_item_increase(int item, int num)
1736 o_ptr = &st_ptr->stock[item];
1738 /* Verify the number */
1739 cnt = o_ptr->number + num;
1740 if (cnt > 255) cnt = 255;
1741 else if (cnt < 0) cnt = 0;
1742 num = cnt - o_ptr->number;
1744 /* Save the new number */
1745 o_ptr->number += num;
1750 * Remove a slot if it is empty
1752 static void store_item_optimize(int item)
1758 o_ptr = &st_ptr->stock[item];
1761 if (!o_ptr->k_idx) return;
1763 /* Must have no items */
1764 if (o_ptr->number) return;
1767 st_ptr->stock_num--;
1769 /* Slide everyone */
1770 for (j = item; j < st_ptr->stock_num; j++)
1772 st_ptr->stock[j] = st_ptr->stock[j + 1];
1775 /* Nuke the final slot */
1776 object_wipe(&st_ptr->stock[j]);
1781 * This function will keep 'crap' out of the black market.
1782 * Crap is defined as any item that is "available" elsewhere
1783 * Based on a suggestion by "Lee Vogt" <lvogt@cig.mcel.mot.com>
1785 static bool black_market_crap(object_type *o_ptr)
1789 /* Ego items are never crap */
1790 if (o_ptr->name2) return (FALSE);
1792 /* Good items are never crap */
1793 if (o_ptr->to_a > 0) return (FALSE);
1794 if (o_ptr->to_h > 0) return (FALSE);
1795 if (o_ptr->to_d > 0) return (FALSE);
1797 /* Check all stores */
1798 for (i = 0; i < MAX_STORES; i++)
1800 if (i == STORE_HOME) continue;
1801 if (i == STORE_MUSEUM) continue;
1803 /* Check every item in the store */
1804 for (j = 0; j < town[p_ptr->town_num].store[i].stock_num; j++)
1806 object_type *j_ptr = &town[p_ptr->town_num].store[i].stock[j];
1808 /* Duplicate item "type", assume crappy */
1809 if (o_ptr->k_idx == j_ptr->k_idx) return (TRUE);
1819 * Attempt to delete (some of) a random item from the store
1820 * Hack -- we attempt to "maintain" piles of items when possible.
1822 static void store_delete(void)
1826 /* Pick a random slot */
1827 what = rand_int(st_ptr->stock_num);
1829 /* Determine how many items are here */
1830 num = st_ptr->stock[what].number;
1832 /* Hack -- sometimes, only destroy half the items */
1833 if (rand_int(100) < 50) num = (num + 1) / 2;
1835 /* Hack -- sometimes, only destroy a single item */
1836 if (rand_int(100) < 50) num = 1;
1838 /* Hack -- decrement the maximum timeouts and total charges of rods and wands. -LM- */
1839 if ((st_ptr->stock[what].tval == TV_ROD) || (st_ptr->stock[what].tval == TV_WAND))
1841 st_ptr->stock[what].pval -= num * st_ptr->stock[what].pval / st_ptr->stock[what].number;
1844 /* Actually destroy (part of) the item */
1845 store_item_increase(what, -num);
1846 store_item_optimize(what);
1851 * Creates a random item and gives it to a store
1852 * This algorithm needs to be rethought. A lot.
1853 * Currently, "normal" stores use a pre-built array.
1855 * Note -- the "level" given to "obj_get_num()" is a "favored"
1856 * level, that is, there is a much higher chance of getting
1857 * items with a level approaching that of the given level...
1859 * Should we check for "permission" to have the given item?
1861 static void store_create(void)
1863 int i, tries, level;
1869 /* Paranoia -- no room left */
1870 if (st_ptr->stock_num >= st_ptr->stock_size) return;
1873 /* Hack -- consider up to four items */
1874 for (tries = 0; tries < 4; tries++)
1877 if (cur_store_num == STORE_BLACK)
1879 /* Pick a level for object/magic */
1880 level = 25 + rand_int(25);
1882 /* Random item (usually of given level) */
1883 i = get_obj_num(level);
1885 /* Handle failure */
1892 /* Hack -- Pick an item to sell */
1893 i = st_ptr->table[rand_int(st_ptr->table_num)];
1895 /* Hack -- fake level for apply_magic() */
1896 level = rand_range(1, STORE_OBJ_LEVEL);
1900 /* Get local object */
1903 /* Create a new object of the chosen kind */
1904 object_prep(q_ptr, i);
1906 /* Apply some "low-level" magic (no artifacts) */
1907 apply_magic(q_ptr, level, FALSE, FALSE, FALSE, FALSE);
1909 /* Require valid object */
1910 if (!store_will_buy(q_ptr)) continue;
1912 /* Hack -- Charge lite's */
1913 if (q_ptr->tval == TV_LITE)
1915 if (q_ptr->sval == SV_LITE_TORCH) q_ptr->xtra4 = FUEL_TORCH / 2;
1916 if (q_ptr->sval == SV_LITE_LANTERN) q_ptr->xtra4 = FUEL_LAMP / 2;
1920 /* The item is "known" */
1921 object_known(q_ptr);
1923 /* Mark it storebought */
1924 q_ptr->ident |= IDENT_STOREB;
1926 /* Mega-Hack -- no chests in stores */
1927 if (q_ptr->tval == TV_CHEST) continue;
1929 /* Prune the black market */
1930 if (cur_store_num == STORE_BLACK)
1932 /* Hack -- No "crappy" items */
1933 if (black_market_crap(q_ptr)) continue;
1935 /* Hack -- No "cheap" items */
1936 if (object_value(q_ptr) < 10) continue;
1938 /* No "worthless" items */
1939 /* if (object_value(q_ptr) <= 0) continue; */
1942 /* Prune normal stores */
1945 /* No "worthless" items */
1946 if (object_value(q_ptr) <= 0) continue;
1950 /* Mass produce and/or Apply discount */
1951 mass_produce(q_ptr);
1953 /* Attempt to carry the (known) item */
1954 (void)store_carry(q_ptr);
1956 /* Definitely done */
1964 * Eliminate need to bargain if player has haggled well in the past
1966 static bool noneedtobargain(s32b minprice)
1968 s32b good = st_ptr->good_buy;
1969 s32b bad = st_ptr->bad_buy;
1971 /* Cheap items are "boring" */
1972 if (minprice < 10L) return (TRUE);
1974 /* Perfect haggling */
1975 if (good == MAX_SHORT) return (TRUE);
1977 /* Reward good haggles, punish bad haggles, notice price */
1978 if (good > ((3 * bad) + (5 + (minprice/50)))) return (TRUE);
1980 /* Return the flag */
1986 * Update the bargain info
1988 static void updatebargain(s32b price, s32b minprice, int num)
1990 /* Hack -- auto-haggle */
1991 if (!manual_haggle) return;
1993 /* Cheap items are "boring" */
1994 if ((minprice/num) < 10L) return;
1996 /* Count the successful haggles */
1997 if (price == minprice)
1999 /* Just count the good haggles */
2000 if (st_ptr->good_buy < MAX_SHORT)
2006 /* Count the failed haggles */
2009 /* Just count the bad haggles */
2010 if (st_ptr->bad_buy < MAX_SHORT)
2020 * Re-displays a single store entry
2022 static void display_entry(int pos)
2028 char o_name[MAX_NLEN];
2035 o_ptr = &st_ptr->stock[pos];
2037 /* Get the "offset" */
2040 /* Label it, clear the line --(-- */
2041 (void)sprintf(out_val, "%c) ", I2A(i));
2042 prt(out_val, i+6, 0);
2044 if (show_item_graph)
2046 byte a = object_attr(o_ptr);
2047 char c = object_char(o_ptr);
2054 Term_draw(3, i + 6, a, c);
2057 /* Describe an item in the home */
2058 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
2062 /* Leave room for weights, if necessary -DRS- */
2063 if (show_weights) maxwid -= 10;
2065 /* Describe the object */
2066 object_desc(o_name, o_ptr, TRUE, 3);
2067 o_name[maxwid] = '\0';
2068 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, show_item_graph ? 5 : 3);
2073 /* Only show the weight of an individual item */
2074 int wgt = o_ptr->weight;
2076 sprintf(out_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
2077 put_str(out_val, i+6, 67);
2079 (void)sprintf(out_val, "%3d.%d lb", wgt / 10, wgt % 10);
2080 put_str(out_val, i+6, 68);
2086 /* Describe an item (fully) in a store */
2089 /* Must leave room for the "price" */
2092 /* Leave room for weights, if necessary -DRS- */
2093 if (show_weights) maxwid -= 7;
2095 /* Describe the object (fully) */
2096 object_desc_store(o_name, o_ptr, TRUE, 3);
2097 o_name[maxwid] = '\0';
2098 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, show_item_graph ? 5 : 3);
2103 /* Only show the weight of an individual item */
2104 int wgt = o_ptr->weight;
2106 sprintf(out_val, "%3d.%1d", lbtokg1(wgt) , lbtokg2(wgt) );
2107 put_str(out_val, i+6, 60);
2109 (void)sprintf(out_val, "%3d.%d", wgt / 10, wgt % 10);
2110 put_str(out_val, i+6, 61);
2115 /* Display a "fixed" cost */
2116 if (o_ptr->ident & (IDENT_FIXED))
2118 /* Extract the "minimum" price */
2119 x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2121 /* Actually draw the price (not fixed) */
2123 (void)sprintf(out_val, "%9ld¸Ç", (long)x);
2125 (void)sprintf(out_val, "%9ld F", (long)x);
2128 put_str(out_val, i+6, 68);
2131 /* Display a "taxed" cost */
2132 else if (!manual_haggle)
2134 /* Extract the "minimum" price */
2135 x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2137 /* Hack -- Apply Sales Tax if needed */
2138 if (!noneedtobargain(x)) x += x / 10;
2140 /* Actually draw the price (with tax) */
2141 (void)sprintf(out_val, "%9ld ", (long)x);
2142 put_str(out_val, i+6, 68);
2145 /* Display a "haggle" cost */
2148 /* Extrect the "maximum" price */
2149 x = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
2151 /* Actually draw the price (not fixed) */
2152 (void)sprintf(out_val, "%9ld ", (long)x);
2153 put_str(out_val, i+6, 68);
2160 * Displays a store's inventory -RAK-
2161 * All prices are listed as "per individual object". -BEN-
2163 static void display_inventory(void)
2167 /* Display the next 12 items */
2168 for (k = 0; k < 12; k++)
2170 /* Do not display "dead" items */
2171 if (store_top + k >= st_ptr->stock_num) break;
2173 /* Display that line */
2174 display_entry(store_top + k);
2177 /* Erase the extra lines and the "more" prompt */
2178 for (i = k; i < 13; i++) prt("", i + 6, 0);
2180 /* Assume "no current page" */
2182 put_str(" ", 5, 20);
2184 put_str(" ", 5, 20);
2188 /* Visual reminder of "more items" */
2189 if (st_ptr->stock_num > 12)
2191 /* Show "more" reminder (after the last item) */
2193 prt("-³¤¯-", k + 6, 3);
2195 prt("-more-", k + 6, 3);
2199 /* Indicate the "current page" */
2201 put_str(format("(%d¥Ú¡¼¥¸)", store_top/12 + 1), 5, 20);
2203 put_str(format("(Page %d)", store_top/12 + 1), 5, 20);
2211 * Displays players gold -RAK-
2213 static void store_prt_gold(void)
2218 prt("¼ê»ý¤Á¤Î¤ª¶â: ", 19, 53);
2220 prt("Gold Remaining: ", 19, 53);
2224 sprintf(out_val, "%9ld", (long)p_ptr->au);
2225 prt(out_val, 19, 68);
2230 * Displays store (after clearing screen) -RAK-
2232 static void display_store(void)
2240 /* The "Home" is special */
2241 if (cur_store_num == STORE_HOME)
2243 /* Put the owner name */
2245 put_str("²æ¤¬²È", 3, 31);
2247 put_str("Your Home", 3, 30);
2251 /* Label the item descriptions */
2253 put_str("¥¢¥¤¥Æ¥à¤Î°ìÍ÷", 5, 4);
2255 put_str("Item Description", 5, 3);
2259 /* If showing weights, show label */
2263 put_str("½Å¤µ", 5, 72);
2265 put_str("Weight", 5, 70);
2271 /* The "Home" is special */
2272 else if (cur_store_num == STORE_MUSEUM)
2274 /* Put the owner name */
2276 put_str("Çîʪ´Û", 3, 31);
2278 put_str("Museum", 3, 30);
2282 /* Label the item descriptions */
2284 put_str("¥¢¥¤¥Æ¥à¤Î°ìÍ÷", 5, 4);
2286 put_str("Item Description", 5, 3);
2290 /* If showing weights, show label */
2294 put_str("½Å¤µ", 5, 72);
2296 put_str("Weight", 5, 70);
2305 cptr store_name = (f_name + f_info[FEAT_SHOP_HEAD + cur_store_num].name);
2306 cptr owner_name = (ot_ptr->owner_name);
2307 cptr race_name = race_info[ot_ptr->owner_race].title;
2309 /* Put the owner name and race */
2310 sprintf(buf, "%s (%s)", owner_name, race_name);
2311 put_str(buf, 3, 10);
2313 /* Show the max price in the store (above prices) */
2314 sprintf(buf, "%s (%ld)", store_name, (long)(ot_ptr->max_cost));
2317 /* Label the item descriptions */
2319 put_str("¾¦ÉʤΰìÍ÷", 5, 7);
2321 put_str("Item Description", 5, 3);
2325 /* If showing weights, show label */
2329 put_str("½Å¤µ", 5, 62);
2331 put_str("Weight", 5, 60);
2336 /* Label the asking price (in stores) */
2338 put_str("²Á³Ê", 5, 73);
2340 put_str("Price", 5, 72);
2345 /* Display the current gold */
2348 /* Draw in the inventory */
2349 display_inventory();
2355 * Get the ID of a store item and return its value -RAK-
2357 static int get_stock(int *com_val, cptr pmt, int i, int j)
2363 #ifdef ALLOW_REPEAT /* TNB */
2365 /* Get the item index */
2366 if (repeat_pull(com_val))
2368 /* Verify the item */
2369 if ((*com_val >= i) && (*com_val <= j))
2376 #endif /* ALLOW_REPEAT -- TNB */
2378 /* Paranoia XXX XXX XXX */
2382 /* Assume failure */
2385 /* Build the prompt */
2387 (void)sprintf(out_val, "(%s:%c-%c, ESC¤ÇÃæÃÇ) %s",
2388 (((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) ? "¥¢¥¤¥Æ¥à" : "¾¦ÉÊ"),
2389 I2A(i), I2A(j), pmt);
2391 (void)sprintf(out_val, "(Items %c-%c, ESC to exit) %s",
2392 I2A(i), I2A(j), pmt);
2396 /* Ask until done */
2402 if (!get_com(out_val, &command, FALSE)) break;
2405 k = (islower(command) ? A2I(command) : -1);
2407 /* Legal responses */
2408 if ((k >= i) && (k <= j))
2418 /* Clear the prompt */
2422 if (command == ESCAPE) return (FALSE);
2424 #ifdef ALLOW_REPEAT /* TNB */
2426 repeat_push(*com_val);
2428 #endif /* ALLOW_REPEAT -- TNB */
2436 * Increase the insult counter and get angry if too many -RAK-
2438 static int increase_insults(void)
2440 /* Increase insults */
2441 st_ptr->insult_cur++;
2443 /* Become insulted */
2444 if (st_ptr->insult_cur > ot_ptr->insult_max)
2450 st_ptr->insult_cur = 0;
2451 st_ptr->good_buy = 0;
2452 st_ptr->bad_buy = 0;
2455 st_ptr->store_open = turn + 25000 + randint(25000);
2467 * Decrease insults -RAK-
2469 static void decrease_insults(void)
2471 /* Decrease insults */
2472 if (st_ptr->insult_cur) st_ptr->insult_cur--;
2477 * Have insulted while haggling -RAK-
2479 static int haggle_insults(void)
2481 /* Increase insults */
2482 if (increase_insults()) return (TRUE);
2484 /* Display and flush insult */
2493 * Mega-Hack -- Enable "increments"
2495 static bool allow_inc = FALSE;
2498 * Mega-Hack -- Last "increment" during haggling
2500 static s32b last_inc = 0L;
2506 static int get_haggle(cptr pmt, s32b *poffer, s32b price, int final)
2516 /* Clear old increment if necessary */
2517 if (!allow_inc) last_inc = 0L;
2524 sprintf(buf, "%s [¾µÂú] ", pmt);
2526 sprintf(buf, "%s [accept] ", pmt);
2531 /* Old (negative) increment, and not final */
2532 else if (last_inc < 0)
2535 sprintf(buf, "%s [-$%ld] ", pmt, (long)(ABS(last_inc)));
2537 sprintf(buf, "%s [-%ld] ", pmt, (long)(ABS(last_inc)));
2542 /* Old (positive) increment, and not final */
2543 else if (last_inc > 0)
2546 sprintf(buf, "%s [+$%ld] ", pmt, (long)(ABS(last_inc)));
2548 sprintf(buf, "%s [+%ld] ", pmt, (long)(ABS(last_inc)));
2556 sprintf(buf, "%s ", pmt);
2560 /* Paranoia XXX XXX XXX */
2564 /* Ask until done */
2568 strcpy(out_val, "");
2570 /* Ask the user for a response */
2571 if (!get_string(buf, out_val, 32)) return (FALSE);
2573 /* Skip leading spaces */
2574 for (p = out_val; *p == ' '; p++) /* loop */;
2576 /* Empty response */
2579 /* Accept current price */
2587 /* Use previous increment */
2588 if (allow_inc && last_inc)
2590 *poffer += last_inc;
2595 /* Normal response */
2598 /* Extract a number */
2601 /* Handle "incremental" number */
2602 if ((*p == '+' || *p == '-'))
2604 /* Allow increments */
2607 /* Use the given "increment" */
2614 /* Handle normal number */
2617 /* Use the given "number" */
2626 msg_print("Ãͤ¬¤ª¤«¤·¤¤¤Ç¤¹¡£");
2628 msg_print("Invalid response.");
2640 * Receive an offer (from the player)
2642 * Return TRUE if offer is NOT okay
2644 static bool receive_offer(cptr pmt, s32b *poffer,
2645 s32b last_offer, int factor,
2646 s32b price, int final)
2648 /* Haggle till done */
2651 /* Get a haggle (or cancel) */
2652 if (!get_haggle(pmt, poffer, price, final)) return (TRUE);
2654 /* Acceptable offer */
2655 if (((*poffer) * factor) >= (last_offer * factor)) break;
2657 /* Insult, and check for kicked out */
2658 if (haggle_insults()) return (TRUE);
2660 /* Reject offer (correctly) */
2661 (*poffer) = last_offer;
2670 * Haggling routine -RAK-
2672 * Return TRUE if purchase is NOT successful
2674 static bool purchase_haggle(object_type *o_ptr, s32b *price)
2676 s32b cur_ask, final_ask;
2677 s32b last_offer, offer;
2679 s32b min_per, max_per;
2680 int flag, loop_flag, noneed;
2681 int annoyed = 0, final = FALSE;
2683 bool cancel = FALSE;
2686 cptr pmt = "Ä󼨲Á³Ê";
2688 cptr pmt = "Asking";
2698 /* Extract the starting offer and the final offer */
2699 cur_ask = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
2700 final_ask = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2702 /* Determine if haggling is necessary */
2703 noneed = noneedtobargain(final_ask);
2705 /* No need to haggle */
2706 if (noneed || !manual_haggle)
2708 /* No need to haggle */
2711 /* Message summary */
2713 msg_print("·ë¶É¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2715 msg_print("You eventually agree upon the price.");
2721 /* No haggle option */
2724 /* Message summary */
2726 msg_print("¤¹¤ó¤Ê¤ê¤È¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2728 msg_print("You quickly agree upon the price.");
2733 /* Apply Sales Tax */
2734 final_ask += final_ask / 10;
2738 cur_ask = final_ask;
2740 /* Go to final offer */
2742 pmt = "ºÇ½ªÄ󼨲Á³Ê";
2744 pmt = "Final Offer";
2751 /* Haggle for the whole pile */
2752 cur_ask *= o_ptr->number;
2753 final_ask *= o_ptr->number;
2756 /* Haggle parameters */
2757 min_per = ot_ptr->haggle_per;
2758 max_per = min_per * 3;
2760 /* Mega-Hack -- artificial "last offer" value */
2761 last_offer = object_value(o_ptr) * o_ptr->number;
2762 last_offer = last_offer * (200 - (int)(ot_ptr->max_inflate)) / 100L;
2763 if (last_offer <= 0) last_offer = 1;
2768 /* No incremental haggling yet */
2771 /* Haggle until done */
2772 for (flag = FALSE; !flag; )
2776 while (!flag && loop_flag)
2778 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
2779 put_str(out_val, 1, 0);
2781 cancel = receive_offer("Ä󼨤¹¤ë¶â³Û? ",
2783 cancel = receive_offer("What do you offer? ",
2786 &offer, last_offer, 1, cur_ask, final);
2792 else if (offer > cur_ask)
2797 else if (offer == cur_ask)
2810 x1 = 100 * (offer - last_offer) / (cur_ask - last_offer);
2813 if (haggle_insults())
2819 else if (x1 > max_per)
2822 if (x1 < max_per) x1 = max_per;
2824 x2 = rand_range(x1-2, x1+2);
2825 x3 = ((cur_ask - offer) * x2 / 100L) + 1;
2826 /* don't let the price go up */
2831 if (cur_ask < final_ask)
2834 cur_ask = final_ask;
2836 pmt = "ºÇ½ªÄ󼨲Á³Ê";
2838 pmt = "Final Offer";
2844 (void)(increase_insults());
2849 else if (offer >= cur_ask)
2861 (void)sprintf(out_val, "Á°²ó¤ÎÄ󼨶â³Û: $%ld",
2863 (void)sprintf(out_val, "Your last offer: %ld",
2867 put_str(out_val, 1, 39);
2868 say_comment_2(cur_ask, annoyed);
2874 if (cancel) return (TRUE);
2876 /* Update bargaining info */
2877 updatebargain(*price, final_ask, o_ptr->number);
2885 * Haggling routine -RAK-
2887 * Return TRUE if purchase is NOT successful
2889 static bool sell_haggle(object_type *o_ptr, s32b *price)
2891 s32b purse, cur_ask, final_ask;
2892 s32b last_offer = 0, offer = 0;
2894 s32b min_per, max_per;
2895 int flag, loop_flag, noneed;
2896 int annoyed = 0, final = FALSE;
2897 bool cancel = FALSE;
2899 cptr pmt = "Ä󼨶â³Û";
2910 /* Obtain the starting offer and the final offer */
2911 cur_ask = price_item(o_ptr, ot_ptr->max_inflate, TRUE);
2912 final_ask = price_item(o_ptr, ot_ptr->min_inflate, TRUE);
2914 /* Determine if haggling is necessary */
2915 noneed = noneedtobargain(final_ask);
2917 /* Get the owner's payout limit */
2918 purse = (s32b)(ot_ptr->max_cost);
2920 /* No need to haggle */
2921 if (noneed || !manual_haggle || (final_ask >= purse))
2923 /* No reason to haggle */
2924 if (final_ask >= purse)
2928 msg_print("¨ºÂ¤Ë¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2930 msg_print("You instantly agree upon the price.");
2935 /* Offer full purse */
2939 /* No need to haggle */
2944 msg_print("·ë¶É¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2946 msg_print("You eventually agree upon the price.");
2952 /* No haggle option */
2955 /* Message summary */
2957 msg_print("¤¹¤ó¤Ê¤ê¤È¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2959 msg_print("You quickly agree upon the price.");
2964 /* Apply Sales Tax */
2965 final_ask -= final_ask / 10;
2969 cur_ask = final_ask;
2974 pmt = "ºÇ½ªÄ󼨶â³Û";
2976 pmt = "Final Offer";
2981 /* Haggle for the whole pile */
2982 cur_ask *= o_ptr->number;
2983 final_ask *= o_ptr->number;
2986 /* XXX XXX XXX Display commands */
2988 /* Haggling parameters */
2989 min_per = ot_ptr->haggle_per;
2990 max_per = min_per * 3;
2992 /* Mega-Hack -- artificial "last offer" value */
2993 last_offer = object_value(o_ptr) * o_ptr->number;
2994 last_offer = last_offer * ot_ptr->max_inflate / 100L;
2999 /* No incremental haggling yet */
3003 for (flag = FALSE; !flag; )
3009 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
3010 put_str(out_val, 1, 0);
3012 cancel = receive_offer("Ä󼨤¹¤ë²Á³Ê? ",
3014 cancel = receive_offer("What price do you ask? ",
3017 &offer, last_offer, -1, cur_ask, final);
3023 else if (offer < cur_ask)
3026 /* rejected, reset offer for incremental haggling */
3029 else if (offer == cur_ask)
3040 if (flag || !loop_flag) break;
3045 x1 = 100 * (last_offer - offer) / (last_offer - cur_ask);
3048 if (haggle_insults())
3054 else if (x1 > max_per)
3057 if (x1 < max_per) x1 = max_per;
3059 x2 = rand_range(x1-2, x1+2);
3060 x3 = ((offer - cur_ask) * x2 / 100L) + 1;
3061 /* don't let the price go down */
3065 if (cur_ask > final_ask)
3067 cur_ask = final_ask;
3070 pmt = "ºÇ½ªÄ󼨶â³Û";
3072 pmt = "Final Offer";
3080 /* Äɲà $0 ¤ÇÇ㤤¼è¤é¤ì¤Æ¤·¤Þ¤¦¤Î¤òËÉ»ß By FIRST*/
3083 (void)(increase_insults());
3086 else if (offer <= cur_ask)
3097 (void)sprintf(out_val,
3099 "Á°²ó¤ÎÄ󼨲Á³Ê $%ld", (long)last_offer);
3101 "Your last bid %ld", (long)last_offer);
3104 put_str(out_val, 1, 39);
3105 say_comment_3(cur_ask, annoyed);
3111 if (cancel) return (TRUE);
3113 /* Update bargaining info */
3114 updatebargain(*price, final_ask, o_ptr->number);
3122 * Buy an item from a store -RAK-
3124 static void store_purchase(void)
3136 char o_name[MAX_NLEN];
3141 if (cur_store_num == STORE_MUSEUM)
3144 msg_print("Çîʪ´Û¤«¤é¼è¤ê½Ð¤¹¤³¤È¤Ï¤Ç¤¤Þ¤»¤ó¡£");
3146 msg_print("Museum.");
3152 if (st_ptr->stock_num <= 0)
3154 if (cur_store_num == STORE_HOME)
3156 msg_print("²æ¤¬²È¤Ë¤Ï²¿¤âÃÖ¤¤¤Æ¤¢¤ê¤Þ¤»¤ó¡£");
3158 msg_print("Your home is empty.");
3163 msg_print("¸½ºß¾¦Éʤκ߸ˤòÀڤ餷¤Æ¤¤¤Þ¤¹¡£");
3165 msg_print("I am currently out of stock.");
3172 /* Find the number of objects on this and following pages */
3173 i = (st_ptr->stock_num - store_top);
3175 /* And then restrict it to the current page */
3180 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸ */
3181 switch( cur_store_num ) {
3183 sprintf(out_val, "¤É¤Î¥¢¥¤¥Æ¥à¤ò¼è¤ê¤Þ¤¹¤«? ");
3186 sprintf(out_val, "¤É¤ì? ");
3189 sprintf(out_val, "¤É¤ÎÉÊʪ¤¬Íߤ·¤¤¤ó¤À¤¤? ");
3193 if (cur_store_num == STORE_HOME)
3195 sprintf(out_val, "Which item do you want to take? ");
3199 sprintf(out_val, "Which item are you interested in? ");
3204 /* Get the item number to be bought */
3205 if (!get_stock(&item, out_val, 0, i - 1)) return;
3207 /* Get the actual index */
3208 item = item + store_top;
3210 /* Get the actual item */
3211 o_ptr = &st_ptr->stock[item];
3213 /* Assume the player wants just one of them */
3216 /* Get local object */
3219 /* Get a copy of the object */
3220 object_copy(j_ptr, o_ptr);
3223 * If a rod or wand, allocate total maximum timeouts or charges
3224 * between those purchased and left on the shelf.
3226 reduce_charges(j_ptr, o_ptr->number - amt);
3228 /* Modify quantity */
3229 j_ptr->number = amt;
3231 /* Hack -- require room in pack */
3232 if (!inven_carry_okay(j_ptr))
3235 msg_print("¤½¤ó¤Ê¤Ë¥¢¥¤¥Æ¥à¤ò»ý¤Æ¤Ê¤¤¡£");
3237 msg_print("You cannot carry that many different items.");
3243 /* Determine the "best" price (per item) */
3244 best = price_item(j_ptr, ot_ptr->min_inflate, FALSE);
3246 /* Find out how many the player wants */
3247 if (o_ptr->number > 1)
3249 /* Hack -- note cost of "fixed" items */
3250 if ((cur_store_num != STORE_HOME) &&
3251 (o_ptr->ident & IDENT_FIXED))
3254 msg_format("°ì¤Ä¤Ë¤Ä¤ $%ld¤Ç¤¹¡£", (long)(best));
3256 msg_format("That costs %ld gold per item.", (long)(best));
3261 /* Get a quantity */
3262 amt = get_quantity(NULL, o_ptr->number);
3264 /* Allow user abort */
3265 if (amt <= 0) return;
3268 /* Get local object */
3271 /* Get desired object */
3272 object_copy(j_ptr, o_ptr);
3275 * If a rod or wand, allocate total maximum timeouts or charges
3276 * between those purchased and left on the shelf.
3278 reduce_charges(j_ptr, o_ptr->number - amt);
3280 /* Modify quantity */
3281 j_ptr->number = amt;
3283 /* Hack -- require room in pack */
3284 if (!inven_carry_okay(j_ptr))
3287 msg_print("¥¶¥Ã¥¯¤Ë¤½¤Î¥¢¥¤¥Æ¥à¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£");
3289 msg_print("You cannot carry that many items.");
3295 /* Attempt to buy it */
3296 if (cur_store_num != STORE_HOME)
3298 /* Fixed price, quick buy */
3299 if (o_ptr->ident & (IDENT_FIXED))
3304 /* Go directly to the "best" deal */
3305 price = (best * j_ptr->number);
3311 /* Describe the object (fully) */
3312 object_desc_store(o_name, j_ptr, TRUE, 3);
3316 msg_format("%s(%c)¤ò¹ØÆþ¤¹¤ë¡£", o_name, I2A(item));
3318 msg_format("Buying %s (%c).", o_name, I2A(item));
3323 /* Haggle for a final price */
3324 choice = purchase_haggle(j_ptr, &price);
3326 /* Hack -- Got kicked out */
3327 if (st_ptr->store_open >= turn) return;
3330 /* Player wants it */
3333 /* Fix the item price (if "correctly" haggled) */
3334 if (price == (best * j_ptr->number)) o_ptr->ident |= (IDENT_FIXED);
3336 /* Player can afford it */
3337 if (p_ptr->au >= price)
3342 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
3343 chg_virtue(V_JUSTICE, -1);
3344 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
3345 chg_virtue(V_NATURE, -1);
3353 /* Spend the money */
3356 /* Update the display */
3359 /* Hack -- buying an item makes you aware of it */
3360 object_aware(j_ptr);
3362 /* Hack -- clear the "fixed" flag from the item */
3363 j_ptr->ident &= ~(IDENT_FIXED);
3365 /* Describe the transaction */
3366 object_desc(o_name, j_ptr, TRUE, 3);
3370 msg_format("%s¤ò $%ld¤Ç¹ØÆþ¤·¤Þ¤·¤¿¡£", o_name, (long)price);
3372 msg_format("You bought %s for %ld gold.", o_name, (long)price);
3375 strcpy(record_o_name, o_name);
3378 if (record_buy) do_cmd_write_nikki(NIKKI_BUY, 0, o_name);
3379 object_desc(o_name, o_ptr, TRUE, 0);
3380 if(record_rand_art && o_ptr->art_name)
3381 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
3383 /* Erase the inscription */
3384 j_ptr->inscription = 0;
3386 /* Erase the "feeling" */
3387 j_ptr->feeling = FEEL_NONE;
3388 j_ptr->ident &= ~(IDENT_STOREB);
3389 /* Give it to the player */
3390 item_new = inven_carry(j_ptr);
3392 /* Describe the final result */
3393 object_desc(o_name, &inventory[item_new], TRUE, 3);
3397 msg_format("%s(%c)¤ò¼ê¤ËÆþ¤ì¤¿¡£", o_name, index_to_label(item_new));
3399 msg_format("You have %s (%c).",
3400 o_name, index_to_label(item_new));
3404 /* Now, reduce the original stack's pval. */
3405 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3407 o_ptr->pval -= j_ptr->pval;
3413 /* Note how many slots the store used to have */
3414 i = st_ptr->stock_num;
3416 /* Remove the bought items from the store */
3417 store_item_increase(item, -amt);
3418 store_item_optimize(item);
3420 /* Store is empty */
3421 if (st_ptr->stock_num == 0)
3424 if (one_in_(STORE_SHUFFLE))
3429 msg_print("Ź¼ç¤Ï°úÂष¤¿¡£");
3431 msg_print("The shopkeeper retires.");
3435 /* Shuffle the store */
3436 store_shuffle(cur_store_num);
3439 sprintf(buf, "%s (%s)",
3440 ot_ptr->owner_name, race_info[ot_ptr->owner_race].title);
3441 put_str(buf, 3, 10);
3442 sprintf(buf, "%s (%ld)",
3443 (f_name + f_info[FEAT_SHOP_HEAD + cur_store_num].name), (long)(ot_ptr->max_cost));
3452 msg_print("Ź¼ç¤Ï¿·¤¿¤Êºß¸Ë¤ò¼è¤ê½Ð¤·¤¿¡£");
3454 msg_print("The shopkeeper brings out some new stock.");
3460 for (i = 0; i < 10; i++)
3462 /* Maintain the store */
3463 store_maint(p_ptr->town_num, cur_store_num);
3469 /* Redraw everything */
3470 display_inventory();
3473 /* The item is gone */
3474 else if (st_ptr->stock_num != i)
3476 /* Pick the correct screen */
3477 if (store_top >= st_ptr->stock_num) store_top -= 12;
3479 /* Redraw everything */
3480 display_inventory();
3483 /* Item is still here */
3486 /* Redraw the item */
3487 display_entry(item);
3491 /* Player cannot afford it */
3494 /* Simple message (no insult) */
3496 msg_print("¤ª¶â¤¬Â¤ê¤Þ¤»¤ó¡£");
3498 msg_print("You do not have enough gold.");
3505 /* Home is much easier */
3508 /* Distribute charges of wands/rods */
3509 distribute_charges(o_ptr, j_ptr, amt);
3511 /* Give it to the player */
3512 item_new = inven_carry(j_ptr);
3514 /* Describe just the result */
3515 object_desc(o_name, &inventory[item_new], TRUE, 3);
3519 msg_format("%s(%c)¤ò¼è¤Ã¤¿¡£",
3521 msg_format("You have %s (%c).",
3523 o_name, index_to_label(item_new));
3528 /* Take note if we take the last one */
3529 i = st_ptr->stock_num;
3531 /* Remove the items from the home */
3532 store_item_increase(item, -amt);
3533 store_item_optimize(item);
3535 /* Hack -- Item is still here */
3536 if (i == st_ptr->stock_num)
3538 /* Redraw the item */
3539 display_entry(item);
3542 /* The item is gone */
3546 if (st_ptr->stock_num == 0) store_top = 0;
3548 /* Nothing left on that screen */
3549 else if (store_top >= st_ptr->stock_num) store_top -= 12;
3551 /* Redraw everything */
3552 display_inventory();
3554 chg_virtue(V_SACRIFICE, 1);
3558 /* Not kicked out */
3564 * Sell an item to the store (or home)
3566 static void store_sell(void)
3572 s32b price, value, dummy;
3581 char o_name[MAX_NLEN];
3584 /* Prepare a prompt */
3585 if (cur_store_num == STORE_HOME)
3587 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÃÖ¤¤Þ¤¹¤«? ";
3589 q = "Drop which item? ";
3592 else if (cur_store_num == STORE_MUSEUM)
3594 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò´ó£¤·¤Þ¤¹¤«? ";
3596 q = "Give which item? ";
3601 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÇä¤ê¤Þ¤¹¤«? ";
3603 q = "Sell which item? ";
3607 item_tester_no_ryoute = TRUE;
3608 /* Only allow items the store will buy */
3609 item_tester_hook = store_will_buy;
3612 /* ²æ¤¬²È¤Ç¤ª¤«¤·¤Ê¥á¥Ã¥»¡¼¥¸¤¬½Ð¤ë¥ª¥ê¥¸¥Ê¥ë¤Î¥Ð¥°¤ò½¤Àµ */
3613 if (cur_store_num == STORE_HOME)
3616 s = "ÃÖ¤±¤ë¥¢¥¤¥Æ¥à¤ò»ý¤Ã¤Æ¤¤¤Þ¤»¤ó¡£";
3618 s = "You don't have any item to drop.";
3621 else if (cur_store_num == STORE_MUSEUM)
3624 s = "´ó£¤Ç¤¤ë¥¢¥¤¥Æ¥à¤ò»ý¤Ã¤Æ¤¤¤Þ¤»¤ó¡£";
3626 s = "You don't have any item to give.";
3632 s = "Íߤ·¤¤Êª¤¬¤Ê¤¤¤Ç¤¹¤Í¤¨¡£";
3634 s = "You have nothing that I want.";
3638 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return;
3640 /* Get the item (in the pack) */
3643 o_ptr = &inventory[item];
3646 /* Get the item (on the floor) */
3649 o_ptr = &o_list[0 - item];
3653 /* Hack -- Cannot remove cursed items */
3654 if ((item >= INVEN_RARM) && cursed_p(o_ptr))
3658 msg_print("¤Õ¡¼¤à¡¢¤É¤¦¤ä¤é¤½¤ì¤Ï¼ö¤ï¤ì¤Æ¤¤¤ë¤è¤¦¤À¤Í¡£");
3660 msg_print("Hmmm, it seems to be cursed.");
3669 /* Assume one item */
3672 /* Find out how many the player wants (letter means "all") */
3673 if (o_ptr->number > 1)
3675 /* Get a quantity */
3676 amt = get_quantity(NULL, o_ptr->number);
3678 /* Allow user abort */
3679 if (amt <= 0) return;
3682 /* Get local object */
3685 /* Get a copy of the object */
3686 object_copy(q_ptr, o_ptr);
3688 /* Modify quantity */
3689 q_ptr->number = amt;
3692 * Hack -- If a rod or wand, allocate total maximum
3693 * timeouts or charges to those being sold. -LM-
3695 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3697 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
3700 /* Get a full description */
3701 object_desc(o_name, q_ptr, TRUE, 3);
3703 /* Remove any inscription, feeling for stores */
3704 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
3706 q_ptr->inscription = 0;
3707 q_ptr->feeling = FEEL_NONE;
3710 /* Is there room in the store (or the home?) */
3711 if (!store_check_num(q_ptr))
3713 if (cur_store_num == STORE_HOME)
3715 msg_print("²æ¤¬²È¤Ë¤Ï¤â¤¦ÃÖ¤¯¾ì½ê¤¬¤Ê¤¤¡£");
3717 msg_print("Your home is full.");
3720 else if (cur_store_num == STORE_MUSEUM)
3722 msg_print("Çîʪ´Û¤Ï¤â¤¦ËþÇÕ¤À¡£");
3724 msg_print("Museum is full.");
3729 msg_print("¤¹¤¤¤Þ¤»¤ó¤¬¡¢Å¹¤Ë¤Ï¤â¤¦ÃÖ¤¯¾ì½ê¤¬¤¢¤ê¤Þ¤»¤ó¡£");
3731 msg_print("I have not the room in my store to keep it.");
3739 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
3741 /* Describe the transaction */
3743 msg_format("%s(%c)¤òÇäµÑ¤¹¤ë¡£", o_name, index_to_label(item));
3745 msg_format("Selling %s (%c).", o_name, index_to_label(item));
3751 choice = sell_haggle(q_ptr, &price);
3754 if (st_ptr->store_open >= turn) return;
3766 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
3767 chg_virtue(V_JUSTICE, -1);
3769 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
3770 chg_virtue(V_NATURE, 1);
3773 /* Get some money */
3776 /* Update the display */
3779 /* Get the "apparent" value */
3780 dummy = object_value(q_ptr) * q_ptr->number;
3783 identify_item(o_ptr);
3785 /* Get local object */
3788 /* Get a copy of the object */
3789 object_copy(q_ptr, o_ptr);
3791 /* Modify quantity */
3792 q_ptr->number = amt;
3795 * Hack -- If a rod or wand, let the shopkeeper know just
3796 * how many charges he really paid for. -LM-
3798 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3800 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
3803 /* Get the "actual" value */
3804 value = object_value(q_ptr) * q_ptr->number;
3806 /* Get the description all over again */
3807 object_desc(o_name, q_ptr, TRUE, 3);
3809 /* Describe the result (in message buffer) */
3811 msg_format("%s¤ò $%ld¤ÇÇäµÑ¤·¤Þ¤·¤¿¡£", o_name, (long)price);
3813 msg_format("You sold %s for %ld gold.", o_name, (long)price);
3816 if (record_sell) do_cmd_write_nikki(NIKKI_SELL, 0, o_name);
3818 if (!((o_ptr->tval == TV_FIGURINE) && (value > 0)))
3820 /* Analyze the prices (and comment verbally) unless a figurine*/
3821 purchase_analyze(price, value, dummy);
3825 * Hack -- Allocate charges between those wands or rods sold
3826 * and retained, unless all are being sold. -LM-
3828 distribute_charges(o_ptr, q_ptr, amt);
3830 /* Reset timeouts of the sold items */
3833 /* Take the item from the player, describe the result */
3834 inven_item_increase(item, -amt);
3835 inven_item_describe(item);
3836 inven_item_optimize(item);
3841 /* The store gets that (known) item */
3842 item_pos = store_carry(q_ptr);
3844 /* Re-display if item is now in store */
3847 store_top = (item_pos / 12) * 12;
3848 display_inventory();
3853 /* Player is at museum */
3854 else if (cur_store_num == STORE_MUSEUM)
3856 char o2_name[MAX_NLEN];
3857 object_desc(o2_name, q_ptr, TRUE, 0);
3859 msg_print("Çîʪ´Û¤Ë´ó£¤·¤¿¤â¤Î¤Ï¼è¤ê½Ð¤¹¤³¤È¤¬¤Ç¤¤Þ¤»¤ó¡ª¡ª");
3860 if (!get_check(format("ËÜÅö¤Ë%s¤ò´ó£¤·¤Þ¤¹¤«¡©", o2_name))) return;
3862 msg_print("You cannot take items which is given to the Museum back!!");
3863 if (!get_check(format("Really give %s to the Museum? ", o2_name))) return;
3867 identify_item(q_ptr);
3868 q_ptr->ident |= IDENT_MENTAL;
3870 /* Distribute charges of wands/rods */
3871 distribute_charges(o_ptr, q_ptr, amt);
3875 msg_format("%s¤òÃÖ¤¤¤¿¡£(%c)", o_name, index_to_label(item));
3877 msg_format("You drop %s (%c).", o_name, index_to_label(item));
3882 /* Take it from the players inventory */
3883 inven_item_increase(item, -amt);
3884 inven_item_describe(item);
3885 inven_item_optimize(item);
3890 /* Let the home carry it */
3891 item_pos = home_carry(q_ptr);
3893 /* Update store display */
3896 store_top = (item_pos / 12) * 12;
3897 display_inventory();
3900 /* Player is at home */
3903 /* Distribute charges of wands/rods */
3904 distribute_charges(o_ptr, q_ptr, amt);
3908 msg_format("%s¤òÃÖ¤¤¤¿¡£(%c)", o_name, index_to_label(item));
3910 msg_format("You drop %s (%c).", o_name, index_to_label(item));
3915 /* Take it from the players inventory */
3916 inven_item_increase(item, -amt);
3917 inven_item_describe(item);
3918 inven_item_optimize(item);
3923 /* Let the home carry it */
3924 item_pos = home_carry(q_ptr);
3926 /* Update store display */
3929 store_top = (item_pos / 12) * 12;
3930 display_inventory();
3933 if (item >= INVEN_RARM) calc_android_exp();
3934 if ((choice == 0) && ((item == INVEN_RARM) || (item == INVEN_LARM))) kamaenaoshi(item);
3939 * Examine an item in a store -JDL-
3941 static void store_examine(void)
3946 char o_name[MAX_NLEN];
3951 if (st_ptr->stock_num <= 0)
3953 if (cur_store_num == STORE_HOME)
3955 msg_print("²æ¤¬²È¤Ë¤Ï²¿¤âÃÖ¤¤¤Æ¤¢¤ê¤Þ¤»¤ó¡£");
3957 msg_print("Your home is empty.");
3960 if (cur_store_num == STORE_MUSEUM)
3962 msg_print("Çîʪ´Û¤Ë¤Ï²¿¤âÃÖ¤¤¤Æ¤¢¤ê¤Þ¤»¤ó¡£");
3964 msg_print("Museum is empty.");
3969 msg_print("¸½ºß¾¦Éʤκ߸ˤòÀڤ餷¤Æ¤¤¤Þ¤¹¡£");
3971 msg_print("I am currently out of stock.");
3978 /* Find the number of objects on this and following pages */
3979 i = (st_ptr->stock_num - store_top);
3981 /* And then restrict it to the current page */
3986 sprintf(out_val, "¤É¤ì¤òÄ´¤Ù¤Þ¤¹¤«¡©");
3988 sprintf(out_val, "Which item do you want to examine? ");
3992 /* Get the item number to be examined */
3993 if (!get_stock(&item, out_val, 0, i - 1)) return;
3995 /* Get the actual index */
3996 item = item + store_top;
3998 /* Get the actual item */
3999 o_ptr = &st_ptr->stock[item];
4001 /* Require full knowledge */
4002 if (!(o_ptr->ident & IDENT_MENTAL))
4004 /* This can only happen in the home */
4006 msg_print("¤³¤Î¥¢¥¤¥Æ¥à¤Ë¤Ä¤¤¤ÆÆäËÃΤäƤ¤¤ë¤³¤È¤Ï¤Ê¤¤¡£");
4008 msg_print("You have no special knowledge about that item.");
4015 object_desc(o_name, o_ptr, TRUE, 3);
4019 msg_format("%s¤òÄ´¤Ù¤Æ¤¤¤ë...", o_name);
4021 msg_format("Examining %s...", o_name);
4025 /* Describe it fully */
4026 if (!identify_fully_aux(o_ptr))
4028 msg_print("ÆäËÊѤï¤Ã¤¿¤È¤³¤í¤Ï¤Ê¤¤¤è¤¦¤À¡£");
4030 msg_print("You see nothing special.");
4039 * Hack -- set this to leave the store
4041 static bool leave_store = FALSE;
4045 * Process a command in a store
4047 * Note that we must allow the use of a few "special" commands
4048 * in the stores which are not allowed in the dungeon, and we
4049 * must disable some commands which are allowed in the dungeon
4050 * but not in the stores, to prevent chaos.
4052 static void store_process_command(void)
4054 #ifdef ALLOW_REPEAT /* TNB */
4056 /* Handle repeating the last command */
4059 #endif /* ALLOW_REPEAT -- TNB */
4061 if (rogue_like_commands && command_cmd == 'l')
4063 command_cmd = 'x'; /* hack! */
4066 /* Parse the command */
4067 switch (command_cmd)
4077 /* 1 ¥Ú¡¼¥¸Ìá¤ë¥³¥Þ¥ó¥É: ²æ¤¬²È¤Î¥Ú¡¼¥¸¿ô¤¬Â¿¤¤¤Î¤Ç½ÅÊõ¤¹¤ë¤Ï¤º By BUG */
4080 if (st_ptr->stock_num <= 12) {
4082 msg_print("¤³¤ì¤ÇÁ´Éô¤Ç¤¹¡£");
4084 msg_print("Entire inventory is shown.");
4089 if ( store_top < 0 )
4090 store_top = ((st_ptr->stock_num - 1 )/12) * 12;
4091 if ( (cur_store_num == STORE_HOME) && (powerup_home == FALSE) )
4092 if ( store_top >= 12 ) store_top = 12;
4093 display_inventory();
4101 if (st_ptr->stock_num <= 12)
4104 msg_print("¤³¤ì¤ÇÁ´Éô¤Ç¤¹¡£");
4106 msg_print("Entire inventory is shown.");
4114 * ±£¤·¥ª¥×¥·¥ç¥ó(powerup_home)¤¬¥»¥Ã¥È¤µ¤ì¤Æ¤¤¤Ê¤¤¤È¤¤Ï
4115 * ²æ¤¬²È¤Ç¤Ï 2 ¥Ú¡¼¥¸¤Þ¤Ç¤·¤«É½¼¨¤·¤Ê¤¤
4117 if ((cur_store_num == STORE_HOME) &&
4118 (powerup_home == FALSE) &&
4119 (st_ptr->stock_num >= STORE_INVEN_MAX))
4121 if (store_top >= (STORE_INVEN_MAX - 1))
4128 if (store_top >= st_ptr->stock_num) store_top = 0;
4131 display_inventory();
4144 /* Get (purchase) */
4171 /*** Inventory Commands ***/
4173 /* Wear/wield equipment */
4180 /* Take off equipment */
4187 /* Destroy an item */
4194 /* Equipment list */
4201 /* Inventory list */
4209 /*** Various commands ***/
4211 /* Identify an object */
4218 /* Hack -- toggle windows */
4221 toggle_inven_equip();
4227 /*** Use various objects ***/
4236 /* Inscribe an object */
4243 /* Uninscribe an object */
4246 do_cmd_uninscribe();
4252 /*** Help and Such ***/
4261 /* Identify symbol */
4264 do_cmd_query_symbol();
4268 /* Character description */
4271 do_cmd_change_name();
4277 /*** System Commands ***/
4279 /* Hack -- User interface */
4286 /* Single line from a pref file */
4293 /* Interact with macros */
4300 /* Interact with visuals */
4307 /* Interact with colors */
4314 /* Interact with options */
4321 /*** Misc Commands ***/
4337 /* Repeat level feeling */
4344 /* Show previous message */
4347 do_cmd_message_one();
4351 /* Show previous messages */
4364 /* Check artifacts, uniques etc. */
4371 /* Load "screen dump" */
4374 do_cmd_load_screen();
4378 /* Save "screen dump" */
4381 do_cmd_save_screen();
4385 /* Hack -- Unknown command */
4389 msg_print("¤½¤Î¥³¥Þ¥ó¥É¤ÏŹ¤ÎÃæ¤Ç¤Ï»È¤¨¤Þ¤»¤ó¡£");
4391 msg_print("That command does not work in stores.");
4401 * Enter a store, and interact with it.
4403 * Note that we use the standard "request_command()" function
4404 * to get a command, allowing us to use "command_arg" and all
4405 * command macros and other nifty stuff, but we use the special
4406 * "shopping" argument, to force certain commands to be converted
4407 * into other commands, normally, we convert "p" (pray) and "m"
4408 * (cast magic) into "g" (get), and "s" (search) into "d" (drop).
4410 void do_cmd_store(void)
4420 /* Access the player grid */
4421 c_ptr = &cave[py][px];
4423 /* Verify a store */
4424 if (!((c_ptr->feat >= FEAT_SHOP_HEAD) &&
4425 (c_ptr->feat <= FEAT_SHOP_TAIL)) &&
4426 (c_ptr->feat != FEAT_MUSEUM))
4429 msg_print("¤³¤³¤Ë¤ÏŹ¤¬¤¢¤ê¤Þ¤»¤ó¡£");
4431 msg_print("You see no store here.");
4437 /* Extract the store code */
4438 if (c_ptr->feat == FEAT_MUSEUM) which = STORE_MUSEUM;
4439 else which = (c_ptr->feat - FEAT_SHOP_HEAD);
4441 old_town_num = p_ptr->town_num;
4442 if ((which == STORE_HOME) || (which == STORE_MUSEUM)) p_ptr->town_num = 1;
4443 if (dun_level) p_ptr->town_num = NO_TOWN;
4445 /* Hack -- Check the "locked doors" */
4446 if ((town[p_ptr->town_num].store[which].store_open >= turn) ||
4450 msg_print("¥É¥¢¤Ë¸°¤¬¤«¤«¤Ã¤Æ¤¤¤ë¡£");
4452 msg_print("The doors are locked.");
4455 p_ptr->town_num = old_town_num;
4459 /* Calculate the number of store maintainances since the last visit */
4460 maintain_num = (turn - town[p_ptr->town_num].store[which].last_visit) / (20L * STORE_TURNS);
4462 /* Maintain the store max. 10 times */
4463 if (maintain_num > 10) maintain_num = 10;
4467 /* Maintain the store */
4468 for (i = 0; i < maintain_num; i++)
4469 store_maint(p_ptr->town_num, which);
4471 /* Save the visit */
4472 town[p_ptr->town_num].store[which].last_visit = turn;
4475 /* Forget the lite */
4478 /* Forget the view */
4482 /* Hack -- Character is in "icky" mode */
4483 character_icky = TRUE;
4486 /* No command argument */
4489 /* No repeated command */
4492 /* No automatic command */
4496 /* Save the store number */
4497 cur_store_num = which;
4499 /* Save the store and owner pointers */
4500 st_ptr = &town[p_ptr->town_num].store[cur_store_num];
4501 ot_ptr = &owners[cur_store_num][st_ptr->owner];
4504 /* Start at the beginning */
4507 /* Display the store */
4511 leave_store = FALSE;
4513 /* Interact with player */
4514 while (!leave_store)
4516 /* Hack -- Clear line 1 */
4519 /* Hack -- Check the charisma */
4520 tmp_chr = p_ptr->stat_use[A_CHR];
4526 /* Basic commands */
4528 prt(" ESC) ·úʪ¤«¤é½Ð¤ë", 21, 0);
4530 prt(" ESC) Exit from Building.", 21, 0);
4534 /* Browse if necessary */
4535 if (st_ptr->stock_num > 12)
4538 prt(" -)Á°¥Ú¡¼¥¸", 22, 0);
4539 prt(" ¥¹¥Ú¡¼¥¹) ¼¡¥Ú¡¼¥¸", 23, 0);
4541 prt(" -) Previous page", 22, 0);
4542 prt(" SPACE) Next page", 23, 0);
4548 if (cur_store_num == STORE_HOME)
4551 prt("g) ¥¢¥¤¥Æ¥à¤ò¼è¤ë", 21, 27);
4552 prt("d) ¥¢¥¤¥Æ¥à¤òÃÖ¤¯", 22, 27);
4553 prt("x) ²È¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤ë", 23,27);
4555 prt("g) Get an item.", 21, 27);
4556 prt("d) Drop an item.", 22, 27);
4557 prt("x) eXamine an item in the home.", 23,27);
4562 /* Museum commands */
4563 else if (cur_store_num == STORE_MUSEUM)
4566 prt("d) ¥¢¥¤¥Æ¥à¤òÃÖ¤¯", 21, 27);
4567 prt("x) Çîʪ´Û¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤ë", 23,27);
4569 prt("d) Drop an item.", 21, 27);
4570 prt("x) eXamine an item in the museum.", 23,27);
4575 /* Shop commands XXX XXX XXX */
4579 prt("p) ¾¦ÉʤòÇ㤦", 21, 30);
4580 prt("s) ¥¢¥¤¥Æ¥à¤òÇä¤ë", 22, 30);
4581 prt("x) ¾¦ÉʤòÄ´¤Ù¤ë", 23,30);
4583 prt("p) Purchase an item.", 21, 30);
4584 prt("s) Sell an item.", 22, 30);
4585 prt("x) eXamine an item in the shop", 23,30);
4591 /* ´ðËÜŪ¤Ê¥³¥Þ¥ó¥É¤ÎÄɲÃɽ¼¨ */
4593 prt("i/e) »ý¤Áʪ/ÁõÈ÷¤Î°ìÍ÷", 21, 56);
4595 if( rogue_like_commands == TRUE )
4597 prt("w/T) ÁõÈ÷¤¹¤ë/¤Ï¤º¤¹", 22, 56);
4601 prt("w/t) ÁõÈ÷¤¹¤ë/¤Ï¤º¤¹", 22, 56);
4604 prt("i/e) Inventry/Equipment list", 21, 56);
4606 if( rogue_like_commands == TRUE )
4608 prt("w/T) Wear/Take off equipment", 22, 56);
4612 prt("w/t) Wear/Take off equipment", 22, 56);
4617 prt("¥³¥Þ¥ó¥É:", 20, 0);
4619 prt("You may: ", 20, 0);
4624 request_command(TRUE);
4626 /* Process the command */
4627 store_process_command();
4629 /* Hack -- Character is still in "icky" mode */
4630 character_icky = TRUE;
4638 /* XXX XXX XXX Pack Overflow */
4639 if (inventory[INVEN_PACK].k_idx)
4641 int item = INVEN_PACK;
4643 object_type *o_ptr = &inventory[item];
4645 /* Hack -- Flee from the store */
4646 if (cur_store_num != STORE_HOME)
4650 if (cur_store_num == STORE_MUSEUM)
4651 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤½¤¦¤Ê¤Î¤Ç¡¢¤¢¤ï¤Æ¤ÆÇîʪ´Û¤«¤é½Ð¤¿...");
4653 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤½¤¦¤Ê¤Î¤Ç¡¢¤¢¤ï¤Æ¤ÆŹ¤«¤é½Ð¤¿...");
4655 if (cur_store_num == STORE_MUSEUM)
4656 msg_print("Your pack is so full that you flee the Museum...");
4658 msg_print("Your pack is so full that you flee the store...");
4666 /* Hack -- Flee from the home */
4667 else if (!store_check_num(o_ptr))
4671 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤½¤¦¤Ê¤Î¤Ç¡¢¤¢¤ï¤Æ¤Æ²È¤«¤é½Ð¤¿...");
4673 msg_print("Your pack is so full that you flee your home...");
4681 /* Hack -- Drop items into the home */
4689 char o_name[MAX_NLEN];
4692 /* Give a message */
4694 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
4696 msg_print("Your pack overflows!");
4700 /* Get local object */
4703 /* Grab a copy of the item */
4704 object_copy(q_ptr, o_ptr);
4707 object_desc(o_name, q_ptr, TRUE, 3);
4711 msg_format("%s¤¬Íî¤Á¤¿¡£(%c)", o_name, index_to_label(item));
4713 msg_format("You drop %s (%c).", o_name, index_to_label(item));
4717 /* Remove it from the players inventory */
4718 inven_item_increase(item, -255);
4719 inven_item_describe(item);
4720 inven_item_optimize(item);
4725 /* Let the home carry it */
4726 item_pos = home_carry(q_ptr);
4728 /* Redraw the home */
4731 store_top = (item_pos / 12) * 12;
4732 display_inventory();
4737 /* Hack -- Redisplay store prices if charisma changes */
4738 if (tmp_chr != p_ptr->stat_use[A_CHR]) display_inventory();
4740 /* Hack -- get kicked out of the store */
4741 if (st_ptr->store_open >= turn) leave_store = TRUE;
4744 p_ptr->town_num = old_town_num;
4746 /* Free turn XXX XXX XXX */
4750 /* Hack -- Character is no longer in "icky" mode */
4751 character_icky = FALSE;
4754 /* Hack -- Cancel automatic command */
4757 /* Hack -- Cancel "see" mode */
4758 command_see = FALSE;
4761 /* Flush messages XXX XXX XXX */
4765 /* Clear the screen */
4769 /* Update everything */
4770 p_ptr->update |= (PU_VIEW | PU_LITE);
4771 p_ptr->update |= (PU_MONSTERS);
4773 /* Redraw entire screen */
4774 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY);
4777 p_ptr->redraw |= (PR_MAP);
4780 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4786 * Shuffle one of the stores.
4788 void store_shuffle(int which)
4794 if (which == STORE_HOME) return;
4795 if (which == STORE_MUSEUM) return;
4798 /* Save the store index */
4799 cur_store_num = which;
4801 /* Activate that store */
4802 st_ptr = &town[p_ptr->town_num].store[cur_store_num];
4805 /* Pick a new owner */
4808 st_ptr->owner = (byte)rand_int(MAX_OWNERS);
4809 if (j == st_ptr->owner) continue;
4810 for (i = 1;i < max_towns; i++)
4812 if (i == p_ptr->town_num) continue;
4813 if (st_ptr->owner == town[i].store[cur_store_num].owner) break;
4815 if (i == max_towns) break;
4818 /* Activate the new owner */
4819 ot_ptr = &owners[cur_store_num][st_ptr->owner];
4822 /* Reset the owner data */
4823 st_ptr->insult_cur = 0;
4824 st_ptr->store_open = 0;
4825 st_ptr->good_buy = 0;
4826 st_ptr->bad_buy = 0;
4829 /* Hack -- discount all the items */
4830 for (i = 0; i < st_ptr->stock_num; i++)
4835 o_ptr = &st_ptr->stock[i];
4837 /* Hack -- Sell all old items for "half price" */
4838 if (!(o_ptr->art_name))
4839 o_ptr->discount = 50;
4841 /* Hack -- Items are no longer "fixed price" */
4842 o_ptr->ident &= ~(IDENT_FIXED);
4844 /* Mega-Hack -- Note that the item is "on sale" */
4846 o_ptr->inscription = quark_add("Çä½ÐÃæ");
4848 o_ptr->inscription = quark_add("on sale");
4856 * Maintain the inventory at the stores.
4858 void store_maint(int town_num, int store_num)
4862 int old_rating = rating;
4864 cur_store_num = store_num;
4867 if (store_num == STORE_HOME) return;
4868 if (store_num == STORE_MUSEUM) return;
4870 /* Activate that store */
4871 st_ptr = &town[town_num].store[store_num];
4873 /* Activate the owner */
4874 ot_ptr = &owners[store_num][st_ptr->owner];
4876 /* Store keeper forgives the player */
4877 st_ptr->insult_cur = 0;
4879 /* Mega-Hack -- prune the black market */
4880 if (store_num == STORE_BLACK)
4882 /* Destroy crappy black market items */
4883 for (j = st_ptr->stock_num - 1; j >= 0; j--)
4885 object_type *o_ptr = &st_ptr->stock[j];
4887 /* Destroy crappy items */
4888 if (black_market_crap(o_ptr))
4890 /* Destroy the item */
4891 store_item_increase(j, 0 - o_ptr->number);
4892 store_item_optimize(j);
4898 /* Choose the number of slots to keep */
4899 j = st_ptr->stock_num;
4901 /* Sell a few items */
4902 j = j - randint(STORE_TURNOVER);
4904 /* Never keep more than "STORE_MAX_KEEP" slots */
4905 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
4907 /* Always "keep" at least "STORE_MIN_KEEP" items */
4908 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
4910 /* Hack -- prevent "underflow" */
4913 /* Destroy objects until only "j" slots are left */
4914 while (st_ptr->stock_num > j) store_delete();
4917 /* Choose the number of slots to fill */
4918 j = st_ptr->stock_num;
4920 /* Buy some more items */
4921 j = j + randint(STORE_TURNOVER);
4923 /* Never keep more than "STORE_MAX_KEEP" slots */
4924 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
4926 /* Always "keep" at least "STORE_MIN_KEEP" items */
4927 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
4929 /* Hack -- prevent "overflow" */
4930 if (j >= st_ptr->stock_size) j = st_ptr->stock_size - 1;
4932 /* Acquire some new items */
4933 while (st_ptr->stock_num < j) store_create();
4936 /* Hack -- Restore the rating */
4937 rating = old_rating;
4942 * Initialize the stores
4944 void store_init(int town_num, int store_num)
4948 cur_store_num = store_num;
4950 /* Activate that store */
4951 st_ptr = &town[town_num].store[store_num];
4959 st_ptr->owner = (byte)rand_int(MAX_OWNERS);
4960 for (i = 1;i < max_towns; i++)
4962 if (i == town_num) continue;
4963 if (st_ptr->owner == town[i].store[store_num].owner) break;
4965 if (i == max_towns) break;
4968 /* Activate the new owner */
4969 ot_ptr = &owners[store_num][st_ptr->owner];
4972 /* Initialize the store */
4973 st_ptr->store_open = 0;
4974 st_ptr->insult_cur = 0;
4975 st_ptr->good_buy = 0;
4976 st_ptr->bad_buy = 0;
4978 /* Nothing in stock */
4979 st_ptr->stock_num = 0;
4982 * MEGA-HACK - Last visit to store is
4983 * BEFORE player birth to enable store restocking
4985 st_ptr->last_visit = -200L * STORE_TURNS;
4987 /* Clear any old items */
4988 for (k = 0; k < st_ptr->stock_size; k++)
4990 object_wipe(&st_ptr->stock[k]);
4995 void move_to_black_market(object_type *o_ptr)
4998 if (!p_ptr->town_num) return;
5000 st_ptr = &town[p_ptr->town_num].store[STORE_BLACK];
5002 o_ptr->ident |= IDENT_STOREB;
5004 (void)store_carry(o_ptr);
5006 object_wipe(o_ptr); /* Don't leave a bogus object behind... */