-#include "market/store-util.h"
+#include "angband.h"
+#include "market/store-util.h"
+#include "object-hook.h"
+#include "objectkind.h"
+
+int cur_store_num = 0;
+store_type *st_ptr = NULL;
+
+/*!
+ * @brief 店舗のオブジェクト数を増やす /
+ * Add the item "o_ptr" to a real stores inventory.
+ * @param item 増やしたいアイテムのID
+ * @param num 増やしたい数
+ * @return なし
+ * @details
+ * <pre>
+ * Increase, by a given amount, the number of a certain item
+ * in a certain store. This can result in zero items.
+ * </pre>
+ * @todo numは本来ITEM_NUMBER型にしたい。
+ */
+void store_item_increase(INVENTORY_IDX item, int num)
+{
+ object_type *o_ptr;
+ o_ptr = &st_ptr->stock[item];
+ int cnt = o_ptr->number + num;
+ if (cnt > 255) cnt = 255;
+ else if (cnt < 0) cnt = 0;
+
+ num = cnt - o_ptr->number;
+ o_ptr->number += (ITEM_NUMBER)num;
+}
+
+
+/*!
+ * @brief 店舗のオブジェクト数を削除する /
+ * Remove a slot if it is empty
+ * @param item 削除したいアイテムのID
+ * @return なし
+ */
+void store_item_optimize(INVENTORY_IDX item)
+{
+ object_type *o_ptr;
+ o_ptr = &st_ptr->stock[item];
+ if (!o_ptr->k_idx) return;
+ if (o_ptr->number) return;
+
+ st_ptr->stock_num--;
+ for (int j = item; j < st_ptr->stock_num; j++)
+ {
+ st_ptr->stock[j] = st_ptr->stock[j + 1];
+ }
+
+ object_wipe(&st_ptr->stock[st_ptr->stock_num]);
+}
+
+
+/*!
+ * @brief 店舗の品揃え変化のためにアイテムを削除する /
+ * Attempt to delete (some of) a random item from the store
+ * @return なし
+ * @details
+ * <pre>
+ * Hack -- we attempt to "maintain" piles of items when possible.
+ * </pre>
+ */
+void store_delete(void)
+{
+ INVENTORY_IDX what = (INVENTORY_IDX)randint0(st_ptr->stock_num);
+ int num = st_ptr->stock[what].number;
+ if (randint0(100) < 50) num = (num + 1) / 2;
+ if (randint0(100) < 50) num = 1;
+ if ((st_ptr->stock[what].tval == TV_ROD) || (st_ptr->stock[what].tval == TV_WAND))
+ {
+ st_ptr->stock[what].pval -= num * st_ptr->stock[what].pval / st_ptr->stock[what].number;
+ }
+
+ store_item_increase(what, -num);
+ store_item_optimize(what);
+}
+
+
+/*!
+ * @brief 安価な消耗品の販売数を増やし、低確率で割引にする /
+ * Certain "cheap" objects should be created in "piles"
+ * @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
+ * @return なし
+ * @details
+ * <pre>
+ * Some objects can be sold at a "discount" (in small piles)
+ * </pre>
+ */
+static void mass_produce(object_type *o_ptr)
+{
+ int size = 1;
+ PRICE cost = object_value(o_ptr);
+ switch (o_ptr->tval)
+ {
+ case TV_FOOD:
+ case TV_FLASK:
+ case TV_LITE:
+ {
+ if (cost <= 5L) size += damroll(3, 5);
+ if (cost <= 20L) size += damroll(3, 5);
+ if (cost <= 50L) size += damroll(2, 2);
+ break;
+ }
+ case TV_POTION:
+ case TV_SCROLL:
+ {
+ if (cost <= 60L) size += damroll(3, 5);
+ if (cost <= 240L) size += damroll(1, 5);
+ if (o_ptr->sval == SV_SCROLL_STAR_IDENTIFY) size += damroll(3, 5);
+ if (o_ptr->sval == SV_SCROLL_STAR_REMOVE_CURSE) size += damroll(1, 4);
+ break;
+ }
+ case TV_LIFE_BOOK:
+ case TV_SORCERY_BOOK:
+ case TV_NATURE_BOOK:
+ case TV_CHAOS_BOOK:
+ case TV_DEATH_BOOK:
+ case TV_TRUMP_BOOK:
+ case TV_ARCANE_BOOK:
+ case TV_CRAFT_BOOK:
+ case TV_DAEMON_BOOK:
+ case TV_CRUSADE_BOOK:
+ case TV_MUSIC_BOOK:
+ case TV_HISSATSU_BOOK:
+ case TV_HEX_BOOK:
+ {
+ if (cost <= 50L) size += damroll(2, 3);
+ if (cost <= 500L) size += damroll(1, 3);
+ break;
+ }
+ case TV_SOFT_ARMOR:
+ case TV_HARD_ARMOR:
+ case TV_SHIELD:
+ case TV_GLOVES:
+ case TV_BOOTS:
+ case TV_CLOAK:
+ case TV_HELM:
+ case TV_CROWN:
+ case TV_SWORD:
+ case TV_POLEARM:
+ case TV_HAFTED:
+ case TV_DIGGING:
+ case TV_BOW:
+ {
+ if (object_is_artifact(o_ptr)) break;
+ if (object_is_ego(o_ptr)) break;
+ if (cost <= 10L) size += damroll(3, 5);
+ if (cost <= 100L) size += damroll(3, 5);
+ break;
+ }
+ case TV_SPIKE:
+ case TV_SHOT:
+ case TV_ARROW:
+ case TV_BOLT:
+ {
+ if (cost <= 5L) size += damroll(5, 5);
+ if (cost <= 50L) size += damroll(5, 5);
+ if (cost <= 500L) size += damroll(5, 5);
+ break;
+ }
+ case TV_FIGURINE:
+ {
+ if (cost <= 100L) size += damroll(2, 2);
+ if (cost <= 1000L) size += damroll(2, 2);
+ break;
+ }
+ case TV_CAPTURE:
+ case TV_STATUE:
+ case TV_CARD:
+ {
+ size = 1;
+ break;
+ }
+
+ /*
+ * Because many rods (and a few wands and staffs) are useful mainly
+ * in quantity, the Black Market will occasionally have a bunch of
+ * one kind. -LM-
+ */
+ case TV_ROD:
+ case TV_WAND:
+ case TV_STAFF:
+ {
+ if ((cur_store_num == STORE_BLACK) && one_in_(3))
+ {
+ if (cost < 1601L) size += damroll(1, 5);
+ else if (cost < 3201L) size += damroll(1, 3);
+ }
+ break;
+ }
+ }
+
+ DISCOUNT_RATE discount = 0;
+ if (cost < 5)
+ {
+ discount = 0;
+ }
+ else if (one_in_(25))
+ {
+ discount = 25;
+ }
+ else if (one_in_(150))
+ {
+ discount = 50;
+ }
+ else if (one_in_(300))
+ {
+ discount = 75;
+ }
+ else if (one_in_(500))
+ {
+ discount = 90;
+ }
+
+ if (o_ptr->art_name)
+ {
+ discount = 0;
+ }
+
+ o_ptr->discount = discount;
+ o_ptr->number = size - (size * discount / 100);
+ if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
+ {
+ o_ptr->pval *= (PARAMETER_VALUE)o_ptr->number;
+ }
+}
+
+
+/*!
+ * @brief 店舗の品揃え変化のためにアイテムを追加する /
+ * Creates a random item and gives it to a store
+ * @param player_ptr プレーヤーへの参照ポインタ
+ * @return なし
+ * @details
+ * <pre>
+ * This algorithm needs to be rethought. A lot.
+ * Currently, "normal" stores use a pre-built array.
+ * Note -- the "level" given to "obj_get_num()" is a "favored"
+ * level, that is, there is a much higher chance of getting
+ * items with a level approaching that of the given level...
+ * Should we check for "permission" to have the given item?
+ * </pre>
+ */
+void store_create(player_type *player_ptr, bool (*black_market_crap)(player_type*, object_type*))
+{
+ if (st_ptr->stock_num >= st_ptr->stock_size) return;
+
+ for (int tries = 0; tries < 4; tries++)
+ {
+ OBJECT_IDX i;
+ DEPTH level;
+ if (cur_store_num == STORE_BLACK)
+ {
+ /* Pick a level for object/magic */
+ level = 25 + randint0(25);
+
+ /* Random item (usually of given level) */
+ i = get_obj_num(player_ptr, level, 0x00000000);
+
+ /* Handle failure */
+ if (i == 0) continue;
+ }
+ else
+ {
+ i = st_ptr->table[randint0(st_ptr->table_num)];
+ level = rand_range(1, STORE_OBJ_LEVEL);
+ }
+
+ object_type forge;
+ object_type *q_ptr;
+ q_ptr = &forge;
+ object_prep(q_ptr, i);
+ apply_magic(player_ptr, q_ptr, level, AM_NO_FIXED_ART);
+ if (!store_will_buy(q_ptr)) continue;
+
+ if (q_ptr->tval == TV_LITE)
+ {
+ if (q_ptr->sval == SV_LITE_TORCH) q_ptr->xtra4 = FUEL_TORCH / 2;
+ if (q_ptr->sval == SV_LITE_LANTERN) q_ptr->xtra4 = FUEL_LAMP / 2;
+ }
+
+ object_known(q_ptr);
+ q_ptr->ident |= IDENT_STORE;
+ if (q_ptr->tval == TV_CHEST) continue;
+
+ if (cur_store_num == STORE_BLACK)
+ {
+ if (black_market_crap(player_ptr, q_ptr)) continue;
+ if (object_value(q_ptr) < 10) continue;
+ }
+ else
+ {
+ if (object_value(q_ptr) <= 0) continue;
+ }
+
+ mass_produce(q_ptr);
+ (void)store_carry(q_ptr);
+ break;
+ }
+}
+
+
+/*!
+ * @brief オブジェクトが祝福されているかの判定を返す /
+ * @param o_ptr 判定したいオブジェクト構造体の参照ポインタ
+ * @return アイテムが祝福されたアイテムならばTRUEを返す
+ */
+static bool is_blessed_item(object_type *o_ptr)
+{
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
+ object_flags(o_ptr, flgs);
+ if (have_flag(flgs, TR_BLESSED)) return TRUE;
+ else return FALSE;
+}
+
+
+/*!
+ * @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 /
+ * Determine if the current store will purchase the given item
+ * @param o_ptr 判定したいオブジェクト構造体の参照ポインタ
+ * @return アイテムが買い取れるならばTRUEを返す
+ * @note
+ * Note that a shop-keeper must refuse to buy "worthless" items
+ */
+bool store_will_buy(object_type *o_ptr)
+{
+ if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) return TRUE;
+ switch (cur_store_num)
+ {
+ case STORE_GENERAL:
+ {
+ switch (o_ptr->tval)
+ {
+ case TV_POTION:
+ if (o_ptr->sval != SV_POTION_WATER) return FALSE;
+
+ case TV_WHISTLE:
+ case TV_FOOD:
+ case TV_LITE:
+ case TV_FLASK:
+ case TV_SPIKE:
+ case TV_SHOT:
+ case TV_ARROW:
+ case TV_BOLT:
+ case TV_DIGGING:
+ case TV_CLOAK:
+ case TV_BOTTLE:
+ case TV_FIGURINE:
+ case TV_STATUE:
+ case TV_CAPTURE:
+ case TV_CARD:
+ break;
+ default:
+ return FALSE;
+ }
+
+ break;
+ }
+ case STORE_ARMOURY:
+ {
+ switch (o_ptr->tval)
+ {
+ case TV_BOOTS:
+ case TV_GLOVES:
+ case TV_CROWN:
+ case TV_HELM:
+ case TV_SHIELD:
+ case TV_CLOAK:
+ case TV_SOFT_ARMOR:
+ case TV_HARD_ARMOR:
+ case TV_DRAG_ARMOR:
+ break;
+ default:
+ return FALSE;
+ }
+
+ break;
+ }
+ case STORE_WEAPON:
+ {
+ switch (o_ptr->tval)
+ {
+ case TV_SHOT:
+ case TV_BOLT:
+ case TV_ARROW:
+ case TV_BOW:
+ case TV_DIGGING:
+ case TV_POLEARM:
+ case TV_SWORD:
+ case TV_HISSATSU_BOOK:
+ break;
+ case TV_HAFTED:
+ {
+ if (o_ptr->sval == SV_WIZSTAFF) return FALSE;
+ }
+ break;
+ default:
+ return FALSE;
+ }
+
+ break;
+ }
+ case STORE_TEMPLE:
+ {
+ switch (o_ptr->tval)
+ {
+ case TV_LIFE_BOOK:
+ case TV_CRUSADE_BOOK:
+ case TV_SCROLL:
+ case TV_POTION:
+ case TV_HAFTED:
+ {
+ break;
+ }
+ case TV_FIGURINE:
+ case TV_STATUE:
+ {
+ monster_race *r_ptr = &r_info[o_ptr->pval];
+ if (!(r_ptr->flags3 & RF3_EVIL))
+ {
+ if (r_ptr->flags3 & RF3_GOOD) break;
+ if (r_ptr->flags3 & RF3_ANIMAL) break;
+ if (my_strchr("?!", r_ptr->d_char)) break;
+ }
+ }
+ case TV_POLEARM:
+ case TV_SWORD:
+ {
+ if (is_blessed_item(o_ptr)) break;
+ }
+ default:
+ return FALSE;
+ }
+
+ break;
+ }
+ case STORE_ALCHEMIST:
+ {
+ switch (o_ptr->tval)
+ {
+ case TV_SCROLL:
+ case TV_POTION:
+ break;
+ default:
+ return FALSE;
+ }
+
+ break;
+ }
+ case STORE_MAGIC:
+ {
+ switch (o_ptr->tval)
+ {
+ case TV_SORCERY_BOOK:
+ case TV_NATURE_BOOK:
+ case TV_CHAOS_BOOK:
+ case TV_DEATH_BOOK:
+ case TV_TRUMP_BOOK:
+ case TV_ARCANE_BOOK:
+ case TV_CRAFT_BOOK:
+ case TV_DAEMON_BOOK:
+ case TV_MUSIC_BOOK:
+ case TV_HEX_BOOK:
+ case TV_AMULET:
+ case TV_RING:
+ case TV_STAFF:
+ case TV_WAND:
+ case TV_ROD:
+ case TV_SCROLL:
+ case TV_POTION:
+ case TV_FIGURINE:
+ break;
+ case TV_HAFTED:
+ {
+ if (o_ptr->sval == SV_WIZSTAFF) break;
+ else return FALSE;
+ }
+ default:
+ return FALSE;
+ }
+
+ break;
+ }
+ case STORE_BOOK:
+ {
+ switch (o_ptr->tval)
+ {
+ case TV_SORCERY_BOOK:
+ case TV_NATURE_BOOK:
+ case TV_CHAOS_BOOK:
+ case TV_DEATH_BOOK:
+ case TV_LIFE_BOOK:
+ case TV_TRUMP_BOOK:
+ case TV_ARCANE_BOOK:
+ case TV_CRAFT_BOOK:
+ case TV_DAEMON_BOOK:
+ case TV_CRUSADE_BOOK:
+ case TV_MUSIC_BOOK:
+ case TV_HEX_BOOK:
+ break;
+ default:
+ return FALSE;
+ }
+
+ break;
+ }
+ }
+
+ if (object_value(o_ptr) <= 0) return FALSE;
+ return TRUE;
+}
+
/*!
- * todo store.c のユーティリティ関数に相応しいものをここに置く
+ * @brief 店舗に並べた品を同一品であるかどうか判定する /
+ * Determine if a store item can "absorb" another item
+ * @param o_ptr 判定するオブジェクト構造体の参照ポインタ1
+ * @param j_ptr 判定するオブジェクト構造体の参照ポインタ2
+ * @return 同一扱いできるならTRUEを返す
+ * @details
+ * <pre>
+ * See "object_similar()" for the same function for the "player"
+ * </pre>
*/
+bool store_object_similar(object_type *o_ptr, object_type *j_ptr)
+{
+ if (o_ptr == j_ptr) return 0;
+ if (o_ptr->k_idx != j_ptr->k_idx) return 0;
+ if ((o_ptr->pval != j_ptr->pval) && (o_ptr->tval != TV_WAND) && (o_ptr->tval != TV_ROD)) return 0;
+ if (o_ptr->to_h != j_ptr->to_h) return 0;
+ if (o_ptr->to_d != j_ptr->to_d) return 0;
+ if (o_ptr->to_a != j_ptr->to_a) return 0;
+ if (o_ptr->name2 != j_ptr->name2) return 0;
+ if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return 0;
+ for (int i = 0; i < TR_FLAG_SIZE; i++)
+ if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
+ if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
+ if (o_ptr->timeout || j_ptr->timeout) return 0;
+ if (o_ptr->ac != j_ptr->ac) return 0;
+ if (o_ptr->dd != j_ptr->dd) return 0;
+ if (o_ptr->ds != j_ptr->ds) return 0;
+ if (o_ptr->tval == TV_CHEST) return 0;
+ if (o_ptr->tval == TV_STATUE) return 0;
+ if (o_ptr->tval == TV_CAPTURE) return 0;
+ if (o_ptr->discount != j_ptr->discount) return 0;
+ return TRUE;
+}
+
+
+/*!
+ * @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 /
+ * Allow a store item to absorb another item
+ * @param o_ptr 判定するオブジェクト構造体の参照ポインタ1
+ * @param j_ptr 判定するオブジェクト構造体の参照ポインタ2
+ * @return 重ね合わせできるならTRUEを返す
+ * @details
+ * <pre>
+ * See "object_similar()" for the same function for the "player"
+ * </pre>
+ */
+static void store_object_absorb(object_type *o_ptr, object_type *j_ptr)
+{
+ int max_num = (o_ptr->tval == TV_ROD) ?
+ MIN(99, MAX_SHORT / k_info[o_ptr->k_idx].pval) : 99;
+ int total = o_ptr->number + j_ptr->number;
+ int diff = (total > max_num) ? total - max_num : 0;
+ o_ptr->number = (total > max_num) ? max_num : total;
+ if (o_ptr->tval == TV_ROD)
+ {
+ o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
+ }
+
+ if (o_ptr->tval == TV_WAND)
+ {
+ o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
+ }
+}
+
+
+/*!
+ * @brief 店舗にオブジェクトを加える /
+ * Add the item "o_ptr" to a real stores inventory.
+ * @param o_ptr 加えたいオブジェクトの構造体参照ポインタ
+ * @return 収めた先のID
+ * @details
+ * <pre>
+ * In all cases, return the slot (or -1) where the object was placed
+ * Note that this is a hacked up version of "inven_carry()".
+ * Also note that it may not correctly "adapt" to "knowledge" bacoming
+ * known, the player may have to pick stuff up and drop it again.
+ * </pre>
+ */
+int store_carry(object_type *o_ptr)
+{
+ PRICE value = object_value(o_ptr);
+ if (value <= 0) return -1;
+ o_ptr->ident |= IDENT_FULL_KNOWN;
+ o_ptr->inscription = 0;
+ o_ptr->feeling = FEEL_NONE;
+ int slot;
+ for (slot = 0; slot < st_ptr->stock_num; slot++)
+ {
+ object_type *j_ptr;
+ j_ptr = &st_ptr->stock[slot];
+ if (store_object_similar(j_ptr, o_ptr))
+ {
+ store_object_absorb(j_ptr, o_ptr);
+ return slot;
+ }
+ }
+
+ if (st_ptr->stock_num >= st_ptr->stock_size) return -1;
+
+ for (slot = 0; slot < st_ptr->stock_num; slot++)
+ {
+ object_type *j_ptr;
+ j_ptr = &st_ptr->stock[slot];
+ if (o_ptr->tval > j_ptr->tval) break;
+ if (o_ptr->tval < j_ptr->tval) continue;
+ if (o_ptr->sval < j_ptr->sval) break;
+ if (o_ptr->sval > j_ptr->sval) continue;
+ if (o_ptr->tval == TV_ROD)
+ {
+ if (o_ptr->pval < j_ptr->pval) break;
+ if (o_ptr->pval > j_ptr->pval) continue;
+ }
+
+ PRICE j_value = object_value(j_ptr);
+ if (value > j_value) break;
+ if (value < j_value) continue;
+ }
+
+ for (int i = st_ptr->stock_num; i > slot; i--)
+ {
+ st_ptr->stock[i] = st_ptr->stock[i - 1];
+ }
+
+ st_ptr->stock_num++;
+ st_ptr->stock[slot] = *o_ptr;
+ return slot;
+}