<ClCompile Include="..\..\src\io\tokenizer.c" />\r
<ClCompile Include="..\..\src\io\write-diary.c" />\r
<ClCompile Include="..\..\src\market\articles-on-sale.c" />\r
+ <ClCompile Include="..\..\src\market\black-market.c" />\r
<ClCompile Include="..\..\src\market\gold-magnification-table.c" />\r
<ClCompile Include="..\..\src\market\poker.c" />\r
<ClCompile Include="..\..\src\market\say-comments.c" />\r
<ClInclude Include="..\..\src\io\tokenizer.h" />\r
<ClInclude Include="..\..\src\io\write-diary.h" />\r
<ClInclude Include="..\..\src\market\articles-on-sale.h" />\r
+ <ClInclude Include="..\..\src\market\black-market.h" />\r
<ClInclude Include="..\..\src\market\gold-magnification-table.h" />\r
<ClInclude Include="..\..\src\market\poker.h" />\r
<ClInclude Include="..\..\src\market\say-comments.h" />\r
<ClCompile Include="..\..\src\market\gold-magnification-table.c">
<Filter>market</Filter>
</ClCompile>
+ <ClCompile Include="..\..\src\market\black-market.c">
+ <Filter>market</Filter>
+ </ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\src\gamevalue.h" />
<ClInclude Include="..\..\src\market\gold-magnification-table.h">
<Filter>market</Filter>
</ClInclude>
+ <ClInclude Include="..\..\src\market\black-market.h">
+ <Filter>market</Filter>
+ </ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\..\src\wall.bmp" />
market/poker.c market/poker.h market/store-owners.c market/store-owners.h \
market/store-owner-comments.c market/store-owner-comments.h \
market/articles-on-sale.c market/articles-on-sale.h \
+ market/black-market.c market/black-market.h \
market/say-comments.c market/say-comments.h \
market/store-util.c market/store-util.h \
market/gold-magnification-table.c market/gold-magnification-table.h \
*/
static void dump_aux_home_museum(player_type *creature_ptr, FILE *fff)
{
- store_type *st_ptr;
- st_ptr = &town_info[1].store[STORE_HOME];
+ store_type *store_ptr;
+ store_ptr = &town_info[1].store[STORE_HOME];
GAME_TEXT o_name[MAX_NLEN];
- if (st_ptr->stock_num)
+ if (store_ptr->stock_num)
{
fprintf(fff, _(" [我が家のアイテム]\n", " [Home Inventory]\n"));
TERM_LEN x = 1;
- for (int i = 0; i < st_ptr->stock_num; i++)
+ for (int i = 0; i < store_ptr->stock_num; i++)
{
if ((i % 12) == 0)
fprintf(fff, _("\n ( %d ページ )\n", "\n ( page %d )\n"), x++);
- object_desc(creature_ptr, o_name, &st_ptr->stock[i], 0);
+ object_desc(creature_ptr, o_name, &store_ptr->stock[i], 0);
fprintf(fff, "%c) %s\n", I2A(i % 12), o_name);
}
fprintf(fff, "\n\n");
}
- st_ptr = &town_info[1].store[STORE_MUSEUM];
+ store_ptr = &town_info[1].store[STORE_MUSEUM];
- if (st_ptr->stock_num == 0) return;
+ if (store_ptr->stock_num == 0) return;
fprintf(fff, _(" [博物館のアイテム]\n", " [Museum]\n"));
TERM_LEN x = 1;
- for (int i = 0; i < st_ptr->stock_num; i++)
+ for (int i = 0; i < store_ptr->stock_num; i++)
{
#ifdef JP
if ((i % 12) == 0) fprintf(fff, "\n ( %d ページ )\n", x++);
- object_desc(creature_ptr, o_name, &st_ptr->stock[i], 0);
+ object_desc(creature_ptr, o_name, &store_ptr->stock[i], 0);
fprintf(fff, "%c) %s\n", I2A(i % 12), o_name);
#else
if ((i % 12) == 0) fprintf(fff, "\n ( page %d )\n", x++);
{
FILE *fff;
GAME_TEXT file_name[1024];
- store_type *st_ptr;
+ store_type *store_ptr;
OBJECT_TYPE_VALUE tval;
int j = 0;
do_cmd_knowledge_inven_aux(creature_ptr, fff, &creature_ptr->inventory_list[i], &j, tval, where);
}
- st_ptr = &town_info[1].store[STORE_HOME];
+ store_ptr = &town_info[1].store[STORE_HOME];
strcpy(where, _("家", "H "));
- for (int i = 0; i < st_ptr->stock_num; i++)
+ for (int i = 0; i < store_ptr->stock_num; i++)
{
- do_cmd_knowledge_inven_aux(creature_ptr, fff, &st_ptr->stock[i], &j, tval, where);
+ do_cmd_knowledge_inven_aux(creature_ptr, fff, &store_ptr->stock[i], &j, tval, where);
}
}
return;
}
- store_type *st_ptr;
- st_ptr = &town_info[1].store[STORE_HOME];
+ store_type *store_ptr;
+ store_ptr = &town_info[1].store[STORE_HOME];
- if (st_ptr->stock_num)
+ if (store_ptr->stock_num)
{
#ifdef JP
TERM_LEN x = 1;
fprintf(fff, _(" [ 我が家のアイテム ]\n", " [Home Inventory]\n"));
concptr paren = ")";
GAME_TEXT o_name[MAX_NLEN];
- for (int i = 0; i < st_ptr->stock_num; i++)
+ for (int i = 0; i < store_ptr->stock_num; i++)
{
#ifdef JP
if ((i % 12) == 0) fprintf(fff, "\n ( %d ページ )\n", x++);
- object_desc(player_ptr, o_name, &st_ptr->stock[i], 0);
+ object_desc(player_ptr, o_name, &store_ptr->stock[i], 0);
if (strlen(o_name) <= 80 - 3)
{
fprintf(fff, "%c%s %s\n", I2A(i % 12), paren, o_name);
fprintf(fff, " %.77s\n", o_name + n);
}
#else
- object_desc(player_ptr, o_name, &st_ptr->stock[i], 0);
+ object_desc(player_ptr, o_name, &store_ptr->stock[i], 0);
fprintf(fff, "%c%s %s\n", I2A(i % 12), paren, o_name);
#endif
}
{
for (int j = 0; j < MAX_STORES; j++)
{
- store_type *st_ptr = &town_info[i].store[j];
+ store_type *store_ptr = &town_info[i].store[j];
- if (st_ptr->last_visit > -10L * TURNS_PER_TICK * STORE_TICKS)
+ if (store_ptr->last_visit > -10L * TURNS_PER_TICK * STORE_TICKS)
{
- st_ptr->last_visit -= rollback_turns;
- if (st_ptr->last_visit < -10L * TURNS_PER_TICK * STORE_TICKS) st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
+ store_ptr->last_visit -= rollback_turns;
+ if (store_ptr->last_visit < -10L * TURNS_PER_TICK * STORE_TICKS) store_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
}
- if (st_ptr->store_open)
+ if (store_ptr->store_open)
{
- st_ptr->store_open -= rollback_turns;
- if (st_ptr->store_open < 1) st_ptr->store_open = 1;
+ store_ptr->store_open -= rollback_turns;
+ if (store_ptr->store_open < 1) store_ptr->store_open = 1;
}
}
}
for (int j = 0; j < MAX_STORES; j++)
{
/* Access the store */
- store_type *st_ptr = &town_info[i].store[j];
+ store_type *store_ptr = &town_info[i].store[j];
if ((i > 1) && (j == STORE_MUSEUM || j == STORE_HOME)) continue;
*/
if (j == STORE_HOME)
{
- st_ptr->stock_size = (STORE_INVEN_MAX * 10);
+ store_ptr->stock_size = (STORE_INVEN_MAX * 10);
}
else if (j == STORE_MUSEUM)
{
- st_ptr->stock_size = (STORE_INVEN_MAX * 50);
+ store_ptr->stock_size = (STORE_INVEN_MAX * 50);
}
else
{
- st_ptr->stock_size = STORE_INVEN_MAX;
+ store_ptr->stock_size = STORE_INVEN_MAX;
}
/* Allocate the stock */
- C_MAKE(st_ptr->stock, st_ptr->stock_size, object_type);
+ C_MAKE(store_ptr->stock, store_ptr->stock_size, object_type);
/* No table for the black market or home */
if ((j == STORE_BLACK) || (j == STORE_HOME) || (j == STORE_MUSEUM)) continue;
/* Assume full table */
- st_ptr->table_size = STORE_CHOICES;
+ store_ptr->table_size = STORE_CHOICES;
/* Allocate the stock */
- C_MAKE(st_ptr->table, st_ptr->table_size, s16b);
+ C_MAKE(store_ptr->table, store_ptr->table_size, s16b);
/* Scan the choices */
for (int k = 0; k < STORE_CHOICES; k++)
if (k_idx == max_k_idx) continue;
/* Add that item index to the table */
- st_ptr->table[st_ptr->table_num++] = k_idx;
+ store_ptr->table[store_ptr->table_num++] = k_idx;
}
}
}
/*!
* @brief 店置きのアイテムオブジェクトを読み込む / Add the item "o_ptr" to the inventory of the "Home"
* @param player_ptr プレーヤーへの参照ポインタ
- * @param st_ptr 店舗の参照ポインタ
+ * @param store_ptr 店舗の参照ポインタ
* @param o_ptr アイテムオブジェクト参照ポインタ
* @return なし
* @details
* Also note that it may not correctly "adapt" to "knowledge" bacoming
* known, the player may have to pick stuff up and drop it again.
*/
-static void home_carry(player_type *player_ptr, store_type *st_ptr, object_type *o_ptr)
+static void home_carry(player_type *player_ptr, store_type *store_ptr, object_type *o_ptr)
{
- for (int i = 0; i < st_ptr->stock_num; i++)
+ for (int i = 0; i < store_ptr->stock_num; i++)
{
object_type *j_ptr;
- j_ptr = &st_ptr->stock[i];
+ j_ptr = &store_ptr->stock[i];
if (!object_similar(j_ptr, o_ptr)) continue;
object_absorb(j_ptr, o_ptr);
return;
}
- if (st_ptr->stock_num >= STORE_INVEN_MAX * 10) return;
+ if (store_ptr->stock_num >= STORE_INVEN_MAX * 10) return;
s32b value = object_value(o_ptr);
int slot;
- for (slot = 0; slot < st_ptr->stock_num; slot++)
+ for (slot = 0; slot < store_ptr->stock_num; slot++)
{
- if (object_sort_comp(o_ptr, value, &st_ptr->stock[slot])) break;
+ if (object_sort_comp(o_ptr, value, &store_ptr->stock[slot])) break;
}
- for (int i = st_ptr->stock_num; i > slot; i--)
+ for (int i = store_ptr->stock_num; i > slot; i--)
{
- st_ptr->stock[i] = st_ptr->stock[i - 1];
+ store_ptr->stock[i] = store_ptr->stock[i - 1];
}
- st_ptr->stock_num++;
- st_ptr->stock[slot] = *o_ptr;
+ store_ptr->stock_num++;
+ store_ptr->stock[slot] = *o_ptr;
chg_virtue(player_ptr, V_SACRIFICE, -1);
}
*/
static errr rd_store(player_type *player_ptr, int town_number, int store_number)
{
- store_type *st_ptr;
+ store_type *store_ptr;
bool sort = FALSE;
if (z_older_than(10, 3, 3) && (store_number == STORE_HOME))
{
- st_ptr = &town_info[1].store[store_number];
- if (st_ptr->stock_num) sort = TRUE;
+ store_ptr = &town_info[1].store[store_number];
+ if (store_ptr->stock_num) sort = TRUE;
}
else
{
- st_ptr = &town_info[town_number].store[store_number];
+ store_ptr = &town_info[town_number].store[store_number];
}
byte own;
byte tmp8u;
s16b num;
- rd_s32b(&st_ptr->store_open);
- rd_s16b(&st_ptr->insult_cur);
+ rd_s32b(&store_ptr->store_open);
+ rd_s16b(&store_ptr->insult_cur);
rd_byte(&own);
if (z_older_than(11, 0, 4))
{
rd_s16b(&num);
}
- rd_s16b(&st_ptr->good_buy);
- rd_s16b(&st_ptr->bad_buy);
+ rd_s16b(&store_ptr->good_buy);
+ rd_s16b(&store_ptr->bad_buy);
- rd_s32b(&st_ptr->last_visit);
- st_ptr->owner = own;
+ rd_s32b(&store_ptr->last_visit);
+ store_ptr->owner = own;
for (int j = 0; j < num; j++)
{
rd_item(q_ptr);
- bool is_valid_item = st_ptr->stock_num < (store_number == STORE_HOME ? STORE_INVEN_MAX * 10 : store_number == STORE_MUSEUM ? STORE_INVEN_MAX * 50 : STORE_INVEN_MAX);
+ bool is_valid_item = store_ptr->stock_num < (store_number == STORE_HOME ? STORE_INVEN_MAX * 10 : store_number == STORE_MUSEUM ? STORE_INVEN_MAX * 50 : STORE_INVEN_MAX);
if (!is_valid_item) continue;
if (sort)
{
- home_carry(player_ptr, st_ptr, q_ptr);
+ home_carry(player_ptr, store_ptr, q_ptr);
}
else
{
- int k = st_ptr->stock_num++;
- object_copy(&st_ptr->stock[k], q_ptr);
+ int k = store_ptr->stock_num++;
+ object_copy(&store_ptr->stock[k], q_ptr);
}
}
--- /dev/null
+#include "angband.h"
+#include "floor-town.h"
+#include "object-hook.h"
+#include "market/black-market.h"
+#include "market/store-owners.h"
+#include "market/store-util.h"
+
+/*!
+ * @brief ブラックマーケット用の無価値品の排除判定 /
+ * This function will keep 'crap' out of the black market.
+ * @param player_ptr プレーヤーへの参照ポインタ
+ * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
+ * @return ブラックマーケットにとって無価値な品ならばTRUEを返す
+ * @details
+ * <pre>
+ * Crap is defined as any item that is "available" elsewhere
+ * Based on a suggestion by "Lee Vogt" <lvogt@cig.mcel.mot.com>
+ * </pre>
+ */
+bool black_market_crap(player_type *player_ptr, object_type *o_ptr)
+{
+ if (object_is_ego(o_ptr)) return FALSE;
+
+ if (o_ptr->to_a > 0) return FALSE;
+ if (o_ptr->to_h > 0) return FALSE;
+ if (o_ptr->to_d > 0) return FALSE;
+
+ for (int i = 0; i < MAX_STORES; i++)
+ {
+ if (i == STORE_HOME) continue;
+ if (i == STORE_MUSEUM) continue;
+
+ for (int j = 0; j < town_info[player_ptr->town_num].store[i].stock_num; j++)
+ {
+ object_type *j_ptr = &town_info[player_ptr->town_num].store[i].stock[j];
+ if (o_ptr->k_idx == j_ptr->k_idx) return TRUE;
+ }
+ }
+
+ return FALSE;
+}
--- /dev/null
+#pragma once
+
+bool black_market_crap(player_type *player_ptr, object_type *o_ptr);
#include "rumor.h"
#define RUMOR_CHANCE 8
-int cur_store_num = 0;
/*!
* @brief 取引成功時の店主のメッセージ処理 /
#pragma once
-extern int cur_store_num;
-
void say_comment_1(player_type *player_ptr);
void say_comment_2(PRICE value, int annoyed);
void say_comment_3(PRICE value, int annoyed);
-#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;
+}
#pragma once
+#define STORE_OBJ_LEVEL 5 /* Magic Level for normal stores */
+
#define STORE_GENERAL 0 /*!< 店舗の種類: 雑貨屋 */
#define STORE_ARMOURY 1 /*!< 店舗の種類: 防具屋 */
#define STORE_WEAPON 2 /*!< 店舗の種類: 武器屋 */
#define STORE_HOME 7 /*!< 店舗の種類: 我が家 */
#define STORE_BOOK 8 /*!< 店舗の種類: 書店 */
#define STORE_MUSEUM 9 /*!< 店舗の種類: 博物館 */
+
+/*
+ * A store, with an owner, various state flags, a current stock
+ * of items, and a table of items that are often purchased.
+ */
+typedef struct store_type store_type;
+
+struct store_type
+{
+ byte type; /* Store type */
+
+ byte owner; /* Owner index */
+ byte extra; /* Unused for now */
+
+ s16b insult_cur; /* Insult counter */
+
+ s16b good_buy; /* Number of "good" buys */
+ s16b bad_buy; /* Number of "bad" buys */
+
+ s32b store_open; /* Closed until this turn */
+
+ s32b last_visit; /* Last visited on this turn */
+
+ s16b table_num; /* Table -- Number of entries */
+ s16b table_size; /* Table -- Total Size of Array */
+ s16b *table; /* Table -- Legal item kinds */
+
+ s16b stock_num; /* Stock -- Number of entries */
+ s16b stock_size; /* Stock -- Total Size of Array */
+ object_type *stock; /* Stock -- Actual stock items */
+};
+
+extern int cur_store_num;
+extern store_type *st_ptr;
+
+void store_delete(void);
+void store_create(player_type *player_ptr, bool(*black_market_crap)(player_type*, object_type*));
+void store_item_increase(INVENTORY_IDX item, int num);
+void store_item_optimize(INVENTORY_IDX item);
+bool store_will_buy(object_type *o_ptr);
+int store_carry(object_type *o_ptr);
+bool store_object_similar(object_type *o_ptr, object_type *j_ptr);
static void home_aware(player_type *creature_ptr)
{
object_type *o_ptr;
- store_type *st_ptr;
+ store_type *store_ptr;
for (int i = 1; i < max_towns; i++)
{
- st_ptr = &town_info[i].store[STORE_HOME];
- for (int j = 0; j < st_ptr->stock_num; j++)
+ store_ptr = &town_info[i].store[STORE_HOME];
+ for (int j = 0; j < store_ptr->stock_num; j++)
{
- o_ptr = &st_ptr->stock[j];
+ o_ptr = &store_ptr->stock[j];
if (!o_ptr->k_idx) continue;
object_aware(creature_ptr, o_ptr);
{
for (int l = 1; l < max_towns; l++)
{
- store_type *st_ptr;
- st_ptr = &town_info[l].store[STORE_HOME];
- if (st_ptr->stock_num == 0) continue;
+ store_type *store_ptr;
+ store_ptr = &town_info[l].store[STORE_HOME];
+ if (store_ptr->stock_num == 0) continue;
- for (int i = 0, k = 0; i < st_ptr->stock_num; k++)
+ for (int i = 0, k = 0; i < store_ptr->stock_num; k++)
{
Term_clear();
- for (int j = 0; (j < 12) && (i < st_ptr->stock_num); j++, i++)
+ for (int j = 0; (j < 12) && (i < store_ptr->stock_num); j++, i++)
{
GAME_TEXT o_name[MAX_NLEN];
char tmp_val[80];
object_type *o_ptr;
- o_ptr = &st_ptr->stock[i];
+ o_ptr = &store_ptr->stock[i];
sprintf(tmp_val, "%c) ", I2A(j));
prt(tmp_val, j + 2, 4);
object_desc(creature_ptr, o_name, o_ptr, 0);
#include "dungeon.h"
#include "quest.h"
#include "store.h"
+#include "market/store-util.h"
#include "wild.h"
#include "floor.h"
#include "floor-events.h"
/*!
* @brief セーブデータに店舗情報を書き込む / Write a "store" record
- * @param st_ptr 店舗情報の参照ポインタ
+ * @param store_ptr 店舗情報の参照ポインタ
* @return なし
*/
-static void wr_store(store_type *st_ptr)
+static void wr_store(store_type *store_ptr)
{
/* Save the "open" counter */
- wr_u32b(st_ptr->store_open);
+ wr_u32b(store_ptr->store_open);
/* Save the "insults" */
- wr_s16b(st_ptr->insult_cur);
+ wr_s16b(store_ptr->insult_cur);
/* Save the current owner */
- wr_byte(st_ptr->owner);
+ wr_byte(store_ptr->owner);
/* Save the stock size */
- wr_s16b(st_ptr->stock_num);
+ wr_s16b(store_ptr->stock_num);
/* Save the "haggle" info */
- wr_s16b(st_ptr->good_buy);
- wr_s16b(st_ptr->bad_buy);
+ wr_s16b(store_ptr->good_buy);
+ wr_s16b(store_ptr->bad_buy);
- wr_s32b(st_ptr->last_visit);
+ wr_s32b(store_ptr->last_visit);
/* Save the stock */
- for (int j = 0; j < st_ptr->stock_num; j++)
+ for (int j = 0; j < store_ptr->stock_num; j++)
{
/* Save each item in stock */
- wr_item(&st_ptr->stock[j]);
+ wr_item(&store_ptr->stock[j]);
}
}
#include "market/store-owners.h"
#include "market/store-util.h"
#include "market/gold-magnification-table.h"
+#include "market/store-util.h"
+#include "market/black-market.h"
#include "core.h"
#include "util.h"
#include "term.h"
static int store_top = 0;
static int store_bottom = 0;
static int xtra_stock = 0;
-static store_type *st_ptr = NULL;
static const owner_type *ot_ptr = NULL;
static s16b old_town_num = 0;
static s16b inner_town_num = 0;
/*!
- * @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>
- */
-static 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 店舗に品を置くスペースがあるかどうかの判定を返す /
* Check to see if the shop will be carrying too many objects -RAK-
* @param o_ptr 店舗に置きたいオブジェクト構造体の参照ポインタ
/*!
- * @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
- */
-static 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;
-}
-
-
-/*!
* @brief 現在の町の指定された店舗のアイテムを整理する /
* Combine and reorder items in store.
* @param store_num 店舗ID
/*!
- * @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>
- */
-static 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;
-}
-
-
-/*!
- * @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。
- */
-static 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
- */
-static 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 ブラックマーケット用の無価値品の排除判定 /
- * This function will keep 'crap' out of the black market.
- * @param player_ptr プレーヤーへの参照ポインタ
- * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
- * @return ブラックマーケットにとって無価値な品ならばTRUEを返す
- * @details
- * <pre>
- * Crap is defined as any item that is "available" elsewhere
- * Based on a suggestion by "Lee Vogt" <lvogt@cig.mcel.mot.com>
- * </pre>
- */
-static bool black_market_crap(player_type *player_ptr, object_type *o_ptr)
-{
- if (object_is_ego(o_ptr)) return FALSE;
-
- if (o_ptr->to_a > 0) return FALSE;
- if (o_ptr->to_h > 0) return FALSE;
- if (o_ptr->to_d > 0) return FALSE;
-
- for (int i = 0; i < MAX_STORES; i++)
- {
- if (i == STORE_HOME) continue;
- if (i == STORE_MUSEUM) continue;
-
- for (int j = 0; j < town_info[player_ptr->town_num].store[i].stock_num; j++)
- {
- object_type *j_ptr = &town_info[player_ptr->town_num].store[i].stock[j];
- if (o_ptr->k_idx == j_ptr->k_idx) return TRUE;
- }
- }
-
- return FALSE;
-}
-
-
-/*!
- * @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>
- */
-static 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 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>
- */
-static void store_create(player_type *player_ptr)
-{
- 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 店舗の割引対象外にするかどうかを判定 /
* Eliminate need to bargain if player has haggled well in the past
* @param minprice アイテムの最低販売価格
if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
if (j >= st_ptr->stock_size) j = st_ptr->stock_size - 1;
- while (st_ptr->stock_num < j) store_create(player_ptr);
+ while (st_ptr->stock_num < j) store_create(player_ptr, black_market_crap);
}
#include "angband.h"
#include "market/store-owners.h"
-/*
- * A store, with an owner, various state flags, a current stock
- * of items, and a table of items that are often purchased.
- */
-typedef struct store_type store_type;
-
-struct store_type
-{
- byte type; /* Store type */
-
- byte owner; /* Owner index */
- byte extra; /* Unused for now */
-
- s16b insult_cur; /* Insult counter */
-
- s16b good_buy; /* Number of "good" buys */
- s16b bad_buy; /* Number of "bad" buys */
-
- s32b store_open; /* Closed until this turn */
-
- s32b last_visit; /* Last visited on this turn */
-
- s16b table_num; /* Table -- Number of entries */
- s16b table_size; /* Table -- Total Size of Array */
- s16b *table; /* Table -- Legal item kinds */
-
- s16b stock_num; /* Stock -- Number of entries */
- s16b stock_size; /* Stock -- Total Size of Array */
- object_type *stock; /* Stock -- Actual stock items */
-};
-
/*
* Store constants
*/
#define STORE_INVEN_MAX 24 /* Max number of discrete objs in inven */
-#define STORE_OBJ_LEVEL 5 /* Magic Level for normal stores */
#define STORE_TURNOVER 9 /* Normal shop turnover, per day */
#define STORE_MIN_KEEP 6 /* Min slots to "always" keep full */
#define STORE_MAX_KEEP 18 /* Max slots to "always" keep full */
#include "floor-town.h"
#include "files.h"
-
/*
* The spoiler file being created
*/
{
int i, j;
- store_type *st_ptr;
+ store_type *store_ptr;
object_type *q_ptr;
char buf[1024];
}
/* random artifacts in home */
- st_ptr = &town_info[1].store[STORE_HOME];
- for (i = 0; i < st_ptr->stock_num; i++)
+ store_ptr = &town_info[1].store[STORE_HOME];
+ for (i = 0; i < store_ptr->stock_num; i++)
{
- q_ptr = &st_ptr->stock[i];
+ q_ptr = &store_ptr->stock[i];
spoil_random_artifact_aux(creature_ptr, q_ptr, j);
}
/* random artifacts in museum */
- st_ptr = &town_info[1].store[STORE_MUSEUM];
- for (i = 0; i < st_ptr->stock_num; i++)
+ store_ptr = &town_info[1].store[STORE_MUSEUM];
+ for (i = 0; i < store_ptr->stock_num; i++)
{
- q_ptr = &st_ptr->stock[i];
+ q_ptr = &store_ptr->stock[i];
spoil_random_artifact_aux(creature_ptr, q_ptr, j);
}
}