4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Store commands */
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 static s16b old_town_num = 0;
24 static s16b inner_town_num = 0;
25 #define RUMOR_CHANCE 8
27 #define MAX_COMMENT_1 6
29 static cptr comment_1[MAX_COMMENT_1] =
50 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÄɲåá¥Ã¥»¡¼¥¸¡Ê¾µÂú¡Ë */
51 static cptr comment_1_B[MAX_COMMENT_1] = {
52 "¤Þ¤¢¡¢¤½¤ì¤Ç¤¤¤¤¤ä¡£",
53 "º£Æü¤Ï¤½¤ì¤Ç´ªÊÛ¤·¤Æ¤ä¤ë¡£",
60 #define MAX_COMMENT_2A 2
62 static cptr comment_2a[MAX_COMMENT_2A] =
65 "»ä¤ÎǦÂÑÎϤò»î¤·¤Æ¤¤¤ë¤Î¤«¤¤¡© $%s ¤¬ºÇ¸å¤À¡£",
66 "²æËý¤Ë¤â¸ÂÅÙ¤¬¤¢¤ë¤¾¡£ $%s ¤¬ºÇ¸å¤À¡£"
68 "You try my patience. %s is final.",
69 "My patience grows thin. %s is final."
74 #define MAX_COMMENT_2B 12
76 static cptr comment_2b[MAX_COMMENT_2B] =
79 " $%s ¤°¤é¤¤¤Ï½Ð¤µ¤Ê¤¤ã¥À¥á¤À¤è¡£",
80 " $%s ¤Ê¤é¼õ¤±¼è¤Ã¤Æ¤â¤¤¤¤¤¬¡£",
81 "¥Ï¡ª $%s °Ê²¼¤Ï¤Ê¤¤¤Í¡£",
82 "²¿¤ÆÅÛ¤À¡ª $%s °Ê²¼¤Ï¤¢¤êÆÀ¤Ê¤¤¤¾¡£",
83 "¤½¤ì¤¸¤ã¾¯¤Ê¤¹¤®¤ë¡ª $%s ¤ÏÍߤ·¤¤¤È¤³¤í¤À¡£",
84 "¥Ð¥«¤Ë¤·¤Æ¤¤¤ë¡ª $%s ¤Ï¤â¤é¤ï¤Ê¤¤¤È¡£",
85 "±³¤À¤í¤¦¡ª $%s ¤Ç¤É¤¦¤À¤¤¡©",
86 "¤ª¤¤¤ª¤¤¡ª $%s ¤ò¹Í¤¨¤Æ¤¯¤ì¤Ê¤¤¤«¡©",
87 "1000ɤ¤Î¥ª¡¼¥¯¤Î¥Î¥ß¤Ë¶ì¤·¤á¤é¤ì¤ë¤¬¤¤¤¤¡ª $%s ¤À¡£",
88 "¤ªÁ°¤ÎÂçÀڤʤâ¤Î¤ËºÒ¤¤¤¢¤ì¡ª $%s ¤Ç¤É¤¦¤À¡£",
89 "¥â¥ë¥´¥¹¤Ë¾ÞÌ£¤µ¤ì¤ë¤¬¤¤¤¤¡ªËÜÅö¤Ï $%s ¤Ê¤ó¤À¤í¤¦¡©",
90 "¤ªÁ°¤ÎÊì¿Æ¤Ï¥ª¡¼¥¬¤«¡ª $%s ¤Ï½Ð¤¹¤Ä¤â¤ê¤Ê¤ó¤À¤í¡©"
92 "I can take no less than %s gold pieces.",
93 "I will accept no less than %s gold pieces.",
94 "Ha! No less than %s gold pieces.",
95 "You knave! No less than %s gold pieces.",
96 "That's a pittance! I want %s gold pieces.",
97 "That's an insult! I want %s gold pieces.",
98 "As if! How about %s gold pieces?",
99 "My arse! How about %s gold pieces?",
100 "May the fleas of 1000 orcs molest you! Try %s gold pieces.",
101 "May your most favourite parts go moldy! Try %s gold pieces.",
102 "May Morgoth find you tasty! Perhaps %s gold pieces?",
103 "Your mother was an Ogre! Perhaps %s gold pieces?"
109 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÇä¤ë¤È¤¡Ë */
110 static cptr comment_2b_B[MAX_COMMENT_2B] = {
111 "¤¤¤¯¤é²¶Íͤ¬¤ª¿Í¹¥¤·¤È¤Ï¤¤¤¨ $%s ¤¬¸Â³¦¤À¤Í¡£·ù¤Ê¤éµ¢¤ê¤Ê¡£",
112 "¶â¤¬¤Ê¤¤¤Î¤«¤¤¡¢¤¢¤ó¤¿¡©¤Þ¤º¤Ï²È¤Ëµ¢¤Ã¤Æ $%s ·¤¨¤Æ¤¤Ê¡£",
113 "ʪ¤Î²ÁÃͤ¬Ê¬¤«¤é¤óÅÛ¤À¤Ê¡£¤³¤ì¤Ï $%s ¤¬ÉáÄ̤ʤó¤À¤è¡£",
114 "²¶¤ÎÉÕ¤±¤¿ÃÍÃʤËʸ¶ç¤¬¤¢¤ë¤Î¤«¡© $%s ¤¬¸Â³¦¤À¡£",
115 "¤Ò¤ç¤Ã¤È¤·¤Æ¿·¼ê¤Î¾éÃ̤«¤¤¡© $%s »ý¤Ã¤Æ¤Ê¤¤¤Ê¤éµ¢¤ê¤Ê¡£",
116 "¤¦¤Á¤Ï¾¤ÎŹ¤È¤Ï°ã¤¦¤ó¤À¤è¡£$%s ¤°¤é¤¤¤Ï½Ð¤·¤Ê¡£",
117 "Ç㤦µ¤¤¬¤Ê¤¤¤Ê¤éµ¢¤ê¤Ê¡£ $%s ¤À¤È¸À¤Ã¤Æ¤¤¤ë¤ó¤À¡£",
118 "Ïäˤʤé¤Ê¤¤¤Í¡£ $%s ¤¯¤é¤¤»ý¤Ã¤Æ¤¤¤ë¤ó¤À¤í¡©",
119 "¤Ï¡©¤Ê¤ó¤À¤½¤ê¤ã¡© $%s ¤Î´Ö°ã¤¤¤«¡¢¤Ò¤ç¤Ã¤È¤·¤Æ¡©",
120 "½Ð¸ý¤Ï¤¢¤Ã¤Á¤À¤è¡£¤½¤ì¤È¤â $%s ½Ð¤»¤ë¤Î¤«¤¤¡¢¤¢¤ó¤¿¤Ë¡£",
121 "Ì¿ÃΤ餺¤ÊÅÛ¤À¤Ê¡£ $%s ½Ð¤»¤Ðº£Æü¤Î½ê¤Ï´ªÊÛ¤·¤Æ¤ä¤ë¤è¡£",
122 "¤¦¤Á¤ÎŹ¤ÏÉÏ˳¿Í¤ªÃǤê¤À¡£ $%s ¤°¤é¤¤½Ð¤»¤Ê¤¤¤Î¤«¤¤¡©"
125 #define MAX_COMMENT_3A 2
127 static cptr comment_3a[MAX_COMMENT_3A] =
130 "»ä¤ÎǦÂÑÎϤò»î¤·¤Æ¤¤¤ë¤Î¤«¤¤¡© $%s ¤¬ºÇ¸å¤À¡£",
131 "²æËý¤Ë¤â¸ÂÅÙ¤¬¤¢¤ë¤¾¡£ $%s ¤¬ºÇ¸å¤À¡£"
133 "You try my patience. %s is final.",
134 "My patience grows thin. %s is final."
140 #define MAX_COMMENT_3B 12
142 static cptr comment_3b[MAX_COMMENT_3B] =
145 "Ëܲ»¤ò¸À¤¦¤È $%s ¤Ç¤¤¤¤¤ó¤À¤í¡©",
147 " $%s ¤°¤é¤¤¤Ê¤é½Ð¤·¤Æ¤â¤¤¤¤¤¬¡£",
148 " $%s °Ê¾åʧ¤¦¤Ê¤ó¤Æ¹Í¤¨¤é¤ì¤Ê¤¤¤Í¡£",
149 "¤Þ¤¢Íî¤Á¤Ä¤¤¤Æ¡£ $%s ¤Ç¤É¤¦¤À¤¤¡©",
150 "¤½¤Î¥¬¥é¥¯¥¿¤Ê¤é $%s ¤Ç°ú¤¼è¤ë¤è¡£",
151 "¤½¤ì¤¸¤ã¹â¤¹¤®¤ë¡ª $%s ¤¬¤¤¤¤¤È¤³¤À¤í¡£",
152 "¤É¤¦¤»¤¤¤é¤Ê¤¤¤ó¤À¤í¡ª $%s ¤Ç¤¤¤¤¤À¤í¡©",
153 "¤À¤á¤À¤á¡ª $%s ¤¬¤º¤Ã¤È¤ª»÷¹ç¤¤¤À¤è¡£",
154 "¥Ð¥«¤Ë¤·¤Æ¤¤¤ë¡ª $%s ¤¬¤»¤¤¤¼¤¤¤À¡£",
155 " $%s ¤Ê¤é´ò¤·¤¤¤È¤³¤í¤À¤¬¤Ê¤¢¡£",
156 " $%s ¡¢¤½¤ì°Ê¾å¤Ï¥Ó¥¿°ìʸ½Ð¤µ¤Ê¤¤¤è¡ª"
158 "Perhaps %s gold pieces?",
159 "How about %s gold pieces?",
160 "I will pay no more than %s gold pieces.",
161 "I can afford no more than %s gold pieces.",
162 "Be reasonable. How about %s gold pieces?",
163 "I'll buy it as scrap for %s gold pieces.",
164 "That is too much! How about %s gold pieces?",
165 "That looks war surplus! Say %s gold pieces?",
166 "Never! %s is more like it.",
167 "That's an insult! %s is more like it.",
168 "%s gold pieces and be thankful for it!",
169 "%s gold pieces and not a copper more!"
175 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÇ㤤¼è¤ê¡Ë */
176 static cptr comment_3b_B[MAX_COMMENT_3B] = {
177 " $%s ¤Ã¤Æ¤È¤³¤í¤À¤Í¡£¤½¤Î¤É¤¦¤·¤è¤¦¤â¤Ê¤¤¥¬¥é¥¯¥¿¤Ï¡£",
178 "¤³¤Î²¶¤¬ $%s ¤Ã¤Æ¸À¤Ã¤Æ¤¤¤ë¤ó¤À¤«¤é¡¢¤½¤ÎÄ̤ê¤Ë¤·¤¿Êý¤¬¿È¤Î¤¿¤á¤À¤¾¡£",
179 "²¶¤ÎÍ¥¤·¤µ¤Ë´Å¤¨¤ë¤Î¤â¤¤¤¤²Ã¸º¤Ë¤·¤Æ¤ª¤±¡£ $%s ¤À¡£",
180 "¤½¤ÎÉʤʤé $%s ¤ÇÇä¤Ã¤Æ¤¯¤ì¤Æ¤¤¤ë¤¬¤Í¡¢¾ï¼±¤¢¤ë¿Â»Î¤Ï¤ß¤ó¤Ê¡£",
181 "¤³¤ê¤ã¤Þ¤¿¡¢¤¬¤á¤Ä¤¤ÅÛ¤À¤Ê¡£¤¤¤¯¤é²¶¤¬²¹¸ü¤È¤Ï¤¤¤¨ $%s ¤¬¸Â³¦¤À¡£",
182 " $%s ¤À¡£Ê̤˲¶¤Ï¤½¤ó¤Ê¥¬¥é¥¯¥¿Íߤ·¤¯¤Ï¤Ê¤¤¤ó¤À¤«¤é¡£",
183 "²¶¤Î´ÕÄê³Û¤¬µ¤¤ËÆþ¤é¤Ê¤¤¤Î¤«¡© $%s ¡¢·ù¤Ê¤éµ¢¤ê¤Ê¡£",
184 " $%s ¤Ç°ú¤¼è¤Ã¤Æ¤ä¤ë¤è¡£´î¤ó¤Ç¼õ¤±¼è¤ê¤Ê¡¢ÉÏ˳¿Í¡£",
185 "ʪ¤Î²ÁÃͤ¬Ê¬¤«¤é¤óÅۤϻÏËö¤Ë¤ª¤¨¤ó¤Ê¡£¤½¤ì¤Ï $%s ¤Ê¤ó¤À¤è¡£",
186 "¤½¤ó¤Ê¤Ë¶â¤¬Íߤ·¤¤¤Î¤«¡¢¤¢¤ó¤¿¡© $%s ¤ÇËþ¤Ǥ¤ó¤Î¤«¡©",
187 "Æþ¤ëŹ´Ö°ã¤¨¤Æ¤ó¤¸¤ã¤Ê¤¤¤Î¤«¡© $%s ¤Ç·ù¤Ê¤é¾¤ò¤¢¤¿¤Ã¤Æ¤¯¤ì¡£",
188 "²¶¤Î¸À¤¤Ãͤ˥±¥Á¤ò¤Ä¤±¤ëÅÛ¤¬¤¤¤ë¤È¤Ï¡ª ¤½¤ÎÅÙ¶»¤ËÌȤ¸¤Æ $%s ¤À¡£"
191 #define MAX_COMMENT_4A 4
193 static cptr comment_4a[MAX_COMMENT_4A] =
196 "¤â¤¦¤¿¤¯¤µ¤ó¤À¡ª²¿ÅÙ¤â»ä¤ò¤ï¤º¤é¤ï¤»¤Ê¤¤¤Ç¤¯¤ì¡ª",
197 "¤¦¤¬¡¼¡ª°ìÆü¤Î²æËý¤Î¸ÂÅÙ¤òĶ¤¨¤Æ¤¤¤ë¡ª",
198 "¤â¤¦¤¤¤¤¡ª»þ´Ö¤Î̵Â̰ʳ°¤Î¤Ê¤Ë¤â¤Î¤Ç¤â¤Ê¤¤¡ª",
199 "¤â¤¦¤ä¤Ã¤Æ¤é¤ì¤Ê¤¤¤è¡ª´é¤â¸«¤¿¤¯¤Ê¤¤¡ª"
201 "Enough! You have abused me once too often!",
202 "Arghhh! I have had enough abuse for one day!",
203 "That does it! You shall waste my time no more!",
204 "This is getting nowhere! I'm going to Londis!"
210 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÅܤê¤ÎĺÅÀ¡Ë */
211 static cptr comment_4a_B[MAX_COMMENT_4A] = {
212 "¤Ê¤á¤ä¤¬¤Ã¤Æ¡ª²¹¸ü¤Ê²¶ÍͤǤâ¸Â³¦¤¬¤¢¤ë¤Ã¤Æ¤³¤È¤òÃΤ졪",
213 "²¶¤ò¤³¤³¤Þ¤ÇÅܤ餻¤Æ...Ì¿¤¬¤¢¤ë¤À¤±¤Ç¤â¤¢¤ê¤¬¤¿¤¤¤È»×¤¨¡ª",
214 "¤Õ¤¶¤±¤Æ¤ë¤Î¤«¡ªÎä¤ä¤«¤·¤Ê¤éÁê¼ê¤ò¸«¤Æ¤«¤é¤Ë¤·¤í¡ª",
215 "¤¤¤¤¤«¤²¤ó¤Ë¤·¤í¡ªº£ÅÙ¤³¤ó¤Ê¤Þ¤Í¤·¤¿¤é¤¿¤À¤¸¤ã¤ª¤«¤Í¤¨¤¾¡ª"
218 #define MAX_COMMENT_4B 4
220 static cptr comment_4b[MAX_COMMENT_4B] =
224 "²¶¤ÎÁ°¤«¤é¾Ã¤¨¼º¤»¤í¡ª",
225 "¤É¤Ã¤«¤Ë¹Ô¤Ã¤Á¤Þ¤¨¡ª",
226 "½Ð¤í¡¢½Ð¤í¡¢½Ð¤Æ¹Ô¤±¡ª"
229 "Get out of my sight!",
230 "Begone, you scoundrel!",
237 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÄɤ¤½Ð¤·¡Ë */
238 static cptr comment_4b_B[MAX_COMMENT_4B] = {
239 "ÆóÅ٤Ȥ¦¤Á¤ËÍè¤ë¤ó¤¸¤ã¤Í¤¨¡ª¡ª",
240 "¤È¤Ã¤È¤È¡¢¤É¤Ã¤«¤Ø¼º¤»¤í¡ª¡ª",
241 "º£¤¹¤°¾Ã¤¨¼º¤»¤í¡ª¡ª",
242 "½Ð¤Æ¤¤¤±¡ª½Ð¤Æ¤¤¤±¡ª¡ª"
245 #define MAX_COMMENT_5 8
247 static cptr comment_5[MAX_COMMENT_5] =
252 "¤â¤Ã¤È¿¿ÌÌÌܤ˸À¤Ã¤Æ¤¯¤ì¡ª",
253 "¸ò¾Ä¤¹¤ëµ¤¤¬¤¢¤ë¤Î¤«¤¤¡©",
254 "Îä¤ä¤«¤·¤ËÍ褿¤Î¤«¡ª",
257 "¤Õ¡¼¤à¡¢Îɤ¤Å·µ¤¤À¡£"
261 "You will have to do better than that!",
262 "Do you wish to do business or not?",
263 "You've got to be kidding!",
264 "You'd better be kidding!",
265 "You try my patience.",
266 "Hmmm, nice weather we're having."
272 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥ÈÍÑÄɲåá¥Ã¥»¡¼¥¸¡ÊÅܤê¡Ë */
273 static cptr comment_5_B[MAX_COMMENT_5] = {
274 "»þ´Ö¤Î̵Â̤À¤Ê¡¢¤³¤ì¤Ï¡£",
275 "Ìñ²ð¤Ê¤ªµÒÍͤÀ¤Ê¡ª",
276 "Ïä·¤Æʬ¤«¤ëÁê¼ê¤¸¤ã¤Ê¤µ¤½¤¦¤À¡£",
277 "Äˤ¤Ìܤˤ¢¤¤¤¿¤¤¤é¤·¤¤¤Ê¡ª",
278 "¤Ê¤ó¤Æ¶¯ÍߤÊÅÛ¤À¡ª",
280 "¤É¤¦¤·¤è¤¦¤â¤Ê¤¤ÉÏ˳¿Í¤À¡ª",
281 "·ö²Þ¤òÇä¤Ã¤Æ¤¤¤ë¤Î¤«¡©"
284 #define MAX_COMMENT_6 4
286 static cptr comment_6[MAX_COMMENT_6] =
289 "¤É¤¦¤ä¤éʹ¤´Ö°ã¤¨¤¿¤é¤·¤¤¡£",
290 "¼ºÎé¡¢¤è¤¯Ê¹¤³¤¨¤Ê¤«¤Ã¤¿¤è¡£",
291 "¤¹¤Þ¤Ê¤¤¡¢²¿¤À¤Ã¤Æ¡©",
292 "°¤¤¡¢¤â¤¦°ìÅÙ¸À¤Ã¤Æ¤¯¤ì¤ë¡©"
294 "I must have heard you wrong.",
295 "I'm sorry, I missed that.",
296 "I'm sorry, what was that?",
297 "Sorry, what was that again?"
307 static void say_comment_1(void)
312 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î¤È¤¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
313 if ( cur_store_num == STORE_BLACK ) {
314 msg_print(comment_1_B[randint0(MAX_COMMENT_1)]);
317 msg_print(comment_1[randint0(MAX_COMMENT_1)]);
320 msg_print(comment_1[randint0(MAX_COMMENT_1)]);
324 if (one_in_(RUMOR_CHANCE))
327 msg_print("Ź¼ç¤Ï¼ª¤¦¤Á¤·¤¿:");
329 msg_print("The shopkeeper whispers something into your ear:");
334 if (!get_rnd_line_jonly("rumors_j.txt", 0, rumour, 10))
336 if (!get_rnd_line("rumors.txt", 0, rumour))
345 * Continue haggling (player is buying)
347 static void say_comment_2(s32b value, int annoyed)
351 /* Prepare a string to insert */
352 sprintf(tmp_val, "%ld", (long)value);
357 /* Formatted message */
358 msg_format(comment_2a[randint0(MAX_COMMENT_2A)], tmp_val);
364 /* Formatted message */
366 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
367 if ( cur_store_num == STORE_BLACK ){
368 msg_format(comment_2b_B[randint0(MAX_COMMENT_2B)], tmp_val);
371 msg_format(comment_2b[randint0(MAX_COMMENT_2B)], tmp_val);
374 msg_format(comment_2b[randint0(MAX_COMMENT_2B)], tmp_val);
382 * Continue haggling (player is selling)
384 static void say_comment_3(s32b value, int annoyed)
388 /* Prepare a string to insert */
389 sprintf(tmp_val, "%ld", (long)value);
394 /* Formatted message */
395 msg_format(comment_3a[randint0(MAX_COMMENT_3A)], tmp_val);
401 /* Formatted message */
403 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
404 if ( cur_store_num == STORE_BLACK ){
405 msg_format(comment_3b_B[randint0(MAX_COMMENT_3B)], tmp_val);
408 msg_format(comment_3b[randint0(MAX_COMMENT_3B)], tmp_val);
411 msg_format(comment_3b[randint0(MAX_COMMENT_3B)], tmp_val);
419 * Kick 'da bum out. -RAK-
421 static void say_comment_4(void)
424 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
425 if ( cur_store_num == STORE_BLACK ){
426 msg_print(comment_4a_B[randint0(MAX_COMMENT_4A)]);
427 msg_print(comment_4b_B[randint0(MAX_COMMENT_4B)]);
430 msg_print(comment_4a[randint0(MAX_COMMENT_4A)]);
431 msg_print(comment_4b[randint0(MAX_COMMENT_4B)]);
434 msg_print(comment_4a[randint0(MAX_COMMENT_4A)]);
435 msg_print(comment_4b[randint0(MAX_COMMENT_4B)]);
442 * You are insulting me
444 static void say_comment_5(void)
447 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸¤ò½Ð¤¹ */
448 if ( cur_store_num == STORE_BLACK ){
449 msg_print(comment_5_B[randint0(MAX_COMMENT_5)]);
452 msg_print(comment_5[randint0(MAX_COMMENT_5)]);
455 msg_print(comment_5[randint0(MAX_COMMENT_5)]);
462 * That makes no sense.
464 static void say_comment_6(void)
466 msg_print(comment_6[randint0(MAX_COMMENT_6)]);
472 * Messages for reacting to purchase prices.
475 #define MAX_COMMENT_7A 4
477 static cptr comment_7a[MAX_COMMENT_7A] =
482 "狼¤¬¤à¤»¤Óµã¤¯À¼¤¬Ê¹¤³¤¨¤ë...¡£",
483 "Ź¼ç¤¬²ù¤·¤²¤Ë¤ï¤á¤¤¤Æ¤¤¤ë¡ª"
487 "You hear someone sobbing...",
488 "The shopkeeper howls in agony!"
493 #define MAX_COMMENT_7B 4
495 static cptr comment_7b[MAX_COMMENT_7B] =
500 "Ź¼ç¤¬º¨¤á¤·¤½¤¦¤Ë¸«¤Æ¤¤¤ë¡£",
505 "The shopkeeper curses at you.",
506 "The shopkeeper glares at you."
511 #define MAX_COMMENT_7C 4
513 static cptr comment_7c[MAX_COMMENT_7C] =
517 "·¯¤¬Å·»È¤Ë¸«¤¨¤ë¤è¡ª",
518 "Ź¼ç¤¬¥¯¥¹¥¯¥¹¾Ð¤Ã¤Æ¤¤¤ë¡£",
519 "Ź¼ç¤¬ÂçÀ¼¤Ç¾Ð¤Ã¤Æ¤¤¤ë¡£"
522 "You've made my day!",
523 "The shopkeeper giggles.",
524 "The shopkeeper laughs loudly."
529 #define MAX_COMMENT_7D 4
531 static cptr comment_7d[MAX_COMMENT_7D] =
535 "¤³¤ó¤Ê¤ª¤¤¤·¤¤»×¤¤¤ò¤·¤¿¤é¡¢¿¿ÌÌÌܤËƯ¤±¤Ê¤¯¤Ê¤ë¤Ê¤¡¡£",
536 "Ź¼ç¤Ï´ò¤·¤¯¤ÆÄ·¤Í²ó¤Ã¤Æ¤¤¤ë¡£",
537 "Ź¼ç¤ÏËþÌ̤˾Фߤò¤¿¤¿¤¨¤Æ¤¤¤ë¡£"
540 "I think I'll retire!",
541 "The shopkeeper jumps for joy.",
542 "The shopkeeper smiles gleefully."
549 * Let a shop-keeper React to a purchase
551 * We paid "price", it was worth "value", and we thought it was worth "guess"
553 static void purchase_analyze(s32b price, s32b value, s32b guess)
555 /* Item was worthless, but we bought it */
556 if ((value <= 0) && (price > value))
559 msg_print(comment_7a[randint0(MAX_COMMENT_7A)]);
561 chg_virtue(V_HONOUR, -1);
562 chg_virtue(V_JUSTICE, -1);
568 /* Item was cheaper than we thought, and we paid more than necessary */
569 else if ((value < guess) && (price > value))
572 msg_print(comment_7b[randint0(MAX_COMMENT_7B)]);
574 chg_virtue(V_JUSTICE, -1);
576 chg_virtue(V_HONOUR, -1);
582 /* Item was a good bargain, and we got away with it */
583 else if ((value > guess) && (value < (4 * guess)) && (price < value))
586 msg_print(comment_7c[randint0(MAX_COMMENT_7C)]);
589 chg_virtue(V_HONOUR, -1);
591 chg_virtue(V_HONOUR, 1);
597 /* Item was a great bargain, and we got away with it */
598 else if ((value > guess) && (price < value))
601 msg_print(comment_7d[randint0(MAX_COMMENT_7D)]);
604 chg_virtue(V_HONOUR, -1);
606 chg_virtue(V_HONOUR, 1);
608 if (10 * price < value)
609 chg_virtue(V_SACRIFICE, 1);
621 /* ÆüËܸìÈǤξì¹ç¤Ï¾å¤ÎÊý¤Ë°ÜÆ°¤·¤Æ¤¢¤ê¤Þ¤¹ */
624 * We store the current "store number" here so everyone can access it
626 static int cur_store_num = 7;
629 * We store the current "store page" here so everyone can access it
631 static int store_top = 0;
634 * We store the current "store pointer" here so everyone can access it
636 static store_type *st_ptr = NULL;
639 * We store the current "owner type" here so everyone can access it
641 static owner_type *ot_ptr = NULL;
651 * Buying and selling adjustments for race combinations.
652 * Entry[owner][player] gives the basic "cost inflation".
654 static byte rgold_adj[MAX_RACES][MAX_RACES] =
656 /*Hum, HfE, Elf, Hal, Gno, Dwa, HfO, HfT, Dun, HiE, Barbarian,
657 HfOg, HGn, HTn, Cyc, Yek, Klc, Kbd, Nbl, DkE, Drc, Mind Flayer,
658 Imp, Glm, Skl, Zombie, Vampire, Spectre, Fairy, Beastman, Ent,
662 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
663 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
664 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
665 100, 120, 110, 105 },
668 { 110, 100, 100, 105, 110, 120, 125, 130, 110, 100, 110,
669 120, 115, 108, 115, 110, 110, 120, 120, 115, 115, 110,
670 120, 110, 110, 110, 120, 110, 100, 125, 100, 95, 140,
671 110, 115, 110, 110 },
674 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
675 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
676 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
677 110, 110, 105, 110 },
680 { 115, 110, 105, 95, 105, 110, 115, 130, 115, 105, 115,
681 125, 120, 120, 125, 115, 110, 120, 120, 120, 115, 115,
682 120, 110, 120, 120, 130, 110, 110, 130, 110, 95, 140,
683 115, 120, 105, 115 },
686 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
687 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
688 120, 101, 110, 110, 120, 120, 115, 130, 115, 95, 140,
689 115, 110, 110, 115 },
692 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
693 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
694 120, 105, 115, 115, 115, 115, 120, 130, 120, 95, 140,
695 115, 110, 115, 115 },
698 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
699 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
700 115, 125, 120, 120, 115, 120, 125, 115, 125, 95, 140,
701 115, 110, 115, 115 },
704 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
705 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
706 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
707 110, 110, 115, 110 },
710 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
711 120, 120, 105, 120, 115, 105, 115, 120, 110, 105, 105,
712 120, 105, 120, 120, 125, 120, 105, 135, 105, 95, 140,
713 100, 110, 110, 100 },
716 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
717 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
718 125, 115, 120, 120, 125, 120, 100, 125, 100, 95, 140,
719 110, 110, 105, 110 },
721 /* Human / Barbarian (copied from human) */
722 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
723 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
724 115, 105, 125, 125, 130, 125, 115, 120, 115, 95, 140,
725 100, 120, 110, 100 },
727 /* Half-Ogre: theoretical, copied from half-troll */
728 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
729 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
730 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
731 110, 110, 115, 110 },
733 /* Half-Giant: theoretical, copied from half-troll */
734 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
735 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
736 110, 115, 112, 112, 115, 112, 130, 120, 130, 95, 140,
737 110, 110, 115, 110 },
739 /* Half-Titan: theoretical, copied from High_Elf */
740 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
741 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
742 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
743 110, 110, 115, 110 },
745 /* Cyclops: theoretical, copied from half-troll */
746 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
747 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
748 110, 115, 112, 112, 115, 112, 130, 130, 130, 95, 140,
749 110, 110, 115, 110 },
751 /* Yeek: theoretical, copied from Half-Orc */
752 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
753 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
754 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
755 115, 110, 115, 115 },
757 /* Klackon: theoretical, copied from Gnome */
758 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
759 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
760 120, 101, 110, 110, 120, 120, 130, 130, 130, 95, 140,
761 115, 110, 115, 115 },
763 /* Kobold: theoretical, copied from Half-Orc */
764 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
765 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
766 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
767 115, 110, 115, 115 },
769 /* Nibelung: theoretical, copied from Dwarf */
770 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
771 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
772 120, 105, 115, 115, 120, 120, 130, 130, 130, 95, 140,
773 115, 135, 115, 115 },
776 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
777 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
778 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
779 110, 101, 115, 110 },
781 /* Draconian: theoretical, copied from High_Elf */
782 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
783 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
784 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
785 110, 110, 115, 110 },
787 /* Mind Flayer: theoretical, copied from High_Elf */
788 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
789 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
790 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
791 110, 110, 115, 110 },
793 /* Imp: theoretical, copied from High_Elf */
794 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
795 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
796 125, 115, 120, 120, 120, 120, 130, 130, 130, 120, 120,
797 110, 110, 115, 110 },
799 /* Golem: theoretical, copied from High_Elf */
800 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
801 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
802 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
803 110, 110, 115, 110 },
805 /* Skeleton: theoretical, copied from half-orc */
806 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
807 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
808 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
809 115, 110, 125, 115 },
811 /* Zombie: Theoretical, copied from half-orc */
812 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
813 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
814 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
815 115, 110, 125, 115 },
817 /* Vampire: Theoretical, copied from half-orc */
818 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
819 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
820 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
821 115, 110, 125, 115 },
823 /* Spectre: Theoretical, copied from half-orc */
824 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
825 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
826 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
827 115, 110, 125, 115 },
829 /* Sprite: Theoretical, copied from half-orc */
830 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
831 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
832 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
833 115, 110, 105, 115 },
835 /* Beastman: Theoretical, copied from half-orc */
836 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
837 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
838 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
839 115, 110, 115, 115 },
842 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
843 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
844 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
845 110, 110, 105, 110 },
848 { 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
849 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
850 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 160,
854 { 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
855 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
856 140, 140, 140, 140, 140, 140, 140, 140, 140, 160, 120,
857 140, 140, 140, 140 },
860 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
861 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
862 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
863 100, 120, 110, 100 },
866 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
867 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
868 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
869 110, 101, 115, 110 },
872 { 110, 110, 105, 105, 110, 115, 115, 115, 110, 105, 110,
873 115, 115, 115, 115, 115, 115, 115, 115, 115, 115, 115,
874 115, 115, 125, 125, 125, 125, 105, 115, 105, 95, 140,
875 110, 115, 100, 110 },
878 { 105, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
879 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
880 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
881 100, 120, 110, 100 },
888 * Determine the price of an item (qty one) in a store.
890 * This function takes into account the player's charisma, and the
891 * shop-keepers friendliness, and the shop-keeper's base greed, but
892 * never lets a shop-keeper lose money in a transaction.
894 * The "greed" value should exceed 100 when the player is "buying" the
895 * item, and should be less than 100 when the player is "selling" it.
897 * Hack -- the black market always charges twice as much as it should.
899 * Charisma adjustment runs from 80 to 130
900 * Racial adjustment runs from 95 to 130
902 * Since greed/charisma/racial adjustments are centered at 100, we need
903 * to adjust (by 200) to extract a usable multiplier. Note that the
904 * "greed" value is always something (?).
906 static s32b price_item(object_type *o_ptr, int greed, bool flip)
913 /* Get the value of one of the items */
914 price = object_value(o_ptr);
916 /* Worthless items */
917 if (price <= 0) return (0L);
920 /* Compute the racial factor */
921 factor = rgold_adj[ot_ptr->owner_race][p_ptr->prace];
923 /* Add in the charisma factor */
924 factor += adj_chr_gold[p_ptr->stat_ind[A_CHR]];
930 /* Adjust for greed */
931 adjust = 100 + (300 - (greed + factor));
933 /* Never get "silly" */
934 if (adjust > 100) adjust = 100;
936 /* Mega-Hack -- Black market sucks */
937 if (cur_store_num == STORE_BLACK)
940 /* Compute the final price (with rounding) */
941 /* Hack -- prevent underflow */
942 price = (price * adjust + 50L) / 100L;
945 /* Shop is selling */
948 /* Adjust for greed */
949 adjust = 100 + ((greed + factor) - 300);
951 /* Never get "silly" */
952 if (adjust < 100) adjust = 100;
954 /* Mega-Hack -- Black market sucks */
955 if (cur_store_num == STORE_BLACK)
958 /* Compute the final price (with rounding) */
959 /* Hack -- prevent overflow */
960 price = (s32b)(((u32b)price * (u32b)adjust + 50UL) / 100UL);
963 /* Note -- Never become "free" */
964 if (price <= 0L) return (1L);
966 /* Return the price */
972 * Certain "cheap" objects should be created in "piles"
973 * Some objects can be sold at a "discount" (in small piles)
975 static void mass_produce(object_type *o_ptr)
980 s32b cost = object_value(o_ptr);
983 /* Analyze the type */
986 /* Food, Flasks, and Lites */
991 if (cost <= 5L) size += damroll(3, 5);
992 if (cost <= 20L) size += damroll(3, 5);
993 if (cost <= 50L) size += damroll(2, 2);
1000 if (cost <= 60L) size += damroll(3, 5);
1001 if (cost <= 240L) size += damroll(1, 5);
1002 if (o_ptr->sval == SV_SCROLL_STAR_IDENTIFY) size += damroll(3, 5);
1003 if (o_ptr->sval == SV_SCROLL_STAR_REMOVE_CURSE) size += damroll(1, 4);
1008 case TV_SORCERY_BOOK:
1009 case TV_NATURE_BOOK:
1013 case TV_ARCANE_BOOK:
1014 case TV_ENCHANT_BOOK:
1015 case TV_DAEMON_BOOK:
1016 case TV_CRUSADE_BOOK:
1018 case TV_HISSATSU_BOOK:
1020 if (cost <= 50L) size += damroll(2, 3);
1021 if (cost <= 500L) size += damroll(1, 3);
1039 if (o_ptr->art_name) break;
1040 if (o_ptr->name2) break;
1041 if (cost <= 10L) size += damroll(3, 5);
1042 if (cost <= 100L) size += damroll(3, 5);
1051 if (cost <= 5L) size += damroll(5, 5);
1052 if (cost <= 50L) size += damroll(5, 5);
1053 if (cost <= 500L) size += damroll(5, 5);
1059 if (cost <= 100L) size += damroll(2, 2);
1060 if (cost <= 1000L) size += damroll(2, 2);
1073 * Because many rods (and a few wands and staffs) are useful mainly
1074 * in quantity, the Black Market will occasionally have a bunch of
1081 if ((cur_store_num == STORE_BLACK) && one_in_(3))
1083 if (cost < 1601L) size += damroll(1, 5);
1084 else if (cost < 3201L) size += damroll(1, 3);
1087 /* Ensure that mass-produced rods and wands get the correct pvals. */
1088 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
1090 o_ptr->pval *= size;
1097 /* Pick a discount */
1102 else if (one_in_(25))
1106 else if (one_in_(150))
1110 else if (one_in_(300))
1114 else if (one_in_(500))
1120 if (o_ptr->art_name)
1122 if (cheat_peek && discount)
1125 msg_print("¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÏÃÍ°ú¤¤Ê¤·¡£");
1127 msg_print("No discount on random artifacts.");
1134 /* Save the discount */
1135 o_ptr->discount = discount;
1137 /* Save the total pile size */
1138 o_ptr->number = size - (size * discount / 100);
1144 * Determine if a store item can "absorb" another item
1146 * See "object_similar()" for the same function for the "player"
1148 static bool store_object_similar(object_type *o_ptr, object_type *j_ptr)
1152 /* Hack -- Identical items cannot be stacked */
1153 if (o_ptr == j_ptr) return (0);
1155 /* Different objects cannot be stacked */
1156 if (o_ptr->k_idx != j_ptr->k_idx) return (0);
1158 /* Different charges (etc) cannot be stacked, unless wands or rods. */
1159 if ((o_ptr->pval != j_ptr->pval) && (o_ptr->tval != TV_WAND) && (o_ptr->tval != TV_ROD)) return (0);
1161 /* Require many identical values */
1162 if (o_ptr->to_h != j_ptr->to_h) return (0);
1163 if (o_ptr->to_d != j_ptr->to_d) return (0);
1164 if (o_ptr->to_a != j_ptr->to_a) return (0);
1166 /* Require identical "artifact" names */
1167 if (o_ptr->name1 != j_ptr->name1) return (0);
1169 /* Require identical "ego-item" names */
1170 if (o_ptr->name2 != j_ptr->name2) return (0);
1172 /* Random artifacts don't stack !*/
1173 if (o_ptr->art_name || j_ptr->art_name) return (0);
1175 /* Hack -- Identical art_flags! */
1176 for (i = 0; i < TR_FLAG_SIZE; i++)
1177 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return (0);
1179 /* Hack -- Never stack "powerful" items */
1180 if (o_ptr->xtra1 || j_ptr->xtra1) return (0);
1182 /* Hack -- Never stack recharging items */
1183 if (o_ptr->timeout || j_ptr->timeout) return (0);
1185 /* Require many identical values */
1186 if (o_ptr->ac != j_ptr->ac) return (0);
1187 if (o_ptr->dd != j_ptr->dd) return (0);
1188 if (o_ptr->ds != j_ptr->ds) return (0);
1190 /* Hack -- Never stack chests */
1191 if (o_ptr->tval == TV_CHEST) return (0);
1192 if (o_ptr->tval == TV_STATUE) return (0);
1193 if (o_ptr->tval == TV_CAPTURE) return (0);
1195 /* Require matching discounts */
1196 if (o_ptr->discount != j_ptr->discount) return (0);
1198 /* They match, so they must be similar */
1204 * Allow a store item to absorb another item
1206 static void store_object_absorb(object_type *o_ptr, object_type *j_ptr)
1208 int max_num = (o_ptr->tval == TV_ROD) ?
1209 MIN(99, MAX_SHORT / k_info[o_ptr->k_idx].pval) : 99;
1210 int total = o_ptr->number + j_ptr->number;
1211 int diff = (total > max_num) ? total - max_num : 0;
1213 /* Combine quantity, lose excess items */
1214 o_ptr->number = (total > max_num) ? max_num : total;
1216 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) together. -LM- */
1217 if (o_ptr->tval == TV_ROD)
1219 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1222 /* Hack -- if wands are stacking, combine the charges. -LM- */
1223 if (o_ptr->tval == TV_WAND)
1225 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1231 * Check to see if the shop will be carrying too many objects -RAK-
1232 * Note that the shop, just like a player, will not accept things
1233 * it cannot hold. Before, one could "nuke" potions this way.
1235 * Return value is now int:
1237 * -1 : Can be combined to existing slot.
1238 * 1 : Cannot be combined but there are empty spaces.
1240 static int store_check_num(object_type *o_ptr)
1245 /* The "home" acts like the player */
1246 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
1248 /* Check all the items */
1249 for (i = 0; i < st_ptr->stock_num; i++)
1251 /* Get the existing item */
1252 j_ptr = &st_ptr->stock[i];
1254 /* Can the new object be combined with the old one? */
1255 if (object_similar(j_ptr, o_ptr)) return -1;
1259 /* Normal stores do special stuff */
1262 /* Check all the items */
1263 for (i = 0; i < st_ptr->stock_num; i++)
1265 /* Get the existing item */
1266 j_ptr = &st_ptr->stock[i];
1268 /* Can the new object be combined with the old one? */
1269 if (store_object_similar(j_ptr, o_ptr)) return -1;
1273 /* Free space is always usable */
1275 * ¥ª¥×¥·¥ç¥ó powerup_home ¤¬ÀßÄꤵ¤ì¤Æ¤¤¤ë¤È
1276 * ²æ¤¬²È¤¬ 20 ¥Ú¡¼¥¸¤Þ¤Ç»È¤¨¤ë
1278 if ((cur_store_num == STORE_HOME) && ( powerup_home == FALSE )) {
1279 if (st_ptr->stock_num < ((st_ptr->stock_size) / 10)) {
1284 if (st_ptr->stock_num < st_ptr->stock_size) {
1289 /* But there was no room at the inn... */
1294 static bool is_blessed(object_type *o_ptr)
1296 u32b flgs[TR_FLAG_SIZE];
1297 object_flags(o_ptr, flgs);
1298 if (have_flag(flgs, TR_BLESSED)) return (TRUE);
1299 else return (FALSE);
1305 * Determine if the current store will purchase the given item
1307 * Note that a shop-keeper must refuse to buy "worthless" items
1309 static bool store_will_buy(object_type *o_ptr)
1311 /* Hack -- The Home is simple */
1312 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) return (TRUE);
1314 /* Switch on the store */
1315 switch (cur_store_num)
1320 /* Analyze the type */
1321 switch (o_ptr->tval)
1324 if (o_ptr->sval != SV_POTION_WATER) return FALSE;
1336 case TV_BOTTLE: /* 'Green', recycling Angband */
1351 /* Analyze the type */
1352 switch (o_ptr->tval)
1373 /* Analyze the type */
1374 switch (o_ptr->tval)
1383 case TV_HISSATSU_BOOK:
1387 if(o_ptr->sval == SV_WIZSTAFF) return (FALSE);
1399 /* Analyze the type */
1400 switch (o_ptr->tval)
1403 case TV_CRUSADE_BOOK:
1413 monster_race *r_ptr = &r_info[o_ptr->pval];
1416 if (!(r_ptr->flags3 & RF3_EVIL))
1419 if (r_ptr->flags3 & RF3_GOOD) break;
1421 /* Accept animals */
1422 if (r_ptr->flags3 & RF3_ANIMAL) break;
1425 if (strchr("?!", r_ptr->d_char)) break;
1431 if (is_blessed(o_ptr)) break;
1440 case STORE_ALCHEMIST:
1442 /* Analyze the type */
1443 switch (o_ptr->tval)
1457 /* Analyze the type */
1458 switch (o_ptr->tval)
1460 case TV_SORCERY_BOOK:
1461 case TV_NATURE_BOOK:
1465 case TV_ARCANE_BOOK:
1466 case TV_ENCHANT_BOOK:
1467 case TV_DAEMON_BOOK:
1480 if(o_ptr->sval == SV_WIZSTAFF) break;
1481 else return (FALSE);
1488 /* Bookstore Shop */
1491 /* Analyze the type */
1492 switch (o_ptr->tval)
1494 case TV_SORCERY_BOOK:
1495 case TV_NATURE_BOOK:
1500 case TV_ARCANE_BOOK:
1501 case TV_ENCHANT_BOOK:
1502 case TV_DAEMON_BOOK:
1503 case TV_CRUSADE_BOOK:
1513 /* XXX XXX XXX Ignore "worthless" items */
1514 if (object_value(o_ptr) <= 0) return (FALSE);
1523 * Add the item "o_ptr" to the inventory of the "Home"
1525 * In all cases, return the slot (or -1) where the object was placed
1527 * Note that this is a hacked up version of "inven_carry()".
1529 * Also note that it may not correctly "adapt" to "knowledge" bacoming
1530 * known, the player may have to pick stuff up and drop it again.
1532 static int home_carry(object_type *o_ptr)
1535 s32b value, j_value;
1540 /* Check each existing item (try to combine) */
1541 for (slot = 0; slot < st_ptr->stock_num; slot++)
1543 /* Get the existing item */
1544 j_ptr = &st_ptr->stock[slot];
1546 /* The home acts just like the player */
1547 if (object_similar(j_ptr, o_ptr))
1549 /* Save the new number of items */
1550 object_absorb(j_ptr, o_ptr);
1559 * ±£¤·µ¡Ç½: ¥ª¥×¥·¥ç¥ó powerup_home ¤¬ÀßÄꤵ¤ì¤Æ¤¤¤ë¤È
1560 * ²æ¤¬²È¤¬ 20 ¥Ú¡¼¥¸¤Þ¤Ç»È¤¨¤ë
1563 if ( powerup_home == TRUE) {
1564 if (st_ptr->stock_num >= st_ptr->stock_size) {
1569 if (st_ptr->stock_num >= ((st_ptr->stock_size) / 10)) {
1575 /* Determine the "value" of the item */
1576 value = object_value(o_ptr);
1578 /* Check existing slots to see if we must "slide" */
1579 for (slot = 0; slot < st_ptr->stock_num; slot++)
1582 j_ptr = &st_ptr->stock[slot];
1584 /* Hack -- readable books always come first */
1585 if ((o_ptr->tval == mp_ptr->spell_book) &&
1586 (j_ptr->tval != mp_ptr->spell_book)) break;
1587 if ((j_ptr->tval == mp_ptr->spell_book) &&
1588 (o_ptr->tval != mp_ptr->spell_book)) continue;
1590 /* Objects sort by decreasing type */
1591 if (o_ptr->tval > j_ptr->tval) break;
1592 if (o_ptr->tval < j_ptr->tval) continue;
1594 /* Can happen in the home */
1595 if (!object_aware_p(o_ptr)) continue;
1596 if (!object_aware_p(j_ptr)) break;
1598 /* Objects sort by increasing sval */
1599 if (o_ptr->sval < j_ptr->sval) break;
1600 if (o_ptr->sval > j_ptr->sval) continue;
1602 /* Objects in the home can be unknown */
1603 if (!object_known_p(o_ptr)) continue;
1604 if (!object_known_p(j_ptr)) break;
1607 * Hack: otherwise identical rods sort by
1608 * increasing recharge time --dsb
1610 if (o_ptr->tval == TV_ROD)
1612 if (o_ptr->pval < j_ptr->pval) break;
1613 if (o_ptr->pval > j_ptr->pval) continue;
1615 if ((o_ptr->tval == TV_CORPSE) || (o_ptr->tval == TV_FIGURINE) || (o_ptr->tval == TV_STATUE))
1617 if (r_info[o_ptr->pval].level < r_info[j_ptr->pval].level) break;
1618 if ((r_info[o_ptr->pval].level == r_info[j_ptr->pval].level) && (o_ptr->pval < j_ptr->pval)) break;
1621 /* Objects sort by decreasing value */
1622 j_value = object_value(j_ptr);
1623 if (value > j_value) break;
1624 if (value < j_value) continue;
1627 /* Slide the others up */
1628 for (i = st_ptr->stock_num; i > slot; i--)
1630 st_ptr->stock[i] = st_ptr->stock[i-1];
1633 /* More stuff now */
1634 st_ptr->stock_num++;
1636 /* Insert the new item */
1637 st_ptr->stock[slot] = *o_ptr;
1639 chg_virtue(V_SACRIFICE, -1);
1641 /* Return the location */
1647 * Add the item "o_ptr" to a real stores inventory.
1649 * If the item is "worthless", it is thrown away (except in the home).
1651 * If the item cannot be combined with an object already in the inventory,
1652 * make a new slot for it, and calculate its "per item" price. Note that
1653 * this price will be negative, since the price will not be "fixed" yet.
1654 * Adding an item to a "fixed" price stack will not change the fixed price.
1656 * In all cases, return the slot (or -1) where the object was placed
1658 static int store_carry(object_type *o_ptr)
1661 s32b value, j_value;
1665 /* Evaluate the object */
1666 value = object_value(o_ptr);
1668 /* Cursed/Worthless items "disappear" when sold */
1669 if (value <= 0) return (-1);
1671 /* All store items are fully *identified* */
1672 o_ptr->ident |= IDENT_MENTAL;
1674 /* Erase the inscription */
1675 o_ptr->inscription = 0;
1677 /* Erase the "feeling" */
1678 o_ptr->feeling = FEEL_NONE;
1680 /* Check each existing item (try to combine) */
1681 for (slot = 0; slot < st_ptr->stock_num; slot++)
1683 /* Get the existing item */
1684 j_ptr = &st_ptr->stock[slot];
1686 /* Can the existing items be incremented? */
1687 if (store_object_similar(j_ptr, o_ptr))
1689 /* Hack -- extra items disappear */
1690 store_object_absorb(j_ptr, o_ptr);
1698 if (st_ptr->stock_num >= st_ptr->stock_size) return (-1);
1701 /* Check existing slots to see if we must "slide" */
1702 for (slot = 0; slot < st_ptr->stock_num; slot++)
1705 j_ptr = &st_ptr->stock[slot];
1707 /* Objects sort by decreasing type */
1708 if (o_ptr->tval > j_ptr->tval) break;
1709 if (o_ptr->tval < j_ptr->tval) continue;
1711 /* Objects sort by increasing sval */
1712 if (o_ptr->sval < j_ptr->sval) break;
1713 if (o_ptr->sval > j_ptr->sval) continue;
1716 * Hack: otherwise identical rods sort by
1717 * increasing recharge time --dsb
1719 if (o_ptr->tval == TV_ROD)
1721 if (o_ptr->pval < j_ptr->pval) break;
1722 if (o_ptr->pval > j_ptr->pval) continue;
1725 /* Evaluate that slot */
1726 j_value = object_value(j_ptr);
1728 /* Objects sort by decreasing value */
1729 if (value > j_value) break;
1730 if (value < j_value) continue;
1733 /* Slide the others up */
1734 for (i = st_ptr->stock_num; i > slot; i--)
1736 st_ptr->stock[i] = st_ptr->stock[i-1];
1739 /* More stuff now */
1740 st_ptr->stock_num++;
1742 /* Insert the new item */
1743 st_ptr->stock[slot] = *o_ptr;
1745 /* Return the location */
1751 * Increase, by a given amount, the number of a certain item
1752 * in a certain store. This can result in zero items.
1754 static void store_item_increase(int item, int num)
1760 o_ptr = &st_ptr->stock[item];
1762 /* Verify the number */
1763 cnt = o_ptr->number + num;
1764 if (cnt > 255) cnt = 255;
1765 else if (cnt < 0) cnt = 0;
1766 num = cnt - o_ptr->number;
1768 /* Save the new number */
1769 o_ptr->number += num;
1774 * Remove a slot if it is empty
1776 static void store_item_optimize(int item)
1782 o_ptr = &st_ptr->stock[item];
1785 if (!o_ptr->k_idx) return;
1787 /* Must have no items */
1788 if (o_ptr->number) return;
1791 st_ptr->stock_num--;
1793 /* Slide everyone */
1794 for (j = item; j < st_ptr->stock_num; j++)
1796 st_ptr->stock[j] = st_ptr->stock[j + 1];
1799 /* Nuke the final slot */
1800 object_wipe(&st_ptr->stock[j]);
1805 * This function will keep 'crap' out of the black market.
1806 * Crap is defined as any item that is "available" elsewhere
1807 * Based on a suggestion by "Lee Vogt" <lvogt@cig.mcel.mot.com>
1809 static bool black_market_crap(object_type *o_ptr)
1813 /* Ego items are never crap */
1814 if (o_ptr->name2) return (FALSE);
1816 /* Good items are never crap */
1817 if (o_ptr->to_a > 0) return (FALSE);
1818 if (o_ptr->to_h > 0) return (FALSE);
1819 if (o_ptr->to_d > 0) return (FALSE);
1821 /* Check all stores */
1822 for (i = 0; i < MAX_STORES; i++)
1824 if (i == STORE_HOME) continue;
1825 if (i == STORE_MUSEUM) continue;
1827 /* Check every item in the store */
1828 for (j = 0; j < town[p_ptr->town_num].store[i].stock_num; j++)
1830 object_type *j_ptr = &town[p_ptr->town_num].store[i].stock[j];
1832 /* Duplicate item "type", assume crappy */
1833 if (o_ptr->k_idx == j_ptr->k_idx) return (TRUE);
1843 * Attempt to delete (some of) a random item from the store
1844 * Hack -- we attempt to "maintain" piles of items when possible.
1846 static void store_delete(void)
1850 /* Pick a random slot */
1851 what = randint0(st_ptr->stock_num);
1853 /* Determine how many items are here */
1854 num = st_ptr->stock[what].number;
1856 /* Hack -- sometimes, only destroy half the items */
1857 if (randint0(100) < 50) num = (num + 1) / 2;
1859 /* Hack -- sometimes, only destroy a single item */
1860 if (randint0(100) < 50) num = 1;
1862 /* Hack -- decrement the maximum timeouts and total charges of rods and wands. -LM- */
1863 if ((st_ptr->stock[what].tval == TV_ROD) || (st_ptr->stock[what].tval == TV_WAND))
1865 st_ptr->stock[what].pval -= num * st_ptr->stock[what].pval / st_ptr->stock[what].number;
1868 /* Actually destroy (part of) the item */
1869 store_item_increase(what, -num);
1870 store_item_optimize(what);
1875 * Creates a random item and gives it to a store
1876 * This algorithm needs to be rethought. A lot.
1877 * Currently, "normal" stores use a pre-built array.
1879 * Note -- the "level" given to "obj_get_num()" is a "favored"
1880 * level, that is, there is a much higher chance of getting
1881 * items with a level approaching that of the given level...
1883 * Should we check for "permission" to have the given item?
1885 static void store_create(void)
1887 int i, tries, level;
1893 /* Paranoia -- no room left */
1894 if (st_ptr->stock_num >= st_ptr->stock_size) return;
1897 /* Hack -- consider up to four items */
1898 for (tries = 0; tries < 4; tries++)
1901 if (cur_store_num == STORE_BLACK)
1903 /* Pick a level for object/magic */
1904 level = 25 + randint0(25);
1906 /* Random item (usually of given level) */
1907 i = get_obj_num(level);
1909 /* Handle failure */
1916 /* Hack -- Pick an item to sell */
1917 i = st_ptr->table[randint0(st_ptr->table_num)];
1919 /* Hack -- fake level for apply_magic() */
1920 level = rand_range(1, STORE_OBJ_LEVEL);
1924 /* Get local object */
1927 /* Create a new object of the chosen kind */
1928 object_prep(q_ptr, i);
1930 /* Apply some "low-level" magic (no artifacts) */
1931 apply_magic(q_ptr, level, AM_NO_FIXED_ART);
1933 /* Require valid object */
1934 if (!store_will_buy(q_ptr)) continue;
1936 /* Hack -- Charge lite's */
1937 if (q_ptr->tval == TV_LITE)
1939 if (q_ptr->sval == SV_LITE_TORCH) q_ptr->xtra4 = FUEL_TORCH / 2;
1940 if (q_ptr->sval == SV_LITE_LANTERN) q_ptr->xtra4 = FUEL_LAMP / 2;
1944 /* The item is "known" */
1945 object_known(q_ptr);
1947 /* Mark it storebought */
1948 q_ptr->ident |= IDENT_STOREB;
1950 /* Mega-Hack -- no chests in stores */
1951 if (q_ptr->tval == TV_CHEST) continue;
1953 /* Prune the black market */
1954 if (cur_store_num == STORE_BLACK)
1956 /* Hack -- No "crappy" items */
1957 if (black_market_crap(q_ptr)) continue;
1959 /* Hack -- No "cheap" items */
1960 if (object_value(q_ptr) < 10) continue;
1962 /* No "worthless" items */
1963 /* if (object_value(q_ptr) <= 0) continue; */
1966 /* Prune normal stores */
1969 /* No "worthless" items */
1970 if (object_value(q_ptr) <= 0) continue;
1974 /* Mass produce and/or Apply discount */
1975 mass_produce(q_ptr);
1977 /* Attempt to carry the (known) item */
1978 (void)store_carry(q_ptr);
1980 /* Definitely done */
1988 * Eliminate need to bargain if player has haggled well in the past
1990 static bool noneedtobargain(s32b minprice)
1992 s32b good = st_ptr->good_buy;
1993 s32b bad = st_ptr->bad_buy;
1995 /* Cheap items are "boring" */
1996 if (minprice < 10L) return (TRUE);
1998 /* Perfect haggling */
1999 if (good == MAX_SHORT) return (TRUE);
2001 /* Reward good haggles, punish bad haggles, notice price */
2002 if (good > ((3 * bad) + (5 + (minprice/50)))) return (TRUE);
2004 /* Return the flag */
2010 * Update the bargain info
2012 static void updatebargain(s32b price, s32b minprice, int num)
2014 /* Hack -- auto-haggle */
2015 if (!manual_haggle) return;
2017 /* Cheap items are "boring" */
2018 if ((minprice/num) < 10L) return;
2020 /* Count the successful haggles */
2021 if (price == minprice)
2023 /* Just count the good haggles */
2024 if (st_ptr->good_buy < MAX_SHORT)
2030 /* Count the failed haggles */
2033 /* Just count the bad haggles */
2034 if (st_ptr->bad_buy < MAX_SHORT)
2044 * Re-displays a single store entry
2046 static void display_entry(int pos)
2052 char o_name[MAX_NLEN];
2059 o_ptr = &st_ptr->stock[pos];
2061 /* Get the "offset" */
2064 /* Label it, clear the line --(-- */
2065 (void)sprintf(out_val, "%c) ", I2A(i));
2066 prt(out_val, i+6, 0);
2069 if (show_item_graph)
2071 byte a = object_attr(o_ptr);
2072 char c = object_char(o_ptr);
2079 Term_draw(cur_col, i + 6, a, c);
2084 Term_draw(cur_col, i + 6, 255, -1);
2089 /* Describe an item in the home */
2090 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
2094 /* Leave room for weights, if necessary -DRS- */
2095 if (show_weights) maxwid -= 10;
2097 /* Describe the object */
2098 object_desc(o_name, o_ptr, TRUE, 3);
2099 o_name[maxwid] = '\0';
2100 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, cur_col);
2105 /* Only show the weight of an individual item */
2106 int wgt = o_ptr->weight;
2108 sprintf(out_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
2109 put_str(out_val, i+6, 67);
2111 (void)sprintf(out_val, "%3d.%d lb", wgt / 10, wgt % 10);
2112 put_str(out_val, i+6, 68);
2118 /* Describe an item (fully) in a store */
2121 /* Must leave room for the "price" */
2124 /* Leave room for weights, if necessary -DRS- */
2125 if (show_weights) maxwid -= 7;
2127 /* Describe the object (fully) */
2128 object_desc_store(o_name, o_ptr, TRUE, 3);
2129 o_name[maxwid] = '\0';
2130 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, cur_col);
2135 /* Only show the weight of an individual item */
2136 int wgt = o_ptr->weight;
2138 sprintf(out_val, "%3d.%1d", lbtokg1(wgt) , lbtokg2(wgt) );
2139 put_str(out_val, i+6, 60);
2141 (void)sprintf(out_val, "%3d.%d", wgt / 10, wgt % 10);
2142 put_str(out_val, i+6, 61);
2147 /* Display a "fixed" cost */
2148 if (o_ptr->ident & (IDENT_FIXED))
2150 /* Extract the "minimum" price */
2151 x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2153 /* Actually draw the price (not fixed) */
2155 (void)sprintf(out_val, "%9ld¸Ç", (long)x);
2157 (void)sprintf(out_val, "%9ld F", (long)x);
2160 put_str(out_val, i+6, 68);
2163 /* Display a "taxed" cost */
2164 else if (!manual_haggle)
2166 /* Extract the "minimum" price */
2167 x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2169 /* Hack -- Apply Sales Tax if needed */
2170 if (!noneedtobargain(x)) x += x / 10;
2172 /* Actually draw the price (with tax) */
2173 (void)sprintf(out_val, "%9ld ", (long)x);
2174 put_str(out_val, i+6, 68);
2177 /* Display a "haggle" cost */
2180 /* Extrect the "maximum" price */
2181 x = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
2183 /* Actually draw the price (not fixed) */
2184 (void)sprintf(out_val, "%9ld ", (long)x);
2185 put_str(out_val, i+6, 68);
2192 * Displays a store's inventory -RAK-
2193 * All prices are listed as "per individual object". -BEN-
2195 static void display_inventory(void)
2199 /* Display the next 12 items */
2200 for (k = 0; k < 12; k++)
2202 /* Do not display "dead" items */
2203 if (store_top + k >= st_ptr->stock_num) break;
2205 /* Display that line */
2206 display_entry(store_top + k);
2209 /* Erase the extra lines and the "more" prompt */
2210 for (i = k; i < 13; i++) prt("", i + 6, 0);
2212 /* Assume "no current page" */
2214 put_str(" ", 5, 20);
2216 put_str(" ", 5, 20);
2220 /* Visual reminder of "more items" */
2221 if (st_ptr->stock_num > 12)
2223 /* Show "more" reminder (after the last item) */
2225 prt("-³¤¯-", k + 6, 3);
2227 prt("-more-", k + 6, 3);
2231 /* Indicate the "current page" */
2232 /* Trailing spaces are to display (Page xx) and (Page x) */
2234 put_str(format("(%d¥Ú¡¼¥¸) ", store_top/12 + 1), 5, 20);
2236 put_str(format("(Page %d) ", store_top/12 + 1), 5, 20);
2244 * Displays players gold -RAK-
2246 static void store_prt_gold(void)
2251 prt("¼ê»ý¤Á¤Î¤ª¶â: ", 19, 53);
2253 prt("Gold Remaining: ", 19, 53);
2257 sprintf(out_val, "%9ld", (long)p_ptr->au);
2258 prt(out_val, 19, 68);
2263 * Displays store (after clearing screen) -RAK-
2265 static void display_store(void)
2273 /* The "Home" is special */
2274 if (cur_store_num == STORE_HOME)
2276 /* Put the owner name */
2278 put_str("²æ¤¬²È", 3, 31);
2280 put_str("Your Home", 3, 30);
2284 /* Label the item descriptions */
2286 put_str("¥¢¥¤¥Æ¥à¤Î°ìÍ÷", 5, 4);
2288 put_str("Item Description", 5, 3);
2292 /* If showing weights, show label */
2296 put_str("½Å¤µ", 5, 72);
2298 put_str("Weight", 5, 70);
2304 /* The "Home" is special */
2305 else if (cur_store_num == STORE_MUSEUM)
2307 /* Put the owner name */
2309 put_str("Çîʪ´Û", 3, 31);
2311 put_str("Museum", 3, 30);
2315 /* Label the item descriptions */
2317 put_str("¥¢¥¤¥Æ¥à¤Î°ìÍ÷", 5, 4);
2319 put_str("Item Description", 5, 3);
2323 /* If showing weights, show label */
2327 put_str("½Å¤µ", 5, 72);
2329 put_str("Weight", 5, 70);
2338 cptr store_name = (f_name + f_info[FEAT_SHOP_HEAD + cur_store_num].name);
2339 cptr owner_name = (ot_ptr->owner_name);
2340 cptr race_name = race_info[ot_ptr->owner_race].title;
2342 /* Put the owner name and race */
2343 sprintf(buf, "%s (%s)", owner_name, race_name);
2344 put_str(buf, 3, 10);
2346 /* Show the max price in the store (above prices) */
2347 sprintf(buf, "%s (%ld)", store_name, (long)(ot_ptr->max_cost));
2350 /* Label the item descriptions */
2352 put_str("¾¦ÉʤΰìÍ÷", 5, 7);
2354 put_str("Item Description", 5, 3);
2358 /* If showing weights, show label */
2362 put_str("½Å¤µ", 5, 62);
2364 put_str("Weight", 5, 60);
2369 /* Label the asking price (in stores) */
2371 put_str("²Á³Ê", 5, 73);
2373 put_str("Price", 5, 72);
2378 /* Display the current gold */
2381 /* Draw in the inventory */
2382 display_inventory();
2388 * Get the ID of a store item and return its value -RAK-
2390 static int get_stock(int *com_val, cptr pmt, int i, int j)
2396 #ifdef ALLOW_REPEAT /* TNB */
2398 /* Get the item index */
2399 if (repeat_pull(com_val))
2401 /* Verify the item */
2402 if ((*com_val >= i) && (*com_val <= j))
2409 #endif /* ALLOW_REPEAT -- TNB */
2411 /* Paranoia XXX XXX XXX */
2415 /* Assume failure */
2418 /* Build the prompt */
2420 (void)sprintf(out_val, "(%s:%c-%c, ESC¤ÇÃæÃÇ) %s",
2421 (((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) ? "¥¢¥¤¥Æ¥à" : "¾¦ÉÊ"),
2422 I2A(i), I2A(j), pmt);
2424 (void)sprintf(out_val, "(Items %c-%c, ESC to exit) %s",
2425 I2A(i), I2A(j), pmt);
2429 /* Ask until done */
2435 if (!get_com(out_val, &command, FALSE)) break;
2438 k = (islower(command) ? A2I(command) : -1);
2440 /* Legal responses */
2441 if ((k >= i) && (k <= j))
2451 /* Clear the prompt */
2455 if (command == ESCAPE) return (FALSE);
2457 #ifdef ALLOW_REPEAT /* TNB */
2459 repeat_push(*com_val);
2461 #endif /* ALLOW_REPEAT -- TNB */
2469 * Increase the insult counter and get angry if too many -RAK-
2471 static int increase_insults(void)
2473 /* Increase insults */
2474 st_ptr->insult_cur++;
2476 /* Become insulted */
2477 if (st_ptr->insult_cur > ot_ptr->insult_max)
2483 st_ptr->insult_cur = 0;
2484 st_ptr->good_buy = 0;
2485 st_ptr->bad_buy = 0;
2488 st_ptr->store_open = turn + TURNS_PER_TICK*TOWN_DAWN/8 + randint1(TURNS_PER_TICK*TOWN_DAWN/8);
2500 * Decrease insults -RAK-
2502 static void decrease_insults(void)
2504 /* Decrease insults */
2505 if (st_ptr->insult_cur) st_ptr->insult_cur--;
2510 * Have insulted while haggling -RAK-
2512 static int haggle_insults(void)
2514 /* Increase insults */
2515 if (increase_insults()) return (TRUE);
2517 /* Display and flush insult */
2526 * Mega-Hack -- Enable "increments"
2528 static bool allow_inc = FALSE;
2531 * Mega-Hack -- Last "increment" during haggling
2533 static s32b last_inc = 0L;
2539 static int get_haggle(cptr pmt, s32b *poffer, s32b price, int final)
2549 /* Clear old increment if necessary */
2550 if (!allow_inc) last_inc = 0L;
2557 sprintf(buf, "%s [¾µÂú] ", pmt);
2559 sprintf(buf, "%s [accept] ", pmt);
2564 /* Old (negative) increment, and not final */
2565 else if (last_inc < 0)
2568 sprintf(buf, "%s [-$%ld] ", pmt, (long)(ABS(last_inc)));
2570 sprintf(buf, "%s [-%ld] ", pmt, (long)(ABS(last_inc)));
2575 /* Old (positive) increment, and not final */
2576 else if (last_inc > 0)
2579 sprintf(buf, "%s [+$%ld] ", pmt, (long)(ABS(last_inc)));
2581 sprintf(buf, "%s [+%ld] ", pmt, (long)(ABS(last_inc)));
2589 sprintf(buf, "%s ", pmt);
2593 /* Paranoia XXX XXX XXX */
2597 /* Ask until done */
2601 strcpy(out_val, "");
2603 /* Ask the user for a response */
2604 if (!get_string(buf, out_val, 32)) return (FALSE);
2606 /* Skip leading spaces */
2607 for (p = out_val; *p == ' '; p++) /* loop */;
2609 /* Empty response */
2612 /* Accept current price */
2620 /* Use previous increment */
2621 if (allow_inc && last_inc)
2623 *poffer += last_inc;
2628 /* Normal response */
2631 /* Extract a number */
2634 /* Handle "incremental" number */
2635 if ((*p == '+' || *p == '-'))
2637 /* Allow increments */
2640 /* Use the given "increment" */
2647 /* Handle normal number */
2650 /* Use the given "number" */
2659 msg_print("Ãͤ¬¤ª¤«¤·¤¤¤Ç¤¹¡£");
2661 msg_print("Invalid response.");
2673 * Receive an offer (from the player)
2675 * Return TRUE if offer is NOT okay
2677 static bool receive_offer(cptr pmt, s32b *poffer,
2678 s32b last_offer, int factor,
2679 s32b price, int final)
2681 /* Haggle till done */
2684 /* Get a haggle (or cancel) */
2685 if (!get_haggle(pmt, poffer, price, final)) return (TRUE);
2687 /* Acceptable offer */
2688 if (((*poffer) * factor) >= (last_offer * factor)) break;
2690 /* Insult, and check for kicked out */
2691 if (haggle_insults()) return (TRUE);
2693 /* Reject offer (correctly) */
2694 (*poffer) = last_offer;
2703 * Haggling routine -RAK-
2705 * Return TRUE if purchase is NOT successful
2707 static bool purchase_haggle(object_type *o_ptr, s32b *price)
2709 s32b cur_ask, final_ask;
2710 s32b last_offer, offer;
2712 s32b min_per, max_per;
2713 int flag, loop_flag, noneed;
2714 int annoyed = 0, final = FALSE;
2716 bool cancel = FALSE;
2719 cptr pmt = "Ä󼨲Á³Ê";
2721 cptr pmt = "Asking";
2731 /* Extract the starting offer and the final offer */
2732 cur_ask = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
2733 final_ask = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
2735 /* Determine if haggling is necessary */
2736 noneed = noneedtobargain(final_ask);
2738 /* No need to haggle */
2739 if (noneed || !manual_haggle)
2741 /* No need to haggle */
2744 /* Message summary */
2746 msg_print("·ë¶É¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2748 msg_print("You eventually agree upon the price.");
2754 /* No haggle option */
2757 /* Message summary */
2759 msg_print("¤¹¤ó¤Ê¤ê¤È¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2761 msg_print("You quickly agree upon the price.");
2766 /* Apply Sales Tax */
2767 final_ask += final_ask / 10;
2771 cur_ask = final_ask;
2773 /* Go to final offer */
2775 pmt = "ºÇ½ªÄ󼨲Á³Ê";
2777 pmt = "Final Offer";
2784 /* Haggle for the whole pile */
2785 cur_ask *= o_ptr->number;
2786 final_ask *= o_ptr->number;
2789 /* Haggle parameters */
2790 min_per = ot_ptr->haggle_per;
2791 max_per = min_per * 3;
2793 /* Mega-Hack -- artificial "last offer" value */
2794 last_offer = object_value(o_ptr) * o_ptr->number;
2795 last_offer = last_offer * (200 - (int)(ot_ptr->max_inflate)) / 100L;
2796 if (last_offer <= 0) last_offer = 1;
2801 /* No incremental haggling yet */
2804 /* Haggle until done */
2805 for (flag = FALSE; !flag; )
2809 while (!flag && loop_flag)
2811 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
2812 put_str(out_val, 1, 0);
2814 cancel = receive_offer("Ä󼨤¹¤ë¶â³Û? ",
2816 cancel = receive_offer("What do you offer? ",
2819 &offer, last_offer, 1, cur_ask, final);
2825 else if (offer > cur_ask)
2830 else if (offer == cur_ask)
2843 x1 = 100 * (offer - last_offer) / (cur_ask - last_offer);
2846 if (haggle_insults())
2852 else if (x1 > max_per)
2855 if (x1 < max_per) x1 = max_per;
2857 x2 = rand_range(x1-2, x1+2);
2858 x3 = ((cur_ask - offer) * x2 / 100L) + 1;
2859 /* don't let the price go up */
2864 if (cur_ask < final_ask)
2867 cur_ask = final_ask;
2869 pmt = "ºÇ½ªÄ󼨲Á³Ê";
2871 pmt = "Final Offer";
2877 (void)(increase_insults());
2882 else if (offer >= cur_ask)
2894 (void)sprintf(out_val, "Á°²ó¤ÎÄ󼨶â³Û: $%ld",
2896 (void)sprintf(out_val, "Your last offer: %ld",
2900 put_str(out_val, 1, 39);
2901 say_comment_2(cur_ask, annoyed);
2907 if (cancel) return (TRUE);
2909 /* Update bargaining info */
2910 updatebargain(*price, final_ask, o_ptr->number);
2918 * Haggling routine -RAK-
2920 * Return TRUE if purchase is NOT successful
2922 static bool sell_haggle(object_type *o_ptr, s32b *price)
2924 s32b purse, cur_ask, final_ask;
2925 s32b last_offer = 0, offer = 0;
2927 s32b min_per, max_per;
2928 int flag, loop_flag, noneed;
2929 int annoyed = 0, final = FALSE;
2930 bool cancel = FALSE;
2932 cptr pmt = "Ä󼨶â³Û";
2943 /* Obtain the starting offer and the final offer */
2944 cur_ask = price_item(o_ptr, ot_ptr->max_inflate, TRUE);
2945 final_ask = price_item(o_ptr, ot_ptr->min_inflate, TRUE);
2947 /* Determine if haggling is necessary */
2948 noneed = noneedtobargain(final_ask);
2950 /* Get the owner's payout limit */
2951 purse = (s32b)(ot_ptr->max_cost);
2953 /* No need to haggle */
2954 if (noneed || !manual_haggle || (final_ask >= purse))
2956 /* Apply Sales Tax (if needed) */
2957 if (!manual_haggle && !noneed)
2959 final_ask -= final_ask / 10;
2962 /* No reason to haggle */
2963 if (final_ask >= purse)
2967 msg_print("¨ºÂ¤Ë¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2969 msg_print("You instantly agree upon the price.");
2974 /* Offer full purse */
2978 /* No need to haggle */
2983 msg_print("·ë¶É¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2985 msg_print("You eventually agree upon the price.");
2991 /* No haggle option */
2994 /* Message summary */
2996 msg_print("¤¹¤ó¤Ê¤ê¤È¤³¤Î¶â³Û¤Ë¤Þ¤È¤Þ¤Ã¤¿¡£");
2998 msg_print("You quickly agree upon the price.");
3005 cur_ask = final_ask;
3010 pmt = "ºÇ½ªÄ󼨶â³Û";
3012 pmt = "Final Offer";
3017 /* Haggle for the whole pile */
3018 cur_ask *= o_ptr->number;
3019 final_ask *= o_ptr->number;
3022 /* XXX XXX XXX Display commands */
3024 /* Haggling parameters */
3025 min_per = ot_ptr->haggle_per;
3026 max_per = min_per * 3;
3028 /* Mega-Hack -- artificial "last offer" value */
3029 last_offer = object_value(o_ptr) * o_ptr->number;
3030 last_offer = last_offer * ot_ptr->max_inflate / 100L;
3035 /* No incremental haggling yet */
3039 for (flag = FALSE; !flag; )
3045 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
3046 put_str(out_val, 1, 0);
3048 cancel = receive_offer("Ä󼨤¹¤ë²Á³Ê? ",
3050 cancel = receive_offer("What price do you ask? ",
3053 &offer, last_offer, -1, cur_ask, final);
3059 else if (offer < cur_ask)
3062 /* rejected, reset offer for incremental haggling */
3065 else if (offer == cur_ask)
3076 if (flag || !loop_flag) break;
3081 x1 = 100 * (last_offer - offer) / (last_offer - cur_ask);
3084 if (haggle_insults())
3090 else if (x1 > max_per)
3093 if (x1 < max_per) x1 = max_per;
3095 x2 = rand_range(x1-2, x1+2);
3096 x3 = ((offer - cur_ask) * x2 / 100L) + 1;
3097 /* don't let the price go down */
3101 if (cur_ask > final_ask)
3103 cur_ask = final_ask;
3106 pmt = "ºÇ½ªÄ󼨶â³Û";
3108 pmt = "Final Offer";
3116 /* Äɲà $0 ¤ÇÇ㤤¼è¤é¤ì¤Æ¤·¤Þ¤¦¤Î¤òËÉ»ß By FIRST*/
3119 (void)(increase_insults());
3122 else if (offer <= cur_ask)
3133 (void)sprintf(out_val,
3135 "Á°²ó¤ÎÄ󼨲Á³Ê $%ld", (long)last_offer);
3137 "Your last bid %ld", (long)last_offer);
3140 put_str(out_val, 1, 39);
3141 say_comment_3(cur_ask, annoyed);
3147 if (cancel) return (TRUE);
3149 /* Update bargaining info */
3150 updatebargain(*price, final_ask, o_ptr->number);
3158 * Buy an item from a store -RAK-
3160 static void store_purchase(void)
3172 char o_name[MAX_NLEN];
3177 if (cur_store_num == STORE_MUSEUM)
3180 msg_print("Çîʪ´Û¤«¤é¼è¤ê½Ð¤¹¤³¤È¤Ï¤Ç¤¤Þ¤»¤ó¡£");
3182 msg_print("Museum.");
3188 if (st_ptr->stock_num <= 0)
3190 if (cur_store_num == STORE_HOME)
3192 msg_print("²æ¤¬²È¤Ë¤Ï²¿¤âÃÖ¤¤¤Æ¤¢¤ê¤Þ¤»¤ó¡£");
3194 msg_print("Your home is empty.");
3199 msg_print("¸½ºß¾¦Éʤκ߸ˤòÀڤ餷¤Æ¤¤¤Þ¤¹¡£");
3201 msg_print("I am currently out of stock.");
3208 /* Find the number of objects on this and following pages */
3209 i = (st_ptr->stock_num - store_top);
3211 /* And then restrict it to the current page */
3216 /* ¥Ö¥é¥Ã¥¯¥Þ¡¼¥±¥Ã¥È¤Î»þ¤ÏÊ̤Υá¥Ã¥»¡¼¥¸ */
3217 switch( cur_store_num ) {
3219 sprintf(out_val, "¤É¤Î¥¢¥¤¥Æ¥à¤ò¼è¤ê¤Þ¤¹¤«? ");
3222 sprintf(out_val, "¤É¤ì? ");
3225 sprintf(out_val, "¤É¤ÎÉÊʪ¤¬Íߤ·¤¤¤ó¤À¤¤? ");
3229 if (cur_store_num == STORE_HOME)
3231 sprintf(out_val, "Which item do you want to take? ");
3235 sprintf(out_val, "Which item are you interested in? ");
3240 /* Get the item number to be bought */
3241 if (!get_stock(&item, out_val, 0, i - 1)) return;
3243 /* Get the actual index */
3244 item = item + store_top;
3246 /* Get the actual item */
3247 o_ptr = &st_ptr->stock[item];
3249 /* Assume the player wants just one of them */
3252 /* Get local object */
3255 /* Get a copy of the object */
3256 object_copy(j_ptr, o_ptr);
3259 * If a rod or wand, allocate total maximum timeouts or charges
3260 * between those purchased and left on the shelf.
3262 reduce_charges(j_ptr, o_ptr->number - amt);
3264 /* Modify quantity */
3265 j_ptr->number = amt;
3267 /* Hack -- require room in pack */
3268 if (!inven_carry_okay(j_ptr))
3271 msg_print("¤½¤ó¤Ê¤Ë¥¢¥¤¥Æ¥à¤ò»ý¤Æ¤Ê¤¤¡£");
3273 msg_print("You cannot carry that many different items.");
3279 /* Determine the "best" price (per item) */
3280 best = price_item(j_ptr, ot_ptr->min_inflate, FALSE);
3282 /* Find out how many the player wants */
3283 if (o_ptr->number > 1)
3285 /* Hack -- note cost of "fixed" items */
3286 if ((cur_store_num != STORE_HOME) &&
3287 (o_ptr->ident & IDENT_FIXED))
3290 msg_format("°ì¤Ä¤Ë¤Ä¤ $%ld¤Ç¤¹¡£", (long)(best));
3292 msg_format("That costs %ld gold per item.", (long)(best));
3297 /* Get a quantity */
3298 amt = get_quantity(NULL, o_ptr->number);
3300 /* Allow user abort */
3301 if (amt <= 0) return;
3304 /* Get local object */
3307 /* Get desired object */
3308 object_copy(j_ptr, o_ptr);
3311 * If a rod or wand, allocate total maximum timeouts or charges
3312 * between those purchased and left on the shelf.
3314 reduce_charges(j_ptr, o_ptr->number - amt);
3316 /* Modify quantity */
3317 j_ptr->number = amt;
3319 /* Hack -- require room in pack */
3320 if (!inven_carry_okay(j_ptr))
3323 msg_print("¥¶¥Ã¥¯¤Ë¤½¤Î¥¢¥¤¥Æ¥à¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£");
3325 msg_print("You cannot carry that many items.");
3331 /* Attempt to buy it */
3332 if (cur_store_num != STORE_HOME)
3334 /* Fixed price, quick buy */
3335 if (o_ptr->ident & (IDENT_FIXED))
3340 /* Go directly to the "best" deal */
3341 price = (best * j_ptr->number);
3347 /* Describe the object (fully) */
3348 object_desc_store(o_name, j_ptr, TRUE, 3);
3352 msg_format("%s(%c)¤ò¹ØÆþ¤¹¤ë¡£", o_name, I2A(item));
3354 msg_format("Buying %s (%c).", o_name, I2A(item));
3359 /* Haggle for a final price */
3360 choice = purchase_haggle(j_ptr, &price);
3362 /* Hack -- Got kicked out */
3363 if (st_ptr->store_open >= turn) return;
3366 /* Player wants it */
3369 /* Fix the item price (if "correctly" haggled) */
3370 if (price == (best * j_ptr->number)) o_ptr->ident |= (IDENT_FIXED);
3372 /* Player can afford it */
3373 if (p_ptr->au >= price)
3380 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
3381 chg_virtue(V_JUSTICE, -1);
3382 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
3383 chg_virtue(V_NATURE, -1);
3391 /* Spend the money */
3394 /* Update the display */
3397 /* Hack -- buying an item makes you aware of it */
3398 object_aware(j_ptr);
3400 /* Hack -- clear the "fixed" flag from the item */
3401 j_ptr->ident &= ~(IDENT_FIXED);
3403 /* Describe the transaction */
3404 object_desc(o_name, j_ptr, TRUE, 3);
3408 msg_format("%s¤ò $%ld¤Ç¹ØÆþ¤·¤Þ¤·¤¿¡£", o_name, (long)price);
3410 msg_format("You bought %s for %ld gold.", o_name, (long)price);
3413 strcpy(record_o_name, o_name);
3416 if (record_buy) do_cmd_write_nikki(NIKKI_BUY, 0, o_name);
3417 object_desc(o_name, o_ptr, TRUE, 0);
3418 if(record_rand_art && o_ptr->art_name)
3419 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
3421 /* Erase the inscription */
3422 j_ptr->inscription = 0;
3424 /* Erase the "feeling" */
3425 j_ptr->feeling = FEEL_NONE;
3426 j_ptr->ident &= ~(IDENT_STOREB);
3427 /* Give it to the player */
3428 item_new = inven_carry(j_ptr);
3430 /* Describe the final result */
3431 object_desc(o_name, &inventory[item_new], TRUE, 3);
3435 msg_format("%s(%c)¤ò¼ê¤ËÆþ¤ì¤¿¡£", o_name, index_to_label(item_new));
3437 msg_format("You have %s (%c).",
3438 o_name, index_to_label(item_new));
3441 /* Auto-inscription */
3442 idx = is_autopick(&inventory[item_new]);
3443 auto_inscribe_item(item_new, idx);
3445 /* Now, reduce the original stack's pval. */
3446 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3448 o_ptr->pval -= j_ptr->pval;
3454 /* Note how many slots the store used to have */
3455 i = st_ptr->stock_num;
3457 /* Remove the bought items from the store */
3458 store_item_increase(item, -amt);
3459 store_item_optimize(item);
3461 /* Store is empty */
3462 if (st_ptr->stock_num == 0)
3465 if (one_in_(STORE_SHUFFLE))
3470 msg_print("Ź¼ç¤Ï°úÂष¤¿¡£");
3472 msg_print("The shopkeeper retires.");
3476 /* Shuffle the store */
3477 store_shuffle(cur_store_num);
3480 sprintf(buf, "%s (%s)",
3481 ot_ptr->owner_name, race_info[ot_ptr->owner_race].title);
3482 put_str(buf, 3, 10);
3483 sprintf(buf, "%s (%ld)",
3484 (f_name + f_info[FEAT_SHOP_HEAD + cur_store_num].name), (long)(ot_ptr->max_cost));
3493 msg_print("Ź¼ç¤Ï¿·¤¿¤Êºß¸Ë¤ò¼è¤ê½Ð¤·¤¿¡£");
3495 msg_print("The shopkeeper brings out some new stock.");
3501 for (i = 0; i < 10; i++)
3503 /* Maintain the store */
3504 store_maint(p_ptr->town_num, cur_store_num);
3510 /* Redraw everything */
3511 display_inventory();
3514 /* The item is gone */
3515 else if (st_ptr->stock_num != i)
3517 /* Pick the correct screen */
3518 if (store_top >= st_ptr->stock_num) store_top -= 12;
3520 /* Redraw everything */
3521 display_inventory();
3524 /* Item is still here */
3527 /* Redraw the item */
3528 display_entry(item);
3532 /* Player cannot afford it */
3535 /* Simple message (no insult) */
3537 msg_print("¤ª¶â¤¬Â¤ê¤Þ¤»¤ó¡£");
3539 msg_print("You do not have enough gold.");
3546 /* Home is much easier */
3549 /* Distribute charges of wands/rods */
3550 distribute_charges(o_ptr, j_ptr, amt);
3552 /* Give it to the player */
3553 item_new = inven_carry(j_ptr);
3555 /* Describe just the result */
3556 object_desc(o_name, &inventory[item_new], TRUE, 3);
3560 msg_format("%s(%c)¤ò¼è¤Ã¤¿¡£",
3562 msg_format("You have %s (%c).",
3564 o_name, index_to_label(item_new));
3569 /* Take note if we take the last one */
3570 i = st_ptr->stock_num;
3572 /* Remove the items from the home */
3573 store_item_increase(item, -amt);
3574 store_item_optimize(item);
3576 /* Hack -- Item is still here */
3577 if (i == st_ptr->stock_num)
3579 /* Redraw the item */
3580 display_entry(item);
3583 /* The item is gone */
3587 if (st_ptr->stock_num == 0) store_top = 0;
3589 /* Nothing left on that screen */
3590 else if (store_top >= st_ptr->stock_num) store_top -= 12;
3592 /* Redraw everything */
3593 display_inventory();
3595 chg_virtue(V_SACRIFICE, 1);
3599 /* Not kicked out */
3605 * Sell an item to the store (or home)
3607 static void store_sell(void)
3613 s32b price, value, dummy;
3622 char o_name[MAX_NLEN];
3625 /* Prepare a prompt */
3626 if (cur_store_num == STORE_HOME)
3628 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÃÖ¤¤Þ¤¹¤«? ";
3630 q = "Drop which item? ";
3633 else if (cur_store_num == STORE_MUSEUM)
3635 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò´ó£¤·¤Þ¤¹¤«? ";
3637 q = "Give which item? ";
3642 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÇä¤ê¤Þ¤¹¤«? ";
3644 q = "Sell which item? ";
3648 item_tester_no_ryoute = TRUE;
3649 /* Only allow items the store will buy */
3650 item_tester_hook = store_will_buy;
3653 /* ²æ¤¬²È¤Ç¤ª¤«¤·¤Ê¥á¥Ã¥»¡¼¥¸¤¬½Ð¤ë¥ª¥ê¥¸¥Ê¥ë¤Î¥Ð¥°¤ò½¤Àµ */
3654 if (cur_store_num == STORE_HOME)
3657 s = "ÃÖ¤±¤ë¥¢¥¤¥Æ¥à¤ò»ý¤Ã¤Æ¤¤¤Þ¤»¤ó¡£";
3659 s = "You don't have any item to drop.";
3662 else if (cur_store_num == STORE_MUSEUM)
3665 s = "´ó£¤Ç¤¤ë¥¢¥¤¥Æ¥à¤ò»ý¤Ã¤Æ¤¤¤Þ¤»¤ó¡£";
3667 s = "You don't have any item to give.";
3673 s = "Íߤ·¤¤Êª¤¬¤Ê¤¤¤Ç¤¹¤Í¤¨¡£";
3675 s = "You have nothing that I want.";
3679 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return;
3681 /* Get the item (in the pack) */
3684 o_ptr = &inventory[item];
3687 /* Get the item (on the floor) */
3690 o_ptr = &o_list[0 - item];
3694 /* Hack -- Cannot remove cursed items */
3695 if ((item >= INVEN_RARM) && cursed_p(o_ptr))
3699 msg_print("¤Õ¡¼¤à¡¢¤É¤¦¤ä¤é¤½¤ì¤Ï¼ö¤ï¤ì¤Æ¤¤¤ë¤è¤¦¤À¤Í¡£");
3701 msg_print("Hmmm, it seems to be cursed.");
3710 /* Assume one item */
3713 /* Find out how many the player wants (letter means "all") */
3714 if (o_ptr->number > 1)
3716 /* Get a quantity */
3717 amt = get_quantity(NULL, o_ptr->number);
3719 /* Allow user abort */
3720 if (amt <= 0) return;
3723 /* Get local object */
3726 /* Get a copy of the object */
3727 object_copy(q_ptr, o_ptr);
3729 /* Modify quantity */
3730 q_ptr->number = amt;
3733 * Hack -- If a rod or wand, allocate total maximum
3734 * timeouts or charges to those being sold. -LM-
3736 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3738 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
3741 /* Get a full description */
3742 object_desc(o_name, q_ptr, TRUE, 3);
3744 /* Remove any inscription, feeling for stores */
3745 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
3747 q_ptr->inscription = 0;
3748 q_ptr->feeling = FEEL_NONE;
3751 /* Is there room in the store (or the home?) */
3752 if (!store_check_num(q_ptr))
3754 if (cur_store_num == STORE_HOME)
3756 msg_print("²æ¤¬²È¤Ë¤Ï¤â¤¦ÃÖ¤¯¾ì½ê¤¬¤Ê¤¤¡£");
3758 msg_print("Your home is full.");
3761 else if (cur_store_num == STORE_MUSEUM)
3763 msg_print("Çîʪ´Û¤Ï¤â¤¦ËþÇÕ¤À¡£");
3765 msg_print("Museum is full.");
3770 msg_print("¤¹¤¤¤Þ¤»¤ó¤¬¡¢Å¹¤Ë¤Ï¤â¤¦ÃÖ¤¯¾ì½ê¤¬¤¢¤ê¤Þ¤»¤ó¡£");
3772 msg_print("I have not the room in my store to keep it.");
3780 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
3782 /* Describe the transaction */
3784 msg_format("%s(%c)¤òÇäµÑ¤¹¤ë¡£", o_name, index_to_label(item));
3786 msg_format("Selling %s (%c).", o_name, index_to_label(item));
3792 choice = sell_haggle(q_ptr, &price);
3795 if (st_ptr->store_open >= turn) return;
3807 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
3808 chg_virtue(V_JUSTICE, -1);
3810 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
3811 chg_virtue(V_NATURE, 1);
3814 /* Get some money */
3817 /* Update the display */
3820 /* Get the "apparent" value */
3821 dummy = object_value(q_ptr) * q_ptr->number;
3824 identify_item(o_ptr);
3826 /* Get local object */
3829 /* Get a copy of the object */
3830 object_copy(q_ptr, o_ptr);
3832 /* Modify quantity */
3833 q_ptr->number = amt;
3836 * Hack -- If a rod or wand, let the shopkeeper know just
3837 * how many charges he really paid for. -LM-
3839 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
3841 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
3844 /* Get the "actual" value */
3845 value = object_value(q_ptr) * q_ptr->number;
3847 /* Get the description all over again */
3848 object_desc(o_name, q_ptr, TRUE, 3);
3850 /* Describe the result (in message buffer) */
3852 msg_format("%s¤ò $%ld¤ÇÇäµÑ¤·¤Þ¤·¤¿¡£", o_name, (long)price);
3854 msg_format("You sold %s for %ld gold.", o_name, (long)price);
3857 if (record_sell) do_cmd_write_nikki(NIKKI_SELL, 0, o_name);
3859 if (!((o_ptr->tval == TV_FIGURINE) && (value > 0)))
3861 /* Analyze the prices (and comment verbally) unless a figurine*/
3862 purchase_analyze(price, value, dummy);
3866 * Hack -- Allocate charges between those wands or rods sold
3867 * and retained, unless all are being sold. -LM-
3869 distribute_charges(o_ptr, q_ptr, amt);
3871 /* Reset timeouts of the sold items */
3874 /* Take the item from the player, describe the result */
3875 inven_item_increase(item, -amt);
3876 inven_item_describe(item);
3877 inven_item_optimize(item);
3882 /* The store gets that (known) item */
3883 item_pos = store_carry(q_ptr);
3885 /* Re-display if item is now in store */
3888 store_top = (item_pos / 12) * 12;
3889 display_inventory();
3894 /* Player is at museum */
3895 else if (cur_store_num == STORE_MUSEUM)
3897 char o2_name[MAX_NLEN];
3898 object_desc(o2_name, q_ptr, TRUE, 0);
3900 if (-1 == store_check_num(q_ptr))
3903 msg_print("¤½¤ì¤ÈƱ¤¸ÉÊʪ¤Ï´û¤ËÇîʪ´Û¤Ë¤¢¤ë¤è¤¦¤Ç¤¹¡£");
3905 msg_print("The same object as it is already in the Museum.");
3911 msg_print("Çîʪ´Û¤Ë´ó£¤·¤¿¤â¤Î¤Ï¼è¤ê½Ð¤¹¤³¤È¤¬¤Ç¤¤Þ¤»¤ó¡ª¡ª");
3913 msg_print("You cannot take items which is given to the Museum back!!");
3917 if (!get_check(format("ËÜÅö¤Ë%s¤ò´ó£¤·¤Þ¤¹¤«¡©", o2_name))) return;
3919 if (!get_check(format("Really give %s to the Museum? ", o2_name))) return;
3923 identify_item(q_ptr);
3924 q_ptr->ident |= IDENT_MENTAL;
3926 /* Distribute charges of wands/rods */
3927 distribute_charges(o_ptr, q_ptr, amt);
3931 msg_format("%s¤òÃÖ¤¤¤¿¡£(%c)", o_name, index_to_label(item));
3933 msg_format("You drop %s (%c).", o_name, index_to_label(item));
3938 /* Take it from the players inventory */
3939 inven_item_increase(item, -amt);
3940 inven_item_describe(item);
3941 inven_item_optimize(item);
3946 /* Let the home carry it */
3947 item_pos = home_carry(q_ptr);
3949 /* Update store display */
3952 store_top = (item_pos / 12) * 12;
3953 display_inventory();
3956 /* Player is at home */
3959 /* Distribute charges of wands/rods */
3960 distribute_charges(o_ptr, q_ptr, amt);
3964 msg_format("%s¤òÃÖ¤¤¤¿¡£(%c)", o_name, index_to_label(item));
3966 msg_format("You drop %s (%c).", o_name, index_to_label(item));
3971 /* Take it from the players inventory */
3972 inven_item_increase(item, -amt);
3973 inven_item_describe(item);
3974 inven_item_optimize(item);
3979 /* Let the home carry it */
3980 item_pos = home_carry(q_ptr);
3982 /* Update store display */
3985 store_top = (item_pos / 12) * 12;
3986 display_inventory();
3989 if (item >= INVEN_RARM) calc_android_exp();
3990 if ((choice == 0) && ((item == INVEN_RARM) || (item == INVEN_LARM))) kamaenaoshi(item);
3995 * Examine an item in a store -JDL-
3997 static void store_examine(void)
4002 char o_name[MAX_NLEN];
4007 if (st_ptr->stock_num <= 0)
4009 if (cur_store_num == STORE_HOME)
4011 msg_print("²æ¤¬²È¤Ë¤Ï²¿¤âÃÖ¤¤¤Æ¤¢¤ê¤Þ¤»¤ó¡£");
4013 msg_print("Your home is empty.");
4016 else if (cur_store_num == STORE_MUSEUM)
4018 msg_print("Çîʪ´Û¤Ë¤Ï²¿¤âÃÖ¤¤¤Æ¤¢¤ê¤Þ¤»¤ó¡£");
4020 msg_print("Museum is empty.");
4025 msg_print("¸½ºß¾¦Éʤκ߸ˤòÀڤ餷¤Æ¤¤¤Þ¤¹¡£");
4027 msg_print("I am currently out of stock.");
4034 /* Find the number of objects on this and following pages */
4035 i = (st_ptr->stock_num - store_top);
4037 /* And then restrict it to the current page */
4042 sprintf(out_val, "¤É¤ì¤òÄ´¤Ù¤Þ¤¹¤«¡©");
4044 sprintf(out_val, "Which item do you want to examine? ");
4048 /* Get the item number to be examined */
4049 if (!get_stock(&item, out_val, 0, i - 1)) return;
4051 /* Get the actual index */
4052 item = item + store_top;
4054 /* Get the actual item */
4055 o_ptr = &st_ptr->stock[item];
4057 /* Require full knowledge */
4058 if (!(o_ptr->ident & IDENT_MENTAL))
4060 /* This can only happen in the home */
4062 msg_print("¤³¤Î¥¢¥¤¥Æ¥à¤Ë¤Ä¤¤¤ÆÆäËÃΤäƤ¤¤ë¤³¤È¤Ï¤Ê¤¤¡£");
4064 msg_print("You have no special knowledge about that item.");
4071 object_desc(o_name, o_ptr, TRUE, 3);
4075 msg_format("%s¤òÄ´¤Ù¤Æ¤¤¤ë...", o_name);
4077 msg_format("Examining %s...", o_name);
4081 /* Describe it fully */
4082 if (!screen_object(o_ptr, SCROBJ_FORCE_DETAIL))
4084 msg_print("ÆäËÊѤï¤Ã¤¿¤È¤³¤í¤Ï¤Ê¤¤¤è¤¦¤À¡£");
4086 msg_print("You see nothing special.");
4095 * Hack -- set this to leave the store
4097 static bool leave_store = FALSE;
4101 * Process a command in a store
4103 * Note that we must allow the use of a few "special" commands
4104 * in the stores which are not allowed in the dungeon, and we
4105 * must disable some commands which are allowed in the dungeon
4106 * but not in the stores, to prevent chaos.
4108 static void store_process_command(void)
4110 #ifdef ALLOW_REPEAT /* TNB */
4112 /* Handle repeating the last command */
4115 #endif /* ALLOW_REPEAT -- TNB */
4117 if (rogue_like_commands && command_cmd == 'l')
4119 command_cmd = 'x'; /* hack! */
4122 /* Parse the command */
4123 switch (command_cmd)
4133 /* 1 ¥Ú¡¼¥¸Ìá¤ë¥³¥Þ¥ó¥É: ²æ¤¬²È¤Î¥Ú¡¼¥¸¿ô¤¬Â¿¤¤¤Î¤Ç½ÅÊõ¤¹¤ë¤Ï¤º By BUG */
4136 if (st_ptr->stock_num <= 12) {
4138 msg_print("¤³¤ì¤ÇÁ´Éô¤Ç¤¹¡£");
4140 msg_print("Entire inventory is shown.");
4145 if ( store_top < 0 )
4146 store_top = ((st_ptr->stock_num - 1 )/12) * 12;
4147 if ( (cur_store_num == STORE_HOME) && (powerup_home == FALSE) )
4148 if ( store_top >= 12 ) store_top = 12;
4149 display_inventory();
4157 if (st_ptr->stock_num <= 12)
4160 msg_print("¤³¤ì¤ÇÁ´Éô¤Ç¤¹¡£");
4162 msg_print("Entire inventory is shown.");
4170 * ±£¤·¥ª¥×¥·¥ç¥ó(powerup_home)¤¬¥»¥Ã¥È¤µ¤ì¤Æ¤¤¤Ê¤¤¤È¤¤Ï
4171 * ²æ¤¬²È¤Ç¤Ï 2 ¥Ú¡¼¥¸¤Þ¤Ç¤·¤«É½¼¨¤·¤Ê¤¤
4173 if ((cur_store_num == STORE_HOME) &&
4174 (powerup_home == FALSE) &&
4175 (st_ptr->stock_num >= STORE_INVEN_MAX))
4177 if (store_top >= (STORE_INVEN_MAX - 1))
4184 if (store_top >= st_ptr->stock_num) store_top = 0;
4187 display_inventory();
4200 /* Get (purchase) */
4227 /*** Inventory Commands ***/
4229 /* Wear/wield equipment */
4236 /* Take off equipment */
4243 /* Destroy an item */
4250 /* Equipment list */
4257 /* Inventory list */
4265 /*** Various commands ***/
4267 /* Identify an object */
4274 /* Hack -- toggle windows */
4277 toggle_inven_equip();
4283 /*** Use various objects ***/
4288 if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4289 (p_ptr->pclass == CLASS_BERSERKER) ||
4290 (p_ptr->pclass == CLASS_NINJA) ||
4291 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4292 ) do_cmd_mind_browse();
4293 else if (p_ptr->pclass == CLASS_SMITH)
4295 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4296 do_cmd_magic_eater(TRUE);
4297 else do_cmd_browse();
4301 /* Inscribe an object */
4308 /* Uninscribe an object */
4311 do_cmd_uninscribe();
4317 /*** Help and Such ***/
4326 /* Identify symbol */
4329 do_cmd_query_symbol();
4333 /* Character description */
4336 p_ptr->town_num = old_town_num;
4337 do_cmd_change_name();
4338 p_ptr->town_num = inner_town_num;
4344 /*** System Commands ***/
4346 /* Hack -- User interface */
4353 /* Single line from a pref file */
4356 p_ptr->town_num = old_town_num;
4358 p_ptr->town_num = inner_town_num;
4362 /* Interact with macros */
4365 p_ptr->town_num = old_town_num;
4367 p_ptr->town_num = inner_town_num;
4371 /* Interact with visuals */
4374 p_ptr->town_num = old_town_num;
4376 p_ptr->town_num = inner_town_num;
4380 /* Interact with colors */
4383 p_ptr->town_num = old_town_num;
4385 p_ptr->town_num = inner_town_num;
4389 /* Interact with options */
4396 /*** Misc Commands ***/
4412 /* Repeat level feeling */
4419 /* Show previous message */
4422 do_cmd_message_one();
4426 /* Show previous messages */
4439 /* Check artifacts, uniques etc. */
4446 /* Load "screen dump" */
4449 do_cmd_load_screen();
4453 /* Save "screen dump" */
4456 do_cmd_save_screen();
4460 /* Hack -- Unknown command */
4464 msg_print("¤½¤Î¥³¥Þ¥ó¥É¤ÏŹ¤ÎÃæ¤Ç¤Ï»È¤¨¤Þ¤»¤ó¡£");
4466 msg_print("That command does not work in stores.");
4476 * Enter a store, and interact with it.
4478 * Note that we use the standard "request_command()" function
4479 * to get a command, allowing us to use "command_arg" and all
4480 * command macros and other nifty stuff, but we use the special
4481 * "shopping" argument, to force certain commands to be converted
4482 * into other commands, normally, we convert "p" (pray) and "m"
4483 * (cast magic) into "g" (get), and "s" (search) into "d" (drop).
4485 void do_cmd_store(void)
4491 bool need_redraw_store_inv; /* To redraw missiles damage and prices in store */
4494 /* Access the player grid */
4495 c_ptr = &cave[py][px];
4497 /* Verify a store */
4498 if (!((c_ptr->feat >= FEAT_SHOP_HEAD) &&
4499 (c_ptr->feat <= FEAT_SHOP_TAIL)) &&
4500 (c_ptr->feat != FEAT_MUSEUM))
4503 msg_print("¤³¤³¤Ë¤ÏŹ¤¬¤¢¤ê¤Þ¤»¤ó¡£");
4505 msg_print("You see no store here.");
4511 /* Extract the store code */
4512 if (c_ptr->feat == FEAT_MUSEUM) which = STORE_MUSEUM;
4513 else which = (c_ptr->feat - FEAT_SHOP_HEAD);
4515 old_town_num = p_ptr->town_num;
4516 if ((which == STORE_HOME) || (which == STORE_MUSEUM)) p_ptr->town_num = 1;
4517 if (dun_level) p_ptr->town_num = NO_TOWN;
4518 inner_town_num = p_ptr->town_num;
4520 /* Hack -- Check the "locked doors" */
4521 if ((town[p_ptr->town_num].store[which].store_open >= turn) ||
4525 msg_print("¥É¥¢¤Ë¸°¤¬¤«¤«¤Ã¤Æ¤¤¤ë¡£");
4527 msg_print("The doors are locked.");
4530 p_ptr->town_num = old_town_num;
4534 /* Calculate the number of store maintainances since the last visit */
4535 maintain_num = (turn - town[p_ptr->town_num].store[which].last_visit) / (TURNS_PER_TICK * STORE_TICKS);
4537 /* Maintain the store max. 10 times */
4538 if (maintain_num > 10) maintain_num = 10;
4542 /* Maintain the store */
4543 for (i = 0; i < maintain_num; i++)
4544 store_maint(p_ptr->town_num, which);
4546 /* Save the visit */
4547 town[p_ptr->town_num].store[which].last_visit = turn;
4550 /* Forget the lite */
4553 /* Forget the view */
4557 /* Hack -- Character is in "icky" mode */
4558 character_icky = TRUE;
4561 /* No command argument */
4564 /* No repeated command */
4567 /* No automatic command */
4571 /* Save the store number */
4572 cur_store_num = which;
4574 /* Save the store and owner pointers */
4575 st_ptr = &town[p_ptr->town_num].store[cur_store_num];
4576 ot_ptr = &owners[cur_store_num][st_ptr->owner];
4579 /* Start at the beginning */
4582 /* Display the store */
4586 leave_store = FALSE;
4588 /* Interact with player */
4589 while (!leave_store)
4591 /* Hack -- Clear line 1 */
4598 /* Basic commands */
4600 prt(" ESC) ·úʪ¤«¤é½Ð¤ë", 21, 0);
4602 prt(" ESC) Exit from Building.", 21, 0);
4606 /* Browse if necessary */
4607 if (st_ptr->stock_num > 12)
4610 prt(" -)Á°¥Ú¡¼¥¸", 22, 0);
4611 prt(" ¥¹¥Ú¡¼¥¹) ¼¡¥Ú¡¼¥¸", 23, 0);
4613 prt(" -) Previous page", 22, 0);
4614 prt(" SPACE) Next page", 23, 0);
4620 if (cur_store_num == STORE_HOME)
4623 prt("g) ¥¢¥¤¥Æ¥à¤ò¼è¤ë", 21, 27);
4624 prt("d) ¥¢¥¤¥Æ¥à¤òÃÖ¤¯", 22, 27);
4625 prt("x) ²È¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤ë", 23,27);
4627 prt("g) Get an item.", 21, 27);
4628 prt("d) Drop an item.", 22, 27);
4629 prt("x) eXamine an item in the home.", 23,27);
4634 /* Museum commands */
4635 else if (cur_store_num == STORE_MUSEUM)
4638 prt("d) ¥¢¥¤¥Æ¥à¤òÃÖ¤¯", 21, 27);
4639 prt("x) Çîʪ´Û¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤ë", 23,27);
4641 prt("d) Drop an item.", 21, 27);
4642 prt("x) eXamine an item in the museum.", 23,27);
4647 /* Shop commands XXX XXX XXX */
4651 prt("p) ¾¦ÉʤòÇ㤦", 21, 30);
4652 prt("s) ¥¢¥¤¥Æ¥à¤òÇä¤ë", 22, 30);
4653 prt("x) ¾¦ÉʤòÄ´¤Ù¤ë", 23,30);
4655 prt("p) Purchase an item.", 21, 30);
4656 prt("s) Sell an item.", 22, 30);
4657 prt("x) eXamine an item in the shop", 23,30);
4663 /* ´ðËÜŪ¤Ê¥³¥Þ¥ó¥É¤ÎÄɲÃɽ¼¨ */
4665 prt("i/e) »ý¤Áʪ/ÁõÈ÷¤Î°ìÍ÷", 21, 56);
4667 if( rogue_like_commands == TRUE )
4669 prt("w/T) ÁõÈ÷¤¹¤ë/¤Ï¤º¤¹", 22, 56);
4673 prt("w/t) ÁõÈ÷¤¹¤ë/¤Ï¤º¤¹", 22, 56);
4676 prt("i/e) Inventry/Equipment list", 21, 56);
4678 if( rogue_like_commands == TRUE )
4680 prt("w/T) Wear/Take off equipment", 22, 56);
4684 prt("w/t) Wear/Take off equipment", 22, 56);
4689 prt("¥³¥Þ¥ó¥É:", 20, 0);
4691 prt("You may: ", 20, 0);
4696 request_command(TRUE);
4698 /* Process the command */
4699 store_process_command();
4702 * Hack -- To redraw missiles damage and prices in store
4703 * If player's charisma changes, or if player changes a bow, PU_BONUS is set
4705 need_redraw_store_inv = (p_ptr->update & PU_BONUS) ? TRUE : FALSE;
4707 /* Hack -- Character is still in "icky" mode */
4708 character_icky = TRUE;
4716 /* XXX XXX XXX Pack Overflow */
4717 if (inventory[INVEN_PACK].k_idx)
4719 int item = INVEN_PACK;
4721 object_type *o_ptr = &inventory[item];
4723 /* Hack -- Flee from the store */
4724 if (cur_store_num != STORE_HOME)
4728 if (cur_store_num == STORE_MUSEUM)
4729 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤½¤¦¤Ê¤Î¤Ç¡¢¤¢¤ï¤Æ¤ÆÇîʪ´Û¤«¤é½Ð¤¿...");
4731 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤½¤¦¤Ê¤Î¤Ç¡¢¤¢¤ï¤Æ¤ÆŹ¤«¤é½Ð¤¿...");
4733 if (cur_store_num == STORE_MUSEUM)
4734 msg_print("Your pack is so full that you flee the Museum...");
4736 msg_print("Your pack is so full that you flee the store...");
4744 /* Hack -- Flee from the home */
4745 else if (!store_check_num(o_ptr))
4749 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤½¤¦¤Ê¤Î¤Ç¡¢¤¢¤ï¤Æ¤Æ²È¤«¤é½Ð¤¿...");
4751 msg_print("Your pack is so full that you flee your home...");
4759 /* Hack -- Drop items into the home */
4767 char o_name[MAX_NLEN];
4770 /* Give a message */
4772 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
4774 msg_print("Your pack overflows!");
4778 /* Get local object */
4781 /* Grab a copy of the item */
4782 object_copy(q_ptr, o_ptr);
4785 object_desc(o_name, q_ptr, TRUE, 3);
4789 msg_format("%s¤¬Íî¤Á¤¿¡£(%c)", o_name, index_to_label(item));
4791 msg_format("You drop %s (%c).", o_name, index_to_label(item));
4795 /* Remove it from the players inventory */
4796 inven_item_increase(item, -255);
4797 inven_item_describe(item);
4798 inven_item_optimize(item);
4803 /* Let the home carry it */
4804 item_pos = home_carry(q_ptr);
4806 /* Redraw the home */
4809 store_top = (item_pos / 12) * 12;
4810 display_inventory();
4815 /* Hack -- Redisplay store prices if charisma changes */
4816 /* Hack -- Redraw missiles damage if player changes bow */
4817 if (need_redraw_store_inv) display_inventory();
4819 /* Hack -- get kicked out of the store */
4820 if (st_ptr->store_open >= turn) leave_store = TRUE;
4823 p_ptr->town_num = old_town_num;
4825 /* Free turn XXX XXX XXX */
4829 /* Hack -- Character is no longer in "icky" mode */
4830 character_icky = FALSE;
4833 /* Hack -- Cancel automatic command */
4836 /* Hack -- Cancel "see" mode */
4837 command_see = FALSE;
4840 /* Flush messages XXX XXX XXX */
4844 /* Clear the screen */
4848 /* Update everything */
4849 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
4850 p_ptr->update |= (PU_MONSTERS);
4852 /* Redraw entire screen */
4853 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY);
4856 p_ptr->redraw |= (PR_MAP);
4859 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4865 * Shuffle one of the stores.
4867 void store_shuffle(int which)
4873 if (which == STORE_HOME) return;
4874 if (which == STORE_MUSEUM) return;
4877 /* Save the store index */
4878 cur_store_num = which;
4880 /* Activate that store */
4881 st_ptr = &town[p_ptr->town_num].store[cur_store_num];
4884 /* Pick a new owner */
4887 st_ptr->owner = (byte)randint0(MAX_OWNERS);
4888 if (j == st_ptr->owner) continue;
4889 for (i = 1;i < max_towns; i++)
4891 if (i == p_ptr->town_num) continue;
4892 if (st_ptr->owner == town[i].store[cur_store_num].owner) break;
4894 if (i == max_towns) break;
4897 /* Activate the new owner */
4898 ot_ptr = &owners[cur_store_num][st_ptr->owner];
4901 /* Reset the owner data */
4902 st_ptr->insult_cur = 0;
4903 st_ptr->store_open = 0;
4904 st_ptr->good_buy = 0;
4905 st_ptr->bad_buy = 0;
4908 /* Hack -- discount all the items */
4909 for (i = 0; i < st_ptr->stock_num; i++)
4914 o_ptr = &st_ptr->stock[i];
4916 /* Hack -- Sell all old items for "half price" */
4917 if (!(o_ptr->art_name))
4918 o_ptr->discount = 50;
4920 /* Hack -- Items are no longer "fixed price" */
4921 o_ptr->ident &= ~(IDENT_FIXED);
4923 /* Mega-Hack -- Note that the item is "on sale" */
4925 o_ptr->inscription = quark_add("Çä½ÐÃæ");
4927 o_ptr->inscription = quark_add("on sale");
4935 * Maintain the inventory at the stores.
4937 void store_maint(int town_num, int store_num)
4941 int old_rating = rating;
4943 cur_store_num = store_num;
4946 if (store_num == STORE_HOME) return;
4947 if (store_num == STORE_MUSEUM) return;
4949 /* Activate that store */
4950 st_ptr = &town[town_num].store[store_num];
4952 /* Activate the owner */
4953 ot_ptr = &owners[store_num][st_ptr->owner];
4955 /* Store keeper forgives the player */
4956 st_ptr->insult_cur = 0;
4958 /* Mega-Hack -- prune the black market */
4959 if (store_num == STORE_BLACK)
4961 /* Destroy crappy black market items */
4962 for (j = st_ptr->stock_num - 1; j >= 0; j--)
4964 object_type *o_ptr = &st_ptr->stock[j];
4966 /* Destroy crappy items */
4967 if (black_market_crap(o_ptr))
4969 /* Destroy the item */
4970 store_item_increase(j, 0 - o_ptr->number);
4971 store_item_optimize(j);
4977 /* Choose the number of slots to keep */
4978 j = st_ptr->stock_num;
4980 /* Sell a few items */
4981 j = j - randint1(STORE_TURNOVER);
4983 /* Never keep more than "STORE_MAX_KEEP" slots */
4984 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
4986 /* Always "keep" at least "STORE_MIN_KEEP" items */
4987 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
4989 /* Hack -- prevent "underflow" */
4992 /* Destroy objects until only "j" slots are left */
4993 while (st_ptr->stock_num > j) store_delete();
4996 /* Choose the number of slots to fill */
4997 j = st_ptr->stock_num;
4999 /* Buy some more items */
5000 j = j + randint1(STORE_TURNOVER);
5002 /* Never keep more than "STORE_MAX_KEEP" slots */
5003 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
5005 /* Always "keep" at least "STORE_MIN_KEEP" items */
5006 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
5008 /* Hack -- prevent "overflow" */
5009 if (j >= st_ptr->stock_size) j = st_ptr->stock_size - 1;
5011 /* Acquire some new items */
5012 while (st_ptr->stock_num < j) store_create();
5015 /* Hack -- Restore the rating */
5016 rating = old_rating;
5021 * Initialize the stores
5023 void store_init(int town_num, int store_num)
5027 cur_store_num = store_num;
5029 /* Activate that store */
5030 st_ptr = &town[town_num].store[store_num];
5038 st_ptr->owner = (byte)randint0(MAX_OWNERS);
5039 for (i = 1;i < max_towns; i++)
5041 if (i == town_num) continue;
5042 if (st_ptr->owner == town[i].store[store_num].owner) break;
5044 if (i == max_towns) break;
5047 /* Activate the new owner */
5048 ot_ptr = &owners[store_num][st_ptr->owner];
5051 /* Initialize the store */
5052 st_ptr->store_open = 0;
5053 st_ptr->insult_cur = 0;
5054 st_ptr->good_buy = 0;
5055 st_ptr->bad_buy = 0;
5057 /* Nothing in stock */
5058 st_ptr->stock_num = 0;
5061 * MEGA-HACK - Last visit to store is
5062 * BEFORE player birth to enable store restocking
5064 st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
5066 /* Clear any old items */
5067 for (k = 0; k < st_ptr->stock_size; k++)
5069 object_wipe(&st_ptr->stock[k]);
5074 void move_to_black_market(object_type *o_ptr)
5077 if (!p_ptr->town_num) return;
5079 st_ptr = &town[p_ptr->town_num].store[STORE_BLACK];
5081 o_ptr->ident |= IDENT_STOREB;
5083 (void)store_carry(o_ptr);
5085 object_wipe(o_ptr); /* Don't leave a bogus object behind... */