3 * @brief 店の処理 / Store commands
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research, and\n
8 * not for profit purposes provided that this copyright and statement are\n
9 * included in all such copies.\n
10 * 2014 Deskull rearranged comment for Doxygen.
19 #include "cmd-basic.h"
22 #include "cmd-smith.h"
23 #include "cmd-zapwand.h"
24 #include "cmd-magiceat.h"
28 #include "cmd-spell.h"
30 #include "player-status.h"
31 #include "player-class.h"
32 #include "player-inventory.h"
33 #include "object-flavor.h"
34 #include "object-hook.h"
35 #include "floor-events.h"
38 #include "player-effects.h"
39 #include "player-race.h"
42 #include "objectkind.h"
44 #include "floor-town.h"
46 #include "view-mainwindow.h"
52 * @brief 闘技場のモンスターID及び報酬アイテムテーブル /
53 * Store owners (exactly four "possible" owners per store, chosen randomly)
56 * { name, purse, max greed, min greed, haggle_per, tolerance, race, unused }
58 * Lifted extra shopkeepers from CthAngband (don't you just love open source
59 * development? ;-)). Since this gave less than 32 unique names for some
60 * shops, those have their first x names copied to reach 32.
62 * For the weapon and armour shops, several owners have a limit of 5k.
64 * I want to do 50k owners, but the purse is currently s16b. Perhaps
65 * we should just store 1/10th of the purse?
68 const owner_type owners[MAX_STORES][MAX_OWNERS] =
71 /* General store - 32 unique names */
73 Raistlin は dragonlance の powerful wizard 。
74 Rincewind the Chicken は Terry Pratchett の Discworld の登場人物 上記のパロディ?、
75 { "憶病者ラストリン", 200, 175, 108, 4, 12, RACE_HUMAN},
76 { "Raistlin the Chicken", 200, 175, 108, 4, 12, RACE_HUMAN},
80 { "フレンドリーなビルボ", 200, 170, 108, 5, 15, RACE_HOBBIT},
81 { "憶病者リンスウィンド", 200, 175, 108, 4, 12, RACE_HUMAN},
82 { "背の低いサルタン", 300, 170, 107, 5, 15, RACE_GNOME},
83 { "ハンサムなライア=エル", 300, 165, 107, 6, 18, RACE_ELF},
84 { "親切なファリルマウエン", 250, 170, 108, 5, 15, RACE_HOBBIT},
85 { "臆病者ヴォワラン", 500, 175, 108, 4, 12, RACE_HUMAN},
86 { "チビのエラシュナク", 750, 170, 107, 5, 15, RACE_BEASTMAN},
87 { "ハンサムなグラッグ", 1000, 165, 107, 6, 18, RACE_HALF_TITAN},
88 { "ケチなフォロビア", 250, 170, 108, 5, 15, RACE_HUMAN},
89 { "馬鹿のエリス", 500, 175, 108, 4, 12, RACE_HUMAN},
90 { "腹ペコのフィルバート", 750, 170, 107, 5, 15, RACE_VAMPIRE},
91 { "スナーグル・サシグア", 1000, 165, 107, 6, 18, RACE_MIND_FLAYER},
92 { "長死きエロワーズ", 250, 170, 108, 5, 15, RACE_SPECTRE},
93 { "ノロマのフンディ", 500, 175, 108, 4, 12, RACE_ZOMBIE},
94 { "グランサス", 750, 170, 107, 5, 15, RACE_SKELETON},
95 { "丁寧なロラックス", 1000, 165, 107, 6, 18, RACE_VAMPIRE},
96 { "ブッチ", 250, 170, 108, 5, 15, RACE_HALF_ORC},
97 { "美しきエルベレス", 500, 175, 108, 4, 12, RACE_HIGH_ELF},
98 { "こそこそサーレス", 750, 170, 107, 5, 15, RACE_GNOME},
99 { "ナーロック", 1000, 165, 107, 6, 18, RACE_DWARF},
100 { "チビのヘイネッカ", 250, 170, 108, 5, 15, RACE_GNOME},
101 { "きちがいロワラン", 500, 175, 108, 4, 12, RACE_HALF_GIANT},
102 { "毒息のウート", 750, 170, 107, 5, 15, RACE_DRACONIAN},
103 { "でぶっちょアラァカ", 1000, 165, 107, 6, 18, RACE_DRACONIAN},
104 { "低能なプーゴー", 250, 170, 108, 5, 15, RACE_BEASTMAN},
105 { "フェロールフィリアン", 500, 175, 108, 4, 12, RACE_ELF},
106 { "年寄りマロカ", 750, 170, 107, 5, 15, RACE_GNOME},
107 { "勇敢なサシン", 1000, 165, 107, 6, 18, RACE_HALF_GIANT},
108 { "田舎者アビエマール", 250, 170, 108, 5, 15, RACE_HUMAN},
109 { "貧乏なハーク", 500, 175, 108, 4, 12, RACE_HALF_ORC},
110 { "みじめなソアリン", 750, 170, 107, 5, 15, RACE_ZOMBIE},
111 { "質素なメルラ", 1000, 165, 107, 6, 18, RACE_ELF},
113 { "Bilbo the Friendly", 200, 170, 108, 5, 15, RACE_HOBBIT},
114 { "Rincewind the Chicken", 200, 175, 108, 4, 12, RACE_HUMAN},
115 { "Sultan the Midget", 300, 170, 107, 5, 15, RACE_GNOME},
116 { "Lyar-el the Comely", 300, 165, 107, 6, 18, RACE_ELF},
117 { "Falilmawen the Friendly", 250, 170, 108, 5, 15, RACE_HOBBIT},
118 { "Voirin the Cowardly", 500, 175, 108, 4, 12, RACE_HUMAN},
119 { "Erashnak the Midget", 750, 170, 107, 5, 15, RACE_BEASTMAN},
120 { "Grug the Comely", 1000, 165, 107, 6, 18, RACE_HALF_TITAN},
121 { "Forovir the Cheap", 250, 170, 108, 5, 15, RACE_HUMAN},
122 { "Ellis the Fool", 500, 175, 108, 4, 12, RACE_HUMAN},
123 { "Filbert the Hungry", 750, 170, 107, 5, 15, RACE_VAMPIRE},
124 { "Fthnargl Psathiggua", 1000, 165, 107, 6, 18, RACE_MIND_FLAYER},
125 { "Eloise Long-Dead", 250, 170, 108, 5, 15, RACE_SPECTRE},
126 { "Fundi the Slow", 500, 175, 108, 4, 12, RACE_ZOMBIE},
127 { "Granthus", 750, 170, 107, 5, 15, RACE_SKELETON},
128 { "Lorax the Suave", 1000, 165, 107, 6, 18, RACE_VAMPIRE},
129 { "Butch", 250, 170, 108, 5, 15, RACE_HALF_ORC},
130 { "Elbereth the Beautiful", 500, 175, 108, 4, 12, RACE_HIGH_ELF},
131 { "Sarleth the Sneaky", 750, 170, 107, 5, 15, RACE_GNOME},
132 { "Narlock", 1000, 165, 107, 6, 18, RACE_DWARF},
133 { "Haneka the Small", 250, 170, 108, 5, 15, RACE_GNOME},
134 { "Loirin the Mad", 500, 175, 108, 4, 12, RACE_HALF_GIANT},
135 { "Wuto Poisonbreath", 750, 170, 107, 5, 15, RACE_DRACONIAN},
136 { "Araaka the Rotund", 1000, 165, 107, 6, 18, RACE_DRACONIAN},
137 { "Poogor the Dumb", 250, 170, 108, 5, 15, RACE_BEASTMAN},
138 { "Felorfiliand", 500, 175, 108, 4, 12, RACE_ELF},
139 { "Maroka the Aged", 750, 170, 107, 5, 15, RACE_GNOME},
140 { "Sasin the Bold", 1000, 165, 107, 6, 18, RACE_HALF_GIANT},
141 { "Abiemar the Peasant", 250, 170, 108, 5, 15, RACE_HUMAN},
142 { "Hurk the Poor", 500, 175, 108, 4, 12, RACE_HALF_ORC},
143 { "Soalin the Wretched", 750, 170, 107, 5, 15, RACE_ZOMBIE},
144 { "Merulla the Humble", 1000, 165, 107, 6, 18, RACE_ELF},
148 /* Armoury - 28 unique names */
150 { "醜悪コン=ダー", 5000, 210, 115, 5, 7, RACE_HALF_ORC},
151 { "頑固者ダーグ=ロウ", 10000, 190, 111, 4, 9, RACE_HUMAN},
152 { "賢者デカド", 25000, 200, 112, 4, 10, RACE_DUNADAN},
153 { "鍛冶屋のウィーランド", 30000, 200, 112, 4, 5, RACE_DWARF},
154 { "醜悪コン=ダー", 10000, 210, 115, 5, 7, RACE_HALF_ORC},
155 { "頑固者ダーグ=ロウ", 15000, 190, 111, 4, 9, RACE_HUMAN},
156 { "ハンサムなデカド", 25000, 200, 112, 4, 10, RACE_AMBERITE},
157 { "エロー・ドラゴンスケイル", 30000, 200, 112, 4, 5, RACE_ELF},
158 { "デリカトス", 10000, 210, 115, 5, 7, RACE_SPRITE},
159 { "巨大なグルース", 15000, 190, 111, 4, 9, RACE_HALF_GIANT},
160 { "アニムス", 25000, 200, 112, 4, 10, RACE_GOLEM},
161 { "マルヴァス", 30000, 200, 112, 4, 5, RACE_HALF_TITAN},
162 { "セラクシス", 10000, 210, 115, 5, 7, RACE_ZOMBIE},
163 { "デス・チル", 5000, 190, 111, 4, 9, RACE_SPECTRE},
164 { "微かなドリオス", 25000, 200, 112, 4, 10, RACE_SPECTRE},
165 { "冷たいバスリック", 30000, 200, 112, 4, 5, RACE_VAMPIRE},
166 { "冷酷ヴェンジェラ", 10000, 210, 115, 5, 7, RACE_HALF_TROLL},
167 { "強者ウィラナ", 15000, 190, 111, 4, 9, RACE_HUMAN},
168 { "ヨジョ二世", 25000, 200, 112, 4, 10, RACE_DWARF},
169 { "優しいラナラー", 30000, 200, 112, 4, 5, RACE_AMBERITE},
170 { "不浄のホルバグ", 5000, 210, 115, 5, 7, RACE_HALF_ORC},
171 { "テレパスのエレレン", 15000, 190, 111, 4, 9, RACE_DARK_ELF},
172 { "イスドリリアス", 25000, 200, 112, 4, 10, RACE_SPRITE},
173 { "一つ目ヴェグナー", 5000, 200, 112, 4, 5, RACE_CYCLOPS},
174 { "混沌のロディッシュ", 10000, 210, 115, 5, 7, RACE_BEASTMAN},
175 { "剣豪ヘジン", 15000, 190, 111, 4, 9, RACE_NIBELUNG},
176 { "ずる屋のエルベレリス", 10000, 200, 112, 4, 10, RACE_DARK_ELF},
177 { "インプのザサス", 30000, 200, 112, 4, 5, RACE_IMP},
178 { "醜悪コン=ダー", 5000, 210, 115, 5, 7, RACE_HALF_ORC},
179 { "頑固者ダーグ=ロウ", 10000, 190, 111, 4, 9, RACE_HUMAN},
180 { "ハンサムなデカド", 25000, 200, 112, 4, 10, RACE_AMBERITE},
181 { "鍛冶屋のウィーランド", 30000, 200, 112, 4, 5, RACE_DWARF},
183 { "Kon-Dar the Ugly", 5000, 210, 115, 5, 7, RACE_HALF_ORC},
184 { "Darg-Low the Grim", 10000, 190, 111, 4, 9, RACE_HUMAN},
185 { "Decado the Handsome", 25000, 200, 112, 4, 10, RACE_DUNADAN},
186 { "Wieland the Smith", 30000, 200, 112, 4, 5, RACE_DWARF},
187 { "Kon-Dar the Ugly", 10000, 210, 115, 5, 7, RACE_HALF_ORC},
188 { "Darg-Low the Grim", 15000, 190, 111, 4, 9, RACE_HUMAN},
189 { "Decado the Handsome", 25000, 200, 112, 4, 10, RACE_AMBERITE},
190 { "Elo Dragonscale", 30000, 200, 112, 4, 5, RACE_ELF},
191 { "Delicatus", 10000, 210, 115, 5, 7, RACE_SPRITE},
192 { "Gruce the Huge", 15000, 190, 111, 4, 9, RACE_HALF_GIANT},
193 { "Animus", 25000, 200, 112, 4, 10, RACE_GOLEM},
194 { "Malvus", 30000, 200, 112, 4, 5, RACE_HALF_TITAN},
195 { "Selaxis", 10000, 210, 115, 5, 7, RACE_ZOMBIE},
196 { "Deathchill", 5000, 190, 111, 4, 9, RACE_SPECTRE},
197 { "Drios the Faint", 25000, 200, 112, 4, 10, RACE_SPECTRE},
198 { "Bathric the Cold", 30000, 200, 112, 4, 5, RACE_VAMPIRE},
199 { "Vengella the Cruel", 10000, 210, 115, 5, 7, RACE_HALF_TROLL},
200 { "Wyrana the Mighty", 15000, 190, 111, 4, 9, RACE_HUMAN},
201 { "Yojo II", 25000, 200, 112, 4, 10, RACE_DWARF},
202 { "Ranalar the Sweet", 30000, 200, 112, 4, 5, RACE_AMBERITE},
203 { "Horbag the Unclean", 5000, 210, 115, 5, 7, RACE_HALF_ORC},
204 { "Elelen the Telepath", 15000, 190, 111, 4, 9, RACE_DARK_ELF},
205 { "Isedrelias", 25000, 200, 112, 4, 10, RACE_SPRITE},
206 { "Vegnar One-eye", 5000, 200, 112, 4, 5, RACE_CYCLOPS},
207 { "Rodish the Chaotic", 10000, 210, 115, 5, 7, RACE_BEASTMAN},
208 { "Hesin Swordmaster", 15000, 190, 111, 4, 9, RACE_NIBELUNG},
209 { "Elvererith the Cheat", 10000, 200, 112, 4, 10, RACE_DARK_ELF},
210 { "Zzathath the Imp", 30000, 200, 112, 4, 5, RACE_IMP},
211 { "Kon-Dar the Ugly", 5000, 210, 115, 5, 7, RACE_HALF_ORC},
212 { "Darg-Low the Grim", 10000, 190, 111, 4, 9, RACE_HUMAN},
213 { "Decado the Handsome", 25000, 200, 112, 4, 10, RACE_AMBERITE},
214 { "Wieland the Smith", 30000, 200, 112, 4, 5, RACE_DWARF},
219 /* Weapon Smith - 28 unique names */
221 { "残忍なるアーノルド", 5000, 210, 115, 6, 6, RACE_HALF_TROLL},
222 { "獣殺しのアーンダル", 10000, 185, 110, 5, 9, RACE_HALF_ELF},
223 { "獣マスターのエディー", 25000, 190, 115, 5, 7, RACE_HOBBIT},
224 { "竜殺しのオグライン", 30000, 195, 112, 4, 8, RACE_DWARF},
225 { "熟練者ドリュー", 10000, 210, 115, 6, 6, RACE_HUMAN},
226 { "龍の子オラックス", 15000, 185, 110, 5, 9, RACE_DRACONIAN},
227 { "病気持ちのアンスラックス", 25000, 190, 115, 5, 7, RACE_BEASTMAN},
228 { "頑丈者アルコス", 30000, 195, 112, 4, 8, RACE_DWARF},
229 { "腐れ者のサリアス", 5000, 210, 115, 6, 6, RACE_ZOMBIE},
230 { "晒し骨のトゥエシク", 15000, 185, 110, 5, 9, RACE_SKELETON},
231 { "ビリオス", 25000, 190, 115, 5, 7, RACE_BEASTMAN},
232 { "ファスガル", 30000, 195, 112, 4, 8, RACE_ZOMBIE},
233 { "パラディンのエレフリス", 10000, 210, 115, 6, 6, RACE_BARBARIAN},
234 { "キ'トリッ'ク", 15000, 185, 110, 5, 9, RACE_KLACKON},
235 { "蜘蛛の友ドゥロカス", 25000, 190, 115, 5, 7, RACE_DARK_ELF},
236 { "巨人殺しのフングス", 30000, 195, 112, 4, 8, RACE_DWARF},
237 { "デランサ", 10000, 210, 115, 6, 6, RACE_ELF},
238 { "レンジャーのソルビスタニ", 15000, 185, 110, 5, 9, RACE_HALF_ELF},
239 { "ノロマのゾリル", 25000, 190, 115, 5, 7, RACE_GOLEM},
240 { "イーオン・フラックス", 20000, 195, 112, 4, 8, RACE_HALF_ELF},
241 { "強者ナドック", 10000, 210, 115, 6, 6, RACE_HOBBIT},
242 { "弱虫エラモグ", 15000, 185, 110, 5, 9, RACE_KOBOLD},
243 { "公正なエオウィリス", 25000, 190, 115, 5, 7, RACE_VAMPIRE},
244 { "バルログ殺しのヒュイモグ", 30000, 195, 112, 4, 8, RACE_HALF_ORC},
245 { "冷酷ピーダス", 5000, 210, 115, 6, 6, RACE_HUMAN},
246 { "ヴァモグ スレイヤー", 15000, 185, 110, 5, 9, RACE_HALF_OGRE},
247 { "性悪フーシュナク", 25000, 190, 115, 5, 7, RACE_BEASTMAN},
248 { "舞闘バレン", 30000, 195, 112, 4, 8, RACE_BARBARIAN},
249 { "残忍なるアーノルド", 5000, 210, 115, 6, 6, RACE_BARBARIAN},
250 { "獣殺しのアーンダル", 10000, 185, 110, 5, 9, RACE_HALF_ELF},
251 { "ビーストマスター・エディー", 25000, 190, 115, 5, 7, RACE_HALF_ORC},
252 { "竜殺しのオグライン", 30000, 195, 112, 4, 8, RACE_DWARF},
254 { "Arnold the Beastly", 5000, 210, 115, 6, 6, RACE_BARBARIAN},
255 { "Arndal Beast-Slayer", 10000, 185, 110, 5, 9, RACE_HALF_ELF},
256 { "Eddie Beast-Master", 25000, 190, 115, 5, 7, RACE_HALF_ORC},
257 { "Oglign Dragon-Slayer", 30000, 195, 112, 4, 8, RACE_DWARF},
258 { "Drew the Skilled", 10000, 210, 115, 6, 6, RACE_HUMAN},
259 { "Orrax Dragonson", 15000, 185, 110, 5, 9, RACE_DRACONIAN},
260 { "Anthrax Disease-Carrier", 25000, 190, 115, 5, 7, RACE_BEASTMAN},
261 { "Arkhoth the Stout", 30000, 195, 112, 4, 8, RACE_DWARF},
262 { "Sarlyas the Rotten", 5000, 210, 115, 6, 6, RACE_ZOMBIE},
263 { "Tuethic Bare-Bones", 15000, 185, 110, 5, 9, RACE_SKELETON},
264 { "Bilious", 25000, 190, 115, 5, 7, RACE_BEASTMAN},
265 { "Fasgul", 30000, 195, 112, 4, 8, RACE_ZOMBIE},
266 { "Ellefris the Paladin", 10000, 210, 115, 6, 6, RACE_BARBARIAN},
267 { "K'trrik'k", 15000, 185, 110, 5, 9, RACE_KLACKON},
268 { "Drocus Spiderfriend", 25000, 190, 115, 5, 7, RACE_DARK_ELF},
269 { "Fungus Giant-Slayer", 30000, 195, 112, 4, 8, RACE_DWARF},
270 { "Delantha", 10000, 210, 115, 6, 6, RACE_ELF},
271 { "Solvistani the Ranger", 15000, 185, 110, 5, 9, RACE_HALF_ELF},
272 { "Xoril the Slow", 25000, 190, 115, 5, 7, RACE_GOLEM},
273 { "Aeon Flux", 20000, 195, 112, 4, 8, RACE_HALF_ELF},
274 { "Nadoc the Strong", 10000, 210, 115, 6, 6, RACE_HOBBIT},
275 { "Eramog the Weak", 15000, 185, 110, 5, 9, RACE_KOBOLD},
276 { "Eowilith the Fair", 25000, 190, 115, 5, 7, RACE_VAMPIRE},
277 { "Huimog Balrog-Slayer", 30000, 195, 112, 4, 8, RACE_HALF_ORC},
278 { "Peadus the Cruel", 5000, 210, 115, 6, 6, RACE_HUMAN},
279 { "Vamog Slayer", 15000, 185, 110, 5, 9, RACE_HALF_OGRE},
280 { "Hooshnak the Vicious", 25000, 190, 115, 5, 7, RACE_BEASTMAN},
281 { "Balenn War-Dancer", 30000, 195, 112, 4, 8, RACE_BARBARIAN},
282 { "Arnold the Beastly", 5000, 210, 115, 6, 6, RACE_BARBARIAN},
283 { "Arndal Beast-Slayer", 10000, 185, 110, 5, 9, RACE_HALF_ELF},
284 { "Eddie Beast-Master", 25000, 190, 115, 5, 7, RACE_HALF_ORC},
285 { "Oglign Dragon-Slayer", 30000, 195, 112, 4, 8, RACE_DWARF},
289 /* Temple - 22 unique names */
291 { "質素なルードヴィヒ", 5000, 175, 109, 6, 15, RACE_HUMAN},
292 { "パラディンのガンナー", 10000, 185, 110, 5, 23, RACE_HUMAN},
293 { "選ばれしトリン", 25000, 180, 107, 6, 20, RACE_ELF},
294 { "賢明なるサラストロ", 30000, 185, 109, 5, 15, RACE_DWARF},
295 { "パーシヴァル卿", 25000, 180, 107, 6, 20, RACE_HIGH_ELF},
296 { "神聖なるアセナス", 30000, 185, 109, 5, 15, RACE_HUMAN},
297 { "マッキノン", 10000, 175, 109, 6, 15, RACE_HUMAN},
298 { "謹み婦人", 15000, 185, 110, 5, 23, RACE_HIGH_ELF},
299 { "ドルイドのハシュニック", 25000, 180, 107, 6, 20, RACE_HOBBIT},
300 { "フィナク", 30000, 185, 109, 5, 15, RACE_YEEK},
301 { "クリキック", 10000, 175, 109, 6, 15, RACE_KLACKON},
302 { "荒くれ者モリヴァル", 15000, 185, 110, 5, 23, RACE_ELF},
303 { "暗きホシャック", 25000, 180, 107, 6, 20, RACE_IMP},
304 { "賢者アタール", 30000, 185, 109, 5, 15, RACE_HUMAN},
305 { "清きイベニッド", 10000, 175, 109, 6, 15, RACE_HUMAN},
306 { "エリディシュ", 15000, 185, 110, 5, 23, RACE_HALF_TROLL},
307 { "呪術師ヴルドゥシュ", 25000, 180, 107, 6, 20, RACE_HALF_OGRE},
308 { "狂戦士ハオブ", 30000, 185, 109, 5, 15, RACE_BARBARIAN},
309 { "若きプルーグディシュ", 10000, 175, 109, 6, 15, RACE_HALF_OGRE},
310 { "きちがいラムワイズ", 15000, 185, 110, 5, 23, RACE_YEEK},
311 { "有徳者ムワート", 25000, 180, 107, 6, 20, RACE_KOBOLD},
312 { "弱虫ダードバード", 30000, 185, 109, 5, 15, RACE_SPECTRE},
313 { "質素なルードヴィヒ", 5000, 175, 109, 6, 15, RACE_HUMAN},
314 { "パラディンのガンナー", 10000, 185, 110, 5, 23, RACE_HUMAN},
315 { "選ばれしトリン", 25000, 180, 107, 6, 20, RACE_ELF},
316 { "賢明なるサラストロ", 30000, 185, 109, 5, 15, RACE_DWARF},
317 { "パーシヴァル卿", 25000, 180, 107, 6, 20, RACE_HIGH_ELF},
318 { "神聖なるアセナス", 30000, 185, 109, 5, 15, RACE_HUMAN},
319 { "マッキノン", 10000, 175, 109, 6, 15, RACE_HUMAN},
320 { "謹み婦人", 15000, 185, 110, 5, 23, RACE_HIGH_ELF},
321 { "ドルイドのハシュニック", 25000, 180, 107, 6, 20, RACE_HOBBIT},
322 { "フィナク", 30000, 185, 109, 5, 15, RACE_YEEK},
324 { "Ludwig the Humble", 5000, 175, 109, 6, 15, RACE_DWARF},
325 { "Gunnar the Paladin", 10000, 185, 110, 5, 23, RACE_HALF_TROLL},
326 { "Torin the Chosen", 25000, 180, 107, 6, 20, RACE_HIGH_ELF},
327 { "Sarastro the Wise", 30000, 185, 109, 5, 15, RACE_HUMAN},
328 { "Sir Parsival the Pure", 25000, 180, 107, 6, 20, RACE_HIGH_ELF},
329 { "Asenath the Holy", 30000, 185, 109, 5, 15, RACE_HUMAN},
330 { "McKinnon", 10000, 175, 109, 6, 15, RACE_HUMAN},
331 { "Mistress Chastity", 15000, 185, 110, 5, 23, RACE_HIGH_ELF},
332 { "Hashnik the Druid", 25000, 180, 107, 6, 20, RACE_HOBBIT},
333 { "Finak", 30000, 185, 109, 5, 15, RACE_YEEK},
334 { "Krikkik", 10000, 175, 109, 6, 15, RACE_KLACKON},
335 { "Morival the Wild", 15000, 185, 110, 5, 23, RACE_ELF},
336 { "Hoshak the Dark", 25000, 180, 107, 6, 20, RACE_IMP},
337 { "Atal the Wise", 30000, 185, 109, 5, 15, RACE_HUMAN},
338 { "Ibenidd the Chaste", 10000, 175, 109, 6, 15, RACE_HUMAN},
339 { "Eridish", 15000, 185, 110, 5, 23, RACE_HALF_TROLL},
340 { "Vrudush the Shaman", 25000, 180, 107, 6, 20, RACE_HALF_OGRE},
341 { "Haob the Berserker", 30000, 185, 109, 5, 15, RACE_BARBARIAN},
342 { "Proogdish the Youthfull", 10000, 175, 109, 6, 15, RACE_HALF_OGRE},
343 { "Lumwise the Mad", 15000, 185, 110, 5, 23, RACE_YEEK},
344 { "Muirt the Virtuous", 25000, 180, 107, 6, 20, RACE_KOBOLD},
345 { "Dardobard the Weak", 30000, 185, 109, 5, 15, RACE_SPECTRE},
346 { "Ludwig the Humble", 5000, 175, 109, 6, 15, RACE_DWARF},
347 { "Gunnar the Paladin", 10000, 185, 110, 5, 23, RACE_HALF_TROLL},
348 { "Torin the Chosen", 25000, 180, 107, 6, 20, RACE_HIGH_ELF},
349 { "Sarastro the Wise", 30000, 185, 109, 5, 15, RACE_HUMAN},
350 { "Sir Parsival the Pure", 25000, 180, 107, 6, 20, RACE_HIGH_ELF},
351 { "Asenath the Holy", 30000, 185, 109, 5, 15, RACE_HUMAN},
352 { "McKinnon", 10000, 175, 109, 6, 15, RACE_HUMAN},
353 { "Mistress Chastity", 15000, 185, 110, 5, 23, RACE_HIGH_ELF},
354 { "Hashnik the Druid", 25000, 180, 107, 6, 20, RACE_HOBBIT},
355 { "Finak", 30000, 185, 109, 5, 15, RACE_YEEK},
359 /* Alchemist - 26 unique names */
361 { "化学者マウザー", 10000, 190, 111, 5, 8, RACE_HALF_ELF},
362 { "カオスのウィズル", 10000, 190, 110, 6, 8, RACE_HOBBIT},
363 { "強欲ミダス", 15000, 200, 116, 6, 9, RACE_GNOME},
364 { "貧弱ジャ=ファー", 15000, 220, 111, 4, 9, RACE_ELF},/*FIRST*/
365 { "カカルラカカル", 15000, 200, 116, 6, 9, RACE_KLACKON},
366 { "錬金術師ジャル=エス", 15000, 220, 111, 4, 9, RACE_ELF},
367 { "用心深いファネラス", 10000, 190, 111, 5, 8, RACE_DWARF},
368 { "キチガイのルンシー", 10000, 190, 110, 6, 8, RACE_HUMAN},
369 { "グランブルワース", 15000, 200, 116, 6, 9, RACE_GNOME},
370 { "フリッター", 15000, 220, 111, 4, 9, RACE_SPRITE},
371 { "ザリルス", 10000, 190, 111, 5, 8, RACE_HUMAN},
372 { "古きエグバート", 10000, 190, 110, 6, 8, RACE_DWARF},
373 { "誇り高きヴァリンドラ", 15000, 200, 116, 6, 9, RACE_HIGH_ELF},
374 { "錬金術師タエン", 15000, 220, 111, 4, 9, RACE_HUMAN},
375 { "巧言カイド", 10000, 190, 111, 5, 8, RACE_VAMPIRE},
376 { "暗きフリア", 10000, 190, 110, 6, 8, RACE_NIBELUNG},
377 { "質素なドムリ", 15000, 200, 116, 6, 9, RACE_DWARF},
378 { "魔の子ヤァジュッカ", 15000, 220, 111, 4, 9, RACE_IMP},
379 { "薬草師ジェララルドール", 10000, 190, 111, 5, 8, RACE_HIGH_ELF},
380 { "賢者オレラルダン", 10000, 190, 110, 6, 8, RACE_BARBARIAN},
381 { "デモニシストのフゾグロ", 15000, 200, 116, 6, 9, RACE_IMP},
382 { "錬金術師ドゥリアシュ", 15000, 220, 111, 4, 9, RACE_HALF_ORC},
383 { "強者ネリア", 10000, 190, 111, 5, 8, RACE_CYCLOPS},
384 { "辛口リグナス", 10000, 190, 110, 6, 8, RACE_HALF_ORC},
385 { "ティルバ", 15000, 200, 116, 6, 9, RACE_HOBBIT},
386 { "金持ちミリルドリック", 15000, 220, 111, 4, 9, RACE_HUMAN},
388 { "科学者マウザー", 10000, 190, 111, 5, 8, RACE_HALF_ELF},
389 { "カオスのウィズル", 10000, 190, 110, 6, 8, RACE_HOBBIT},
390 { "強欲ミダス", 15000, 200, 116, 6, 9, RACE_GNOME},
391 { "錬金術師ジャ=ファー", 15000, 220, 111, 4, 9, RACE_ELF},
392 { "カカルラカカル", 15000, 200, 116, 6, 9, RACE_KLACKON},
393 { "錬金術師ジャル=エス", 15000, 220, 111, 4, 9, RACE_ELF},
395 { "Mauser the Chemist", 10000, 190, 111, 5, 8, RACE_HALF_ELF},
396 { "Wizzle the Chaotic", 10000, 190, 110, 6, 8, RACE_HOBBIT},
397 { "Midas the Greedy", 15000, 200, 116, 6, 9, RACE_GNOME},
398 { "Ja-Far the Alchemist", 15000, 220, 111, 4, 9, RACE_ELF},
399 { "Kakalrakakal", 15000, 200, 116, 6, 9, RACE_KLACKON},
400 { "Jal-Eth the Alchemist", 15000, 220, 111, 4, 9, RACE_ELF},
401 { "Fanelath the Cautious", 10000, 190, 111, 5, 8, RACE_DWARF},
402 { "Runcie the Insane", 10000, 190, 110, 6, 8, RACE_HUMAN},
403 { "Grumbleworth", 15000, 200, 116, 6, 9, RACE_GNOME},
404 { "Flitter", 15000, 220, 111, 4, 9, RACE_SPRITE},
405 { "Xarillus", 10000, 190, 111, 5, 8, RACE_HUMAN},
406 { "Egbert the Old", 10000, 190, 110, 6, 8, RACE_DWARF},
407 { "Valindra the Proud", 15000, 200, 116, 6, 9, RACE_HIGH_ELF},
408 { "Taen the Alchemist", 15000, 220, 111, 4, 9, RACE_HUMAN},
409 { "Cayd the Sweet", 10000, 190, 111, 5, 8, RACE_VAMPIRE},
410 { "Fulir the Dark", 10000, 190, 110, 6, 8, RACE_NIBELUNG},
411 { "Domli the Humble", 15000, 200, 116, 6, 9, RACE_DWARF},
412 { "Yaarjukka Demonspawn", 15000, 220, 111, 4, 9, RACE_IMP},
413 { "Gelaraldor the Herbmaster", 10000, 190, 111, 5, 8, RACE_HIGH_ELF},
414 { "Olelaldan the Wise", 10000, 190, 110, 6, 8, RACE_BARBARIAN},
415 { "Fthoglo the Demonicist", 15000, 200, 116, 6, 9, RACE_IMP},
416 { "Dridash the Alchemist", 15000, 220, 111, 4, 9, RACE_HALF_ORC},
417 { "Nelir the Strong", 10000, 190, 111, 5, 8, RACE_CYCLOPS},
418 { "Lignus the Pungent", 10000, 190, 110, 6, 8, RACE_HALF_ORC},
419 { "Tilba", 15000, 200, 116, 6, 9, RACE_HOBBIT},
420 { "Myrildric the Wealthy", 15000, 220, 111, 4, 9, RACE_HUMAN},
422 { "Mauser the Chemist", 10000, 190, 111, 5, 8, RACE_HALF_ELF},
423 { "Wizzle the Chaotic", 10000, 190, 110, 6, 8, RACE_HOBBIT},
424 { "Midas the Greedy", 15000, 200, 116, 6, 9, RACE_GNOME},
425 { "Ja-Far the Alchemist", 15000, 220, 111, 4, 9, RACE_ELF},
426 { "Kakalrakakal", 15000, 200, 116, 6, 9, RACE_KLACKON},
427 { "Jal-Eth the Alchemist", 15000, 220, 111, 4, 9, RACE_ELF},
432 /* Magic Shop - 23 unique names */
434 { "ソーサラーのロ=パン", 20000, 200, 110, 7, 8, RACE_HALF_ELF},
435 { "偉大なるブガービイ", 20000, 215, 113, 6, 10, RACE_GNOME},
436 { "イェンダーの魔法使い", 30000, 200, 110, 7, 10, RACE_HUMAN},
437 { "死霊使いリャク",30000, 175, 110, 5, 11, RACE_HIGH_ELF},
438 { "魔術師スキドゥニー", 15000, 200, 110, 7, 8, RACE_HALF_ELF},
439 { "幻術師キリア", 30000, 200, 110, 7, 10, RACE_HUMAN},
440 { "死霊術師ニッキ", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
441 { "ソロストラン", 15000, 200, 110, 7, 8, RACE_SPRITE},
442 { "烏賊口アチシェ", 20000, 215, 113, 6, 10, RACE_MIND_FLAYER},
443 { "貴族のカザ", 30000, 200, 110, 7, 10, RACE_HIGH_ELF},
444 { "暗きファジル", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
445 { "偉大なるケルドーン", 15000, 200, 110, 7, 8, RACE_DWARF},
446 { "フィランスロプス", 20000, 215, 113, 6, 10, RACE_HOBBIT},
447 { "魔女のアグナー", 30000, 200, 110, 7, 10, RACE_HUMAN},
448 { "死霊術師ビュリアンス", 30000, 175, 110, 5, 11, RACE_BEASTMAN},
449 { "ハイメイジのヴイラク", 15000, 200, 110, 7, 8, RACE_BEASTMAN},
450 { "知恵者マディッシュ", 20000, 215, 113, 6, 10, RACE_BEASTMAN},
451 { "ファレブリンボール", 30000, 200, 110, 7, 10, RACE_HIGH_ELF},
452 { "陰険フェリル=ガンド", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
453 { "呪術師サレゴード", 15000, 200, 110, 7, 8, RACE_BARBARIAN},
454 { "神秘家クトゥアロス", 20000, 215, 113, 6, 10, RACE_MIND_FLAYER},
455 { "幻術師イベリ", 30000, 200, 110, 7, 10, RACE_SKELETON},
456 { "死霊術師ヘトー", 30000, 175, 110, 5, 11, RACE_YEEK},
457 { "魔術師ロ=パン", 20000, 200, 110, 7, 8, RACE_HALF_ELF},
458 { "偉大なるブガービイ", 20000, 215, 113, 6, 10, RACE_GNOME},
459 { "イェンダーの魔法使い", 30000, 200, 110, 7, 10, RACE_HUMAN},
460 { "死霊術師リャク", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
461 { "魔術師スキドゥニー", 15000, 200, 110, 7, 8, RACE_HALF_ELF},
462 { "幻術師キリア", 30000, 200, 110, 7, 10, RACE_HUMAN},
463 { "死霊術師ニッキ", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
464 { "ソロストラン", 15000, 200, 110, 7, 8, RACE_SPRITE},
465 { "烏賊口アチシェ", 20000, 215, 113, 6, 10, RACE_MIND_FLAYER},
467 { "Lo Pan the Sorcerer", 20000, 200, 110, 7, 8, RACE_HALF_ELF},
468 { "Buggerby the Great", 20000, 215, 113, 6, 10, RACE_GNOME},
469 { "The Wizard of Yendor", 30000, 200, 110, 7, 10, RACE_HUMAN},
470 { "Rjak the Necromancer", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
471 { "Skidney the Sorcerer", 15000, 200, 110, 7, 8, RACE_HALF_ELF},
472 { "Kyria the Illusionist", 30000, 200, 110, 7, 10, RACE_HUMAN},
473 { "Nikki the Necromancer", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
474 { "Solostoran", 15000, 200, 110, 7, 8, RACE_SPRITE},
475 { "Achshe the Tentacled", 20000, 215, 113, 6, 10, RACE_MIND_FLAYER},
476 { "Kaza the Noble", 30000, 200, 110, 7, 10, RACE_HIGH_ELF},
477 { "Fazzil the Dark", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
478 { "Keldorn the Grand", 15000, 200, 110, 7, 8, RACE_DWARF},
479 { "Philanthropus", 20000, 215, 113, 6, 10, RACE_HOBBIT},
480 { "Agnar the Enchantress", 30000, 200, 110, 7, 10, RACE_HUMAN},
481 { "Buliance the Necromancer", 30000, 175, 110, 5, 11, RACE_BEASTMAN},
482 { "Vuirak the High-Mage", 15000, 200, 110, 7, 8, RACE_BEASTMAN},
483 { "Madish the Smart", 20000, 215, 113, 6, 10, RACE_BEASTMAN},
484 { "Falebrimbor", 30000, 200, 110, 7, 10, RACE_HIGH_ELF},
485 { "Felil-Gand the Subtle", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
486 { "Thalegord the Shaman", 15000, 200, 110, 7, 8, RACE_BARBARIAN},
487 { "Cthoaloth the Mystic", 20000, 215, 113, 6, 10, RACE_MIND_FLAYER},
488 { "Ibeli the Illusionist", 30000, 200, 110, 7, 10, RACE_SKELETON},
489 { "Heto the Necromancer", 30000, 175, 110, 5, 11, RACE_YEEK},
490 { "Lo Pan the Sorcerer", 20000, 200, 110, 7, 8, RACE_HALF_ELF},
491 { "Buggerby the Great", 20000, 215, 113, 6, 10, RACE_GNOME},
492 { "The Wizard of Yendor", 30000, 200, 110, 7, 10, RACE_HUMAN},
493 { "Rjak the Necromancer", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
494 { "Skidney the Sorcerer", 15000, 200, 110, 7, 8, RACE_HALF_ELF},
495 { "Kyria the Illusionist", 30000, 200, 110, 7, 10, RACE_HUMAN},
496 { "Nikki the Necromancer", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
497 { "Solostoran", 15000, 200, 110, 7, 8, RACE_SPRITE},
498 { "Achshe the Tentacled", 20000, 215, 113, 6, 10, RACE_MIND_FLAYER},
502 /* Black Market - 32 unique names */
504 { "ガリー=ギガズ", 20000, 250, 150, 10, 5, RACE_HALF_TROLL},
505 { "ゴブリンのヒストーア", 20000, 250, 150, 10, 5, RACE_HALF_ORC},
506 { "フェレンギ人クアーク", 30000, 250, 150, 10, 5, RACE_HUMAN},
507 { "公正なる(?)トッピ", 30000, 250, 150, 10, 5, RACE_ELF},
508 { "死人ヴァッサ", 20000, 250, 150, 10, 5, RACE_ZOMBIE},
509 { "裏切り者カイン", 20000, 250, 150, 10, 5, RACE_VAMPIRE},
510 { "ブボニカス", 30000, 250, 150, 10, 5, RACE_BEASTMAN},
511 { "コープスライト", 30000, 250, 150, 10, 5, RACE_SPECTRE},
512 { "血に飢えしパリッシュ", 20000, 250, 150, 10, 5, RACE_VAMPIRE},
513 { "ヴァイル", 20000, 250, 150, 10, 5, RACE_SKELETON},
514 { "信頼のプレンティス", 30000, 250, 150, 10, 5, RACE_SKELETON},
515 { "人間殺しのグリエラ", 30000, 250, 150, 10, 5, RACE_IMP},
516 { "エンジェル", 20000, 250, 150, 10, 5, RACE_VAMPIRE},
517 { "水膨れフロツァム", 20000, 250, 150, 10, 5, RACE_ZOMBIE},
518 { "ニーヴァル", 30000, 250, 150, 10, 5, RACE_VAMPIRE},
519 { "明るいアナスタシア", 30000, 250, 150, 10, 5, RACE_SPECTRE},
520 { "死霊術師チャリティー", 20000, 250, 150, 10, 5, RACE_DARK_ELF},
521 { "ボクサーのプグナシオス", 20000, 250, 150, 10, 5, RACE_HALF_ORC},
522 { "幸運なフットソア", 30000, 250, 150, 10, 5, RACE_BEASTMAN},
523 { "光指のシドリア", 30000, 250, 150, 10, 5, RACE_HUMAN},
524 { "手品師リアソー", 20000, 250, 150, 10, 5, RACE_HOBBIT},
525 { "やりくり上手のジャナッカ", 20000, 250, 150, 10, 5, RACE_GNOME},
526 { "悪党シーナ", 30000, 250, 150, 10, 5, RACE_GNOME},
527 { "大爪アルニッキ", 30000, 250, 150, 10, 5, RACE_DRACONIAN},
528 { "貧乏チャエアンド", 20000, 250, 150, 10, 5, RACE_HUMAN},
529 { "山賊アファードーフ", 20000, 250, 150, 10, 5, RACE_BARBARIAN},
530 { "強欲ラザクスル", 30000, 250, 150, 10, 5, RACE_MIND_FLAYER},
531 { "ファラレウィン", 30000, 250, 150, 10, 5, RACE_SPRITE},
532 { "しわしわヴォスール", 20000, 250, 150, 10, 5, RACE_NIBELUNG},
533 { "ハンサムなアラオード", 20000, 250, 150, 10, 5, RACE_AMBERITE},
534 { "負け犬セラドフリド", 30000, 250, 150, 10, 5, RACE_HUMAN},
535 { "片足のエルーロ", 30000, 250, 150, 10, 5, RACE_HALF_OGRE},
537 { "Gary Gygaz", 20000, 250, 150, 10, 5, RACE_HALF_TROLL},
538 { "Histor the Goblin", 20000, 250, 150, 10, 5, RACE_HALF_ORC},
539 { "Quark the Ferengi", 30000, 250, 150, 10, 5, RACE_DWARF},
540 { "Topi the Fair(?)", 30000, 250, 150, 10, 5, RACE_HUMAN},
541 { "Vhassa the Dead", 20000, 250, 150, 10, 5, RACE_ZOMBIE},
542 { "Kyn the Treacherous", 20000, 250, 150, 10, 5, RACE_VAMPIRE},
543 { "Bubonicus", 30000, 250, 150, 10, 5, RACE_BEASTMAN},
544 { "Corpselight", 30000, 250, 150, 10, 5, RACE_SPECTRE},
545 { "Parrish the Bloodthirsty", 20000, 250, 150, 10, 5, RACE_VAMPIRE},
546 { "Vile", 20000, 250, 150, 10, 5, RACE_SKELETON},
547 { "Prentice the Trusted", 30000, 250, 150, 10, 5, RACE_SKELETON},
548 { "Griella Humanslayer", 30000, 250, 150, 10, 5, RACE_IMP},
549 { "Angel", 20000, 250, 150, 10, 5, RACE_VAMPIRE},
550 { "Flotsam the Bloated", 20000, 250, 150, 10, 5, RACE_ZOMBIE},
551 { "Nieval", 30000, 250, 150, 10, 5, RACE_VAMPIRE},
552 { "Anastasia the Luminous", 30000, 250, 150, 10, 5, RACE_SPECTRE},
553 { "Charity the Necromancer", 20000, 250, 150, 10, 5, RACE_DARK_ELF},
554 { "Pugnacious the Pugilist", 20000, 250, 150, 10, 5, RACE_HALF_ORC},
555 { "Footsore the Lucky", 30000, 250, 150, 10, 5, RACE_BEASTMAN},
556 { "Sidria Lighfingered", 30000, 250, 150, 10, 5, RACE_HUMAN},
557 { "Riatho the Juggler", 20000, 250, 150, 10, 5, RACE_HOBBIT},
558 { "Janaaka the Shifty", 20000, 250, 150, 10, 5, RACE_GNOME},
559 { "Cina the Rogue", 30000, 250, 150, 10, 5, RACE_GNOME},
560 { "Arunikki Greatclaw", 30000, 250, 150, 10, 5, RACE_DRACONIAN},
561 { "Chaeand the Poor", 20000, 250, 150, 10, 5, RACE_HUMAN},
562 { "Afardorf the Brigand", 20000, 250, 150, 10, 5, RACE_BARBARIAN},
563 { "Lathaxl the Greedy", 30000, 250, 150, 10, 5, RACE_MIND_FLAYER},
564 { "Falarewyn", 30000, 250, 150, 10, 5, RACE_SPRITE},
565 { "Vosur the Wrinkled", 20000, 250, 150, 10, 5, RACE_NIBELUNG},
566 { "Araord the Handsome", 20000, 250, 150, 10, 5, RACE_AMBERITE},
567 { "Theradfrid the Loser", 30000, 250, 150, 10, 5, RACE_HUMAN},
568 { "One-Legged Eroolo", 30000, 250, 150, 10, 5, RACE_HALF_OGRE},
574 { "我が家", 0, 100, 100, 0, 99, 99},
575 { "我が家", 0, 100, 100, 0, 99, 99},
576 { "我が家", 0, 100, 100, 0, 99, 99},
577 { "我が家", 0, 100, 100, 0, 99, 99},
578 { "我が家", 0, 100, 100, 0, 99, 99},
579 { "我が家", 0, 100, 100, 0, 99, 99},
580 { "我が家", 0, 100, 100, 0, 99, 99},
581 { "我が家", 0, 100, 100, 0, 99, 99},
582 { "我が家", 0, 100, 100, 0, 99, 99},
583 { "我が家", 0, 100, 100, 0, 99, 99},
584 { "我が家", 0, 100, 100, 0, 99, 99},
585 { "我が家", 0, 100, 100, 0, 99, 99},
586 { "我が家", 0, 100, 100, 0, 99, 99},
587 { "我が家", 0, 100, 100, 0, 99, 99},
588 { "我が家", 0, 100, 100, 0, 99, 99},
589 { "我が家", 0, 100, 100, 0, 99, 99},
590 { "我が家", 0, 100, 100, 0, 99, 99},
591 { "我が家", 0, 100, 100, 0, 99, 99},
592 { "我が家", 0, 100, 100, 0, 99, 99},
593 { "我が家", 0, 100, 100, 0, 99, 99},
594 { "我が家", 0, 100, 100, 0, 99, 99},
595 { "我が家", 0, 100, 100, 0, 99, 99},
596 { "我が家", 0, 100, 100, 0, 99, 99},
597 { "我が家", 0, 100, 100, 0, 99, 99},
598 { "我が家", 0, 100, 100, 0, 99, 99},
599 { "我が家", 0, 100, 100, 0, 99, 99},
600 { "我が家", 0, 100, 100, 0, 99, 99},
601 { "我が家", 0, 100, 100, 0, 99, 99},
602 { "我が家", 0, 100, 100, 0, 99, 99},
603 { "我が家", 0, 100, 100, 0, 99, 99},
604 { "我が家", 0, 100, 100, 0, 99, 99},
605 { "我が家", 0, 100, 100, 0, 99, 99},
607 { "Your home", 0, 100, 100, 0, 99, 99},
608 { "Your home", 0, 100, 100, 0, 99, 99},
609 { "Your home", 0, 100, 100, 0, 99, 99},
610 { "Your home", 0, 100, 100, 0, 99, 99},
611 { "Your home", 0, 100, 100, 0, 99, 99},
612 { "Your home", 0, 100, 100, 0, 99, 99},
613 { "Your home", 0, 100, 100, 0, 99, 99},
614 { "Your home", 0, 100, 100, 0, 99, 99},
615 { "Your home", 0, 100, 100, 0, 99, 99},
616 { "Your home", 0, 100, 100, 0, 99, 99},
617 { "Your home", 0, 100, 100, 0, 99, 99},
618 { "Your home", 0, 100, 100, 0, 99, 99},
619 { "Your home", 0, 100, 100, 0, 99, 99},
620 { "Your home", 0, 100, 100, 0, 99, 99},
621 { "Your home", 0, 100, 100, 0, 99, 99},
622 { "Your home", 0, 100, 100, 0, 99, 99},
623 { "Your home", 0, 100, 100, 0, 99, 99},
624 { "Your home", 0, 100, 100, 0, 99, 99},
625 { "Your home", 0, 100, 100, 0, 99, 99},
626 { "Your home", 0, 100, 100, 0, 99, 99},
627 { "Your home", 0, 100, 100, 0, 99, 99},
628 { "Your home", 0, 100, 100, 0, 99, 99},
629 { "Your home", 0, 100, 100, 0, 99, 99},
630 { "Your home", 0, 100, 100, 0, 99, 99},
631 { "Your home", 0, 100, 100, 0, 99, 99},
632 { "Your home", 0, 100, 100, 0, 99, 99},
633 { "Your home", 0, 100, 100, 0, 99, 99},
634 { "Your home", 0, 100, 100, 0, 99, 99},
635 { "Your home", 0, 100, 100, 0, 99, 99},
636 { "Your home", 0, 100, 100, 0, 99, 99},
637 { "Your home", 0, 100, 100, 0, 99, 99},
638 { "Your home", 0, 100, 100, 0, 99, 99},
644 /* Bookstore - 21 unique names */
646 { "強欲ドラフ", 10000, 175, 108, 4, 12, RACE_HUMAN},
647 { "賢者オドナー", 15000, 120, 105, 6, 16, RACE_HIGH_ELF},
648 { "中立のガンダー", 25000, 120, 110, 7, 19, RACE_DARK_ELF},
649 { "忍耐の人ロ=シャ", 30000, 140, 105, 6, 12, RACE_ELF},
650 { "ランドルフ・カーター", 15000, 175, 108, 4, 12, RACE_HUMAN},
651 { "隼のサライ", 15000, 175, 108, 4, 12, RACE_HUMAN},
652 { "千里眼ボドリル", 20000, 120, 105, 6, 16, RACE_HIGH_ELF},
653 { "沈黙のヴェオロイン", 25000, 120, 110, 7, 19, RACE_ZOMBIE},
654 { "学者のヴァンシラス", 30000, 140, 105, 6, 12, RACE_MIND_FLAYER},
655 { "物書きオセイン", 15000, 175, 108, 4, 12, RACE_SKELETON},
656 { "本の虫オルヴァー", 20000, 120, 105, 6, 16, RACE_VAMPIRE},
657 { "浅井墓男", 25000, 120, 110, 7, 19, RACE_ZOMBIE},
658 { "デスマスク", 30000, 140, 105, 6, 12, RACE_ZOMBIE},
659 { "学者のアスーヌ", 15000, 175, 108, 4, 12, RACE_MIND_FLAYER},
660 { "死人のプリランド", 20000, 120, 105, 6, 16, RACE_ZOMBIE},
661 { "鉄のロナール", 25000, 120, 110, 7, 19, RACE_GOLEM},
663 { "Dolaf the Greedy", 10000, 175, 108, 4, 12, RACE_HUMAN},
664 { "Odnar the Sage", 15000, 120, 105, 6, 16, RACE_HIGH_ELF},
665 { "Gandar the Neutral", 25000, 120, 110, 7, 19, RACE_DARK_ELF},
666 { "Ro-sha the Patient", 30000, 140, 105, 6, 12, RACE_ELF},
667 { "Randolph Carter", 15000, 175, 108, 4, 12, RACE_HUMAN},
668 { "Sarai the Swift", 15000, 175, 108, 4, 12, RACE_HUMAN},
669 { "Bodril the Seer", 20000, 120, 105, 6, 16, RACE_HIGH_ELF},
670 { "Veloin the Quiet", 25000, 120, 110, 7, 19, RACE_ZOMBIE},
671 { "Vanthylas the Learned", 30000, 140, 105, 6, 12, RACE_MIND_FLAYER},
672 { "Ossein the Literate", 15000, 175, 108, 4, 12, RACE_SKELETON},
673 { "Olvar Bookworm", 20000, 120, 105, 6, 16, RACE_VAMPIRE},
674 { "Shallowgrave", 25000, 120, 110, 7, 19, RACE_ZOMBIE},
675 { "Death Mask", 30000, 140, 105, 6, 12, RACE_ZOMBIE},
676 { "Asuunu the Learned", 15000, 175, 108, 4, 12, RACE_MIND_FLAYER},
677 { "Prirand the Dead", 20000, 120, 105, 6, 16, RACE_ZOMBIE},
678 { "Ronar the Iron", 25000, 120, 110, 7, 19, RACE_GOLEM},
681 { "ガリル=ガミル", 30000, 140, 105, 6, 12, RACE_ELF},
682 { "本食いローバグ", 15000, 175, 108, 4, 12, RACE_KOBOLD},
683 { "キリアリキーク", 20000, 120, 105, 6, 16, RACE_KLACKON},
684 { "静かなるリリン", 25000, 120, 110, 7, 19, RACE_DWARF},
685 { "王者イサング", 30000, 140, 105, 6, 12, RACE_HIGH_ELF},
686 { "強欲ドラフ", 10000, 175, 108, 4, 12, RACE_HUMAN},
687 { "賢者オドナー", 15000, 120, 105, 6, 16, RACE_HIGH_ELF},
688 { "中立のガンダー", 25000, 120, 110, 7, 19, RACE_DARK_ELF},
689 { "忍耐の人ロ=シャ", 30000, 140, 105, 6, 12, RACE_ELF},
690 { "ランドルフ・カーター", 15000, 175, 108, 4, 12, RACE_HUMAN},
691 { "隼サライ", 15000, 175, 108, 4, 12, RACE_HUMAN},
692 { "千里眼ボドリル", 20000, 120, 105, 6, 16, RACE_HIGH_ELF},
693 { "沈黙のヴェオロイン", 25000, 120, 110, 7, 19, RACE_ZOMBIE},
694 { "学者のヴァンシラス", 30000, 140, 105, 6, 12, RACE_MIND_FLAYER},
695 { "物書きオセイン", 15000, 175, 108, 4, 12, RACE_SKELETON},
696 { "本の虫オルヴァー", 20000, 120, 105, 6, 16, RACE_VAMPIRE},
698 { "Galil-Gamir", 30000, 140, 105, 6, 12, RACE_ELF},
699 { "Rorbag Book-Eater", 15000, 175, 108, 4, 12, RACE_KOBOLD},
700 { "Kiriarikirk", 20000, 120, 105, 6, 16, RACE_KLACKON},
701 { "Rilin the Quiet", 25000, 120, 110, 7, 19, RACE_DWARF},
702 { "Isung the Lord", 30000, 140, 105, 6, 12, RACE_HIGH_ELF},
703 { "Dolaf the Greedy", 10000, 175, 108, 4, 12, RACE_HUMAN},
704 { "Odnar the Sage", 15000, 120, 105, 6, 16, RACE_HIGH_ELF},
705 { "Gandar the Neutral", 25000, 120, 110, 7, 19, RACE_DARK_ELF},
706 { "Ro-sha the Patient", 30000, 140, 105, 6, 12, RACE_ELF},
707 { "Randolph Carter", 15000, 175, 108, 4, 12, RACE_HUMAN},
708 { "Sarai the Swift", 15000, 175, 108, 4, 12, RACE_HUMAN},
709 { "Bodril the Seer", 20000, 120, 105, 6, 16, RACE_HIGH_ELF},
710 { "Veloin the Quiet", 25000, 120, 110, 7, 19, RACE_ZOMBIE},
711 { "Vanthylas the Learned", 30000, 140, 105, 6, 12, RACE_MIND_FLAYER},
712 { "Ossein the Literate", 15000, 175, 108, 4, 12, RACE_SKELETON},
713 { "Olvar Bookworm", 20000, 120, 105, 6, 16, RACE_VAMPIRE},
720 { "博物館", 0, 100, 100, 0, 99, 99},
721 { "博物館", 0, 100, 100, 0, 99, 99},
722 { "博物館", 0, 100, 100, 0, 99, 99},
723 { "博物館", 0, 100, 100, 0, 99, 99},
724 { "博物館", 0, 100, 100, 0, 99, 99},
725 { "博物館", 0, 100, 100, 0, 99, 99},
726 { "博物館", 0, 100, 100, 0, 99, 99},
727 { "博物館", 0, 100, 100, 0, 99, 99},
728 { "博物館", 0, 100, 100, 0, 99, 99},
729 { "博物館", 0, 100, 100, 0, 99, 99},
730 { "博物館", 0, 100, 100, 0, 99, 99},
731 { "博物館", 0, 100, 100, 0, 99, 99},
732 { "博物館", 0, 100, 100, 0, 99, 99},
733 { "博物館", 0, 100, 100, 0, 99, 99},
734 { "博物館", 0, 100, 100, 0, 99, 99},
735 { "博物館", 0, 100, 100, 0, 99, 99},
736 { "博物館", 0, 100, 100, 0, 99, 99},
737 { "博物館", 0, 100, 100, 0, 99, 99},
738 { "博物館", 0, 100, 100, 0, 99, 99},
739 { "博物館", 0, 100, 100, 0, 99, 99},
740 { "博物館", 0, 100, 100, 0, 99, 99},
741 { "博物館", 0, 100, 100, 0, 99, 99},
742 { "博物館", 0, 100, 100, 0, 99, 99},
743 { "博物館", 0, 100, 100, 0, 99, 99},
744 { "博物館", 0, 100, 100, 0, 99, 99},
745 { "博物館", 0, 100, 100, 0, 99, 99},
746 { "博物館", 0, 100, 100, 0, 99, 99},
747 { "博物館", 0, 100, 100, 0, 99, 99},
748 { "博物館", 0, 100, 100, 0, 99, 99},
749 { "博物館", 0, 100, 100, 0, 99, 99},
750 { "博物館", 0, 100, 100, 0, 99, 99},
751 { "博物館", 0, 100, 100, 0, 99, 99},
753 { "Museum", 0, 100, 100, 0, 99, 99},
754 { "Museum", 0, 100, 100, 0, 99, 99},
755 { "Museum", 0, 100, 100, 0, 99, 99},
756 { "Museum", 0, 100, 100, 0, 99, 99},
757 { "Museum", 0, 100, 100, 0, 99, 99},
758 { "Museum", 0, 100, 100, 0, 99, 99},
759 { "Museum", 0, 100, 100, 0, 99, 99},
760 { "Museum", 0, 100, 100, 0, 99, 99},
761 { "Museum", 0, 100, 100, 0, 99, 99},
762 { "Museum", 0, 100, 100, 0, 99, 99},
763 { "Museum", 0, 100, 100, 0, 99, 99},
764 { "Museum", 0, 100, 100, 0, 99, 99},
765 { "Museum", 0, 100, 100, 0, 99, 99},
766 { "Museum", 0, 100, 100, 0, 99, 99},
767 { "Museum", 0, 100, 100, 0, 99, 99},
768 { "Museum", 0, 100, 100, 0, 99, 99},
769 { "Museum", 0, 100, 100, 0, 99, 99},
770 { "Museum", 0, 100, 100, 0, 99, 99},
771 { "Museum", 0, 100, 100, 0, 99, 99},
772 { "Museum", 0, 100, 100, 0, 99, 99},
773 { "Museum", 0, 100, 100, 0, 99, 99},
774 { "Museum", 0, 100, 100, 0, 99, 99},
775 { "Museum", 0, 100, 100, 0, 99, 99},
776 { "Museum", 0, 100, 100, 0, 99, 99},
777 { "Museum", 0, 100, 100, 0, 99, 99},
778 { "Museum", 0, 100, 100, 0, 99, 99},
779 { "Museum", 0, 100, 100, 0, 99, 99},
780 { "Museum", 0, 100, 100, 0, 99, 99},
781 { "Museum", 0, 100, 100, 0, 99, 99},
782 { "Museum", 0, 100, 100, 0, 99, 99},
783 { "Museum", 0, 100, 100, 0, 99, 99},
784 { "Museum", 0, 100, 100, 0, 99, 99},
791 static int cur_store_num = 0;
792 static int store_top = 0;
793 static int store_bottom = 0;
794 static int xtra_stock = 0;
795 static store_type *st_ptr = NULL;
796 static const owner_type *ot_ptr = NULL;
797 static s16b old_town_num = 0;
798 static s16b inner_town_num = 0;
799 #define RUMOR_CHANCE 8
801 #define MAX_COMMENT_1 6
803 static concptr comment_1[MAX_COMMENT_1] =
824 /*! ブラックマーケット追加メッセージ(承諾) */
825 static concptr comment_1_B[MAX_COMMENT_1] = {
834 #define MAX_COMMENT_2A 2
836 static concptr comment_2a[MAX_COMMENT_2A] =
839 "私の忍耐力を試しているのかい? $%s が最後だ。",
840 "我慢にも限度があるぞ。 $%s が最後だ。"
842 "You try my patience. %s is final.",
843 "My patience grows thin. %s is final."
848 #define MAX_COMMENT_2B 12
850 static concptr comment_2b[MAX_COMMENT_2B] =
853 " $%s ぐらいは出さなきゃダメだよ。",
856 "何て奴だ! $%s 以下はあり得ないぞ。",
857 "それじゃ少なすぎる! $%s は欲しいところだ。",
858 "バカにしている! $%s はもらわないと。",
860 "おいおい! $%s を考えてくれないか?",
861 "1000匹のオークのノミに苦しめられるがいい! $%s だ。",
862 "お前の大切なものに災いあれ! $%s でどうだ。",
863 "モルゴスに賞味されるがいい!本当は $%s なんだろう?",
864 "お前の母親はオーガか! $%s は出すつもりなんだろ?"
866 "I can take no less than %s gold pieces.",
867 "I will accept no less than %s gold pieces.",
868 "Ha! No less than %s gold pieces.",
869 "You knave! No less than %s gold pieces.",
870 "That's a pittance! I want %s gold pieces.",
871 "That's an insult! I want %s gold pieces.",
872 "As if! How about %s gold pieces?",
873 "My arse! How about %s gold pieces?",
874 "May the fleas of 1000 orcs molest you! Try %s gold pieces.",
875 "May your most favourite parts go moldy! Try %s gold pieces.",
876 "May Morgoth find you tasty! Perhaps %s gold pieces?",
877 "Your mother was an Ogre! Perhaps %s gold pieces?"
883 /*! ブラックマーケット用追加メッセージ(売るとき) */
884 static concptr comment_2b_B[MAX_COMMENT_2B] = {
885 "いくら俺様がお人好しとはいえ $%s が限界だね。嫌なら帰りな。",
886 "金がないのかい、あんた?まずは家に帰って $%s 揃えてきな。",
887 "物の価値が分からん奴だな。これは $%s が普通なんだよ。",
888 "俺の付けた値段に文句があるのか? $%s が限界だ。",
889 "ひょっとして新手の冗談かい? $%s 持ってないなら帰りな。",
890 "うちは他の店とは違うんだよ。$%s ぐらいは出しな。",
891 "買う気がないなら帰りな。 $%s だと言っているんだ。",
892 "話にならないね。 $%s くらい持っているんだろ?",
893 "は?なんだそりゃ? $%s の間違いか、ひょっとして?",
894 "出口はあっちだよ。それとも $%s 出せるのかい、あんたに。",
895 "命知らずな奴だな。 $%s 出せば今日の所は勘弁してやるよ。",
896 "うちの店は貧乏人お断りだ。 $%s ぐらい出せないのかい?"
899 #define MAX_COMMENT_3A 2
901 static concptr comment_3a[MAX_COMMENT_3A] =
904 "私の忍耐力を試しているのかい? $%s が最後だ。",
905 "我慢にも限度があるぞ。 $%s が最後だ。"
907 "You try my patience. %s is final.",
908 "My patience grows thin. %s is final."
913 #define MAX_COMMENT_3B 12
915 static concptr comment_3b[MAX_COMMENT_3B] =
918 "本音を言うと $%s でいいんだろ?",
920 " $%s ぐらいなら出してもいいが。",
921 " $%s 以上払うなんて考えられないね。",
922 "まあ落ちついて。 $%s でどうだい?",
923 "そのガラクタなら $%s で引き取るよ。",
924 "それじゃ高すぎる! $%s がいいとこだろ。",
925 "どうせいらないんだろ! $%s でいいだろ?",
926 "だめだめ! $%s がずっとお似合いだよ。",
927 "バカにしている! $%s がせいぜいだ。",
928 " $%s なら嬉しいところだがなあ。",
929 " $%s 、それ以上はビタ一文出さないよ!"
931 "Perhaps %s gold pieces?",
932 "How about %s gold pieces?",
933 "I will pay no more than %s gold pieces.",
934 "I can afford no more than %s gold pieces.",
935 "Be reasonable. How about %s gold pieces?",
936 "I'll buy it as scrap for %s gold pieces.",
937 "That is too much! How about %s gold pieces?",
938 "That looks war surplus! Say %s gold pieces?",
939 "Never! %s is more like it.",
940 "That's an insult! %s is more like it.",
941 "%s gold pieces and be thankful for it!",
942 "%s gold pieces and not a copper more!"
948 /*! ブラックマーケット用追加メッセージ(買い取り) */
949 static concptr comment_3b_B[MAX_COMMENT_3B] = {
950 " $%s ってところだね。そのどうしようもないガラクタは。",
951 "この俺が $%s って言っているんだから、その通りにした方が身のためだぞ。",
952 "俺の優しさに甘えるのもいい加減にしておけ。 $%s だ。",
953 "その品なら $%s で売ってくれているがね、常識ある紳士はみんな。",
954 "こりゃまた、がめつい奴だな。いくら俺が温厚とはいえ $%s が限界だ。",
955 " $%s だ。別に俺はそんなガラクタ欲しくはないんだから。",
956 "俺の鑑定額が気に入らないのか? $%s 、嫌なら帰りな。",
957 " $%s で引き取ってやるよ。喜んで受け取りな、貧乏人。",
958 "物の価値が分からん奴は始末におえんな。それは $%s なんだよ。",
959 "そんなに金が欲しいのか、あんた? $%s で満足できんのか?",
960 "入る店間違えてんじゃないのか? $%s で嫌なら他をあたってくれ。",
961 "俺の言い値にケチをつける奴がいるとは! その度胸に免じて $%s だ。"
964 #define MAX_COMMENT_4A 4
966 static concptr comment_4a[MAX_COMMENT_4A] =
969 "もうたくさんだ!何度も私をわずらわせないでくれ!",
970 "うがー!一日の我慢の限度を超えている!",
971 "もういい!時間の無駄以外のなにものでもない!",
972 "もうやってられないよ!顔も見たくない!"
974 "Enough! You have abused me once too often!",
975 "Arghhh! I have had enough abuse for one day!",
976 "That does it! You shall waste my time no more!",
977 "This is getting nowhere! I'm going to Londis!"
983 /*! ブラックマーケット用追加メッセージ(怒りの頂点) */
984 static concptr comment_4a_B[MAX_COMMENT_4A] = {
985 "なめやがって!温厚な俺様でも限界があるってことを知れ!",
986 "俺をここまで怒らせて...命があるだけでもありがたいと思え!",
987 "ふざけてるのか!冷やかしなら相手を見てからにしろ!",
988 "いいかげんにしろ!今度こんなまねしたらただじゃおかねえぞ!"
991 #define MAX_COMMENT_4B 4
993 static concptr comment_4b[MAX_COMMENT_4B] =
1002 "Get out of my sight!",
1003 "Begone, you scoundrel!",
1010 /*! ブラックマーケット用追加メッセージ(追い出し) */
1011 static concptr comment_4b_B[MAX_COMMENT_4B] = {
1018 #define MAX_COMMENT_5 8
1020 static concptr comment_5[MAX_COMMENT_5] =
1034 "You will have to do better than that!",
1035 "Do you wish to do business or not?",
1036 "You've got to be kidding!",
1037 "You'd better be kidding!",
1038 "You try my patience.",
1039 "Hmmm, nice weather we're having."
1045 /*! ブラックマーケット用追加メッセージ(怒り) */
1046 static concptr comment_5_B[MAX_COMMENT_5] = {
1057 #define MAX_COMMENT_6 4
1059 static concptr comment_6[MAX_COMMENT_6] =
1067 "I must have heard you wrong.",
1068 "I'm sorry, I missed that.",
1069 "I'm sorry, what was that?",
1070 "Sorry, what was that again?"
1075 /*** Initialize others ***/
1078 * 店舗で販売するオブジェクトを定義する / Hack -- Objects sold in the stores -- by tval/sval pair.
1080 byte store_table[MAX_STORES][STORE_CHOICES][2] =
1085 { TV_FOOD, SV_FOOD_RATION },
1086 { TV_FOOD, SV_FOOD_RATION },
1087 { TV_FOOD, SV_FOOD_RATION },
1088 { TV_FOOD, SV_FOOD_RATION },
1090 { TV_FOOD, SV_FOOD_RATION },
1091 { TV_FOOD, SV_FOOD_BISCUIT },
1092 { TV_FOOD, SV_FOOD_JERKY },
1093 { TV_FOOD, SV_FOOD_JERKY },
1095 { TV_FOOD, SV_FOOD_PINT_OF_WINE },
1096 { TV_FOOD, SV_FOOD_PINT_OF_ALE },
1097 { TV_LITE, SV_LITE_TORCH },
1098 { TV_LITE, SV_LITE_TORCH },
1100 { TV_LITE, SV_LITE_TORCH },
1101 { TV_LITE, SV_LITE_TORCH },
1102 { TV_LITE, SV_LITE_LANTERN },
1103 { TV_LITE, SV_LITE_LANTERN },
1115 { TV_SHOT, SV_AMMO_NORMAL },
1116 { TV_ARROW, SV_AMMO_NORMAL },
1117 { TV_BOLT, SV_AMMO_NORMAL },
1118 { TV_DIGGING, SV_SHOVEL },
1120 { TV_DIGGING, SV_PICK },
1121 { TV_CLOAK, SV_CLOAK },
1122 { TV_CLOAK, SV_CLOAK },
1123 { TV_CLOAK, SV_FUR_CLOAK },
1125 { TV_FOOD, SV_FOOD_RATION },
1126 { TV_FOOD, SV_FOOD_RATION },
1127 { TV_FOOD, SV_FOOD_RATION },
1128 { TV_FOOD, SV_FOOD_RATION },
1130 { TV_POTION, SV_POTION_WATER },
1131 { TV_POTION, SV_POTION_WATER },
1132 { TV_LITE, SV_LITE_LANTERN },
1133 { TV_LITE, SV_LITE_LANTERN },
1135 { TV_FOOD, SV_FOOD_WAYBREAD },
1136 { TV_FOOD, SV_FOOD_WAYBREAD },
1140 { TV_SHOT, SV_AMMO_NORMAL },
1141 { TV_ARROW, SV_AMMO_NORMAL },
1142 { TV_BOLT, SV_AMMO_NORMAL },
1143 { TV_DIGGING, SV_SHOVEL }
1149 { TV_BOOTS, SV_PAIR_OF_SOFT_LEATHER_BOOTS },
1150 { TV_BOOTS, SV_PAIR_OF_SOFT_LEATHER_BOOTS },
1151 { TV_BOOTS, SV_PAIR_OF_HARD_LEATHER_BOOTS },
1152 { TV_BOOTS, SV_PAIR_OF_HARD_LEATHER_BOOTS },
1154 { TV_HELM, SV_HARD_LEATHER_CAP },
1155 { TV_HELM, SV_HARD_LEATHER_CAP },
1156 { TV_HELM, SV_METAL_CAP },
1157 { TV_HELM, SV_IRON_HELM },
1159 { TV_SOFT_ARMOR, SV_ROBE },
1160 { TV_SOFT_ARMOR, SV_ROBE },
1161 { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR },
1162 { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR },
1164 { TV_SOFT_ARMOR, SV_HARD_LEATHER_ARMOR },
1165 { TV_SOFT_ARMOR, SV_HARD_LEATHER_ARMOR },
1166 { TV_SOFT_ARMOR, SV_HARD_STUDDED_LEATHER },
1167 { TV_SOFT_ARMOR, SV_HARD_STUDDED_LEATHER },
1169 { TV_SOFT_ARMOR, SV_RHINO_HIDE_ARMOR },
1170 { TV_SOFT_ARMOR, SV_LEATHER_SCALE_MAIL },
1171 { TV_HARD_ARMOR, SV_METAL_SCALE_MAIL },
1172 { TV_HARD_ARMOR, SV_CHAIN_MAIL },
1174 { TV_HARD_ARMOR, SV_DOUBLE_RING_MAIL },
1175 { TV_HARD_ARMOR, SV_AUGMENTED_CHAIN_MAIL },
1176 { TV_HARD_ARMOR, SV_BAR_CHAIN_MAIL },
1177 { TV_HARD_ARMOR, SV_DOUBLE_CHAIN_MAIL },
1179 { TV_HARD_ARMOR, SV_METAL_BRIGANDINE_ARMOUR },
1180 { TV_HARD_ARMOR, SV_SPLINT_MAIL },
1181 { TV_GLOVES, SV_SET_OF_LEATHER_GLOVES },
1182 { TV_GLOVES, SV_SET_OF_LEATHER_GLOVES },
1184 { TV_GLOVES, SV_SET_OF_GAUNTLETS },
1185 { TV_SHIELD, SV_SMALL_LEATHER_SHIELD },
1186 { TV_SHIELD, SV_LARGE_LEATHER_SHIELD },
1187 { TV_SHIELD, SV_SMALL_METAL_SHIELD },
1189 { TV_BOOTS, SV_PAIR_OF_HARD_LEATHER_BOOTS },
1190 { TV_BOOTS, SV_PAIR_OF_HARD_LEATHER_BOOTS },
1191 { TV_HELM, SV_HARD_LEATHER_CAP },
1192 { TV_HELM, SV_HARD_LEATHER_CAP },
1194 { TV_SOFT_ARMOR, SV_ROBE },
1195 { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR },
1196 { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR },
1197 { TV_SOFT_ARMOR, SV_HARD_LEATHER_ARMOR },
1199 { TV_SOFT_ARMOR, SV_LEATHER_JACK },
1200 { TV_HARD_ARMOR, SV_METAL_SCALE_MAIL },
1201 { TV_HARD_ARMOR, SV_CHAIN_MAIL },
1202 { TV_HARD_ARMOR, SV_CHAIN_MAIL },
1204 { TV_GLOVES, SV_SET_OF_LEATHER_GLOVES },
1205 { TV_GLOVES, SV_SET_OF_GAUNTLETS },
1206 { TV_SHIELD, SV_SMALL_LEATHER_SHIELD },
1207 { TV_SHIELD, SV_SMALL_LEATHER_SHIELD }
1213 { TV_SWORD, SV_DAGGER },
1214 { TV_SWORD, SV_MAIN_GAUCHE },
1215 { TV_SWORD, SV_RAPIER },
1216 { TV_SWORD, SV_SMALL_SWORD },
1218 { TV_SWORD, SV_SHORT_SWORD },
1219 { TV_SWORD, SV_SABRE },
1220 { TV_SWORD, SV_CUTLASS },
1221 { TV_SWORD, SV_TULWAR },
1223 { TV_SWORD, SV_BROAD_SWORD },
1224 { TV_SWORD, SV_LONG_SWORD },
1225 { TV_SWORD, SV_SCIMITAR },
1226 { TV_SWORD, SV_KATANA },
1228 { TV_SWORD, SV_BASTARD_SWORD },
1229 { TV_POLEARM, SV_SPEAR },
1230 { TV_POLEARM, SV_AWL_PIKE },
1231 { TV_POLEARM, SV_TRIDENT },
1233 { TV_POLEARM, SV_PIKE },
1234 { TV_POLEARM, SV_BEAKED_AXE },
1235 { TV_POLEARM, SV_BROAD_AXE },
1236 { TV_POLEARM, SV_LANCE },
1238 { TV_POLEARM, SV_BATTLE_AXE },
1239 { TV_POLEARM, SV_HATCHET },
1240 { TV_BOW, SV_SLING },
1241 { TV_BOW, SV_SHORT_BOW },
1243 { TV_BOW, SV_LIGHT_XBOW },
1244 { TV_SHOT, SV_AMMO_NORMAL },
1245 { TV_SHOT, SV_AMMO_NORMAL },
1246 { TV_ARROW, SV_AMMO_NORMAL },
1248 { TV_ARROW, SV_AMMO_NORMAL },
1249 { TV_BOLT, SV_AMMO_NORMAL },
1250 { TV_BOLT, SV_AMMO_NORMAL },
1251 { TV_BOW, SV_LIGHT_XBOW },
1253 { TV_ARROW, SV_AMMO_NORMAL },
1254 { TV_BOLT, SV_AMMO_NORMAL },
1255 { TV_BOW, SV_SHORT_BOW },
1256 { TV_BOW, SV_LIGHT_XBOW },
1258 { TV_SWORD, SV_DAGGER },
1259 { TV_SWORD, SV_TANTO },
1260 { TV_SWORD, SV_RAPIER },
1261 { TV_SWORD, SV_SMALL_SWORD },
1263 { TV_SWORD, SV_SHORT_SWORD },
1264 { TV_SWORD, SV_LONG_SWORD },
1265 { TV_SWORD, SV_SCIMITAR },
1266 { TV_SWORD, SV_BROAD_SWORD },
1268 { TV_HISSATSU_BOOK, 0 },
1269 { TV_HISSATSU_BOOK, 0 },
1270 { TV_HISSATSU_BOOK, 1 },
1271 { TV_HISSATSU_BOOK, 1 },
1277 { TV_HAFTED, SV_NUNCHAKU },
1278 { TV_HAFTED, SV_QUARTERSTAFF },
1279 { TV_HAFTED, SV_MACE },
1280 { TV_HAFTED, SV_BO_STAFF },
1282 { TV_HAFTED, SV_WAR_HAMMER },
1283 { TV_HAFTED, SV_WAR_HAMMER },
1284 { TV_HAFTED, SV_MORNING_STAR },
1285 { TV_HAFTED, SV_FLAIL },
1287 { TV_HAFTED, SV_LEAD_FILLED_MACE },
1288 { TV_SCROLL, SV_SCROLL_REMOVE_CURSE },
1289 { TV_SCROLL, SV_SCROLL_BLESSING },
1290 { TV_SCROLL, SV_SCROLL_HOLY_CHANT },
1292 { TV_POTION, SV_POTION_HEROISM },
1293 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1294 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1295 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1297 { TV_POTION, SV_POTION_CURE_LIGHT },
1298 { TV_POTION, SV_POTION_CURE_SERIOUS },
1299 { TV_POTION, SV_POTION_CURE_SERIOUS },
1300 { TV_POTION, SV_POTION_CURE_CRITICAL },
1302 { TV_POTION, SV_POTION_CURE_CRITICAL },
1303 { TV_POTION, SV_POTION_RESTORE_EXP },
1304 { TV_POTION, SV_POTION_RESTORE_EXP },
1305 { TV_POTION, SV_POTION_RESTORE_EXP },
1307 { TV_LIFE_BOOK, 0 },
1308 { TV_LIFE_BOOK, 0 },
1309 { TV_LIFE_BOOK, 1 },
1310 { TV_LIFE_BOOK, 1 },
1312 { TV_CRUSADE_BOOK, 0 },
1313 { TV_CRUSADE_BOOK, 0 },
1314 { TV_CRUSADE_BOOK, 1 },
1315 { TV_CRUSADE_BOOK, 1 },
1317 { TV_HAFTED, SV_WHIP },
1318 { TV_HAFTED, SV_MACE },
1319 { TV_HAFTED, SV_BALL_AND_CHAIN },
1320 { TV_HAFTED, SV_WAR_HAMMER },
1322 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1323 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1324 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1325 { TV_POTION, SV_POTION_CURE_CRITICAL },
1327 { TV_POTION, SV_POTION_CURE_CRITICAL },
1328 { TV_POTION, SV_POTION_RESTORE_EXP },
1331 { TV_STATUE, SV_ANY },
1333 { TV_SCROLL, SV_SCROLL_REMOVE_CURSE },
1334 { TV_SCROLL, SV_SCROLL_REMOVE_CURSE },
1335 { TV_SCROLL, SV_SCROLL_STAR_REMOVE_CURSE },
1336 { TV_SCROLL, SV_SCROLL_STAR_REMOVE_CURSE }
1342 { TV_SCROLL, SV_SCROLL_ENCHANT_WEAPON_TO_HIT },
1343 { TV_SCROLL, SV_SCROLL_ENCHANT_WEAPON_TO_DAM },
1344 { TV_SCROLL, SV_SCROLL_ENCHANT_ARMOR },
1345 { TV_SCROLL, SV_SCROLL_IDENTIFY },
1347 { TV_SCROLL, SV_SCROLL_IDENTIFY },
1348 { TV_SCROLL, SV_SCROLL_IDENTIFY },
1349 { TV_SCROLL, SV_SCROLL_IDENTIFY },
1350 { TV_SCROLL, SV_SCROLL_LIGHT },
1352 { TV_SCROLL, SV_SCROLL_PHASE_DOOR },
1353 { TV_SCROLL, SV_SCROLL_PHASE_DOOR },
1354 { TV_SCROLL, SV_SCROLL_TELEPORT },
1355 { TV_SCROLL, SV_SCROLL_MONSTER_CONFUSION },
1357 { TV_SCROLL, SV_SCROLL_MAPPING },
1358 { TV_SCROLL, SV_SCROLL_DETECT_GOLD },
1359 { TV_SCROLL, SV_SCROLL_DETECT_ITEM },
1360 { TV_SCROLL, SV_SCROLL_DETECT_TRAP },
1362 { TV_SCROLL, SV_SCROLL_DETECT_INVIS },
1363 { TV_SCROLL, SV_SCROLL_RECHARGING },
1364 { TV_SCROLL, SV_SCROLL_TELEPORT },
1365 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1367 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1368 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1369 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1370 { TV_SCROLL, SV_SCROLL_TELEPORT },
1372 { TV_SCROLL, SV_SCROLL_TELEPORT },
1373 { TV_POTION, SV_POTION_RES_STR },
1374 { TV_POTION, SV_POTION_RES_INT },
1375 { TV_POTION, SV_POTION_RES_WIS },
1377 { TV_POTION, SV_POTION_RES_DEX },
1378 { TV_POTION, SV_POTION_RES_CON },
1379 { TV_POTION, SV_POTION_RES_CHR },
1380 { TV_SCROLL, SV_SCROLL_IDENTIFY },
1382 { TV_SCROLL, SV_SCROLL_IDENTIFY },
1383 { TV_SCROLL, SV_SCROLL_STAR_IDENTIFY }, /* Yep, occasionally! */
1384 { TV_SCROLL, SV_SCROLL_STAR_IDENTIFY },
1385 { TV_SCROLL, SV_SCROLL_LIGHT },
1387 { TV_POTION, SV_POTION_RES_STR },
1388 { TV_POTION, SV_POTION_RES_INT },
1389 { TV_POTION, SV_POTION_RES_WIS },
1390 { TV_POTION, SV_POTION_RES_DEX },
1392 { TV_POTION, SV_POTION_RES_CON },
1393 { TV_POTION, SV_POTION_RES_CHR },
1394 { TV_SCROLL, SV_SCROLL_ENCHANT_ARMOR },
1395 { TV_SCROLL, SV_SCROLL_ENCHANT_ARMOR },
1397 { TV_SCROLL, SV_SCROLL_RECHARGING },
1398 { TV_SCROLL, SV_SCROLL_PHASE_DOOR },
1399 { TV_SCROLL, SV_SCROLL_ENCHANT_WEAPON_TO_HIT },
1400 { TV_SCROLL, SV_SCROLL_ENCHANT_WEAPON_TO_DAM },
1405 /* Magic-User store */
1407 { TV_RING, SV_RING_PROTECTION },
1408 { TV_RING, SV_RING_LEVITATION_FALL },
1409 { TV_RING, SV_RING_PROTECTION },
1410 { TV_RING, SV_RING_RESIST_FIRE },
1412 { TV_RING, SV_RING_RESIST_COLD },
1413 { TV_AMULET, SV_AMULET_CHARISMA },
1414 { TV_RING, SV_RING_WARNING },
1415 { TV_AMULET, SV_AMULET_RESIST_ACID },
1417 { TV_AMULET, SV_AMULET_SEARCHING },
1418 { TV_WAND, SV_WAND_SLOW_MONSTER },
1419 { TV_WAND, SV_WAND_CONFUSE_MONSTER },
1420 { TV_WAND, SV_WAND_SLEEP_MONSTER },
1422 { TV_WAND, SV_WAND_MAGIC_MISSILE },
1423 { TV_WAND, SV_WAND_STINKING_CLOUD },
1424 { TV_WAND, SV_WAND_WONDER },
1425 { TV_WAND, SV_WAND_DISARMING },
1427 { TV_STAFF, SV_STAFF_LITE },
1428 { TV_STAFF, SV_STAFF_MAPPING },
1429 { TV_STAFF, SV_STAFF_DETECT_TRAP },
1430 { TV_STAFF, SV_STAFF_DETECT_DOOR },
1432 { TV_STAFF, SV_STAFF_DETECT_GOLD },
1433 { TV_STAFF, SV_STAFF_DETECT_ITEM },
1434 { TV_STAFF, SV_STAFF_DETECT_INVIS },
1435 { TV_STAFF, SV_STAFF_DETECT_EVIL },
1437 { TV_STAFF, SV_STAFF_TELEPORTATION },
1438 { TV_STAFF, SV_STAFF_TELEPORTATION },
1439 { TV_STAFF, SV_STAFF_TELEPORTATION },
1440 { TV_STAFF, SV_STAFF_TELEPORTATION },
1442 { TV_STAFF, SV_STAFF_IDENTIFY },
1443 { TV_STAFF, SV_STAFF_IDENTIFY },
1444 { TV_STAFF, SV_STAFF_IDENTIFY },
1446 { TV_STAFF, SV_STAFF_IDENTIFY },
1447 { TV_STAFF, SV_STAFF_REMOVE_CURSE },
1448 { TV_STAFF, SV_STAFF_CURE_LIGHT },
1449 { TV_STAFF, SV_STAFF_PROBING },
1453 { TV_SORCERY_BOOK, 0 },
1454 { TV_SORCERY_BOOK, 0 },
1455 { TV_SORCERY_BOOK, 1 },
1456 { TV_SORCERY_BOOK, 1 },
1458 { TV_ARCANE_BOOK, 0 },
1459 { TV_ARCANE_BOOK, 0 },
1460 { TV_ARCANE_BOOK, 1 },
1461 { TV_ARCANE_BOOK, 1 },
1463 { TV_ARCANE_BOOK, 2 },
1464 { TV_ARCANE_BOOK, 2 },
1465 { TV_ARCANE_BOOK, 3 },
1466 { TV_ARCANE_BOOK, 3 },
1471 /* Black Market (unused) */
1544 { TV_SORCERY_BOOK, 0 },
1545 { TV_SORCERY_BOOK, 0 },
1546 { TV_SORCERY_BOOK, 1 },
1547 { TV_SORCERY_BOOK, 1 },
1549 { TV_NATURE_BOOK, 0 },
1550 { TV_NATURE_BOOK, 0 },
1551 { TV_NATURE_BOOK, 1 },
1552 { TV_NATURE_BOOK, 1 },
1554 { TV_CHAOS_BOOK, 0 },
1555 { TV_CHAOS_BOOK, 0 },
1556 { TV_CHAOS_BOOK, 1 },
1557 { TV_CHAOS_BOOK, 1 },
1559 { TV_DEATH_BOOK, 0 },
1560 { TV_DEATH_BOOK, 0 },
1561 { TV_DEATH_BOOK, 1 },
1562 { TV_DEATH_BOOK, 1 },
1564 { TV_TRUMP_BOOK, 0 }, /* +16 */
1565 { TV_TRUMP_BOOK, 0 },
1566 { TV_TRUMP_BOOK, 1 },
1567 { TV_TRUMP_BOOK, 1 },
1569 { TV_ARCANE_BOOK, 0 },
1570 { TV_ARCANE_BOOK, 1 },
1571 { TV_ARCANE_BOOK, 2 },
1572 { TV_ARCANE_BOOK, 3 },
1574 { TV_CRAFT_BOOK, 0 },
1575 { TV_CRAFT_BOOK, 0 },
1576 { TV_CRAFT_BOOK, 1 },
1577 { TV_CRAFT_BOOK, 1 },
1579 { TV_DAEMON_BOOK, 0 },
1580 { TV_DAEMON_BOOK, 0 },
1581 { TV_DAEMON_BOOK, 1 },
1582 { TV_DAEMON_BOOK, 1 },
1584 { TV_MUSIC_BOOK, 0 },
1585 { TV_MUSIC_BOOK, 0 },
1586 { TV_MUSIC_BOOK, 1 },
1587 { TV_MUSIC_BOOK, 1 },
1596 /* Museum (unused) */
1633 * @brief 取引成功時の店主のメッセージ処理 /
1634 * ブラックマーケットのときは別のメッセージを出す
1635 * Successful haggle.
1636 * @param player_ptr プレーヤーへの参照ポインタ
1639 static void say_comment_1(player_type *player_ptr)
1642 if ( cur_store_num == STORE_BLACK ) {
1643 msg_print(comment_1_B[randint0(MAX_COMMENT_1)]);
1646 msg_print(comment_1[randint0(MAX_COMMENT_1)]);
1649 msg_print(comment_1[randint0(MAX_COMMENT_1)]);
1652 if (one_in_(RUMOR_CHANCE))
1655 msg_print("店主は耳うちした:");
1657 msg_print("The shopkeeper whispers something into your ear:");
1659 display_rumor(player_ptr, TRUE);
1665 * @brief プレイヤーがアイテムを買う時の価格代案メッセージ処理 /
1666 * Continue haggling (player is buying)
1667 * @param value 店主の提示価格
1668 * @param annoyed 店主のいらつき度
1671 static void say_comment_2(PRICE value, int annoyed)
1673 /* Prepare a string to insert */
1675 sprintf(tmp_val, "%ld", (long)value);
1680 /* Formatted message */
1681 msg_format(comment_2a[randint0(MAX_COMMENT_2A)], tmp_val);
1686 /* Formatted message */
1688 if (cur_store_num == STORE_BLACK) {
1689 msg_format(comment_2b_B[randint0(MAX_COMMENT_2B)], tmp_val);
1693 msg_format(comment_2b[randint0(MAX_COMMENT_2B)], tmp_val);
1696 msg_format(comment_2b[randint0(MAX_COMMENT_2B)], tmp_val);
1702 * @brief プレイヤーがアイテムを売る時の価格代案メッセージ処理 /
1703 * ブラックマーケットのときは別のメッセージを出す
1704 * Continue haggling (player is selling)
1705 * @param value 店主の提示価格
1706 * @param annoyed 店主のいらつき度
1709 static void say_comment_3(PRICE value, int annoyed)
1711 /* Prepare a string to insert */
1713 sprintf(tmp_val, "%ld", (long)value);
1718 /* Formatted message */
1719 msg_format(comment_3a[randint0(MAX_COMMENT_3A)], tmp_val);
1725 /* Formatted message */
1727 /* ブラックマーケットの時は別のメッセージを出す */
1728 if ( cur_store_num == STORE_BLACK )
1730 msg_format(comment_3b_B[randint0(MAX_COMMENT_3B)], tmp_val);
1735 msg_format(comment_3b[randint0(MAX_COMMENT_3B)], tmp_val);
1738 msg_format(comment_3b[randint0(MAX_COMMENT_3B)], tmp_val);
1745 * @brief 店主がプレイヤーを追い出す時のメッセージ処理 /
1746 * ブラックマーケットの時は別のメッセージを出す
1747 * Kick 'da bum out. -RAK-
1750 static void say_comment_4(void)
1753 if ( cur_store_num == STORE_BLACK ){
1754 msg_print(comment_4a_B[randint0(MAX_COMMENT_4A)]);
1755 msg_print(comment_4b_B[randint0(MAX_COMMENT_4B)]);
1759 msg_print(comment_4a[randint0(MAX_COMMENT_4A)]);
1760 msg_print(comment_4b[randint0(MAX_COMMENT_4B)]);
1763 msg_print(comment_4a[randint0(MAX_COMMENT_4A)]);
1764 msg_print(comment_4b[randint0(MAX_COMMENT_4B)]);
1771 * @brief 店主がプレイヤーに取り合わない時のメッセージ処理 /
1772 * ブラックマーケットの時は別のメッセージを出す
1773 * You are insulting me
1776 static void say_comment_5(void)
1779 if ( cur_store_num == STORE_BLACK )
1781 msg_print(comment_5_B[randint0(MAX_COMMENT_5)]);
1785 msg_print(comment_5[randint0(MAX_COMMENT_5)]);
1788 msg_print(comment_5[randint0(MAX_COMMENT_5)]);
1795 * @brief 店主がプレイヤーの提示を理解できなかった時のメッセージ処理 /
1796 * That makes no sense.
1799 static void say_comment_6(void)
1801 msg_print(comment_6[randint0(MAX_COMMENT_6)]);
1804 #define MAX_COMMENT_7A 4
1806 static concptr comment_7a[MAX_COMMENT_7A] =
1811 "誰かがむせび泣く声が聞こえる...。",
1816 "You hear someone sobbing...",
1817 "The shopkeeper howls in agony!"
1822 #define MAX_COMMENT_7B 4
1824 static concptr comment_7b[MAX_COMMENT_7B] =
1834 "The shopkeeper curses at you.",
1835 "The shopkeeper glares at you."
1840 #define MAX_COMMENT_7C 4
1842 static concptr comment_7c[MAX_COMMENT_7C] =
1851 "You've made my day!",
1852 "The shopkeeper giggles.",
1853 "The shopkeeper laughs loudly."
1858 #define MAX_COMMENT_7D 4
1860 static concptr comment_7d[MAX_COMMENT_7D] =
1864 "こんなおいしい思いをしたら、真面目に働けなくなるなぁ。",
1869 "I think I'll retire!",
1870 "The shopkeeper jumps for joy.",
1871 "The shopkeeper smiles gleefully."
1878 * @brief 店主が交渉を終えた際の反応を返す処理 /
1879 * Let a shop-keeper React to a purchase
1880 * @param price アイテムの取引額
1881 * @param value アイテムの実際価値
1882 * @param guess 店主が当初予想していた価値
1885 * We paid "price", it was worth "value", and we thought it was worth "guess"
1887 static void purchase_analyze(player_type *player_ptr, PRICE price, PRICE value, PRICE guess)
1889 /* Item was worthless, but we bought it */
1890 if ((value <= 0) && (price > value))
1892 msg_print(comment_7a[randint0(MAX_COMMENT_7A)]);
1893 chg_virtue(player_ptr, V_HONOUR, -1);
1894 chg_virtue(player_ptr, V_JUSTICE, -1);
1895 sound(SOUND_STORE1);
1899 /* Item was cheaper than we thought, and we paid more than necessary */
1900 if ((value < guess) && (price > value))
1902 msg_print(comment_7b[randint0(MAX_COMMENT_7B)]);
1903 chg_virtue(player_ptr, V_JUSTICE, -1);
1904 if (one_in_(4)) chg_virtue(player_ptr, V_HONOUR, -1);
1905 sound(SOUND_STORE2);
1909 /* Item was a good bargain, and we got away with it */
1910 if ((value > guess) && (value < (4 * guess)) && (price < value))
1912 msg_print(comment_7c[randint0(MAX_COMMENT_7C)]);
1913 if (one_in_(4)) chg_virtue(player_ptr, V_HONOUR, -1);
1914 else if (one_in_(4)) chg_virtue(player_ptr, V_HONOUR, 1);
1915 sound(SOUND_STORE3);
1919 /* Item was a great bargain, and we got away with it */
1920 if ((value > guess) && (price < value))
1922 msg_print(comment_7d[randint0(MAX_COMMENT_7D)]);
1923 if (one_in_(2)) chg_virtue(player_ptr, V_HONOUR, -1);
1924 if (one_in_(4)) chg_virtue(player_ptr, V_HONOUR, 1);
1925 if (10 * price < value) chg_virtue(player_ptr, V_SACRIFICE, 1);
1926 sound(SOUND_STORE4);
1932 * We store the current "store feat" here so everyone can access it
1934 static int cur_store_feat;
1937 * Buying and selling adjustments for race combinations.
1938 * Entry[owner][player] gives the basic "cost inflation".
1940 static byte rgold_adj[MAX_RACES][MAX_RACES] =
1942 /*Hum, HfE, Elf, Hal, Gno, Dwa, HfO, HfT, Dun, HiE, Barbarian,
1943 HfOg, HGn, HTn, Cyc, Yek, Klc, Kbd, Nbl, DkE, Drc, Mind Flayer,
1944 Imp, Glm, Skl, Zombie, Vampire, Spectre, Fairy, Beastman, Ent,
1945 Angel, Demon, Kutar, Android, Merfolk */
1948 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
1949 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
1950 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
1951 100, 120, 110, 105, 110 },
1954 { 110, 100, 100, 105, 110, 120, 125, 130, 110, 100, 110,
1955 120, 115, 108, 115, 110, 110, 120, 120, 115, 115, 110,
1956 120, 110, 110, 110, 120, 110, 100, 125, 100, 95, 140,
1957 110, 115, 110, 110, 110 },
1960 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
1961 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
1962 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
1963 110, 110, 105, 110, 110 },
1966 { 115, 110, 105, 95, 105, 110, 115, 130, 115, 105, 115,
1967 125, 120, 120, 125, 115, 110, 120, 120, 120, 115, 115,
1968 120, 110, 120, 120, 130, 110, 110, 130, 110, 95, 140,
1969 115, 120, 105, 115, 105 },
1972 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
1973 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
1974 120, 101, 110, 110, 120, 120, 115, 130, 115, 95, 140,
1975 115, 110, 110, 115, 110 },
1978 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
1979 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
1980 120, 105, 115, 115, 115, 115, 120, 130, 120, 95, 140,
1981 115, 110, 115, 115, 120 },
1984 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
1985 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
1986 115, 125, 120, 120, 115, 120, 125, 115, 125, 95, 140,
1987 115, 110, 115, 115, 125 },
1990 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
1991 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
1992 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
1993 110, 110, 115, 110, 130 },
1996 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
1997 120, 120, 105, 120, 115, 105, 115, 120, 110, 105, 105,
1998 120, 105, 120, 120, 125, 120, 105, 135, 105, 95, 140,
1999 100, 110, 110, 100, 110 },
2002 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
2003 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
2004 125, 115, 120, 120, 125, 120, 100, 125, 100, 95, 140,
2005 110, 110, 105, 110, 110 },
2007 /* Human / Barbarian (copied from human) */
2008 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
2009 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
2010 115, 105, 125, 125, 130, 125, 115, 120, 115, 95, 140,
2011 100, 120, 110, 100, 110 },
2013 /* Half-Ogre: theoretical, copied from half-troll */
2014 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
2015 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
2016 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
2017 110, 110, 115, 110, 120 },
2019 /* Half-Giant: theoretical, copied from half-troll */
2020 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
2021 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
2022 110, 115, 112, 112, 115, 112, 130, 120, 130, 95, 140,
2023 110, 110, 115, 110, 115 },
2025 /* Half-Titan: theoretical, copied from High_Elf */
2026 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
2027 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
2028 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
2029 110, 110, 115, 110, 108 },
2031 /* Cyclops: theoretical, copied from half-troll */
2032 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
2033 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
2034 110, 115, 112, 112, 115, 112, 130, 130, 130, 95, 140,
2035 110, 110, 115, 110, 115 },
2037 /* Yeek: theoretical, copied from Half-Orc */
2038 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
2039 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
2040 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
2041 115, 110, 115, 115, 110 },
2043 /* Klackon: theoretical, copied from Gnome */
2044 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
2045 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
2046 120, 101, 110, 110, 120, 120, 130, 130, 130, 95, 140,
2047 115, 110, 115, 115, 110 },
2049 /* Kobold: theoretical, copied from Half-Orc */
2050 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
2051 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
2052 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
2053 115, 110, 115, 115, 120 },
2055 /* Nibelung: theoretical, copied from Dwarf */
2056 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
2057 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
2058 120, 105, 115, 115, 120, 120, 130, 130, 130, 95, 140,
2059 115, 135, 115, 115, 120 },
2062 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
2063 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
2064 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
2065 110, 101, 115, 110, 115 },
2067 /* Draconian: theoretical, copied from High_Elf */
2068 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
2069 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
2070 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
2071 110, 110, 115, 110, 115 },
2073 /* Mind Flayer: theoretical, copied from High_Elf */
2074 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
2075 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
2076 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
2077 110, 110, 115, 110, 110 },
2079 /* Imp: theoretical, copied from High_Elf */
2080 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
2081 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
2082 125, 115, 120, 120, 120, 120, 130, 130, 130, 120, 120,
2083 110, 110, 115, 110, 120 },
2085 /* Golem: theoretical, copied from High_Elf */
2086 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
2087 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
2088 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
2089 110, 110, 115, 110, 110 },
2091 /* Skeleton: theoretical, copied from half-orc */
2092 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
2093 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
2094 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
2095 115, 110, 125, 115, 110 },
2097 /* Zombie: Theoretical, copied from half-orc */
2098 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
2099 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
2100 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
2101 115, 110, 125, 115, 110 },
2103 /* Vampire: Theoretical, copied from half-orc */
2104 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
2105 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
2106 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
2107 115, 110, 125, 115, 120 },
2109 /* Spectre: Theoretical, copied from half-orc */
2110 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
2111 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
2112 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
2113 115, 110, 125, 115, 110 },
2115 /* Sprite: Theoretical, copied from half-orc */
2116 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
2117 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
2118 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
2119 115, 110, 105, 115, 110 },
2121 /* Beastman: Theoretical, copied from half-orc */
2122 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
2123 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
2124 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
2125 115, 110, 115, 115, 125 },
2128 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
2129 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
2130 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
2131 110, 110, 105, 110, 110 },
2134 { 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
2135 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
2136 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 160,
2137 95, 95, 95, 95, 95 },
2140 { 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
2141 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
2142 140, 140, 140, 140, 140, 140, 140, 140, 140, 160, 120,
2143 140, 140, 140, 140, 140 },
2146 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
2147 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
2148 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
2149 100, 120, 110, 100, 110 },
2152 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
2153 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
2154 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
2155 110, 101, 115, 110, 115 },
2158 { 110, 110, 105, 105, 110, 115, 115, 115, 110, 105, 110,
2159 115, 115, 115, 115, 115, 115, 115, 115, 115, 115, 115,
2160 115, 115, 125, 125, 125, 125, 105, 115, 105, 95, 140,
2161 110, 115, 100, 110, 110 },
2164 { 105, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
2165 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
2166 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
2167 100, 120, 110, 100, 110 },
2170 { 110, 110, 110, 105, 110, 120, 125, 130, 110, 110, 110,
2171 120, 115, 108, 115, 110, 110, 120, 120, 115, 115, 110,
2172 120, 110, 110, 110, 120, 110, 110, 125, 110, 95, 140,
2173 110, 115, 110, 110, 100 },
2178 * @brief 店舗価格を決定する. 無料にはならない /
2179 * Determine the price of an item (qty one) in a store.
2180 * @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
2181 * @param greed 店主の強欲度
2182 * @param flip TRUEならば店主にとっての買取価格、FALSEなら売出価格を計算
2186 * This function takes into account the player's charisma, and the
2187 * shop-keepers friendliness, and the shop-keeper's base greed, but
2188 * never lets a shop-keeper lose money in a transaction.
2189 * The "greed" value should exceed 100 when the player is "buying" the
2190 * item, and should be less than 100 when the player is "selling" it.
2191 * Hack -- the black market always charges twice as much as it should.
2192 * Charisma adjustment runs from 80 to 130
2193 * Racial adjustment runs from 95 to 130
2194 * Since greed/charisma/racial adjustments are centered at 100, we need
2195 * to adjust (by 200) to extract a usable multiplier. Note that the
2196 * "greed" value is always something (?).
2199 static PRICE price_item(player_type *player_ptr, object_type *o_ptr, int greed, bool flip)
2201 /* Get the value of one of the items */
2202 PRICE price = object_value(o_ptr);
2204 /* Worthless items */
2205 if (price <= 0) return (0L);
2207 /* Compute the racial factor */
2208 int factor = rgold_adj[ot_ptr->owner_race][player_ptr->prace];
2210 /* Add in the charisma factor */
2211 factor += adj_chr_gold[player_ptr->stat_ind[A_CHR]];
2213 /* Shop is buying */
2217 /* Adjust for greed */
2218 adjust = 100 + (300 - (greed + factor));
2220 /* Never get "silly" */
2221 if (adjust > 100) adjust = 100;
2223 /* Mega-Hack -- Black market sucks */
2224 if (cur_store_num == STORE_BLACK)
2227 /* Compute the final price (with rounding) */
2228 /* Hack -- prevent underflow */
2229 price = (price * adjust + 50L) / 100L;
2232 /* Shop is selling */
2235 /* Adjust for greed */
2236 adjust = 100 + ((greed + factor) - 300);
2238 /* Never get "silly" */
2239 if (adjust < 100) adjust = 100;
2241 /* Mega-Hack -- Black market sucks */
2242 if (cur_store_num == STORE_BLACK)
2245 /* Compute the final price (with rounding) */
2246 /* Hack -- prevent overflow */
2247 price = (s32b)(((u32b)price * (u32b)adjust + 50UL) / 100UL);
2250 if (price <= 0L) return (1L);
2256 * @brief 安価な消耗品の販売数を増やし、低確率で割引にする /
2257 * Certain "cheap" objects should be created in "piles"
2258 * @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
2262 * Some objects can be sold at a "discount" (in small piles)
2265 static void mass_produce(object_type *o_ptr)
2267 /* Analyze the type */
2269 PRICE cost = object_value(o_ptr);
2270 switch (o_ptr->tval)
2272 /* Food, Flasks, and Lites */
2277 if (cost <= 5L) size += damroll(3, 5);
2278 if (cost <= 20L) size += damroll(3, 5);
2279 if (cost <= 50L) size += damroll(2, 2);
2286 if (cost <= 60L) size += damroll(3, 5);
2287 if (cost <= 240L) size += damroll(1, 5);
2288 if (o_ptr->sval == SV_SCROLL_STAR_IDENTIFY) size += damroll(3, 5);
2289 if (o_ptr->sval == SV_SCROLL_STAR_REMOVE_CURSE) size += damroll(1, 4);
2294 case TV_SORCERY_BOOK:
2295 case TV_NATURE_BOOK:
2299 case TV_ARCANE_BOOK:
2301 case TV_DAEMON_BOOK:
2302 case TV_CRUSADE_BOOK:
2304 case TV_HISSATSU_BOOK:
2307 if (cost <= 50L) size += damroll(2, 3);
2308 if (cost <= 500L) size += damroll(1, 3);
2326 if (object_is_artifact(o_ptr)) break;
2327 if (object_is_ego(o_ptr)) break;
2328 if (cost <= 10L) size += damroll(3, 5);
2329 if (cost <= 100L) size += damroll(3, 5);
2338 if (cost <= 5L) size += damroll(5, 5);
2339 if (cost <= 50L) size += damroll(5, 5);
2340 if (cost <= 500L) size += damroll(5, 5);
2346 if (cost <= 100L) size += damroll(2, 2);
2347 if (cost <= 1000L) size += damroll(2, 2);
2360 * Because many rods (and a few wands and staffs) are useful mainly
2361 * in quantity, the Black Market will occasionally have a bunch of
2368 if ((cur_store_num == STORE_BLACK) && one_in_(3))
2370 if (cost < 1601L) size += damroll(1, 5);
2371 else if (cost < 3201L) size += damroll(1, 3);
2377 /* Pick a discount */
2378 DISCOUNT_RATE discount = 0;
2383 else if (one_in_(25))
2387 else if (one_in_(150))
2391 else if (one_in_(300))
2395 else if (one_in_(500))
2400 if (o_ptr->art_name)
2405 /* Save the discount */
2406 o_ptr->discount = discount;
2408 /* Save the total pile size */
2409 o_ptr->number = size - (size * discount / 100);
2411 /* Ensure that mass-produced rods and wands get the correct pvals. */
2412 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
2414 o_ptr->pval *= (PARAMETER_VALUE)o_ptr->number;
2420 * @brief 店舗に並べた品を同一品であるかどうか判定する /
2421 * Determine if a store item can "absorb" another item
2422 * @param o_ptr 判定するオブジェクト構造体の参照ポインタ1
2423 * @param j_ptr 判定するオブジェクト構造体の参照ポインタ2
2424 * @return 同一扱いできるならTRUEを返す
2427 * See "object_similar()" for the same function for the "player"
2430 static bool store_object_similar(object_type *o_ptr, object_type *j_ptr)
2432 /* Hack -- Identical items cannot be stacked */
2433 if (o_ptr == j_ptr) return 0;
2435 /* Different objects cannot be stacked */
2436 if (o_ptr->k_idx != j_ptr->k_idx) return 0;
2438 /* Different charges (etc) cannot be stacked, unless wands or rods. */
2439 if ((o_ptr->pval != j_ptr->pval) && (o_ptr->tval != TV_WAND) && (o_ptr->tval != TV_ROD)) return 0;
2441 /* Require many identical values */
2442 if (o_ptr->to_h != j_ptr->to_h) return 0;
2443 if (o_ptr->to_d != j_ptr->to_d) return 0;
2444 if (o_ptr->to_a != j_ptr->to_a) return 0;
2446 /* Require identical "ego-item" names */
2447 if (o_ptr->name2 != j_ptr->name2) return 0;
2449 /* Artifacts don't stack! */
2450 if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return 0;
2452 /* Hack -- Identical art_flags! */
2453 for (int i = 0; i < TR_FLAG_SIZE; i++)
2454 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
2456 /* Hack -- Never stack "powerful" items */
2457 if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
2459 /* Hack -- Never stack recharging items */
2460 if (o_ptr->timeout || j_ptr->timeout) return 0;
2462 /* Require many identical values */
2463 if (o_ptr->ac != j_ptr->ac) return 0;
2464 if (o_ptr->dd != j_ptr->dd) return 0;
2465 if (o_ptr->ds != j_ptr->ds) return 0;
2467 /* Hack -- Never stack chests */
2468 if (o_ptr->tval == TV_CHEST) return 0;
2469 if (o_ptr->tval == TV_STATUE) return 0;
2470 if (o_ptr->tval == TV_CAPTURE) return 0;
2472 /* Require matching discounts */
2473 if (o_ptr->discount != j_ptr->discount) return 0;
2475 /* They match, so they must be similar */
2481 * @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 /
2482 * Allow a store item to absorb another item
2483 * @param o_ptr 判定するオブジェクト構造体の参照ポインタ1
2484 * @param j_ptr 判定するオブジェクト構造体の参照ポインタ2
2485 * @return 重ね合わせできるならTRUEを返す
2488 * See "object_similar()" for the same function for the "player"
2491 static void store_object_absorb(object_type *o_ptr, object_type *j_ptr)
2493 int max_num = (o_ptr->tval == TV_ROD) ?
2494 MIN(99, MAX_SHORT / k_info[o_ptr->k_idx].pval) : 99;
2495 int total = o_ptr->number + j_ptr->number;
2496 int diff = (total > max_num) ? total - max_num : 0;
2498 /* Combine quantity, lose excess items */
2499 o_ptr->number = (total > max_num) ? max_num : total;
2501 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) together. -LM- */
2502 if (o_ptr->tval == TV_ROD)
2504 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
2507 /* Hack -- if wands are stacking, combine the charges. -LM- */
2508 if (o_ptr->tval == TV_WAND)
2510 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
2516 * @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 /
2517 * Check to see if the shop will be carrying too many objects -RAK-
2518 * @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
2519 * @return 置き場がないなら0、重ね合わせできるアイテムがあるなら-1、スペースがあるなら1を返す。
2522 * Note that the shop, just like a player, will not accept things
2523 * it cannot hold. Before, one could "nuke" potions this way.
2524 * Return value is now int:
2526 * -1 : Can be combined to existing slot.
2527 * 1 : Cannot be combined but there are empty spaces.
2530 static int store_check_num(object_type *o_ptr)
2534 /* The "home" acts like the player */
2535 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
2537 bool old_stack_force_notes = stack_force_notes;
2538 bool old_stack_force_costs = stack_force_costs;
2540 if (cur_store_num != STORE_HOME)
2542 stack_force_notes = FALSE;
2543 stack_force_costs = FALSE;
2546 /* Check all the items */
2547 for (int i = 0; i < st_ptr->stock_num; i++)
2549 /* Get the existing item */
2550 j_ptr = &st_ptr->stock[i];
2552 /* Can the new object be combined with the old one? */
2553 if (object_similar(j_ptr, o_ptr))
2555 if (cur_store_num != STORE_HOME)
2557 stack_force_notes = old_stack_force_notes;
2558 stack_force_costs = old_stack_force_costs;
2565 if (cur_store_num != STORE_HOME)
2567 stack_force_notes = old_stack_force_notes;
2568 stack_force_costs = old_stack_force_costs;
2572 /* Normal stores do special stuff */
2575 /* Check all the items */
2576 for (int i = 0; i < st_ptr->stock_num; i++)
2578 /* Get the existing item */
2579 j_ptr = &st_ptr->stock[i];
2581 /* Can the new object be combined with the old one? */
2582 if (store_object_similar(j_ptr, o_ptr)) return -1;
2586 /* Free space is always usable */
2588 * オプション powerup_home が設定されていると
2591 if ((cur_store_num == STORE_HOME) && ( powerup_home == FALSE )) {
2592 if (st_ptr->stock_num < ((st_ptr->stock_size) / 10)) {
2597 if (st_ptr->stock_num < st_ptr->stock_size) {
2602 /* But there was no room at the inn... */
2608 * @brief オブジェクトが祝福されているかの判定を返す /
2609 * @param o_ptr 判定したいオブジェクト構造体の参照ポインタ
2610 * @return アイテムが祝福されたアイテムならばTRUEを返す
2612 static bool is_blessed_item(object_type *o_ptr)
2614 BIT_FLAGS flgs[TR_FLAG_SIZE];
2615 object_flags(o_ptr, flgs);
2616 if (have_flag(flgs, TR_BLESSED)) return TRUE;
2622 * @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 /
2623 * Determine if the current store will purchase the given item
2624 * @param o_ptr 判定したいオブジェクト構造体の参照ポインタ
2625 * @return アイテムが買い取れるならばTRUEを返す
2627 * Note that a shop-keeper must refuse to buy "worthless" items
2629 static bool store_will_buy(object_type *o_ptr)
2631 /* Hack -- The Home is simple */
2632 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) return TRUE;
2634 /* Switch on the store */
2635 switch (cur_store_num)
2640 /* Analyze the type */
2641 switch (o_ptr->tval)
2644 if (o_ptr->sval != SV_POTION_WATER) return FALSE;
2656 case TV_BOTTLE: /* 'Green', recycling Angband */
2671 /* Analyze the type */
2672 switch (o_ptr->tval)
2693 /* Analyze the type */
2694 switch (o_ptr->tval)
2703 case TV_HISSATSU_BOOK:
2707 if(o_ptr->sval == SV_WIZSTAFF) return FALSE;
2719 /* Analyze the type */
2720 switch (o_ptr->tval)
2723 case TV_CRUSADE_BOOK:
2733 monster_race *r_ptr = &r_info[o_ptr->pval];
2736 if (!(r_ptr->flags3 & RF3_EVIL))
2739 if (r_ptr->flags3 & RF3_GOOD) break;
2741 /* Accept animals */
2742 if (r_ptr->flags3 & RF3_ANIMAL) break;
2745 if (my_strchr("?!", r_ptr->d_char)) break;
2751 if (is_blessed_item(o_ptr)) break;
2760 case STORE_ALCHEMIST:
2762 /* Analyze the type */
2763 switch (o_ptr->tval)
2777 /* Analyze the type */
2778 switch (o_ptr->tval)
2780 case TV_SORCERY_BOOK:
2781 case TV_NATURE_BOOK:
2785 case TV_ARCANE_BOOK:
2787 case TV_DAEMON_BOOK:
2801 if(o_ptr->sval == SV_WIZSTAFF) break;
2809 /* Bookstore Shop */
2812 /* Analyze the type */
2813 switch (o_ptr->tval)
2815 case TV_SORCERY_BOOK:
2816 case TV_NATURE_BOOK:
2821 case TV_ARCANE_BOOK:
2823 case TV_DAEMON_BOOK:
2824 case TV_CRUSADE_BOOK:
2835 if (object_value(o_ptr) <= 0) return FALSE;
2841 * @brief 現在の町の指定された店舗のアイテムを整理する /
2842 * Combine and reorder items in store.
2843 * @param store_num 店舗ID
2844 * @return 実際に整理が行われたならばTRUEを返す。
2846 bool combine_and_reorder_home(int store_num)
2848 store_type *old_st_ptr = st_ptr;
2849 st_ptr = &town_info[1].store[store_num];
2851 if (store_num != STORE_HOME)
2853 stack_force_notes = FALSE;
2854 stack_force_costs = FALSE;
2857 bool combined = TRUE;
2862 /* Combine the items in the home (backwards) */
2863 for (int i = st_ptr->stock_num - 1; i > 0; i--)
2866 o_ptr = &st_ptr->stock[i];
2868 /* Skip empty items */
2869 if (!o_ptr->k_idx) continue;
2871 /* Scan the items above that item */
2872 for (int j = 0; j < i; j++)
2875 j_ptr = &st_ptr->stock[j];
2877 /* Skip empty items */
2878 if (!j_ptr->k_idx) continue;
2881 * Get maximum number of the stack if these
2882 * are similar, get zero otherwise.
2884 int max_num = object_similar_part(j_ptr, o_ptr);
2886 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
2887 if (max_num && j_ptr->number >= max_num) continue;
2889 if (o_ptr->number + j_ptr->number <= max_num)
2891 /* Add together the item counts */
2892 object_absorb(j_ptr, o_ptr);
2894 /* One object is gone */
2895 st_ptr->stock_num--;
2897 /* Slide everything down */
2899 for (k = i; k < st_ptr->stock_num; k++)
2901 /* Structure copy */
2902 st_ptr->stock[k] = st_ptr->stock[k + 1];
2905 /* Erase the "final" slot */
2906 object_wipe(&st_ptr->stock[k]);
2911 ITEM_NUMBER old_num = o_ptr->number;
2912 ITEM_NUMBER remain = j_ptr->number + o_ptr->number - max_num;
2914 /* Add together the item counts */
2915 object_absorb(j_ptr, o_ptr);
2917 o_ptr->number = remain;
2919 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
2920 if (o_ptr->tval == TV_ROD)
2922 o_ptr->pval = o_ptr->pval * remain / old_num;
2923 o_ptr->timeout = o_ptr->timeout * remain / old_num;
2926 /* Hack -- if wands are stacking, combine the charges. -LM- */
2927 else if (o_ptr->tval == TV_WAND)
2929 o_ptr->pval = o_ptr->pval * remain / old_num;
2940 /* Re-order the items in the home (forwards) */
2941 for (int i = 0; i < st_ptr->stock_num; i++)
2944 o_ptr = &st_ptr->stock[i];
2946 /* Skip empty slots */
2947 if (!o_ptr->k_idx) continue;
2949 /* Get the "value" of the item */
2950 s32b o_value = object_value(o_ptr);
2952 /* Scan every occupied slot */
2954 for (j = 0; j < st_ptr->stock_num; j++)
2956 if (object_sort_comp(o_ptr, o_value, &st_ptr->stock[j])) break;
2959 /* Never move down */
2960 if (j >= i) continue;
2968 /* Save a copy of the moving item */
2969 object_copy(j_ptr, &st_ptr->stock[i]);
2971 /* Slide the objects */
2972 for (int k = i; k > j; k--)
2974 /* Slide the item */
2975 object_copy(&st_ptr->stock[k], &st_ptr->stock[k - 1]);
2978 /* Insert the moving item */
2979 object_copy(&st_ptr->stock[j], j_ptr);
2982 st_ptr = old_st_ptr;
2983 bool old_stack_force_notes = stack_force_notes;
2984 bool old_stack_force_costs = stack_force_costs;
2985 if (store_num != STORE_HOME)
2987 stack_force_notes = old_stack_force_notes;
2988 stack_force_costs = old_stack_force_costs;
2996 * @brief 我が家にオブジェクトを加える /
2997 * Add the item "o_ptr" to the inventory of the "Home"
2998 * @param o_ptr 加えたいオブジェクトの構造体参照ポインタ
3002 * In all cases, return the slot (or -1) where the object was placed
3003 * Note that this is a hacked up version of "inven_carry()".
3004 * Also note that it may not correctly "adapt" to "knowledge" bacoming
3005 * known, the player may have to pick stuff up and drop it again.
3008 static int home_carry(player_type *player_ptr, object_type *o_ptr)
3010 if (cur_store_num != STORE_HOME)
3012 stack_force_notes = FALSE;
3013 stack_force_costs = FALSE;
3016 /* Check each existing item (try to combine) */
3017 bool old_stack_force_notes = stack_force_notes;
3018 bool old_stack_force_costs = stack_force_costs;
3019 for (int slot = 0; slot < st_ptr->stock_num; slot++)
3021 /* Get the existing item */
3023 j_ptr = &st_ptr->stock[slot];
3025 /* The home acts just like the player */
3026 if (object_similar(j_ptr, o_ptr))
3028 /* Save the new number of items */
3029 object_absorb(j_ptr, o_ptr);
3031 if (cur_store_num != STORE_HOME)
3033 stack_force_notes = old_stack_force_notes;
3034 stack_force_costs = old_stack_force_costs;
3042 if (cur_store_num != STORE_HOME)
3044 stack_force_notes = old_stack_force_notes;
3045 stack_force_costs = old_stack_force_costs;
3050 * 隠し機能: オプション powerup_home が設定されていると
3054 if ((cur_store_num != STORE_HOME) || (powerup_home == TRUE)) {
3055 if (st_ptr->stock_num >= st_ptr->stock_size) {
3060 if (st_ptr->stock_num >= ((st_ptr->stock_size) / 10)) {
3065 /* Determine the "value" of the item */
3066 PRICE value = object_value(o_ptr);
3068 /* Check existing slots to see if we must "slide" */
3070 for (slot = 0; slot < st_ptr->stock_num; slot++)
3072 if (object_sort_comp(o_ptr, value, &st_ptr->stock[slot])) break;
3075 /* Slide the others up */
3076 for (int i = st_ptr->stock_num; i > slot; i--)
3078 st_ptr->stock[i] = st_ptr->stock[i-1];
3081 /* More stuff now */
3082 st_ptr->stock_num++;
3084 /* Insert the new item */
3085 st_ptr->stock[slot] = *o_ptr;
3087 chg_virtue(player_ptr, V_SACRIFICE, -1);
3089 (void)combine_and_reorder_home(cur_store_num);
3095 * @brief 店舗にオブジェクトを加える /
3096 * Add the item "o_ptr" to a real stores inventory.
3097 * @param o_ptr 加えたいオブジェクトの構造体参照ポインタ
3101 * In all cases, return the slot (or -1) where the object was placed
3102 * Note that this is a hacked up version of "inven_carry()".
3103 * Also note that it may not correctly "adapt" to "knowledge" bacoming
3104 * known, the player may have to pick stuff up and drop it again.
3107 static int store_carry(object_type *o_ptr)
3109 PRICE value = object_value(o_ptr);
3111 /* Cursed/Worthless items "disappear" when sold */
3112 if (value <= 0) return -1;
3114 /* All store items are fully *identified* */
3115 o_ptr->ident |= IDENT_MENTAL;
3117 /* Erase the inscription */
3118 o_ptr->inscription = 0;
3120 /* Erase the "feeling" */
3121 o_ptr->feeling = FEEL_NONE;
3123 /* Check each existing item (try to combine) */
3125 for (slot = 0; slot < st_ptr->stock_num; slot++)
3127 /* Get the existing item */
3129 j_ptr = &st_ptr->stock[slot];
3131 /* Can the existing items be incremented? */
3132 if (store_object_similar(j_ptr, o_ptr))
3134 /* Hack -- extra items disappear */
3135 store_object_absorb(j_ptr, o_ptr);
3143 if (st_ptr->stock_num >= st_ptr->stock_size) return -1;
3145 /* Check existing slots to see if we must "slide" */
3146 for (slot = 0; slot < st_ptr->stock_num; slot++)
3150 j_ptr = &st_ptr->stock[slot];
3152 /* Objects sort by decreasing type */
3153 if (o_ptr->tval > j_ptr->tval) break;
3154 if (o_ptr->tval < j_ptr->tval) continue;
3156 /* Objects sort by increasing sval */
3157 if (o_ptr->sval < j_ptr->sval) break;
3158 if (o_ptr->sval > j_ptr->sval) continue;
3161 * Hack: otherwise identical rods sort by
3162 * increasing recharge time --dsb
3164 if (o_ptr->tval == TV_ROD)
3166 if (o_ptr->pval < j_ptr->pval) break;
3167 if (o_ptr->pval > j_ptr->pval) continue;
3170 /* Evaluate that slot */
3171 PRICE j_value = object_value(j_ptr);
3173 /* Objects sort by decreasing value */
3174 if (value > j_value) break;
3175 if (value < j_value) continue;
3178 /* Slide the others up */
3179 for (int i = st_ptr->stock_num; i > slot; i--)
3181 st_ptr->stock[i] = st_ptr->stock[i-1];
3184 st_ptr->stock_num++;
3185 st_ptr->stock[slot] = *o_ptr;
3191 * @brief 店舗のオブジェクト数を増やす /
3192 * Add the item "o_ptr" to a real stores inventory.
3193 * @param item 増やしたいアイテムのID
3198 * Increase, by a given amount, the number of a certain item
3199 * in a certain store. This can result in zero items.
3201 * @todo numは本来ITEM_NUMBER型にしたい。
3203 static void store_item_increase(INVENTORY_IDX item, int num)
3206 o_ptr = &st_ptr->stock[item];
3208 /* Verify the number */
3209 int cnt = o_ptr->number + num;
3210 if (cnt > 255) cnt = 255;
3211 else if (cnt < 0) cnt = 0;
3212 num = cnt - o_ptr->number;
3214 o_ptr->number += (ITEM_NUMBER)num;
3219 * @brief 店舗のオブジェクト数を削除する /
3220 * Remove a slot if it is empty
3221 * @param item 削除したいアイテムのID
3224 static void store_item_optimize(INVENTORY_IDX item)
3227 o_ptr = &st_ptr->stock[item];
3230 if (!o_ptr->k_idx) return;
3232 /* Must have no items */
3233 if (o_ptr->number) return;
3236 st_ptr->stock_num--;
3238 /* Slide everyone */
3239 for (int j = item; j < st_ptr->stock_num; j++)
3241 st_ptr->stock[j] = st_ptr->stock[j + 1];
3244 /* Nuke the final slot */
3245 object_wipe(&st_ptr->stock[st_ptr->stock_num]);
3250 * @brief ブラックマーケット用の無価値品の排除判定 /
3251 * This function will keep 'crap' out of the black market.
3252 * @param player_ptr プレーヤーへの参照ポインタ
3253 * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
3254 * @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
3257 * Crap is defined as any item that is "available" elsewhere
3258 * Based on a suggestion by "Lee Vogt" <lvogt@cig.mcel.mot.com>
3261 static bool black_market_crap(player_type *player_ptr, object_type *o_ptr)
3263 if (object_is_ego(o_ptr)) return FALSE;
3265 /* Good items are never crap */
3266 if (o_ptr->to_a > 0) return FALSE;
3267 if (o_ptr->to_h > 0) return FALSE;
3268 if (o_ptr->to_d > 0) return FALSE;
3270 /* Check all stores */
3271 for (int i = 0; i < MAX_STORES; i++)
3273 if (i == STORE_HOME) continue;
3274 if (i == STORE_MUSEUM) continue;
3276 /* Check every item in the store */
3277 for (int j = 0; j < town_info[player_ptr->town_num].store[i].stock_num; j++)
3279 object_type *j_ptr = &town_info[player_ptr->town_num].store[i].stock[j];
3281 /* Duplicate item "type", assume crappy */
3282 if (o_ptr->k_idx == j_ptr->k_idx) return TRUE;
3291 * @brief 店舗の品揃え変化のためにアイテムを削除する /
3292 * Attempt to delete (some of) a random item from the store
3296 * Hack -- we attempt to "maintain" piles of items when possible.
3299 static void store_delete(void)
3301 /* Pick a random slot */
3302 INVENTORY_IDX what = (INVENTORY_IDX)randint0(st_ptr->stock_num);
3304 /* Determine how many items are here */
3305 int num = st_ptr->stock[what].number;
3307 /* Hack -- sometimes, only destroy half the items */
3308 if (randint0(100) < 50) num = (num + 1) / 2;
3310 /* Hack -- sometimes, only destroy a single item */
3311 if (randint0(100) < 50) num = 1;
3313 /* Hack -- decrement the maximum timeouts and total charges of rods and wands. -LM- */
3314 if ((st_ptr->stock[what].tval == TV_ROD) || (st_ptr->stock[what].tval == TV_WAND))
3316 st_ptr->stock[what].pval -= num * st_ptr->stock[what].pval / st_ptr->stock[what].number;
3319 /* Actually destroy (part of) the item */
3320 store_item_increase(what, -num);
3321 store_item_optimize(what);
3326 * @brief 店舗の品揃え変化のためにアイテムを追加する /
3327 * Creates a random item and gives it to a store
3328 * @param player_ptr プレーヤーへの参照ポインタ
3332 * This algorithm needs to be rethought. A lot.
3333 * Currently, "normal" stores use a pre-built array.
3334 * Note -- the "level" given to "obj_get_num()" is a "favored"
3335 * level, that is, there is a much higher chance of getting
3336 * items with a level approaching that of the given level...
3337 * Should we check for "permission" to have the given item?
3340 static void store_create(player_type *player_ptr)
3342 /* Paranoia -- no room left */
3343 if (st_ptr->stock_num >= st_ptr->stock_size) return;
3345 /* Hack -- consider up to four items */
3346 for (int tries = 0; tries < 4; tries++)
3351 if (cur_store_num == STORE_BLACK)
3353 /* Pick a level for object/magic */
3354 level = 25 + randint0(25);
3356 /* Random item (usually of given level) */
3357 i = get_obj_num(player_ptr, level, 0x00000000);
3359 /* Handle failure */
3360 if (i == 0) continue;
3366 /* Hack -- Pick an item to sell */
3367 i = st_ptr->table[randint0(st_ptr->table_num)];
3369 /* Hack -- fake level for apply_magic() */
3370 level = rand_range(1, STORE_OBJ_LEVEL);
3377 /* Create a new object of the chosen kind */
3378 object_prep(q_ptr, i);
3380 /* Apply some "low-level" magic (no artifacts) */
3381 apply_magic(player_ptr, q_ptr, level, AM_NO_FIXED_ART);
3383 /* Require valid object */
3384 if (!store_will_buy(q_ptr)) continue;
3386 /* Hack -- Charge lite's */
3387 if (q_ptr->tval == TV_LITE)
3389 if (q_ptr->sval == SV_LITE_TORCH) q_ptr->xtra4 = FUEL_TORCH / 2;
3390 if (q_ptr->sval == SV_LITE_LANTERN) q_ptr->xtra4 = FUEL_LAMP / 2;
3394 /* The item is "known" */
3395 object_known(q_ptr);
3397 /* Mark it storebought */
3398 q_ptr->ident |= IDENT_STORE;
3400 /* Mega-Hack -- no chests in stores */
3401 if (q_ptr->tval == TV_CHEST) continue;
3403 /* Prune the black market */
3404 if (cur_store_num == STORE_BLACK)
3406 /* Hack -- No "crappy" items */
3407 if (black_market_crap(player_ptr, q_ptr)) continue;
3409 /* Hack -- No "cheap" items */
3410 if (object_value(q_ptr) < 10) continue;
3412 /* No "worthless" items */
3413 /* if (object_value(q_ptr) <= 0) continue; */
3416 /* Prune normal stores */
3419 /* No "worthless" items */
3420 if (object_value(q_ptr) <= 0) continue;
3424 /* Mass produce and/or Apply discount */
3425 mass_produce(q_ptr);
3427 /* Attempt to carry the (known) item */
3428 (void)store_carry(q_ptr);
3435 * @brief 店舗の割引対象外にするかどうかを判定 /
3436 * Eliminate need to bargain if player has haggled well in the past
3437 * @param minprice アイテムの最低販売価格
3438 * @return 割引を禁止するならTRUEを返す。
3440 static bool noneedtobargain(PRICE minprice)
3442 PRICE good = st_ptr->good_buy;
3443 PRICE bad = st_ptr->bad_buy;
3445 /* Cheap items are "boring" */
3446 if (minprice < 10L) return TRUE;
3448 /* Perfect haggling */
3449 if (good == MAX_SHORT) return TRUE;
3451 /* Reward good haggles, punish bad haggles, notice price */
3452 if (good > ((3 * bad) + (5 + (minprice/50)))) return TRUE;
3454 /* Return the flag */
3460 * @brief 店主の持つプレイヤーに対する売買の良し悪し経験を記憶する /
3461 * Update the bargain info
3462 * @param price 実際の取引価格
3463 * @param minprice 店主の提示した価格
3467 static void updatebargain(PRICE price, PRICE minprice, int num)
3469 /* Hack -- auto-haggle */
3470 if (!manual_haggle) return;
3472 /* Cheap items are "boring" */
3473 if ((minprice/num) < 10L) return;
3475 /* Count the successful haggles */
3476 if (price == minprice)
3478 /* Just count the good haggles */
3479 if (st_ptr->good_buy < MAX_SHORT)
3485 /* Count the failed haggles */
3488 /* Just count the bad haggles */
3489 if (st_ptr->bad_buy < MAX_SHORT)
3498 * @brief 店の商品リストを再表示する /
3499 * Re-displays a single store entry
3500 * @param player_ptr プレーヤーへの参照ポインタ
3504 static void display_entry(player_type *player_ptr, int pos)
3507 o_ptr = &st_ptr->stock[pos];
3509 /* Get the "offset" */
3510 int i = (pos % store_bottom);
3512 /* Label it, clear the line --(-- */
3514 (void)sprintf(out_val, "%c) ", ((i > 25) ? toupper(I2A(i - 26)) : I2A(i)));
3515 prt(out_val, i+6, 0);
3518 if (show_item_graph)
3520 TERM_COLOR a = object_attr(o_ptr);
3521 SYMBOL_CODE c = object_char(o_ptr);
3523 Term_queue_bigchar(cur_col, i + 6, a, c, 0, 0);
3524 if (use_bigtile) cur_col++;
3529 /* Describe an item in the home */
3531 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
3535 /* Leave room for weights, if necessary -DRS- */
3536 if (show_weights) maxwid -= 10;
3538 GAME_TEXT o_name[MAX_NLEN];
3539 object_desc(o_name, o_ptr, 0);
3540 o_name[maxwid] = '\0';
3541 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, cur_col);
3546 /* Only show the weight of an individual item */
3547 WEIGHT wgt = o_ptr->weight;
3549 sprintf(out_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt));
3550 put_str(out_val, i+6, 67);
3552 (void)sprintf(out_val, "%3d.%d lb", wgt / 10, wgt % 10);
3553 put_str(out_val, i+6, 68);
3561 /* Describe an item (fully) in a store */
3562 /* Must leave room for the "price" */
3565 /* Leave room for weights, if necessary -DRS- */
3566 if (show_weights) maxwid -= 7;
3568 /* Describe the object (fully) */
3569 GAME_TEXT o_name[MAX_NLEN];
3570 object_desc(o_name, o_ptr, 0);
3571 o_name[maxwid] = '\0';
3572 c_put_str(tval_to_attr[o_ptr->tval], o_name, i + 6, cur_col);
3577 /* Only show the weight of an individual item */
3578 int wgt = o_ptr->weight;
3580 sprintf(out_val, "%3d.%1d", lbtokg1(wgt), lbtokg2(wgt));
3581 put_str(out_val, i + 6, 60);
3583 (void)sprintf(out_val, "%3d.%d", wgt / 10, wgt % 10);
3584 put_str(out_val, i + 6, 61);
3589 /* Display a "fixed" cost */
3591 if (o_ptr->ident & (IDENT_FIXED))
3593 /* Extract the "minimum" price */
3594 x = price_item(player_ptr, o_ptr, ot_ptr->min_inflate, FALSE);
3596 /* Actually draw the price (not fixed) */
3598 (void)sprintf(out_val, "%9ld固", (long)x);
3600 (void)sprintf(out_val, "%9ld F", (long)x);
3602 put_str(out_val, i + 6, 68);
3606 /* Display a "taxed" cost */
3609 /* Extract the "minimum" price */
3610 x = price_item(player_ptr, o_ptr, ot_ptr->min_inflate, FALSE);
3612 /* Hack -- Apply Sales Tax if needed */
3613 if (!noneedtobargain(x)) x += x / 10;
3615 /* Actually draw the price (with tax) */
3616 (void)sprintf(out_val, "%9ld ", (long)x);
3617 put_str(out_val, i + 6, 68);
3621 /* Display a "haggle" cost */
3622 /* Extrect the "maximum" price */
3623 x = price_item(player_ptr, o_ptr, ot_ptr->max_inflate, FALSE);
3625 /* Actually draw the price (not fixed) */
3626 (void)sprintf(out_val, "%9ld ", (long)x);
3627 put_str(out_val, i + 6, 68);
3632 * @brief 店の商品リストを表示する /
3633 * Displays a store's inventory -RAK-
3634 * @param player_ptr プレーヤーへの参照ポインタ
3637 * All prices are listed as "per individual object". -BEN-
3639 static void display_store_inventory(player_type *player_ptr)
3641 /* Display the next 12 items */
3643 for (k = 0; k < store_bottom; k++)
3645 /* Do not display "dead" items */
3646 if (store_top + k >= st_ptr->stock_num) break;
3648 /* Display that line */
3649 display_entry(player_ptr, store_top + k);
3652 /* Erase the extra lines and the "more" prompt */
3653 for (int i = k; i < store_bottom + 1; i++) prt("", i + 6, 0);
3655 /* Assume "no current page" */
3657 put_str(" ", 5, 20);
3659 put_str(" ", 5, 20);
3662 /* Visual reminder of "more items" */
3663 if (st_ptr->stock_num > store_bottom)
3665 /* Show "more" reminder (after the last item) */
3666 prt(_("-続く-", "-more-"), k + 6, 3);
3668 /* Indicate the "current page" */
3669 /* Trailing spaces are to display (Page xx) and (Page x) */
3670 put_str(format(_("(%dページ) ", "(Page %d) "), store_top/store_bottom + 1), 5, 20);
3673 if (cur_store_num == STORE_HOME || cur_store_num == STORE_MUSEUM)
3675 k = st_ptr->stock_size;
3677 if (cur_store_num == STORE_HOME && !powerup_home) k /= 10;
3679 put_str(format("アイテム数: %4d/%4d", st_ptr->stock_num, k), 19 + xtra_stock, 27);
3681 put_str(format("Objects: %4d/%4d", st_ptr->stock_num, k), 19 + xtra_stock, 30);
3688 * @brief プレイヤーの所持金を表示する /
3689 * Displays players gold -RAK-
3690 * @param player_ptr プレーヤーへの参照ポインタ
3694 static void store_prt_gold(player_type *player_ptr)
3696 prt(_("手持ちのお金: ", "Gold Remaining: "), 19 + xtra_stock, 53);
3698 sprintf(out_val, "%9ld", (long)player_ptr->au);
3699 prt(out_val, 19 + xtra_stock, 68);
3704 * @brief 店舗情報全体を表示するメインルーチン /
3705 * Displays store (after clearing screen) -RAK-
3706 * @param player_ptr プレーヤーへの参照ポインタ
3710 static void display_store(player_type *player_ptr)
3714 /* The "Home" is special */
3715 if (cur_store_num == STORE_HOME)
3717 /* Put the owner name */
3718 put_str(_("我が家", "Your Home"), 3, 31);
3720 /* Label the item descriptions */
3721 put_str(_("アイテムの一覧", "Item Description"), 5, 4);
3723 /* If showing weights, show label */
3726 put_str(_(" 重さ", "Weight"), 5, 70);
3729 store_prt_gold(player_ptr);
3730 display_store_inventory(player_ptr);
3734 /* The "Home" is special */
3735 if (cur_store_num == STORE_MUSEUM)
3737 /* Put the owner name */
3738 put_str(_("博物館", "Museum"), 3, 31);
3740 /* Label the item descriptions */
3741 put_str(_("アイテムの一覧", "Item Description"), 5, 4);
3743 /* If showing weights, show label */
3746 put_str(_(" 重さ", "Weight"), 5, 70);
3749 store_prt_gold(player_ptr);
3750 display_store_inventory(player_ptr);
3755 concptr store_name = (f_name + f_info[cur_store_feat].name);
3756 concptr owner_name = (ot_ptr->owner_name);
3757 concptr race_name = race_info[ot_ptr->owner_race].title;
3759 /* Put the owner name and race */
3761 sprintf(buf, "%s (%s)", owner_name, race_name);
3762 put_str(buf, 3, 10);
3764 /* Show the max price in the store (above prices) */
3765 sprintf(buf, "%s (%ld)", store_name, (long)(ot_ptr->max_cost));
3768 /* Label the item descriptions */
3769 put_str(_("商品の一覧", "Item Description"), 5, 5);
3772 /* If showing weights, show label */
3775 put_str(_(" 重さ", "Weight"), 5, 60);
3778 /* Label the asking price (in stores) */
3779 put_str(_(" 価格", "Price"), 5, 72);
3780 store_prt_gold(player_ptr);
3781 display_store_inventory(player_ptr);
3787 * @brief 店舗からアイテムを選択する /
3788 * Get the ID of a store item and return its value -RAK-
3789 * @param com_val 選択IDを返す参照ポインタ
3790 * @param pmt メッセージキャプション
3793 * @return 実際に選択したらTRUE、キャンセルしたらFALSE
3795 static int get_stock(COMMAND_CODE *com_val, concptr pmt, int i, int j)
3797 /* Get the item index */
3798 if (repeat_pull(com_val) && (*com_val >= i) && (*com_val <= j))
3805 /* Assume failure */
3808 /* Build the prompt */
3810 char hi = (j > 25) ? toupper(I2A(j - 26)) : I2A(j);
3813 (void)sprintf(out_val, "(%s:%c-%c, ESCで中断) %s",
3814 (((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) ? "アイテム" : "商品"),
3817 (void)sprintf(out_val, "(Items %c-%c, ESC to exit) %s",
3821 /* Ask until done */
3825 if (!get_com(out_val, &command, FALSE)) break;
3829 if (islower(command))
3831 else if (isupper(command))
3832 k = A2I(tolower(command)) + 26;
3836 /* Legal responses */
3837 if ((k >= i) && (k <= j))
3846 /* Clear the prompt */
3849 if (command == ESCAPE) return FALSE;
3851 repeat_push(*com_val);
3857 * @brief 店主の不満度を増やし、プレイヤーを締め出す判定と処理を行う /
3858 * Increase the insult counter and get angry if too many -RAK-
3859 * @return プレイヤーを締め出す場合TRUEを返す
3861 static int increase_insults(void)
3863 /* Increase insults */
3864 st_ptr->insult_cur++;
3866 /* Become insulted */
3867 if (st_ptr->insult_cur <= ot_ptr->insult_max) return FALSE;
3873 st_ptr->insult_cur = 0;
3874 st_ptr->good_buy = 0;
3875 st_ptr->bad_buy = 0;
3878 st_ptr->store_open = current_world_ptr->game_turn + TURNS_PER_TICK * TOWN_DAWN / 8 + randint1(TURNS_PER_TICK*TOWN_DAWN / 8);
3885 * @brief 店主の不満度を減らす /
3886 * Decrease insults -RAK-
3887 * @return プレイヤーを締め出す場合TRUEを返す
3889 static void decrease_insults(void)
3891 /* Decrease insults */
3892 if (st_ptr->insult_cur) st_ptr->insult_cur--;
3897 * @brief 店主の不満度が増えた場合のみのメッセージを表示する /
3898 * Have insulted while haggling -RAK-
3899 * @return プレイヤーを締め出す場合TRUEを返す
3901 static int haggle_insults(void)
3903 /* Increase insults */
3904 if (increase_insults()) return TRUE;
3906 /* Display and flush insult */
3914 * Mega-Hack -- Enable "increments"
3916 static bool allow_inc = FALSE;
3919 * Mega-Hack -- Last "increment" during haggling
3921 static s32b last_inc = 0L;
3924 * @brief 交渉価格を確認と認証の是非を行う /
3927 * @param poffer 別途価格提示をした場合の値を返す参照ポインタ
3928 * @param price 現在の交渉価格
3929 * @param final 最終確定価格ならばTRUE
3930 * @return プレイヤーを締め出す場合TRUEを返す
3932 static int get_haggle(concptr pmt, s32b *poffer, PRICE price, int final)
3934 /* Clear old increment if necessary */
3936 if (!allow_inc) last_inc = 0L;
3941 sprintf(buf, _("%s [承諾] ", "%s [accept] "), pmt);
3944 /* Old (negative) increment, and not final */
3945 else if (last_inc < 0)
3947 sprintf(buf, _("%s [-$%ld] ", "%s [-%ld] "), pmt, (long)(ABS(last_inc)));
3950 /* Old (positive) increment, and not final */
3951 else if (last_inc > 0)
3953 sprintf(buf, _("%s [+$%ld] ", "%s [+%ld] "), pmt, (long)(ABS(last_inc)));
3959 sprintf(buf, "%s ", pmt);
3964 GAME_TEXT out_val[160];
3965 /* Ask until done */
3970 /* Display prompt */
3974 strcpy(out_val, "");
3977 * Ask the user for a response.
3978 * Don't allow to use numpad as cursor key.
3980 res = askfor_aux(out_val, 32, FALSE);
3986 if (!res) return FALSE;
3988 /* Skip leading spaces */
3990 for (p = out_val; *p == ' '; p++) /* loop */;
3992 /* Empty response */
3995 /* Accept current price */
4003 /* Use previous increment */
4004 if (allow_inc && last_inc)
4006 *poffer += last_inc;
4010 msg_print(_("値がおかしいです。", "Invalid response."));
4014 /* Normal response */
4015 /* Extract a number */
4018 /* Handle "incremental" number */
4019 if ((*p == '+' || *p == '-'))
4021 /* Allow increments */
4024 /* Use the given "increment" */
4031 /* Handle normal number */
4034 /* Use the given "number" */
4046 * @brief 店主がプレイヤーからの交渉価格を判断する /
4047 * Receive an offer (from the player)
4049 * @param poffer 店主からの交渉価格を返す参照ポインタ
4050 * @param last_offer 現在の交渉価格
4051 * @param factor 店主の価格基準倍率
4052 * @param price アイテムの実価値
4053 * @param final 最終価格確定ならばTRUE
4054 * @return プレイヤーの価格に対して不服ならばTRUEを返す /
4055 * Return TRUE if offer is NOT okay
4057 static bool receive_offer(concptr pmt, s32b *poffer, s32b last_offer, int factor, PRICE price, int final)
4059 /* Haggle till done */
4062 /* Get a haggle (or cancel) */
4063 if (!get_haggle(pmt, poffer, price, final)) return TRUE;
4065 /* Acceptable offer */
4066 if (((*poffer) * factor) >= (last_offer * factor)) break;
4068 /* Insult, and check for kicked out */
4069 if (haggle_insults()) return TRUE;
4071 /* Reject offer (correctly) */
4072 (*poffer) = last_offer;
4080 * @brief プレイヤーが購入する時の値切り処理メインルーチン /
4081 * Haggling routine -RAK-
4082 * @param player_ptr プレーヤーへの参照ポインタ
4083 * @param o_ptr オブジェクトの構造体参照ポインタ
4084 * @param price 最終価格を返す参照ポインタ
4085 * @return プレイヤーの価格に対して店主が不服ならばTRUEを返す /
4086 * Return TRUE if purchase is NOT successful
4088 static bool purchase_haggle(player_type *player_ptr, object_type *o_ptr, s32b *price)
4090 /* Extract the starting offer and the final offer */
4091 s32b cur_ask = price_item(player_ptr, o_ptr, ot_ptr->max_inflate, FALSE);
4092 s32b final_ask = price_item(player_ptr, o_ptr, ot_ptr->min_inflate, FALSE);
4094 /* Determine if haggling is necessary */
4095 int noneed = noneedtobargain(final_ask);
4097 /* No need to haggle */
4099 concptr pmt = _("提示価格", "Asking");
4100 if (noneed || !manual_haggle)
4102 /* No need to haggle */
4105 /* Message summary */
4106 msg_print(_("結局この金額にまとまった。", "You eventually agree upon the price."));
4110 /* No haggle option */
4113 /* Message summary */
4114 msg_print(_("すんなりとこの金額にまとまった。", "You quickly agree upon the price."));
4117 /* Apply Sales Tax */
4118 final_ask += final_ask / 10;
4122 cur_ask = final_ask;
4124 /* Go to final offer */
4125 pmt = _("最終提示価格", "Final Offer");
4130 /* Haggle for the whole pile */
4131 cur_ask *= o_ptr->number;
4132 final_ask *= o_ptr->number;
4135 /* Haggle parameters */
4136 s32b min_per = ot_ptr->haggle_per;
4137 s32b max_per = min_per * 3;
4139 /* Mega-Hack -- artificial "last offer" value */
4140 s32b last_offer = object_value(o_ptr) * o_ptr->number;
4141 last_offer = last_offer * (200 - (int)(ot_ptr->max_inflate)) / 100L;
4142 if (last_offer <= 0) last_offer = 1;
4147 /* No incremental haggling yet */
4150 /* Haggle until done */
4153 bool cancel = FALSE;
4157 bool loop_flag = TRUE;
4159 while (!flag && loop_flag)
4162 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
4163 put_str(out_val, 1, 0);
4164 cancel = receive_offer(_("提示する金額? ", "What do you offer? "), &offer, last_offer, 1, cur_ask, final);
4169 else if (offer > cur_ask)
4174 else if (offer == cur_ask)
4187 s32b x1 = 100 * (offer - last_offer) / (cur_ask - last_offer);
4190 if (haggle_insults())
4196 else if (x1 > max_per)
4199 if (x1 < max_per) x1 = max_per;
4202 s32b x2 = rand_range(x1 - 2, x1 + 2);
4203 s32b x3 = ((cur_ask - offer) * x2 / 100L) + 1;
4204 /* don't let the price go up */
4209 if (cur_ask < final_ask)
4212 cur_ask = final_ask;
4213 pmt = _("最終提示価格", "What do you offer? ");
4217 (void)(increase_insults());
4222 else if (offer >= cur_ask)
4232 (void)sprintf(out_val, _("前回の提示金額: $%ld", "Your last offer: %ld"), (long)last_offer);
4233 put_str(out_val, 1, 39);
4234 say_comment_2(cur_ask, annoyed);
4237 if (cancel) return TRUE;
4239 updatebargain(*price, final_ask, o_ptr->number);
4247 * @brief プレイヤーが売却する時の値切り処理メインルーチン /
4248 * Haggling routine -RAK-
4249 * @param player_ptr プレーヤーへの参照ポインタ
4250 * @param o_ptr オブジェクトの構造体参照ポインタ
4251 * @param price 最終価格を返す参照ポインタ
4252 * @return プレイヤーの価格に対して店主が不服ならばTRUEを返す /
4253 * Return TRUE if purchase is NOT successful
4255 static bool sell_haggle(player_type *player_ptr, object_type *o_ptr, s32b *price)
4257 /* Obtain the starting offer and the final offer */
4258 s32b cur_ask = price_item(player_ptr, o_ptr, ot_ptr->max_inflate, TRUE);
4259 s32b final_ask = price_item(player_ptr, o_ptr, ot_ptr->min_inflate, TRUE);
4261 /* Determine if haggling is necessary */
4262 int noneed = noneedtobargain(final_ask);
4264 /* Get the owner's payout limit */
4265 s32b purse = (s32b)(ot_ptr->max_cost);
4267 /* No need to haggle */
4269 concptr pmt = _("提示金額", "Offer");
4270 if (noneed || !manual_haggle || (final_ask >= purse))
4272 /* Apply Sales Tax (if needed) */
4273 if (!manual_haggle && !noneed)
4275 final_ask -= final_ask / 10;
4278 /* No reason to haggle */
4279 if (final_ask >= purse)
4281 msg_print(_("即座にこの金額にまとまった。", "You instantly agree upon the price."));
4284 /* Offer full purse */
4288 /* No need to haggle */
4291 msg_print(_("結局この金額にまとまった。", "You eventually agree upon the price."));
4295 /* No haggle option */
4298 /* Message summary */
4299 msg_print(_("すんなりとこの金額にまとまった。", "You quickly agree upon the price."));
4304 cur_ask = final_ask;
4308 pmt = _("最終提示金額", "Final Offer");
4311 /* Haggle for the whole pile */
4312 cur_ask *= o_ptr->number;
4313 final_ask *= o_ptr->number;
4315 /* Display commands */
4317 /* Haggling parameters */
4318 s32b min_per = ot_ptr->haggle_per;
4319 s32b max_per = min_per * 3;
4321 /* Mega-Hack -- artificial "last offer" value */
4322 s32b last_offer = object_value(o_ptr) * o_ptr->number;
4323 last_offer = last_offer * ot_ptr->max_inflate / 100L;
4328 /* No incremental haggling yet */
4335 bool cancel = FALSE;
4344 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
4345 put_str(out_val, 1, 0);
4346 cancel = receive_offer(_("提示する価格? ", "What price do you ask? "),
4347 &offer, last_offer, -1, cur_ask, final);
4353 else if (offer < cur_ask)
4356 /* rejected, reset offer for incremental haggling */
4359 else if (offer == cur_ask)
4370 if (flag || !loop_flag) break;
4375 s32b x1 = 100 * (last_offer - offer) / (last_offer - cur_ask);
4378 if (haggle_insults())
4384 else if (x1 > max_per)
4387 if (x1 < max_per) x1 = max_per;
4390 s32b x2 = rand_range(x1 - 2, x1 + 2);
4391 s32b x3 = ((offer - cur_ask) * x2 / 100L) + 1;
4392 /* don't let the price go down */
4396 if (cur_ask > final_ask)
4398 cur_ask = final_ask;
4400 pmt = _("最終提示金額", "Final Offer");
4407 /* 追加 $0 で買い取られてしまうのを防止 By FIRST*/
4410 (void)(increase_insults());
4413 else if (offer <= cur_ask)
4423 (void)sprintf(out_val, _("前回の提示価格 $%ld", "Your last bid %ld"), (long)last_offer);
4424 put_str(out_val, 1, 39);
4425 say_comment_3(cur_ask, annoyed);
4428 if (cancel) return TRUE;
4430 updatebargain(*price, final_ask, o_ptr->number);
4436 * @brief 店からの購入処理のメインルーチン /
4437 * Buy an item from a store -RAK-
4438 * @param player_ptr プレーヤーへの参照ポインタ
4441 static void store_purchase(player_type *player_ptr)
4443 if (cur_store_num == STORE_MUSEUM)
4445 msg_print(_("博物館から取り出すことはできません。", "Museum."));
4450 if (st_ptr->stock_num <= 0)
4452 if (cur_store_num == STORE_HOME)
4453 msg_print(_("我が家には何も置いてありません。", "Your home is empty."));
4455 msg_print(_("現在商品の在庫を切らしています。", "I am currently out of stock."));
4459 /* Find the number of objects on this and following pages */
4460 int i = (st_ptr->stock_num - store_top);
4462 /* And then restrict it to the current page */
4463 if (i > store_bottom) i = store_bottom;
4467 /* ブラックマーケットの時は別のメッセージ */
4468 switch( cur_store_num ) {
4470 sprintf(out_val, "どのアイテムを取りますか? ");
4473 sprintf(out_val, "どれ? ");
4476 sprintf(out_val, "どの品物が欲しいんだい? ");
4480 if (cur_store_num == STORE_HOME)
4482 sprintf(out_val, "Which item do you want to take? ");
4486 sprintf(out_val, "Which item are you interested in? ");
4491 /* Get the item number to be bought */
4493 if (!get_stock(&item, out_val, 0, i - 1)) return;
4495 /* Get the actual index */
4496 item = item + store_top;
4498 /* Get the actual item */
4500 o_ptr = &st_ptr->stock[item];
4502 /* Assume the player wants just one of them */
4503 ITEM_NUMBER amt = 1;
4508 /* Get a copy of the object */
4509 object_copy(j_ptr, o_ptr);
4512 * If a rod or wand, allocate total maximum timeouts or charges
4513 * between those purchased and left on the shelf.
4515 reduce_charges(j_ptr, o_ptr->number - amt);
4517 /* Modify quantity */
4518 j_ptr->number = amt;
4520 /* Hack -- require room in pack */
4521 if (!inven_carry_okay(j_ptr))
4523 msg_print(_("そんなにアイテムを持てない。", "You cannot carry that many different items."));
4527 /* Determine the "best" price (per item) */
4528 PRICE best = price_item(player_ptr, j_ptr, ot_ptr->min_inflate, FALSE);
4530 /* Find out how many the player wants */
4531 if (o_ptr->number > 1)
4533 /* Hack -- note cost of "fixed" items */
4534 if ((cur_store_num != STORE_HOME) &&
4535 (o_ptr->ident & IDENT_FIXED))
4537 msg_format(_("一つにつき $%ldです。", "That costs %ld gold per item."), (long)(best));
4539 amt = get_quantity(NULL, o_ptr->number);
4540 if (amt <= 0) return;
4545 /* Get desired object */
4546 object_copy(j_ptr, o_ptr);
4549 * If a rod or wand, allocate total maximum timeouts or charges
4550 * between those purchased and left on the shelf.
4552 reduce_charges(j_ptr, o_ptr->number - amt);
4554 /* Modify quantity */
4555 j_ptr->number = amt;
4557 /* Hack -- require room in pack */
4558 if (!inven_carry_okay(j_ptr))
4560 msg_print(_("ザックにそのアイテムを入れる隙間がない。", "You cannot carry that many items."));
4564 /* Attempt to buy it */
4566 COMMAND_CODE item_new;
4568 if (cur_store_num == STORE_HOME)
4570 bool combined_or_reordered;
4572 /* Distribute charges of wands/rods */
4573 distribute_charges(o_ptr, j_ptr, amt);
4575 /* Give it to the player */
4576 item_new = inven_carry(player_ptr, j_ptr);
4578 /* Describe just the result */
4579 GAME_TEXT o_name[MAX_NLEN];
4580 object_desc(o_name, &player_ptr->inventory_list[item_new], 0);
4582 msg_format(_("%s(%c)を取った。", "You have %s (%c)."), o_name, index_to_label(item_new));
4583 handle_stuff(player_ptr);
4585 /* Take note if we take the last one */
4586 i = st_ptr->stock_num;
4588 /* Remove the items from the home */
4589 store_item_increase(item, -amt);
4590 store_item_optimize(item);
4592 combined_or_reordered = combine_and_reorder_home(STORE_HOME);
4594 /* Hack -- Item is still here */
4595 if (i == st_ptr->stock_num)
4597 if (combined_or_reordered) display_store_inventory(player_ptr);
4599 /* Redraw the item */
4600 else display_entry(player_ptr, item);
4603 /* The item is gone */
4607 if (st_ptr->stock_num == 0) store_top = 0;
4609 /* Nothing left on that screen */
4610 else if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
4611 display_store_inventory(player_ptr);
4613 chg_virtue(player_ptr, V_SACRIFICE, 1);
4619 /* Fixed price, quick buy */
4620 if (o_ptr->ident & (IDENT_FIXED))
4625 /* Go directly to the "best" deal */
4626 price = (best * j_ptr->number);
4632 /* Describe the object (fully) */
4633 GAME_TEXT o_name[MAX_NLEN];
4634 object_desc(o_name, j_ptr, 0);
4635 msg_format(_("%s(%c)を購入する。", "Buying %s (%c)."), o_name, I2A(item));
4638 /* Haggle for a final price */
4639 choice = purchase_haggle(player_ptr, j_ptr, &price);
4641 /* Hack -- Got kicked out */
4642 if (st_ptr->store_open >= current_world_ptr->game_turn) return;
4645 /* Player wants it */
4646 if (choice != 0) return;
4648 /* Fix the item price (if "correctly" haggled) */
4649 if (price == (best * j_ptr->number)) o_ptr->ident |= (IDENT_FIXED);
4651 /* Player can afford it */
4652 if (player_ptr->au < price)
4654 msg_print(_("お金が足りません。", "You do not have enough gold."));
4659 say_comment_1(player_ptr);
4661 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
4662 chg_virtue(player_ptr, V_JUSTICE, -1);
4663 if ((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
4664 chg_virtue(player_ptr, V_NATURE, -1);
4672 /* Spend the money */
4673 player_ptr->au -= price;
4675 /* Update the display */
4676 store_prt_gold(player_ptr);
4678 /* Hack -- buying an item makes you aware of it */
4679 object_aware(player_ptr, j_ptr);
4681 /* Hack -- clear the "fixed" flag from the item */
4682 j_ptr->ident &= ~(IDENT_FIXED);
4684 /* Describe the transaction */
4685 GAME_TEXT o_name[MAX_NLEN];
4686 object_desc(o_name, j_ptr, 0);
4688 msg_format(_("%sを $%ldで購入しました。", "You bought %s for %ld gold."), o_name, (long)price);
4690 strcpy(record_o_name, o_name);
4691 record_turn = current_world_ptr->game_turn;
4693 if (record_buy) exe_write_diary(player_ptr, DIARY_BUY, 0, o_name);
4694 object_desc(o_name, o_ptr, OD_NAME_ONLY);
4695 if (record_rand_art && o_ptr->art_name)
4696 exe_write_diary(player_ptr, DIARY_ART, 0, o_name);
4698 /* Erase the inscription */
4699 j_ptr->inscription = 0;
4701 /* Erase the "feeling" */
4702 j_ptr->feeling = FEEL_NONE;
4703 j_ptr->ident &= ~(IDENT_STORE);
4704 /* Give it to the player */
4705 item_new = inven_carry(player_ptr, j_ptr);
4707 /* Describe the final result */
4708 object_desc(o_name, &player_ptr->inventory_list[item_new], 0);
4709 msg_format(_("%s(%c)を手に入れた。", "You have %s (%c)."), o_name, index_to_label(item_new));
4711 /* Auto-inscription */
4712 autopick_alter_item(player_ptr, item_new, FALSE);
4714 /* Now, reduce the original stack's pval. */
4715 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
4717 o_ptr->pval -= j_ptr->pval;
4720 handle_stuff(player_ptr);
4722 /* Note how many slots the store used to have */
4723 i = st_ptr->stock_num;
4725 /* Remove the bought items from the store */
4726 store_item_increase(item, -amt);
4727 store_item_optimize(item);
4729 /* Store is empty */
4730 if (st_ptr->stock_num == 0)
4733 if (one_in_(STORE_SHUFFLE))
4736 msg_print(_("店主は引退した。", "The shopkeeper retires."));
4738 /* Shuffle the store */
4739 store_shuffle(player_ptr, cur_store_num);
4742 sprintf(buf, "%s (%s)",
4743 ot_ptr->owner_name, race_info[ot_ptr->owner_race].title);
4744 put_str(buf, 3, 10);
4745 sprintf(buf, "%s (%ld)",
4746 (f_name + f_info[cur_store_feat].name), (long)(ot_ptr->max_cost));
4753 msg_print(_("店主は新たな在庫を取り出した。", "The shopkeeper brings out some new stock."));
4756 for (i = 0; i < 10; i++)
4758 /* Maintain the store */
4759 store_maint(player_ptr, player_ptr->town_num, cur_store_num);
4764 display_store_inventory(player_ptr);
4767 /* The item is gone */
4768 else if (st_ptr->stock_num != i)
4770 /* Pick the correct screen */
4771 if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
4772 display_store_inventory(player_ptr);
4775 /* Item is still here */
4778 /* Redraw the item */
4779 display_entry(player_ptr, item);
4785 * @brief 店からの売却処理のメインルーチン /
4786 * Sell an item to the store (or home)
4787 * @param owner_ptr プレーヤーへの参照ポインタ
4790 static void store_sell(player_type *owner_ptr)
4792 /* Prepare a prompt */
4794 if (cur_store_num == STORE_HOME)
4795 q = _("どのアイテムを置きますか? ", "Drop which item? ");
4797 else if (cur_store_num == STORE_MUSEUM)
4798 q = _("どのアイテムを寄贈しますか? ", "Give which item? ");
4801 q = _("どのアイテムを売りますか? ", "Sell which item? ");
4803 /* Only allow items the store will buy */
4804 item_tester_hook = store_will_buy;
4806 /* 我が家でおかしなメッセージが出るオリジナルのバグを修正 */
4808 if (cur_store_num == STORE_HOME)
4810 s = _("置けるアイテムを持っていません。", "You don't have any item to drop.");
4812 else if (cur_store_num == STORE_MUSEUM)
4814 s = _("寄贈できるアイテムを持っていません。", "You don't have any item to give.");
4818 s = _("欲しい物がないですねえ。", "You have nothing that I want.");
4823 o_ptr = choose_object(owner_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
4826 /* Hack -- Cannot remove cursed items */
4827 if ((item >= INVEN_RARM) && object_is_cursed(o_ptr))
4829 msg_print(_("ふーむ、どうやらそれは呪われているようだね。", "Hmmm, it seems to be cursed."));
4833 /* Assume one item */
4836 if (o_ptr->number > 1)
4838 amt = get_quantity(NULL, o_ptr->number);
4839 if (amt <= 0) return;
4846 /* Get a copy of the object */
4847 object_copy(q_ptr, o_ptr);
4849 /* Modify quantity */
4850 q_ptr->number = amt;
4853 * Hack -- If a rod or wand, allocate total maximum
4854 * timeouts or charges to those being sold. -LM-
4856 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
4858 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
4861 /* Get a full description */
4862 GAME_TEXT o_name[MAX_NLEN];
4863 object_desc(o_name, q_ptr, 0);
4865 /* Remove any inscription, feeling for stores */
4866 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
4868 q_ptr->inscription = 0;
4869 q_ptr->feeling = FEEL_NONE;
4872 /* Is there room in the store (or the home?) */
4873 if (!store_check_num(q_ptr))
4875 if (cur_store_num == STORE_HOME)
4876 msg_print(_("我が家にはもう置く場所がない。", "Your home is full."));
4878 else if (cur_store_num == STORE_MUSEUM)
4879 msg_print(_("博物館はもう満杯だ。", "Museum is full."));
4882 msg_print(_("すいませんが、店にはもう置く場所がありません。", "I have not the room in my store to keep it."));
4889 PRICE price, value, dummy;
4890 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
4892 /* Describe the transaction */
4893 msg_format(_("%s(%c)を売却する。", "Selling %s (%c)."), o_name, index_to_label(item));
4898 choice = sell_haggle(owner_ptr, q_ptr, &price);
4901 if (st_ptr->store_open >= current_world_ptr->game_turn) return;
4907 say_comment_1(owner_ptr);
4913 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
4914 chg_virtue(owner_ptr, V_JUSTICE, -1);
4916 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
4917 chg_virtue(owner_ptr, V_NATURE, 1);
4920 /* Get some money */
4921 owner_ptr->au += price;
4923 /* Update the display */
4924 store_prt_gold(owner_ptr);
4926 /* Get the "apparent" value */
4927 dummy = object_value(q_ptr) * q_ptr->number;
4929 identify_item(owner_ptr, o_ptr);
4932 /* Get a copy of the object */
4933 object_copy(q_ptr, o_ptr);
4935 /* Modify quantity */
4936 q_ptr->number = amt;
4938 /* Make it look like to be known */
4939 q_ptr->ident |= IDENT_STORE;
4942 * Hack -- If a rod or wand, let the shopkeeper know just
4943 * how many charges he really paid for. -LM-
4945 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
4947 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
4950 /* Get the "actual" value */
4951 value = object_value(q_ptr) * q_ptr->number;
4953 /* Get the description all over again */
4954 object_desc(o_name, q_ptr, 0);
4956 /* Describe the result (in message buffer) */
4957 msg_format(_("%sを $%ldで売却しました。", "You sold %s for %ld gold."), o_name, (long)price);
4959 if (record_sell) exe_write_diary(owner_ptr, DIARY_SELL, 0, o_name);
4961 if (!((o_ptr->tval == TV_FIGURINE) && (value > 0)))
4963 /* Analyze the prices (and comment verbally) unless a figurine*/
4964 purchase_analyze(owner_ptr, price, value, dummy);
4968 * Hack -- Allocate charges between those wands or rods sold
4969 * and retained, unless all are being sold. -LM-
4971 distribute_charges(o_ptr, q_ptr, amt);
4973 /* Reset timeouts of the sold items */
4976 /* Take the item from the player, describe the result */
4977 inven_item_increase(owner_ptr, item, -amt);
4978 inven_item_describe(owner_ptr, item);
4980 /* If items remain, auto-inscribe before optimizing */
4981 if (o_ptr->number > 0)
4982 autopick_alter_item(owner_ptr, item, FALSE);
4984 inven_item_optimize(owner_ptr, item);
4985 handle_stuff(owner_ptr);
4987 /* The store gets that (known) item */
4988 int item_pos = store_carry(q_ptr);
4990 /* Re-display if item is now in store */
4993 store_top = (item_pos / store_bottom) * store_bottom;
4994 display_store_inventory(owner_ptr);
4999 /* Player is at museum */
5000 else if (cur_store_num == STORE_MUSEUM)
5002 char o2_name[MAX_NLEN];
5003 object_desc(o2_name, q_ptr, OD_NAME_ONLY);
5005 if (-1 == store_check_num(q_ptr))
5007 msg_print(_("それと同じ品物は既に博物館にあるようです。", "The same object as it is already in the Museum."));
5011 msg_print(_("博物館に寄贈したものは取り出すことができません!!", "You cannot take items which is given to the Museum back!!"));
5014 if (!get_check(format(_("本当に%sを寄贈しますか?", "Really give %s to the Museum? "), o2_name))) return;
5016 identify_item(owner_ptr, q_ptr);
5017 q_ptr->ident |= IDENT_MENTAL;
5019 /* Distribute charges of wands/rods */
5020 distribute_charges(o_ptr, q_ptr, amt);
5021 msg_format(_("%sを置いた。(%c)", "You drop %s (%c)."), o_name, index_to_label(item));
5024 vary_item(owner_ptr, item, -amt);
5025 handle_stuff(owner_ptr);
5027 /* Let the home carry it */
5028 int item_pos = home_carry(owner_ptr, q_ptr);
5030 /* Update store display */
5033 store_top = (item_pos / store_bottom) * store_bottom;
5034 display_store_inventory(owner_ptr);
5037 /* Player is at home */
5040 /* Distribute charges of wands/rods */
5041 distribute_charges(o_ptr, q_ptr, amt);
5042 msg_format(_("%sを置いた。(%c)", "You drop %s (%c)."), o_name, index_to_label(item));
5046 vary_item(owner_ptr, item, -amt);
5047 handle_stuff(owner_ptr);
5049 /* Let the home carry it */
5050 int item_pos = home_carry(owner_ptr, q_ptr);
5052 /* Update store display */
5055 store_top = (item_pos / store_bottom) * store_bottom;
5056 display_store_inventory(owner_ptr);
5060 if ((choice == 0) && (item >= INVEN_RARM))
5062 calc_android_exp(owner_ptr);
5063 verify_equip_slot(owner_ptr, item);
5069 * @brief 店のアイテムを調べるコマンドのメインルーチン /
5070 * Examine an item in a store -JDL-
5073 static void store_examine(void)
5076 if (st_ptr->stock_num <= 0)
5078 if (cur_store_num == STORE_HOME)
5079 msg_print(_("我が家には何も置いてありません。", "Your home is empty."));
5080 else if (cur_store_num == STORE_MUSEUM)
5081 msg_print(_("博物館には何も置いてありません。", "Museum is empty."));
5083 msg_print(_("現在商品の在庫を切らしています。", "I am currently out of stock."));
5087 /* Find the number of objects on this and following pages */
5088 int i = (st_ptr->stock_num - store_top);
5090 /* And then restrict it to the current page */
5091 if (i > store_bottom) i = store_bottom;
5095 sprintf(out_val, _("どれを調べますか?", "Which item do you want to examine? "));
5097 /* Get the item number to be examined */
5099 if (!get_stock(&item, out_val, 0, i - 1)) return;
5101 /* Get the actual index */
5102 item = item + store_top;
5104 /* Get the actual item */
5106 o_ptr = &st_ptr->stock[item];
5108 /* Require full knowledge */
5109 if (!(o_ptr->ident & IDENT_MENTAL))
5111 /* This can only happen in the home */
5112 msg_print(_("このアイテムについて特に知っていることはない。", "You have no special knowledge about that item."));
5116 GAME_TEXT o_name[MAX_NLEN];
5117 object_desc(o_name, o_ptr, 0);
5118 msg_format(_("%sを調べている...", "Examining %s..."), o_name);
5120 if (!screen_object(o_ptr, SCROBJ_FORCE_DETAIL))
5121 msg_print(_("特に変わったところはないようだ。", "You see nothing special."));
5128 * @brief 博物館のアイテムを除去するコマンドのメインルーチン /
5129 * Remove an item from museum (Originally from TOband)
5130 * @param player_ptr プレーヤーへの参照ポインタ
5133 static void museum_remove_object(player_type *player_ptr)
5135 if (st_ptr->stock_num <= 0)
5137 msg_print(_("博物館には何も置いてありません。", "Museum is empty."));
5141 /* Find the number of objects on this and following pages */
5142 int i = st_ptr->stock_num - store_top;
5144 /* And then restrict it to the current page */
5145 if (i > store_bottom) i = store_bottom;
5149 sprintf(out_val, _("どのアイテムの展示をやめさせますか?", "Which item do you want to order to remove? "));
5151 /* Get the item number to be removed */
5153 if (!get_stock(&item, out_val, 0, i - 1)) return;
5155 /* Get the actual index */
5156 item = item + store_top;
5158 /* Get the actual item */
5160 o_ptr = &st_ptr->stock[item];
5162 GAME_TEXT o_name[MAX_NLEN];
5163 object_desc(o_name, o_ptr, 0);
5165 msg_print(_("展示をやめさせたアイテムは二度と見ることはできません!", "You cannot see items which is removed from the Museum!"));
5166 if (!get_check(format(_("本当に%sの展示をやめさせますか?", "Really order to remove %s from the Museum? "), o_name))) return;
5168 msg_format(_("%sの展示をやめさせた。", "You ordered to remove %s."), o_name);
5170 /* Remove the items from the home */
5171 store_item_increase(item, -o_ptr->number);
5172 store_item_optimize(item);
5174 (void)combine_and_reorder_home(STORE_MUSEUM);
5176 /* The item is gone */
5179 if (st_ptr->stock_num == 0) store_top = 0;
5181 /* Nothing left on that screen */
5182 else if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
5183 display_store_inventory(player_ptr);
5188 * Hack -- set this to leave the store
5190 static bool leave_store = FALSE;
5194 * @brief 店舗処理コマンド選択のメインルーチン /
5195 * Process a command in a store
5196 * @param client_ptr 顧客となるクリーチャーの参照ポインタ
5200 * Note that we must allow the use of a few "special" commands
5201 * in the stores which are not allowed in the dungeon, and we
5202 * must disable some commands which are allowed in the dungeon
5203 * but not in the stores, to prevent chaos.
5206 static void store_process_command(player_type *client_ptr)
5208 /* Handle repeating the last command */
5211 if (rogue_like_commands && command_cmd == 'l')
5213 command_cmd = 'x'; /* hack! */
5216 /* Parse the command */
5217 switch (command_cmd)
5227 /* 1 ページ戻るコマンド: 我が家のページ数が多いので重宝するはず By BUG */
5230 if (st_ptr->stock_num <= store_bottom) {
5231 msg_print(_("これで全部です。", "Entire client_ptr->inventory_list is shown."));
5234 store_top -= store_bottom;
5235 if ( store_top < 0 )
5236 store_top = ((st_ptr->stock_num - 1 )/store_bottom) * store_bottom;
5237 if ( (cur_store_num == STORE_HOME) && (powerup_home == FALSE) )
5238 if ( store_top >= store_bottom ) store_top = store_bottom;
5239 display_store_inventory(client_ptr);
5248 if (st_ptr->stock_num <= store_bottom)
5250 msg_print(_("これで全部です。", "Entire client_ptr->inventory_list is shown."));
5254 store_top += store_bottom;
5256 * 隠しオプション(powerup_home)がセットされていないときは
5257 * 我が家では 2 ページまでしか表示しない
5259 if ((cur_store_num == STORE_HOME) &&
5260 (powerup_home == FALSE) &&
5261 (st_ptr->stock_num >= STORE_INVEN_MAX))
5263 if (store_top >= (STORE_INVEN_MAX - 1))
5270 if (store_top >= st_ptr->stock_num) store_top = 0;
5273 display_store_inventory(client_ptr);
5281 do_cmd_redraw(client_ptr);
5282 display_store(client_ptr);
5286 /* Get (purchase) */
5289 store_purchase(client_ptr);
5296 store_sell(client_ptr);
5313 /*** Inventory Commands ***/
5315 /* Wear/wield equipment */
5318 do_cmd_wield(client_ptr);
5322 /* Take off equipment */
5325 do_cmd_takeoff(client_ptr);
5329 /* Destroy an item */
5332 do_cmd_destroy(client_ptr);
5336 /* Equipment list */
5339 do_cmd_equip(client_ptr);
5343 /* Inventory list */
5346 do_cmd_inven(client_ptr);
5351 /*** Various commands ***/
5353 /* Identify an object */
5356 do_cmd_observe(client_ptr);
5362 toggle_inventory_equipment(client_ptr);
5366 /*** Use various objects ***/
5371 if ( (client_ptr->pclass == CLASS_MINDCRAFTER) ||
5372 (client_ptr->pclass == CLASS_BERSERKER) ||
5373 (client_ptr->pclass == CLASS_NINJA) ||
5374 (client_ptr->pclass == CLASS_MIRROR_MASTER)
5375 ) do_cmd_mind_browse(client_ptr);
5376 else if (client_ptr->pclass == CLASS_SMITH)
5377 do_cmd_kaji(client_ptr, TRUE);
5378 else if (client_ptr->pclass == CLASS_MAGIC_EATER)
5379 do_cmd_magic_eater(client_ptr, TRUE, FALSE);
5380 else if (client_ptr->pclass == CLASS_SNIPER)
5381 do_cmd_snipe_browse(client_ptr);
5382 else do_cmd_browse(client_ptr);
5386 /* Inscribe an object */
5389 do_cmd_inscribe(client_ptr);
5393 /* Uninscribe an object */
5396 do_cmd_uninscribe(client_ptr);
5400 /*** Help and Such ***/
5405 do_cmd_help(client_ptr);
5409 /* Identify symbol */
5412 do_cmd_query_symbol(client_ptr);
5416 /* Character description */
5419 client_ptr->town_num = old_town_num;
5420 do_cmd_player_status(client_ptr);
5421 client_ptr->town_num = inner_town_num;
5422 display_store(client_ptr);
5426 /*** System Commands ***/
5428 /* Hack -- User interface */
5435 /* Single line from a pref file */
5438 client_ptr->town_num = old_town_num;
5439 do_cmd_pref(client_ptr);
5440 client_ptr->town_num = inner_town_num;
5444 /* Interact with macros */
5447 client_ptr->town_num = old_town_num;
5448 do_cmd_macros(client_ptr);
5449 client_ptr->town_num = inner_town_num;
5453 /* Interact with visuals */
5456 client_ptr->town_num = old_town_num;
5457 do_cmd_visuals(client_ptr);
5458 client_ptr->town_num = inner_town_num;
5462 /* Interact with colors */
5465 client_ptr->town_num = old_town_num;
5466 do_cmd_colors(client_ptr);
5467 client_ptr->town_num = inner_town_num;
5471 /* Interact with options */
5475 (void)combine_and_reorder_home(STORE_HOME);
5476 do_cmd_redraw(client_ptr);
5477 display_store(client_ptr);
5481 /*** Misc Commands ***/
5497 /* Repeat level feeling */
5500 do_cmd_feeling(client_ptr);
5504 /* Show previous message */
5507 do_cmd_message_one();
5511 /* Show previous messages */
5520 do_cmd_diary(client_ptr);
5524 /* Check artifacts, uniques etc. */
5527 do_cmd_knowledge(client_ptr);
5531 /* Load "screen dump" */
5534 do_cmd_load_screen();
5538 /* Save "screen dump" */
5541 do_cmd_save_screen(client_ptr);
5545 /* Hack -- Unknown command */
5548 if ((cur_store_num == STORE_MUSEUM) && (command_cmd == 'r'))
5550 museum_remove_object(client_ptr);
5554 msg_print(_("そのコマンドは店の中では使えません。", "That command does not work in stores."));
5564 * @brief 店舗処理全体のメインルーチン /
5565 * Enter a store, and interact with it. *
5566 * @param player_ptr プレーヤーへの参照ポインタ
5570 * Note that we use the standard "request_command()" function
5571 * to get a command, allowing us to use "command_arg" and all
5572 * command macros and other nifty stuff, but we use the special
5573 * "shopping" argument, to force certain commands to be converted
5574 * into other commands, normally, we convert "p" (pray) and "m"
5575 * (cast magic) into "g" (get), and "s" (search) into "d" (drop).
5578 void do_cmd_store(player_type *player_ptr)
5580 if(player_ptr->wild_mode) return;
5582 Term_get_size(&w, &h);
5584 /* Calculate stocks per 1 page */
5585 xtra_stock = MIN(14+26, ((h > 24) ? (h - 24) : 0));
5586 store_bottom = MIN_STOCK + xtra_stock;
5588 /* Access the player grid */
5590 g_ptr = &player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x];
5592 /* Verify a store */
5593 if (!cave_have_flag_grid(g_ptr, FF_STORE))
5595 msg_print(_("ここには店がありません。", "You see no store here."));
5599 /* Extract the store code */
5600 int which = f_info[g_ptr->feat].subtype;
5602 old_town_num = player_ptr->town_num;
5603 if ((which == STORE_HOME) || (which == STORE_MUSEUM)) player_ptr->town_num = 1;
5604 if (player_ptr->current_floor_ptr->dun_level) player_ptr->town_num = NO_TOWN;
5605 inner_town_num = player_ptr->town_num;
5607 /* Hack -- Check the "locked doors" */
5608 if ((town_info[player_ptr->town_num].store[which].store_open >= current_world_ptr->game_turn) ||
5611 msg_print(_("ドアに鍵がかかっている。", "The doors are locked."));
5612 player_ptr->town_num = old_town_num;
5616 /* Calculate the number of store maintainances since the last visit */
5617 int maintain_num = (current_world_ptr->game_turn - town_info[player_ptr->town_num].store[which].last_visit) / (TURNS_PER_TICK * STORE_TICKS);
5619 /* Maintain the store max. 10 times */
5620 if (maintain_num > 10) maintain_num = 10;
5624 /* Maintain the store */
5625 for (int i = 0; i < maintain_num; i++)
5626 store_maint(player_ptr, player_ptr->town_num, which);
5628 /* Save the visit */
5629 town_info[player_ptr->town_num].store[which].last_visit = current_world_ptr->game_turn;
5632 forget_lite(player_ptr->current_floor_ptr);
5633 forget_view(player_ptr->current_floor_ptr);
5635 /* Hack -- Character is in "icky" mode */
5636 current_world_ptr->character_icky = TRUE;
5643 /* Do not expand macros */
5644 get_com_no_macros = TRUE;
5646 /* Save the store number */
5647 cur_store_num = which;
5649 /* Hack -- save the store feature */
5650 cur_store_feat = g_ptr->feat;
5652 /* Save the store and owner pointers */
5653 st_ptr = &town_info[player_ptr->town_num].store[cur_store_num];
5654 ot_ptr = &owners[cur_store_num][st_ptr->owner];
5656 /* Start at the beginning */
5659 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
5661 display_store(player_ptr);
5664 leave_store = FALSE;
5666 /* Interact with player */
5667 while (!leave_store)
5669 /* Hack -- Clear line 1 */
5671 clear_from(20 + xtra_stock);
5673 /* Basic commands */
5674 prt(_(" ESC) 建物から出る", " ESC) Exit from Building."), 21 + xtra_stock, 0);
5676 /* Browse if necessary */
5677 if (st_ptr->stock_num > store_bottom)
5679 prt(_(" -)前ページ", " -) Previous page"), 22 + xtra_stock, 0);
5680 prt(_(" スペース) 次ページ", " SPACE) Next page"), 23 + xtra_stock, 0);
5684 if (cur_store_num == STORE_HOME)
5686 prt(_("g) アイテムを取る", "g) Get an item."), 21 + xtra_stock, 27);
5687 prt(_("d) アイテムを置く", "d) Drop an item."), 22 + xtra_stock, 27);
5688 prt(_("x) 家のアイテムを調べる", "x) eXamine an item in the home."), 23 + xtra_stock, 27);
5691 /* Museum commands */
5692 else if (cur_store_num == STORE_MUSEUM)
5694 prt(_("d) アイテムを置く", "d) Drop an item."), 21 + xtra_stock, 27);
5695 prt(_("r) アイテムの展示をやめる", "r) order to Remove an item."), 22 + xtra_stock, 27);
5696 prt(_("x) 博物館のアイテムを調べる", "x) eXamine an item in the museum."), 23 + xtra_stock, 27);
5702 prt(_("p) 商品を買う", "p) Purchase an item."), 21 + xtra_stock, 30);
5703 prt(_("s) アイテムを売る", "s) Sell an item."), 22 + xtra_stock, 30);
5704 prt(_("x) 商品を調べる", "x) eXamine an item in the shop"), 23 + xtra_stock,30);
5708 prt(_("i/e) 持ち物/装備の一覧", "i/e) Inventry/Equipment list"), 21 + xtra_stock, 56);
5710 if (rogue_like_commands)
5712 prt(_("w/T) 装備する/はずす", "w/T) Wear/Take off equipment"), 22 + xtra_stock, 56);
5716 prt(_("w/t) 装備する/はずす", "w/t) Wear/Take off equipment"), 22 + xtra_stock, 56);
5720 prt(_("コマンド:", "You may: "), 20 + xtra_stock, 0);
5722 request_command(player_ptr, TRUE);
5724 /* Process the command */
5725 store_process_command(player_ptr);
5728 * Hack -- To redraw missiles damage and prices in store
5729 * If player's charisma changes, or if player changes a bow, PU_BONUS is set
5731 bool need_redraw_store_inv = (player_ptr->update & PU_BONUS) ? TRUE : FALSE;
5733 /* Hack -- Character is still in "icky" mode */
5734 current_world_ptr->character_icky = TRUE;
5736 handle_stuff(player_ptr);
5739 if (player_ptr->inventory_list[INVEN_PACK].k_idx)
5741 INVENTORY_IDX item = INVEN_PACK;
5743 object_type *o_ptr = &player_ptr->inventory_list[item];
5745 /* Hack -- Flee from the store */
5746 if (cur_store_num != STORE_HOME)
5748 if (cur_store_num == STORE_MUSEUM)
5749 msg_print(_("ザックからアイテムがあふれそうなので、あわてて博物館から出た...", "Your pack is so full that you flee the Museum..."));
5751 msg_print(_("ザックからアイテムがあふれそうなので、あわてて店から出た...", "Your pack is so full that you flee the store..."));
5757 /* Hack -- Flee from the home */
5758 else if (!store_check_num(o_ptr))
5760 msg_print(_("ザックからアイテムがあふれそうなので、あわてて家から出た...", "Your pack is so full that you flee your home..."));
5765 /* Hack -- Drop items into the home */
5773 GAME_TEXT o_name[MAX_NLEN];
5775 /* Give a message */
5776 msg_print(_("ザックからアイテムがあふれてしまった!", "Your pack overflows!"));
5780 object_copy(q_ptr, o_ptr);
5781 object_desc(o_name, q_ptr, 0);
5783 msg_format(_("%sが落ちた。(%c)", "You drop %s (%c)."), o_name, index_to_label(item));
5785 vary_item(player_ptr, item, -255);
5786 handle_stuff(player_ptr);
5788 /* Let the home carry it */
5789 item_pos = home_carry(player_ptr, q_ptr);
5791 /* Redraw the home */
5794 store_top = (item_pos / store_bottom) * store_bottom;
5795 display_store_inventory(player_ptr);
5800 /* Hack -- Redisplay store prices if charisma changes */
5801 /* Hack -- Redraw missiles damage if player changes bow */
5802 if (need_redraw_store_inv) display_store_inventory(player_ptr);
5804 /* Hack -- get kicked out of the store */
5805 if (st_ptr->store_open >= current_world_ptr->game_turn) leave_store = TRUE;
5808 select_floor_music(player_ptr);
5810 player_ptr->town_num = old_town_num;
5812 take_turn(player_ptr, 100);
5814 /* Hack -- Character is no longer in "icky" mode */
5815 current_world_ptr->character_icky = FALSE;
5817 /* Hack -- Cancel automatic command */
5820 /* Hack -- Cancel "see" mode */
5821 command_see = FALSE;
5823 /* Allow expanding macros */
5824 get_com_no_macros = FALSE;
5829 /* Update everything */
5830 player_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
5831 player_ptr->update |= (PU_MONSTERS);
5833 /* Redraw entire screen */
5834 player_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY);
5835 player_ptr->redraw |= (PR_MAP);
5836 player_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5841 * @brief 現在の町の店主を交代させる /
5842 * Shuffle one of the stores.
5843 * @param which 店舗種類のID
5846 void store_shuffle(player_type *player_ptr, int which)
5849 if (which == STORE_HOME) return;
5850 if (which == STORE_MUSEUM) return;
5853 /* Save the store index */
5854 cur_store_num = which;
5856 /* Activate that store */
5857 st_ptr = &town_info[player_ptr->town_num].store[cur_store_num];
5859 int j = st_ptr->owner;
5860 /* Pick a new owner */
5863 st_ptr->owner = (byte)randint0(MAX_OWNERS);
5864 if (j == st_ptr->owner) continue;
5866 for (i = 1;i < max_towns; i++)
5868 if (i == player_ptr->town_num) continue;
5869 if (st_ptr->owner == town_info[i].store[cur_store_num].owner) break;
5872 if (i == max_towns) break;
5875 /* Activate the new owner */
5876 ot_ptr = &owners[cur_store_num][st_ptr->owner];
5878 /* Reset the owner data */
5879 st_ptr->insult_cur = 0;
5880 st_ptr->store_open = 0;
5881 st_ptr->good_buy = 0;
5882 st_ptr->bad_buy = 0;
5884 /* Hack -- discount all the items */
5885 for (int i = 0; i < st_ptr->stock_num; i++)
5888 o_ptr = &st_ptr->stock[i];
5889 if (object_is_artifact(o_ptr)) continue;
5891 /* Hack -- Sell all non-artifact old items for "half price" */
5892 o_ptr->discount = 50;
5894 /* Hack -- Items are no longer "fixed price" */
5895 o_ptr->ident &= ~(IDENT_FIXED);
5897 /* Mega-Hack -- Note that the item is "on sale" */
5898 o_ptr->inscription = quark_add(_("売出中", "on sale"));
5904 * @brief 店の品揃えを変化させる /
5905 * Maintain the inventory at the stores.
5906 * @param player_ptr プレーヤーへの参照ポインタ
5907 * @param town_num 町のID
5908 * @param store_num 店舗種類のID
5911 void store_maint(player_type *player_ptr, int town_num, int store_num)
5913 cur_store_num = store_num;
5916 if (store_num == STORE_HOME) return;
5917 if (store_num == STORE_MUSEUM) return;
5919 /* Activate that store */
5920 st_ptr = &town_info[town_num].store[store_num];
5922 /* Activate the owner */
5923 ot_ptr = &owners[store_num][st_ptr->owner];
5925 /* Store keeper forgives the player */
5926 st_ptr->insult_cur = 0;
5928 /* Mega-Hack -- prune the black market */
5929 if (store_num == STORE_BLACK)
5931 /* Destroy crappy black market items */
5932 for (INVENTORY_IDX j = st_ptr->stock_num - 1; j >= 0; j--)
5934 object_type *o_ptr = &st_ptr->stock[j];
5936 /* Destroy crappy items */
5937 if (black_market_crap(player_ptr, o_ptr))
5939 /* Destroy the item */
5940 store_item_increase(j, 0 - o_ptr->number);
5941 store_item_optimize(j);
5946 /* Choose the number of slots to keep */
5947 INVENTORY_IDX j = st_ptr->stock_num;
5949 /* Sell a few items */
5950 j = j - randint1(STORE_TURNOVER);
5952 /* Never keep more than "STORE_MAX_KEEP" slots */
5953 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
5955 /* Always "keep" at least "STORE_MIN_KEEP" items */
5956 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
5958 /* Hack -- prevent "underflow" */
5961 /* Destroy objects until only "j" slots are left */
5962 while (st_ptr->stock_num > j) store_delete();
5964 /* Choose the number of slots to fill */
5965 j = st_ptr->stock_num;
5967 /* Buy some more items */
5968 j = j + randint1(STORE_TURNOVER);
5970 /* Never keep more than "STORE_MAX_KEEP" slots */
5971 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
5973 /* Always "keep" at least "STORE_MIN_KEEP" items */
5974 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
5976 /* Hack -- prevent "overflow" */
5977 if (j >= st_ptr->stock_size) j = st_ptr->stock_size - 1;
5979 /* Acquire some new items */
5980 while (st_ptr->stock_num < j) store_create(player_ptr);
5985 * @brief 店舗情報を初期化する /
5986 * Initialize the stores
5987 * @param town_num 町のID
5988 * @param store_num 店舗種類のID
5991 void store_init(int town_num, int store_num)
5993 cur_store_num = store_num;
5995 /* Activate that store */
5996 st_ptr = &town_info[town_num].store[store_num];
6001 st_ptr->owner = (byte)randint0(MAX_OWNERS);
6003 for (i = 1;i < max_towns; i++)
6005 if (i == town_num) continue;
6006 if (st_ptr->owner == town_info[i].store[store_num].owner) break;
6009 if (i == max_towns) break;
6012 /* Activate the new owner */
6013 ot_ptr = &owners[store_num][st_ptr->owner];
6016 /* Initialize the store */
6017 st_ptr->store_open = 0;
6018 st_ptr->insult_cur = 0;
6019 st_ptr->good_buy = 0;
6020 st_ptr->bad_buy = 0;
6022 /* Nothing in stock */
6023 st_ptr->stock_num = 0;
6026 * MEGA-HACK - Last visit to store is
6027 * BEFORE player birth to enable store restocking
6029 st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
6031 /* Clear any old items */
6032 for (int k = 0; k < st_ptr->stock_size; k++)
6034 object_wipe(&st_ptr->stock[k]);
6040 * @brief アイテムを町のブラックマーケットに移動させる /
6041 * @param o_ptr 移動させたいオブジェクトの構造体参照ポインタ
6044 void move_to_black_market(player_type *player_ptr, object_type *o_ptr)
6047 if (!player_ptr->town_num) return;
6049 st_ptr = &town_info[player_ptr->town_num].store[STORE_BLACK];
6051 o_ptr->ident |= IDENT_STORE;
6053 (void)store_carry(o_ptr);
6055 object_wipe(o_ptr); /* Don't leave a bogus object behind... */