\r
+/*\r
+ * Store types\r
+ */\r
+#define STORE_GENERAL 0 /*!< \93X\95Ü\82Ì\8eí\97Þ: \8eG\89Ý\89® */\r
+#define STORE_ARMOURY 1 /*!< \93X\95Ü\82Ì\8eí\97Þ: \96h\8bï\89® */\r
+#define STORE_WEAPON 2 /*!< \93X\95Ü\82Ì\8eí\97Þ: \95\90\8aí\89® */\r
+#define STORE_TEMPLE 3 /*!< \93X\95Ü\82Ì\8eí\97Þ: \8e\9b\89@ */\r
+#define STORE_ALCHEMIST 4 /*!< \93X\95Ü\82Ì\8eí\97Þ: \98B\8bà\8fp\82Ì\93X */\r
+#define STORE_MAGIC 5 /*!< \93X\95Ü\82Ì\8eí\97Þ: \96\82\93¹\8bï\89® */\r
+#define STORE_BLACK 6 /*!< \93X\95Ü\82Ì\8eí\97Þ: \83u\83\89\83b\83N\81E\83}\81[\83P\83b\83g */\r
+#define STORE_HOME 7 /*!< \93X\95Ü\82Ì\8eí\97Þ: \89ä\82ª\89Æ */\r
+#define STORE_BOOK 8 /*!< \93X\95Ü\82Ì\8eí\97Þ: \8f\91\93X */\r
+#define STORE_MUSEUM 9 /*!< \93X\95Ü\82Ì\8eí\97Þ: \94\8e\95¨\8aÙ */\r
+#define MAX_STORES 10 /*!< store.c\97p\82Ì\93X\95Ü\82Ì\8eí\97Þ\8dÅ\91å\90\94 / Total number of stores (see "store.c", etc) */\r
+\r
+#define MAX_OWNERS 32 /*!< \8ae\93X\95Ü\96\88\82Ì\93X\8eå\92è\8b`\8dÅ\91å\90\94 / Total number of owners per store (see "store.c", etc) */\r
+\r
+ /*\r
+ * Store constants\r
+ */\r
+#define STORE_INVEN_MAX 24 /* Max number of discrete objs in inven */\r
+#define STORE_CHOICES 48 /* Number of items to choose stock from */\r
+#define STORE_OBJ_LEVEL 5 /* Magic Level for normal stores */\r
+#define STORE_TURNOVER 9 /* Normal shop turnover, per day */\r
+#define STORE_MIN_KEEP 6 /* Min slots to "always" keep full */\r
+#define STORE_MAX_KEEP 18 /* Max slots to "always" keep full */\r
+#define STORE_SHUFFLE 21 /* 1/Chance (per day) of an owner changing */\r
+#define STORE_TICKS 1000 /* Number of ticks between turnovers */\r
+\r
/* store.c */\r
extern bool combine_and_reorder_home(int store_num);\r
extern void do_cmd_store(void);\r
extern void store_maint(int town_num, int store_num);\r
extern void store_init(int town_num, int store_num);\r
extern void move_to_black_market(object_type * o_ptr);\r
+\r
+extern const owner_type owners[MAX_STORES][MAX_OWNERS];\r
+\r
+extern byte store_table[MAX_STORES][STORE_CHOICES][2];\r
+\r
+\r
+\r