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."
914 #define MAX_COMMENT_3B 12
916 static concptr comment_3b[MAX_COMMENT_3B] =
919 "本音を言うと $%s でいいんだろ?",
921 " $%s ぐらいなら出してもいいが。",
922 " $%s 以上払うなんて考えられないね。",
923 "まあ落ちついて。 $%s でどうだい?",
924 "そのガラクタなら $%s で引き取るよ。",
925 "それじゃ高すぎる! $%s がいいとこだろ。",
926 "どうせいらないんだろ! $%s でいいだろ?",
927 "だめだめ! $%s がずっとお似合いだよ。",
928 "バカにしている! $%s がせいぜいだ。",
929 " $%s なら嬉しいところだがなあ。",
930 " $%s 、それ以上はビタ一文出さないよ!"
932 "Perhaps %s gold pieces?",
933 "How about %s gold pieces?",
934 "I will pay no more than %s gold pieces.",
935 "I can afford no more than %s gold pieces.",
936 "Be reasonable. How about %s gold pieces?",
937 "I'll buy it as scrap for %s gold pieces.",
938 "That is too much! How about %s gold pieces?",
939 "That looks war surplus! Say %s gold pieces?",
940 "Never! %s is more like it.",
941 "That's an insult! %s is more like it.",
942 "%s gold pieces and be thankful for it!",
943 "%s gold pieces and not a copper more!"
949 /*! ブラックマーケット用追加メッセージ(買い取り) */
950 static concptr comment_3b_B[MAX_COMMENT_3B] = {
951 " $%s ってところだね。そのどうしようもないガラクタは。",
952 "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。",
953 "俺の優しさに甘えるのもいい加減にしておけ。 $%s だ。",
954 "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。",
955 "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。",
956 " $%s だ。別に俺はそんなガラクタ欲しくはないんだから。",
957 "俺の鑑定額が気に入らないのか? $%s 、嫌なら帰りな。",
958 " $%s で引き取ってやるよ。喜んで受け取りな、貧乏人。",
959 "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。",
960 "そんなに金が欲しいのか、あんた? $%s で満足できんのか?",
961 "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。",
962 "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。"
965 #define MAX_COMMENT_4A 4
967 static concptr comment_4a[MAX_COMMENT_4A] =
970 "もうたくさんだ!何度も私をわずらわせないでくれ!",
971 "うがー!一日の我慢の限度を超えている!",
972 "もういい!時間の無駄以外のなにものでもない!",
973 "もうやってられないよ!顔も見たくない!"
975 "Enough! You have abused me once too often!",
976 "Arghhh! I have had enough abuse for one day!",
977 "That does it! You shall waste my time no more!",
978 "This is getting nowhere! I'm going to Londis!"
984 /*! ブラックマーケット用追加メッセージ(怒りの頂点) */
985 static concptr comment_4a_B[MAX_COMMENT_4A] = {
986 "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!",
987 "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!",
988 "ふざけてるのか!冷やかしなら相手を見てからにしろ!",
989 "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!"
992 #define MAX_COMMENT_4B 4
994 static concptr comment_4b[MAX_COMMENT_4B] =
1003 "Get out of my sight!",
1004 "Begone, you scoundrel!",
1011 /*! ブラックマーケット用追加メッセージ(追い出し) */
1012 static concptr comment_4b_B[MAX_COMMENT_4B] = {
1019 #define MAX_COMMENT_5 8
1021 static concptr comment_5[MAX_COMMENT_5] =
1035 "You will have to do better than that!",
1036 "Do you wish to do business or not?",
1037 "You've got to be kidding!",
1038 "You'd better be kidding!",
1039 "You try my patience.",
1040 "Hmmm, nice weather we're having."
1046 /*! ブラックマーケット用追加メッセージ(怒り) */
1047 static concptr comment_5_B[MAX_COMMENT_5] = {
1058 #define MAX_COMMENT_6 4
1060 static concptr comment_6[MAX_COMMENT_6] =
1068 "I must have heard you wrong.",
1069 "I'm sorry, I missed that.",
1070 "I'm sorry, what was that?",
1071 "Sorry, what was that again?"
1076 /*** Initialize others ***/
1079 * 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.
1081 byte store_table[MAX_STORES][STORE_CHOICES][2] =
1086 { TV_FOOD, SV_FOOD_RATION },
1087 { TV_FOOD, SV_FOOD_RATION },
1088 { TV_FOOD, SV_FOOD_RATION },
1089 { TV_FOOD, SV_FOOD_RATION },
1091 { TV_FOOD, SV_FOOD_RATION },
1092 { TV_FOOD, SV_FOOD_BISCUIT },
1093 { TV_FOOD, SV_FOOD_JERKY },
1094 { TV_FOOD, SV_FOOD_JERKY },
1096 { TV_FOOD, SV_FOOD_PINT_OF_WINE },
1097 { TV_FOOD, SV_FOOD_PINT_OF_ALE },
1098 { TV_LITE, SV_LITE_TORCH },
1099 { TV_LITE, SV_LITE_TORCH },
1101 { TV_LITE, SV_LITE_TORCH },
1102 { TV_LITE, SV_LITE_TORCH },
1103 { TV_LITE, SV_LITE_LANTERN },
1104 { TV_LITE, SV_LITE_LANTERN },
1116 { TV_SHOT, SV_AMMO_NORMAL },
1117 { TV_ARROW, SV_AMMO_NORMAL },
1118 { TV_BOLT, SV_AMMO_NORMAL },
1119 { TV_DIGGING, SV_SHOVEL },
1121 { TV_DIGGING, SV_PICK },
1122 { TV_CLOAK, SV_CLOAK },
1123 { TV_CLOAK, SV_CLOAK },
1124 { TV_CLOAK, SV_FUR_CLOAK },
1126 { TV_FOOD, SV_FOOD_RATION },
1127 { TV_FOOD, SV_FOOD_RATION },
1128 { TV_FOOD, SV_FOOD_RATION },
1129 { TV_FOOD, SV_FOOD_RATION },
1131 { TV_POTION, SV_POTION_WATER },
1132 { TV_POTION, SV_POTION_WATER },
1133 { TV_LITE, SV_LITE_LANTERN },
1134 { TV_LITE, SV_LITE_LANTERN },
1136 { TV_FOOD, SV_FOOD_WAYBREAD },
1137 { TV_FOOD, SV_FOOD_WAYBREAD },
1141 { TV_SHOT, SV_AMMO_NORMAL },
1142 { TV_ARROW, SV_AMMO_NORMAL },
1143 { TV_BOLT, SV_AMMO_NORMAL },
1144 { TV_DIGGING, SV_SHOVEL }
1150 { TV_BOOTS, SV_PAIR_OF_SOFT_LEATHER_BOOTS },
1151 { TV_BOOTS, SV_PAIR_OF_SOFT_LEATHER_BOOTS },
1152 { TV_BOOTS, SV_PAIR_OF_HARD_LEATHER_BOOTS },
1153 { TV_BOOTS, SV_PAIR_OF_HARD_LEATHER_BOOTS },
1155 { TV_HELM, SV_HARD_LEATHER_CAP },
1156 { TV_HELM, SV_HARD_LEATHER_CAP },
1157 { TV_HELM, SV_METAL_CAP },
1158 { TV_HELM, SV_IRON_HELM },
1160 { TV_SOFT_ARMOR, SV_ROBE },
1161 { TV_SOFT_ARMOR, SV_ROBE },
1162 { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR },
1163 { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR },
1165 { TV_SOFT_ARMOR, SV_HARD_LEATHER_ARMOR },
1166 { TV_SOFT_ARMOR, SV_HARD_LEATHER_ARMOR },
1167 { TV_SOFT_ARMOR, SV_HARD_STUDDED_LEATHER },
1168 { TV_SOFT_ARMOR, SV_HARD_STUDDED_LEATHER },
1170 { TV_SOFT_ARMOR, SV_RHINO_HIDE_ARMOR },
1171 { TV_SOFT_ARMOR, SV_LEATHER_SCALE_MAIL },
1172 { TV_HARD_ARMOR, SV_METAL_SCALE_MAIL },
1173 { TV_HARD_ARMOR, SV_CHAIN_MAIL },
1175 { TV_HARD_ARMOR, SV_DOUBLE_RING_MAIL },
1176 { TV_HARD_ARMOR, SV_AUGMENTED_CHAIN_MAIL },
1177 { TV_HARD_ARMOR, SV_BAR_CHAIN_MAIL },
1178 { TV_HARD_ARMOR, SV_DOUBLE_CHAIN_MAIL },
1180 { TV_HARD_ARMOR, SV_METAL_BRIGANDINE_ARMOUR },
1181 { TV_HARD_ARMOR, SV_SPLINT_MAIL },
1182 { TV_GLOVES, SV_SET_OF_LEATHER_GLOVES },
1183 { TV_GLOVES, SV_SET_OF_LEATHER_GLOVES },
1185 { TV_GLOVES, SV_SET_OF_GAUNTLETS },
1186 { TV_SHIELD, SV_SMALL_LEATHER_SHIELD },
1187 { TV_SHIELD, SV_LARGE_LEATHER_SHIELD },
1188 { TV_SHIELD, SV_SMALL_METAL_SHIELD },
1190 { TV_BOOTS, SV_PAIR_OF_HARD_LEATHER_BOOTS },
1191 { TV_BOOTS, SV_PAIR_OF_HARD_LEATHER_BOOTS },
1192 { TV_HELM, SV_HARD_LEATHER_CAP },
1193 { TV_HELM, SV_HARD_LEATHER_CAP },
1195 { TV_SOFT_ARMOR, SV_ROBE },
1196 { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR },
1197 { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR },
1198 { TV_SOFT_ARMOR, SV_HARD_LEATHER_ARMOR },
1200 { TV_SOFT_ARMOR, SV_LEATHER_JACK },
1201 { TV_HARD_ARMOR, SV_METAL_SCALE_MAIL },
1202 { TV_HARD_ARMOR, SV_CHAIN_MAIL },
1203 { TV_HARD_ARMOR, SV_CHAIN_MAIL },
1205 { TV_GLOVES, SV_SET_OF_LEATHER_GLOVES },
1206 { TV_GLOVES, SV_SET_OF_GAUNTLETS },
1207 { TV_SHIELD, SV_SMALL_LEATHER_SHIELD },
1208 { TV_SHIELD, SV_SMALL_LEATHER_SHIELD }
1214 { TV_SWORD, SV_DAGGER },
1215 { TV_SWORD, SV_MAIN_GAUCHE },
1216 { TV_SWORD, SV_RAPIER },
1217 { TV_SWORD, SV_SMALL_SWORD },
1219 { TV_SWORD, SV_SHORT_SWORD },
1220 { TV_SWORD, SV_SABRE },
1221 { TV_SWORD, SV_CUTLASS },
1222 { TV_SWORD, SV_TULWAR },
1224 { TV_SWORD, SV_BROAD_SWORD },
1225 { TV_SWORD, SV_LONG_SWORD },
1226 { TV_SWORD, SV_SCIMITAR },
1227 { TV_SWORD, SV_KATANA },
1229 { TV_SWORD, SV_BASTARD_SWORD },
1230 { TV_POLEARM, SV_SPEAR },
1231 { TV_POLEARM, SV_AWL_PIKE },
1232 { TV_POLEARM, SV_TRIDENT },
1234 { TV_POLEARM, SV_PIKE },
1235 { TV_POLEARM, SV_BEAKED_AXE },
1236 { TV_POLEARM, SV_BROAD_AXE },
1237 { TV_POLEARM, SV_LANCE },
1239 { TV_POLEARM, SV_BATTLE_AXE },
1240 { TV_POLEARM, SV_HATCHET },
1241 { TV_BOW, SV_SLING },
1242 { TV_BOW, SV_SHORT_BOW },
1244 { TV_BOW, SV_LIGHT_XBOW },
1245 { TV_SHOT, SV_AMMO_NORMAL },
1246 { TV_SHOT, SV_AMMO_NORMAL },
1247 { TV_ARROW, SV_AMMO_NORMAL },
1249 { TV_ARROW, SV_AMMO_NORMAL },
1250 { TV_BOLT, SV_AMMO_NORMAL },
1251 { TV_BOLT, SV_AMMO_NORMAL },
1252 { TV_BOW, SV_LIGHT_XBOW },
1254 { TV_ARROW, SV_AMMO_NORMAL },
1255 { TV_BOLT, SV_AMMO_NORMAL },
1256 { TV_BOW, SV_SHORT_BOW },
1257 { TV_BOW, SV_LIGHT_XBOW },
1259 { TV_SWORD, SV_DAGGER },
1260 { TV_SWORD, SV_TANTO },
1261 { TV_SWORD, SV_RAPIER },
1262 { TV_SWORD, SV_SMALL_SWORD },
1264 { TV_SWORD, SV_SHORT_SWORD },
1265 { TV_SWORD, SV_LONG_SWORD },
1266 { TV_SWORD, SV_SCIMITAR },
1267 { TV_SWORD, SV_BROAD_SWORD },
1269 { TV_HISSATSU_BOOK, 0 },
1270 { TV_HISSATSU_BOOK, 0 },
1271 { TV_HISSATSU_BOOK, 1 },
1272 { TV_HISSATSU_BOOK, 1 },
1278 { TV_HAFTED, SV_NUNCHAKU },
1279 { TV_HAFTED, SV_QUARTERSTAFF },
1280 { TV_HAFTED, SV_MACE },
1281 { TV_HAFTED, SV_BO_STAFF },
1283 { TV_HAFTED, SV_WAR_HAMMER },
1284 { TV_HAFTED, SV_WAR_HAMMER },
1285 { TV_HAFTED, SV_MORNING_STAR },
1286 { TV_HAFTED, SV_FLAIL },
1288 { TV_HAFTED, SV_LEAD_FILLED_MACE },
1289 { TV_SCROLL, SV_SCROLL_REMOVE_CURSE },
1290 { TV_SCROLL, SV_SCROLL_BLESSING },
1291 { TV_SCROLL, SV_SCROLL_HOLY_CHANT },
1293 { TV_POTION, SV_POTION_HEROISM },
1294 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1295 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1296 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1298 { TV_POTION, SV_POTION_CURE_LIGHT },
1299 { TV_POTION, SV_POTION_CURE_SERIOUS },
1300 { TV_POTION, SV_POTION_CURE_SERIOUS },
1301 { TV_POTION, SV_POTION_CURE_CRITICAL },
1303 { TV_POTION, SV_POTION_CURE_CRITICAL },
1304 { TV_POTION, SV_POTION_RESTORE_EXP },
1305 { TV_POTION, SV_POTION_RESTORE_EXP },
1306 { TV_POTION, SV_POTION_RESTORE_EXP },
1308 { TV_LIFE_BOOK, 0 },
1309 { TV_LIFE_BOOK, 0 },
1310 { TV_LIFE_BOOK, 1 },
1311 { TV_LIFE_BOOK, 1 },
1313 { TV_CRUSADE_BOOK, 0 },
1314 { TV_CRUSADE_BOOK, 0 },
1315 { TV_CRUSADE_BOOK, 1 },
1316 { TV_CRUSADE_BOOK, 1 },
1318 { TV_HAFTED, SV_WHIP },
1319 { TV_HAFTED, SV_MACE },
1320 { TV_HAFTED, SV_BALL_AND_CHAIN },
1321 { TV_HAFTED, SV_WAR_HAMMER },
1323 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1324 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1325 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1326 { TV_POTION, SV_POTION_CURE_CRITICAL },
1328 { TV_POTION, SV_POTION_CURE_CRITICAL },
1329 { TV_POTION, SV_POTION_RESTORE_EXP },
1332 { TV_STATUE, SV_ANY },
1334 { TV_SCROLL, SV_SCROLL_REMOVE_CURSE },
1335 { TV_SCROLL, SV_SCROLL_REMOVE_CURSE },
1336 { TV_SCROLL, SV_SCROLL_STAR_REMOVE_CURSE },
1337 { TV_SCROLL, SV_SCROLL_STAR_REMOVE_CURSE }
1343 { TV_SCROLL, SV_SCROLL_ENCHANT_WEAPON_TO_HIT },
1344 { TV_SCROLL, SV_SCROLL_ENCHANT_WEAPON_TO_DAM },
1345 { TV_SCROLL, SV_SCROLL_ENCHANT_ARMOR },
1346 { TV_SCROLL, SV_SCROLL_IDENTIFY },
1348 { TV_SCROLL, SV_SCROLL_IDENTIFY },
1349 { TV_SCROLL, SV_SCROLL_IDENTIFY },
1350 { TV_SCROLL, SV_SCROLL_IDENTIFY },
1351 { TV_SCROLL, SV_SCROLL_LIGHT },
1353 { TV_SCROLL, SV_SCROLL_PHASE_DOOR },
1354 { TV_SCROLL, SV_SCROLL_PHASE_DOOR },
1355 { TV_SCROLL, SV_SCROLL_TELEPORT },
1356 { TV_SCROLL, SV_SCROLL_MONSTER_CONFUSION },
1358 { TV_SCROLL, SV_SCROLL_MAPPING },
1359 { TV_SCROLL, SV_SCROLL_DETECT_GOLD },
1360 { TV_SCROLL, SV_SCROLL_DETECT_ITEM },
1361 { TV_SCROLL, SV_SCROLL_DETECT_TRAP },
1363 { TV_SCROLL, SV_SCROLL_DETECT_INVIS },
1364 { TV_SCROLL, SV_SCROLL_RECHARGING },
1365 { TV_SCROLL, SV_SCROLL_TELEPORT },
1366 { 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_WORD_OF_RECALL },
1371 { TV_SCROLL, SV_SCROLL_TELEPORT },
1373 { TV_SCROLL, SV_SCROLL_TELEPORT },
1374 { TV_POTION, SV_POTION_RES_STR },
1375 { TV_POTION, SV_POTION_RES_INT },
1376 { TV_POTION, SV_POTION_RES_WIS },
1378 { TV_POTION, SV_POTION_RES_DEX },
1379 { TV_POTION, SV_POTION_RES_CON },
1380 { TV_POTION, SV_POTION_RES_CHR },
1381 { TV_SCROLL, SV_SCROLL_IDENTIFY },
1383 { TV_SCROLL, SV_SCROLL_IDENTIFY },
1384 { TV_SCROLL, SV_SCROLL_STAR_IDENTIFY }, /* Yep, occasionally! */
1385 { TV_SCROLL, SV_SCROLL_STAR_IDENTIFY },
1386 { TV_SCROLL, SV_SCROLL_LIGHT },
1388 { TV_POTION, SV_POTION_RES_STR },
1389 { TV_POTION, SV_POTION_RES_INT },
1390 { TV_POTION, SV_POTION_RES_WIS },
1391 { TV_POTION, SV_POTION_RES_DEX },
1393 { TV_POTION, SV_POTION_RES_CON },
1394 { TV_POTION, SV_POTION_RES_CHR },
1395 { TV_SCROLL, SV_SCROLL_ENCHANT_ARMOR },
1396 { TV_SCROLL, SV_SCROLL_ENCHANT_ARMOR },
1398 { TV_SCROLL, SV_SCROLL_RECHARGING },
1399 { TV_SCROLL, SV_SCROLL_PHASE_DOOR },
1400 { TV_SCROLL, SV_SCROLL_ENCHANT_WEAPON_TO_HIT },
1401 { TV_SCROLL, SV_SCROLL_ENCHANT_WEAPON_TO_DAM },
1406 /* Magic-User store */
1408 { TV_RING, SV_RING_PROTECTION },
1409 { TV_RING, SV_RING_LEVITATION_FALL },
1410 { TV_RING, SV_RING_PROTECTION },
1411 { TV_RING, SV_RING_RESIST_FIRE },
1413 { TV_RING, SV_RING_RESIST_COLD },
1414 { TV_AMULET, SV_AMULET_CHARISMA },
1415 { TV_RING, SV_RING_WARNING },
1416 { TV_AMULET, SV_AMULET_RESIST_ACID },
1418 { TV_AMULET, SV_AMULET_SEARCHING },
1419 { TV_WAND, SV_WAND_SLOW_MONSTER },
1420 { TV_WAND, SV_WAND_CONFUSE_MONSTER },
1421 { TV_WAND, SV_WAND_SLEEP_MONSTER },
1423 { TV_WAND, SV_WAND_MAGIC_MISSILE },
1424 { TV_WAND, SV_WAND_STINKING_CLOUD },
1425 { TV_WAND, SV_WAND_WONDER },
1426 { TV_WAND, SV_WAND_DISARMING },
1428 { TV_STAFF, SV_STAFF_LITE },
1429 { TV_STAFF, SV_STAFF_MAPPING },
1430 { TV_STAFF, SV_STAFF_DETECT_TRAP },
1431 { TV_STAFF, SV_STAFF_DETECT_DOOR },
1433 { TV_STAFF, SV_STAFF_DETECT_GOLD },
1434 { TV_STAFF, SV_STAFF_DETECT_ITEM },
1435 { TV_STAFF, SV_STAFF_DETECT_INVIS },
1436 { TV_STAFF, SV_STAFF_DETECT_EVIL },
1438 { TV_STAFF, SV_STAFF_TELEPORTATION },
1439 { TV_STAFF, SV_STAFF_TELEPORTATION },
1440 { TV_STAFF, SV_STAFF_TELEPORTATION },
1441 { TV_STAFF, SV_STAFF_TELEPORTATION },
1443 { TV_STAFF, SV_STAFF_IDENTIFY },
1444 { TV_STAFF, SV_STAFF_IDENTIFY },
1445 { TV_STAFF, SV_STAFF_IDENTIFY },
1447 { TV_STAFF, SV_STAFF_IDENTIFY },
1448 { TV_STAFF, SV_STAFF_REMOVE_CURSE },
1449 { TV_STAFF, SV_STAFF_CURE_LIGHT },
1450 { TV_STAFF, SV_STAFF_PROBING },
1454 { TV_SORCERY_BOOK, 0 },
1455 { TV_SORCERY_BOOK, 0 },
1456 { TV_SORCERY_BOOK, 1 },
1457 { TV_SORCERY_BOOK, 1 },
1459 { TV_ARCANE_BOOK, 0 },
1460 { TV_ARCANE_BOOK, 0 },
1461 { TV_ARCANE_BOOK, 1 },
1462 { TV_ARCANE_BOOK, 1 },
1464 { TV_ARCANE_BOOK, 2 },
1465 { TV_ARCANE_BOOK, 2 },
1466 { TV_ARCANE_BOOK, 3 },
1467 { TV_ARCANE_BOOK, 3 },
1472 /* Black Market (unused) */
1545 { TV_SORCERY_BOOK, 0 },
1546 { TV_SORCERY_BOOK, 0 },
1547 { TV_SORCERY_BOOK, 1 },
1548 { TV_SORCERY_BOOK, 1 },
1550 { TV_NATURE_BOOK, 0 },
1551 { TV_NATURE_BOOK, 0 },
1552 { TV_NATURE_BOOK, 1 },
1553 { TV_NATURE_BOOK, 1 },
1555 { TV_CHAOS_BOOK, 0 },
1556 { TV_CHAOS_BOOK, 0 },
1557 { TV_CHAOS_BOOK, 1 },
1558 { TV_CHAOS_BOOK, 1 },
1560 { TV_DEATH_BOOK, 0 },
1561 { TV_DEATH_BOOK, 0 },
1562 { TV_DEATH_BOOK, 1 },
1563 { TV_DEATH_BOOK, 1 },
1565 { TV_TRUMP_BOOK, 0 }, /* +16 */
1566 { TV_TRUMP_BOOK, 0 },
1567 { TV_TRUMP_BOOK, 1 },
1568 { TV_TRUMP_BOOK, 1 },
1570 { TV_ARCANE_BOOK, 0 },
1571 { TV_ARCANE_BOOK, 1 },
1572 { TV_ARCANE_BOOK, 2 },
1573 { TV_ARCANE_BOOK, 3 },
1575 { TV_CRAFT_BOOK, 0 },
1576 { TV_CRAFT_BOOK, 0 },
1577 { TV_CRAFT_BOOK, 1 },
1578 { TV_CRAFT_BOOK, 1 },
1580 { TV_DAEMON_BOOK, 0 },
1581 { TV_DAEMON_BOOK, 0 },
1582 { TV_DAEMON_BOOK, 1 },
1583 { TV_DAEMON_BOOK, 1 },
1585 { TV_MUSIC_BOOK, 0 },
1586 { TV_MUSIC_BOOK, 0 },
1587 { TV_MUSIC_BOOK, 1 },
1588 { TV_MUSIC_BOOK, 1 },
1597 /* Museum (unused) */
1636 * @brief 取引成功時の店主のメッセージ処理 /
1637 * Successful haggle.
1640 static void say_comment_1(void)
1643 /* ブラックマーケットのときは別のメッセージを出す */
1644 if ( cur_store_num == STORE_BLACK ) {
1645 msg_print(comment_1_B[randint0(MAX_COMMENT_1)]);
1648 msg_print(comment_1[randint0(MAX_COMMENT_1)]);
1651 msg_print(comment_1[randint0(MAX_COMMENT_1)]);
1655 if (one_in_(RUMOR_CHANCE))
1658 msg_print("店主は耳うちした:");
1660 msg_print("The shopkeeper whispers something into your ear:");
1662 display_rumor(TRUE);
1668 * @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 /
1669 * Continue haggling (player is buying)
1670 * @param value 店主の提示価格
1671 * @param annoyed 店主のいらつき度
1674 static void say_comment_2(PRICE value, int annoyed)
1678 /* Prepare a string to insert */
1679 sprintf(tmp_val, "%ld", (long)value);
1684 /* Formatted message */
1685 msg_format(comment_2a[randint0(MAX_COMMENT_2A)], tmp_val);
1691 /* Formatted message */
1693 /* ブラックマーケットの時は別のメッセージを出す */
1694 if ( cur_store_num == STORE_BLACK ){
1695 msg_format(comment_2b_B[randint0(MAX_COMMENT_2B)], tmp_val);
1698 msg_format(comment_2b[randint0(MAX_COMMENT_2B)], tmp_val);
1701 msg_format(comment_2b[randint0(MAX_COMMENT_2B)], tmp_val);
1709 * @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 /
1710 * Continue haggling (player is selling)
1711 * @param value 店主の提示価格
1712 * @param annoyed 店主のいらつき度
1715 static void say_comment_3(PRICE value, int annoyed)
1719 /* Prepare a string to insert */
1720 sprintf(tmp_val, "%ld", (long)value);
1725 /* Formatted message */
1726 msg_format(comment_3a[randint0(MAX_COMMENT_3A)], tmp_val);
1732 /* Formatted message */
1734 /* ブラックマーケットの時は別のメッセージを出す */
1735 if ( cur_store_num == STORE_BLACK ){
1736 msg_format(comment_3b_B[randint0(MAX_COMMENT_3B)], tmp_val);
1739 msg_format(comment_3b[randint0(MAX_COMMENT_3B)], tmp_val);
1742 msg_format(comment_3b[randint0(MAX_COMMENT_3B)], tmp_val);
1750 * @brief 店主がプレイヤーを追い出す時のメッセージ処理 /
1751 * Kick 'da bum out. -RAK-
1754 static void say_comment_4(void)
1757 /* ブラックマーケットの時は別のメッセージを出す */
1758 if ( cur_store_num == STORE_BLACK ){
1759 msg_print(comment_4a_B[randint0(MAX_COMMENT_4A)]);
1760 msg_print(comment_4b_B[randint0(MAX_COMMENT_4B)]);
1763 msg_print(comment_4a[randint0(MAX_COMMENT_4A)]);
1764 msg_print(comment_4b[randint0(MAX_COMMENT_4B)]);
1767 msg_print(comment_4a[randint0(MAX_COMMENT_4A)]);
1768 msg_print(comment_4b[randint0(MAX_COMMENT_4B)]);
1775 * @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 /
1776 * You are insulting me
1779 static void say_comment_5(void)
1782 /* ブラックマーケットの時は別のメッセージを出す */
1783 if ( cur_store_num == STORE_BLACK ){
1784 msg_print(comment_5_B[randint0(MAX_COMMENT_5)]);
1787 msg_print(comment_5[randint0(MAX_COMMENT_5)]);
1790 msg_print(comment_5[randint0(MAX_COMMENT_5)]);
1797 * @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 /
1798 * That makes no sense.
1801 static void say_comment_6(void)
1803 msg_print(comment_6[randint0(MAX_COMMENT_6)]);
1807 #define MAX_COMMENT_7A 4
1809 static concptr comment_7a[MAX_COMMENT_7A] =
1814 "誰かがむせび泣く声が聞こえる...。",
1819 "You hear someone sobbing...",
1820 "The shopkeeper howls in agony!"
1825 #define MAX_COMMENT_7B 4
1827 static concptr comment_7b[MAX_COMMENT_7B] =
1837 "The shopkeeper curses at you.",
1838 "The shopkeeper glares at you."
1843 #define MAX_COMMENT_7C 4
1845 static concptr comment_7c[MAX_COMMENT_7C] =
1854 "You've made my day!",
1855 "The shopkeeper giggles.",
1856 "The shopkeeper laughs loudly."
1861 #define MAX_COMMENT_7D 4
1863 static concptr comment_7d[MAX_COMMENT_7D] =
1867 "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。",
1872 "I think I'll retire!",
1873 "The shopkeeper jumps for joy.",
1874 "The shopkeeper smiles gleefully."
1881 * @brief 店主が交渉を終えた際の反応を返す処理 /
1882 * Let a shop-keeper React to a purchase
1883 * @param price アイテムの取引額
1884 * @param value アイテムの実際価値
1885 * @param guess 店主が当初予想していた価値
1888 * We paid "price", it was worth "value", and we thought it was worth "guess"
1890 static void purchase_analyze(PRICE price, PRICE value, PRICE guess)
1892 /* Item was worthless, but we bought it */
1893 if ((value <= 0) && (price > value))
1895 msg_print(comment_7a[randint0(MAX_COMMENT_7A)]);
1896 chg_virtue(p_ptr, V_HONOUR, -1);
1897 chg_virtue(p_ptr, V_JUSTICE, -1);
1898 sound(SOUND_STORE1);
1901 /* Item was cheaper than we thought, and we paid more than necessary */
1902 else if ((value < guess) && (price > value))
1904 msg_print(comment_7b[randint0(MAX_COMMENT_7B)]);
1905 chg_virtue(p_ptr, V_JUSTICE, -1);
1906 if (one_in_(4)) chg_virtue(p_ptr, V_HONOUR, -1);
1907 sound(SOUND_STORE2);
1910 /* Item was a good bargain, and we got away with it */
1911 else if ((value > guess) && (value < (4 * guess)) && (price < value))
1913 msg_print(comment_7c[randint0(MAX_COMMENT_7C)]);
1914 if (one_in_(4)) chg_virtue(p_ptr, V_HONOUR, -1);
1915 else if (one_in_(4)) chg_virtue(p_ptr, V_HONOUR, 1);
1916 sound(SOUND_STORE3);
1919 /* Item was a great bargain, and we got away with it */
1920 else if ((value > guess) && (price < value))
1922 msg_print(comment_7d[randint0(MAX_COMMENT_7D)]);
1923 if (one_in_(2)) chg_virtue(p_ptr, V_HONOUR, -1);
1924 if (one_in_(4)) chg_virtue(p_ptr, V_HONOUR, 1);
1925 if (10 * price < value) chg_virtue(p_ptr, V_SACRIFICE, 1);
1926 sound(SOUND_STORE4);
1933 * We store the current "store feat" here so everyone can access it
1935 static int cur_store_feat;
1939 * Buying and selling adjustments for race combinations.
1940 * Entry[owner][player] gives the basic "cost inflation".
1942 static byte rgold_adj[MAX_RACES][MAX_RACES] =
1944 /*Hum, HfE, Elf, Hal, Gno, Dwa, HfO, HfT, Dun, HiE, Barbarian,
1945 HfOg, HGn, HTn, Cyc, Yek, Klc, Kbd, Nbl, DkE, Drc, Mind Flayer,
1946 Imp, Glm, Skl, Zombie, Vampire, Spectre, Fairy, Beastman, Ent,
1947 Angel, Demon, Kutar, Android, Merfolk */
1950 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
1951 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
1952 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
1953 100, 120, 110, 105, 110 },
1956 { 110, 100, 100, 105, 110, 120, 125, 130, 110, 100, 110,
1957 120, 115, 108, 115, 110, 110, 120, 120, 115, 115, 110,
1958 120, 110, 110, 110, 120, 110, 100, 125, 100, 95, 140,
1959 110, 115, 110, 110, 110 },
1962 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
1963 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
1964 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
1965 110, 110, 105, 110, 110 },
1968 { 115, 110, 105, 95, 105, 110, 115, 130, 115, 105, 115,
1969 125, 120, 120, 125, 115, 110, 120, 120, 120, 115, 115,
1970 120, 110, 120, 120, 130, 110, 110, 130, 110, 95, 140,
1971 115, 120, 105, 115, 105 },
1974 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
1975 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
1976 120, 101, 110, 110, 120, 120, 115, 130, 115, 95, 140,
1977 115, 110, 110, 115, 110 },
1980 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
1981 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
1982 120, 105, 115, 115, 115, 115, 120, 130, 120, 95, 140,
1983 115, 110, 115, 115, 120 },
1986 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
1987 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
1988 115, 125, 120, 120, 115, 120, 125, 115, 125, 95, 140,
1989 115, 110, 115, 115, 125 },
1992 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
1993 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
1994 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
1995 110, 110, 115, 110, 130 },
1998 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
1999 120, 120, 105, 120, 115, 105, 115, 120, 110, 105, 105,
2000 120, 105, 120, 120, 125, 120, 105, 135, 105, 95, 140,
2001 100, 110, 110, 100, 110 },
2004 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
2005 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
2006 125, 115, 120, 120, 125, 120, 100, 125, 100, 95, 140,
2007 110, 110, 105, 110, 110 },
2009 /* Human / Barbarian (copied from human) */
2010 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
2011 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
2012 115, 105, 125, 125, 130, 125, 115, 120, 115, 95, 140,
2013 100, 120, 110, 100, 110 },
2015 /* Half-Ogre: theoretical, copied from half-troll */
2016 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
2017 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
2018 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
2019 110, 110, 115, 110, 120 },
2021 /* Half-Giant: theoretical, copied from half-troll */
2022 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
2023 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
2024 110, 115, 112, 112, 115, 112, 130, 120, 130, 95, 140,
2025 110, 110, 115, 110, 115 },
2027 /* Half-Titan: theoretical, copied from High_Elf */
2028 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
2029 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
2030 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
2031 110, 110, 115, 110, 108 },
2033 /* Cyclops: theoretical, copied from half-troll */
2034 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
2035 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
2036 110, 115, 112, 112, 115, 112, 130, 130, 130, 95, 140,
2037 110, 110, 115, 110, 115 },
2039 /* Yeek: theoretical, copied from Half-Orc */
2040 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
2041 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
2042 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
2043 115, 110, 115, 115, 110 },
2045 /* Klackon: theoretical, copied from Gnome */
2046 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
2047 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
2048 120, 101, 110, 110, 120, 120, 130, 130, 130, 95, 140,
2049 115, 110, 115, 115, 110 },
2051 /* Kobold: theoretical, copied from Half-Orc */
2052 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
2053 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
2054 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
2055 115, 110, 115, 115, 120 },
2057 /* Nibelung: theoretical, copied from Dwarf */
2058 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
2059 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
2060 120, 105, 115, 115, 120, 120, 130, 130, 130, 95, 140,
2061 115, 135, 115, 115, 120 },
2064 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
2065 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
2066 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
2067 110, 101, 115, 110, 115 },
2069 /* Draconian: theoretical, copied from High_Elf */
2070 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
2071 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
2072 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
2073 110, 110, 115, 110, 115 },
2075 /* Mind Flayer: theoretical, copied from High_Elf */
2076 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
2077 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
2078 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
2079 110, 110, 115, 110, 110 },
2081 /* Imp: theoretical, copied from High_Elf */
2082 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
2083 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
2084 125, 115, 120, 120, 120, 120, 130, 130, 130, 120, 120,
2085 110, 110, 115, 110, 120 },
2087 /* Golem: theoretical, copied from High_Elf */
2088 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
2089 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
2090 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
2091 110, 110, 115, 110, 110 },
2093 /* Skeleton: theoretical, copied from half-orc */
2094 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
2095 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
2096 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
2097 115, 110, 125, 115, 110 },
2099 /* Zombie: Theoretical, copied from half-orc */
2100 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
2101 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
2102 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
2103 115, 110, 125, 115, 110 },
2105 /* Vampire: Theoretical, copied from half-orc */
2106 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
2107 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
2108 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
2109 115, 110, 125, 115, 120 },
2111 /* Spectre: Theoretical, copied from half-orc */
2112 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
2113 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
2114 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
2115 115, 110, 125, 115, 110 },
2117 /* Sprite: Theoretical, copied from half-orc */
2118 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
2119 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
2120 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
2121 115, 110, 105, 115, 110 },
2123 /* Beastman: Theoretical, copied from half-orc */
2124 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
2125 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
2126 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
2127 115, 110, 115, 115, 125 },
2130 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
2131 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
2132 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
2133 110, 110, 105, 110, 110 },
2136 { 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
2137 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
2138 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 160,
2139 95, 95, 95, 95, 95 },
2142 { 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
2143 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
2144 140, 140, 140, 140, 140, 140, 140, 140, 140, 160, 120,
2145 140, 140, 140, 140, 140 },
2148 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
2149 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
2150 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
2151 100, 120, 110, 100, 110 },
2154 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
2155 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
2156 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
2157 110, 101, 115, 110, 115 },
2160 { 110, 110, 105, 105, 110, 115, 115, 115, 110, 105, 110,
2161 115, 115, 115, 115, 115, 115, 115, 115, 115, 115, 115,
2162 115, 115, 125, 125, 125, 125, 105, 115, 105, 95, 140,
2163 110, 115, 100, 110, 110 },
2166 { 105, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
2167 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
2168 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
2169 100, 120, 110, 100, 110 },
2172 { 110, 110, 110, 105, 110, 120, 125, 130, 110, 110, 110,
2173 120, 115, 108, 115, 110, 110, 120, 120, 115, 115, 110,
2174 120, 110, 110, 110, 120, 110, 110, 125, 110, 95, 140,
2175 110, 115, 110, 110, 100 },
2181 * @brief 店舗価格を決定する /
2182 * Determine the price of an item (qty one) in a store.
2183 * @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
2184 * @param greed 店主の強欲度
2185 * @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
2189 * This function takes into account the player's charisma, and the
2190 * shop-keepers friendliness, and the shop-keeper's base greed, but
2191 * never lets a shop-keeper lose money in a transaction.
2192 * The "greed" value should exceed 100 when the player is "buying" the
2193 * item, and should be less than 100 when the player is "selling" it.
2194 * Hack -- the black market always charges twice as much as it should.
2195 * Charisma adjustment runs from 80 to 130
2196 * Racial adjustment runs from 95 to 130
2197 * Since greed/charisma/racial adjustments are centered at 100, we need
2198 * to adjust (by 200) to extract a usable multiplier. Note that the
2199 * "greed" value is always something (?).
2202 static PRICE price_item(object_type *o_ptr, int greed, bool flip)
2208 /* Get the value of one of the items */
2209 price = object_value(o_ptr);
2211 /* Worthless items */
2212 if (price <= 0) return (0L);
2214 /* Compute the racial factor */
2215 factor = rgold_adj[ot_ptr->owner_race][p_ptr->prace];
2217 /* Add in the charisma factor */
2218 factor += adj_chr_gold[p_ptr->stat_ind[A_CHR]];
2221 /* Shop is buying */
2224 /* Adjust for greed */
2225 adjust = 100 + (300 - (greed + factor));
2227 /* Never get "silly" */
2228 if (adjust > 100) adjust = 100;
2230 /* Mega-Hack -- Black market sucks */
2231 if (cur_store_num == STORE_BLACK)
2234 /* Compute the final price (with rounding) */
2235 /* Hack -- prevent underflow */
2236 price = (price * adjust + 50L) / 100L;
2239 /* Shop is selling */
2242 /* Adjust for greed */
2243 adjust = 100 + ((greed + factor) - 300);
2245 /* Never get "silly" */
2246 if (adjust < 100) adjust = 100;
2248 /* Mega-Hack -- Black market sucks */
2249 if (cur_store_num == STORE_BLACK)
2252 /* Compute the final price (with rounding) */
2253 /* Hack -- prevent overflow */
2254 price = (s32b)(((u32b)price * (u32b)adjust + 50UL) / 100UL);
2257 /* Note -- Never become "free" */
2258 if (price <= 0L) return (1L);
2260 /* Return the price */
2266 * @brief 安価な消耗品の販売数を増やし、低確率で割引にする /
2267 * Certain "cheap" objects should be created in "piles"
2268 * @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
2272 * Some objects can be sold at a "discount" (in small piles)
2275 static void mass_produce(object_type *o_ptr)
2278 DISCOUNT_RATE discount = 0;
2280 PRICE cost = object_value(o_ptr);
2283 /* Analyze the type */
2284 switch (o_ptr->tval)
2286 /* Food, Flasks, and Lites */
2291 if (cost <= 5L) size += damroll(3, 5);
2292 if (cost <= 20L) size += damroll(3, 5);
2293 if (cost <= 50L) size += damroll(2, 2);
2300 if (cost <= 60L) size += damroll(3, 5);
2301 if (cost <= 240L) size += damroll(1, 5);
2302 if (o_ptr->sval == SV_SCROLL_STAR_IDENTIFY) size += damroll(3, 5);
2303 if (o_ptr->sval == SV_SCROLL_STAR_REMOVE_CURSE) size += damroll(1, 4);
2308 case TV_SORCERY_BOOK:
2309 case TV_NATURE_BOOK:
2313 case TV_ARCANE_BOOK:
2315 case TV_DAEMON_BOOK:
2316 case TV_CRUSADE_BOOK:
2318 case TV_HISSATSU_BOOK:
2321 if (cost <= 50L) size += damroll(2, 3);
2322 if (cost <= 500L) size += damroll(1, 3);
2340 if (object_is_artifact(o_ptr)) break;
2341 if (object_is_ego(o_ptr)) break;
2342 if (cost <= 10L) size += damroll(3, 5);
2343 if (cost <= 100L) size += damroll(3, 5);
2352 if (cost <= 5L) size += damroll(5, 5);
2353 if (cost <= 50L) size += damroll(5, 5);
2354 if (cost <= 500L) size += damroll(5, 5);
2360 if (cost <= 100L) size += damroll(2, 2);
2361 if (cost <= 1000L) size += damroll(2, 2);
2374 * Because many rods (and a few wands and staffs) are useful mainly
2375 * in quantity, the Black Market will occasionally have a bunch of
2382 if ((cur_store_num == STORE_BLACK) && one_in_(3))
2384 if (cost < 1601L) size += damroll(1, 5);
2385 else if (cost < 3201L) size += damroll(1, 3);
2392 /* Pick a discount */
2397 else if (one_in_(25))
2401 else if (one_in_(150))
2405 else if (one_in_(300))
2409 else if (one_in_(500))
2414 if (o_ptr->art_name)
2419 /* Save the discount */
2420 o_ptr->discount = discount;
2422 /* Save the total pile size */
2423 o_ptr->number = size - (size * discount / 100);
2425 /* Ensure that mass-produced rods and wands get the correct pvals. */
2426 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
2428 o_ptr->pval *= (PARAMETER_VALUE)o_ptr->number;
2435 * @brief 店舗に並べた品を同一品であるかどうか判定する /
2436 * Determine if a store item can "absorb" another item
2437 * @param o_ptr 判定するオブジェクト構造体の参照ポインタ1
2438 * @param j_ptr 判定するオブジェクト構造体の参照ポインタ2
2439 * @return 同一扱いできるならTRUEを返す
2442 * See "object_similar()" for the same function for the "player"
2445 static bool store_object_similar(object_type *o_ptr, object_type *j_ptr)
2449 /* Hack -- Identical items cannot be stacked */
2450 if (o_ptr == j_ptr) return (0);
2452 /* Different objects cannot be stacked */
2453 if (o_ptr->k_idx != j_ptr->k_idx) return (0);
2455 /* Different charges (etc) cannot be stacked, unless wands or rods. */
2456 if ((o_ptr->pval != j_ptr->pval) && (o_ptr->tval != TV_WAND) && (o_ptr->tval != TV_ROD)) return (0);
2458 /* Require many identical values */
2459 if (o_ptr->to_h != j_ptr->to_h) return (0);
2460 if (o_ptr->to_d != j_ptr->to_d) return (0);
2461 if (o_ptr->to_a != j_ptr->to_a) return (0);
2463 /* Require identical "ego-item" names */
2464 if (o_ptr->name2 != j_ptr->name2) return (0);
2466 /* Artifacts don't stack! */
2467 if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return (0);
2469 /* Hack -- Identical art_flags! */
2470 for (i = 0; i < TR_FLAG_SIZE; i++)
2471 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return (0);
2473 /* Hack -- Never stack "powerful" items */
2474 if (o_ptr->xtra1 || j_ptr->xtra1) return (0);
2476 /* Hack -- Never stack recharging items */
2477 if (o_ptr->timeout || j_ptr->timeout) return (0);
2479 /* Require many identical values */
2480 if (o_ptr->ac != j_ptr->ac) return (0);
2481 if (o_ptr->dd != j_ptr->dd) return (0);
2482 if (o_ptr->ds != j_ptr->ds) return (0);
2484 /* Hack -- Never stack chests */
2485 if (o_ptr->tval == TV_CHEST) return (0);
2486 if (o_ptr->tval == TV_STATUE) return (0);
2487 if (o_ptr->tval == TV_CAPTURE) return (0);
2489 /* Require matching discounts */
2490 if (o_ptr->discount != j_ptr->discount) return (0);
2492 /* They match, so they must be similar */
2498 * @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 /
2499 * Allow a store item to absorb another item
2500 * @param o_ptr 判定するオブジェクト構造体の参照ポインタ1
2501 * @param j_ptr 判定するオブジェクト構造体の参照ポインタ2
2502 * @return 重ね合わせできるならTRUEを返す
2505 * See "object_similar()" for the same function for the "player"
2508 static void store_object_absorb(object_type *o_ptr, object_type *j_ptr)
2510 int max_num = (o_ptr->tval == TV_ROD) ?
2511 MIN(99, MAX_SHORT / k_info[o_ptr->k_idx].pval) : 99;
2512 int total = o_ptr->number + j_ptr->number;
2513 int diff = (total > max_num) ? total - max_num : 0;
2515 /* Combine quantity, lose excess items */
2516 o_ptr->number = (total > max_num) ? max_num : total;
2518 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) together. -LM- */
2519 if (o_ptr->tval == TV_ROD)
2521 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
2524 /* Hack -- if wands are stacking, combine the charges. -LM- */
2525 if (o_ptr->tval == TV_WAND)
2527 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
2533 * @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 /
2534 * Check to see if the shop will be carrying too many objects -RAK-
2535 * @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
2536 * @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。
2539 * Note that the shop, just like a player, will not accept things
2540 * it cannot hold. Before, one could "nuke" potions this way.
2541 * Return value is now int:
2543 * -1 : Can be combined to existing slot.
2544 * 1 : Cannot be combined but there are empty spaces.
2547 static int store_check_num(object_type *o_ptr)
2552 /* The "home" acts like the player */
2553 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
2555 bool old_stack_force_notes = stack_force_notes;
2556 bool old_stack_force_costs = stack_force_costs;
2558 if (cur_store_num != STORE_HOME)
2560 stack_force_notes = FALSE;
2561 stack_force_costs = FALSE;
2564 /* Check all the items */
2565 for (i = 0; i < st_ptr->stock_num; i++)
2567 /* Get the existing item */
2568 j_ptr = &st_ptr->stock[i];
2570 /* Can the new object be combined with the old one? */
2571 if (object_similar(j_ptr, o_ptr))
2573 if (cur_store_num != STORE_HOME)
2575 stack_force_notes = old_stack_force_notes;
2576 stack_force_costs = old_stack_force_costs;
2583 if (cur_store_num != STORE_HOME)
2585 stack_force_notes = old_stack_force_notes;
2586 stack_force_costs = old_stack_force_costs;
2590 /* Normal stores do special stuff */
2593 /* Check all the items */
2594 for (i = 0; i < st_ptr->stock_num; i++)
2596 /* Get the existing item */
2597 j_ptr = &st_ptr->stock[i];
2599 /* Can the new object be combined with the old one? */
2600 if (store_object_similar(j_ptr, o_ptr)) return -1;
2604 /* Free space is always usable */
2606 * オプション powerup_home が設定されていると
2609 if ((cur_store_num == STORE_HOME) && ( powerup_home == FALSE )) {
2610 if (st_ptr->stock_num < ((st_ptr->stock_size) / 10)) {
2615 if (st_ptr->stock_num < st_ptr->stock_size) {
2620 /* But there was no room at the inn... */
2625 * @brief オブジェクトが祝福されているかの判定を返す /
2626 * @param o_ptr 判定したいオブジェクト構造体の参照ポインタ
2627 * @return アイテムが祝福されたアイテムならばTRUEを返す
2629 static bool is_blessed(object_type *o_ptr)
2631 BIT_FLAGS flgs[TR_FLAG_SIZE];
2632 object_flags(o_ptr, flgs);
2633 if (have_flag(flgs, TR_BLESSED)) return (TRUE);
2634 else return (FALSE);
2640 * @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 /
2641 * Determine if the current store will purchase the given item
2642 * @param o_ptr 判定したいオブジェクト構造体の参照ポインタ
2643 * @return アイテムが買い取れるならばTRUEを返す
2645 * Note that a shop-keeper must refuse to buy "worthless" items
2647 static bool store_will_buy(object_type *o_ptr)
2649 /* Hack -- The Home is simple */
2650 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) return (TRUE);
2652 /* Switch on the store */
2653 switch (cur_store_num)
2658 /* Analyze the type */
2659 switch (o_ptr->tval)
2662 if (o_ptr->sval != SV_POTION_WATER) return FALSE;
2674 case TV_BOTTLE: /* 'Green', recycling Angband */
2689 /* Analyze the type */
2690 switch (o_ptr->tval)
2711 /* Analyze the type */
2712 switch (o_ptr->tval)
2721 case TV_HISSATSU_BOOK:
2725 if(o_ptr->sval == SV_WIZSTAFF) return (FALSE);
2737 /* Analyze the type */
2738 switch (o_ptr->tval)
2741 case TV_CRUSADE_BOOK:
2751 monster_race *r_ptr = &r_info[o_ptr->pval];
2754 if (!(r_ptr->flags3 & RF3_EVIL))
2757 if (r_ptr->flags3 & RF3_GOOD) break;
2759 /* Accept animals */
2760 if (r_ptr->flags3 & RF3_ANIMAL) break;
2763 if (my_strchr("?!", r_ptr->d_char)) break;
2769 if (is_blessed(o_ptr)) break;
2778 case STORE_ALCHEMIST:
2780 /* Analyze the type */
2781 switch (o_ptr->tval)
2795 /* Analyze the type */
2796 switch (o_ptr->tval)
2798 case TV_SORCERY_BOOK:
2799 case TV_NATURE_BOOK:
2803 case TV_ARCANE_BOOK:
2805 case TV_DAEMON_BOOK:
2819 if(o_ptr->sval == SV_WIZSTAFF) break;
2820 else return (FALSE);
2827 /* Bookstore Shop */
2830 /* Analyze the type */
2831 switch (o_ptr->tval)
2833 case TV_SORCERY_BOOK:
2834 case TV_NATURE_BOOK:
2839 case TV_ARCANE_BOOK:
2841 case TV_DAEMON_BOOK:
2842 case TV_CRUSADE_BOOK:
2853 /* Ignore "worthless" items */
2854 if (object_value(o_ptr) <= 0) return (FALSE);
2862 * @brief 現在の町の指定された店舗のアイテムを整理する /
2863 * Combine and reorder items in store.
2864 * @param store_num 店舗ID
2865 * @return 実際に整理が行われたならばTRUEを返す。
2867 bool combine_and_reorder_home(int store_num)
2871 object_type forge, *o_ptr, *j_ptr;
2872 bool flag = FALSE, combined;
2873 store_type *old_st_ptr = st_ptr;
2874 bool old_stack_force_notes = stack_force_notes;
2875 bool old_stack_force_costs = stack_force_costs;
2877 st_ptr = &town_info[1].store[store_num];
2878 if (store_num != STORE_HOME)
2880 stack_force_notes = FALSE;
2881 stack_force_costs = FALSE;
2888 /* Combine the items in the home (backwards) */
2889 for (i = st_ptr->stock_num - 1; i > 0; i--)
2891 o_ptr = &st_ptr->stock[i];
2893 /* Skip empty items */
2894 if (!o_ptr->k_idx) continue;
2896 /* Scan the items above that item */
2897 for (j = 0; j < i; j++)
2901 j_ptr = &st_ptr->stock[j];
2903 /* Skip empty items */
2904 if (!j_ptr->k_idx) continue;
2907 * Get maximum number of the stack if these
2908 * are similar, get zero otherwise.
2910 max_num = object_similar_part(j_ptr, o_ptr);
2912 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
2913 if (max_num && j_ptr->number < max_num)
2915 if (o_ptr->number + j_ptr->number <= max_num)
2917 /* Add together the item counts */
2918 object_absorb(j_ptr, o_ptr);
2920 /* One object is gone */
2921 st_ptr->stock_num--;
2923 /* Slide everything down */
2924 for (k = i; k < st_ptr->stock_num; k++)
2926 /* Structure copy */
2927 st_ptr->stock[k] = st_ptr->stock[k + 1];
2930 /* Erase the "final" slot */
2931 object_wipe(&st_ptr->stock[k]);
2935 ITEM_NUMBER old_num = o_ptr->number;
2936 ITEM_NUMBER remain = j_ptr->number + o_ptr->number - max_num;
2938 /* Add together the item counts */
2939 object_absorb(j_ptr, o_ptr);
2941 o_ptr->number = remain;
2943 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
2944 if (o_ptr->tval == TV_ROD)
2946 o_ptr->pval = o_ptr->pval * remain / old_num;
2947 o_ptr->timeout = o_ptr->timeout * remain / old_num;
2950 /* Hack -- if wands are stacking, combine the charges. -LM- */
2951 else if (o_ptr->tval == TV_WAND)
2953 o_ptr->pval = o_ptr->pval * remain / old_num;
2968 /* Re-order the items in the home (forwards) */
2969 for (i = 0; i < st_ptr->stock_num; i++)
2971 o_ptr = &st_ptr->stock[i];
2973 /* Skip empty slots */
2974 if (!o_ptr->k_idx) continue;
2976 /* Get the "value" of the item */
2977 o_value = object_value(o_ptr);
2979 /* Scan every occupied slot */
2980 for (j = 0; j < st_ptr->stock_num; j++)
2982 if (object_sort_comp(o_ptr, o_value, &st_ptr->stock[j])) break;
2985 /* Never move down */
2986 if (j >= i) continue;
2992 /* Save a copy of the moving item */
2993 object_copy(j_ptr, &st_ptr->stock[i]);
2995 /* Slide the objects */
2996 for (k = i; k > j; k--)
2998 /* Slide the item */
2999 object_copy(&st_ptr->stock[k], &st_ptr->stock[k - 1]);
3002 /* Insert the moving item */
3003 object_copy(&st_ptr->stock[j], j_ptr);
3006 st_ptr = old_st_ptr;
3007 if (store_num != STORE_HOME)
3009 stack_force_notes = old_stack_force_notes;
3010 stack_force_costs = old_stack_force_costs;
3018 * @brief 我が家にオブジェクトを加える /
3019 * Add the item "o_ptr" to the inventory of the "Home"
3020 * @param o_ptr 加えたいオブジェクトの構造体参照ポインタ
3024 * In all cases, return the slot (or -1) where the object was placed
3025 * Note that this is a hacked up version of "inven_carry()".
3026 * Also note that it may not correctly "adapt" to "knowledge" bacoming
3027 * known, the player may have to pick stuff up and drop it again.
3030 static int home_carry(object_type *o_ptr)
3036 bool old_stack_force_notes = stack_force_notes;
3037 bool old_stack_force_costs = stack_force_costs;
3039 if (cur_store_num != STORE_HOME)
3041 stack_force_notes = FALSE;
3042 stack_force_costs = FALSE;
3045 /* Check each existing item (try to combine) */
3046 for (slot = 0; slot < st_ptr->stock_num; slot++)
3048 /* Get the existing item */
3049 j_ptr = &st_ptr->stock[slot];
3051 /* The home acts just like the player */
3052 if (object_similar(j_ptr, o_ptr))
3054 /* Save the new number of items */
3055 object_absorb(j_ptr, o_ptr);
3057 if (cur_store_num != STORE_HOME)
3059 stack_force_notes = old_stack_force_notes;
3060 stack_force_costs = old_stack_force_costs;
3068 if (cur_store_num != STORE_HOME)
3070 stack_force_notes = old_stack_force_notes;
3071 stack_force_costs = old_stack_force_costs;
3076 * 隠し機能: オプション powerup_home が設定されていると
3080 if ((cur_store_num != STORE_HOME) || (powerup_home == TRUE)) {
3081 if (st_ptr->stock_num >= st_ptr->stock_size) {
3086 if (st_ptr->stock_num >= ((st_ptr->stock_size) / 10)) {
3092 /* Determine the "value" of the item */
3093 value = object_value(o_ptr);
3095 /* Check existing slots to see if we must "slide" */
3096 for (slot = 0; slot < st_ptr->stock_num; slot++)
3098 if (object_sort_comp(o_ptr, value, &st_ptr->stock[slot])) break;
3101 /* Slide the others up */
3102 for (i = st_ptr->stock_num; i > slot; i--)
3104 st_ptr->stock[i] = st_ptr->stock[i-1];
3107 /* More stuff now */
3108 st_ptr->stock_num++;
3110 /* Insert the new item */
3111 st_ptr->stock[slot] = *o_ptr;
3113 chg_virtue(p_ptr, V_SACRIFICE, -1);
3115 (void)combine_and_reorder_home(cur_store_num);
3117 /* Return the location */
3123 * @brief 店舗にオブジェクトを加える /
3124 * Add the item "o_ptr" to a real stores inventory.
3125 * @param o_ptr 加えたいオブジェクトの構造体参照ポインタ
3129 * In all cases, return the slot (or -1) where the object was placed
3130 * Note that this is a hacked up version of "inven_carry()".
3131 * Also note that it may not correctly "adapt" to "knowledge" bacoming
3132 * known, the player may have to pick stuff up and drop it again.
3135 static int store_carry(object_type *o_ptr)
3138 PRICE value, j_value;
3142 /* Evaluate the object */
3143 value = object_value(o_ptr);
3145 /* Cursed/Worthless items "disappear" when sold */
3146 if (value <= 0) return (-1);
3148 /* All store items are fully *identified* */
3149 o_ptr->ident |= IDENT_MENTAL;
3151 /* Erase the inscription */
3152 o_ptr->inscription = 0;
3154 /* Erase the "feeling" */
3155 o_ptr->feeling = FEEL_NONE;
3157 /* Check each existing item (try to combine) */
3158 for (slot = 0; slot < st_ptr->stock_num; slot++)
3160 /* Get the existing item */
3161 j_ptr = &st_ptr->stock[slot];
3163 /* Can the existing items be incremented? */
3164 if (store_object_similar(j_ptr, o_ptr))
3166 /* Hack -- extra items disappear */
3167 store_object_absorb(j_ptr, o_ptr);
3175 if (st_ptr->stock_num >= st_ptr->stock_size) return (-1);
3178 /* Check existing slots to see if we must "slide" */
3179 for (slot = 0; slot < st_ptr->stock_num; slot++)
3182 j_ptr = &st_ptr->stock[slot];
3184 /* Objects sort by decreasing type */
3185 if (o_ptr->tval > j_ptr->tval) break;
3186 if (o_ptr->tval < j_ptr->tval) continue;
3188 /* Objects sort by increasing sval */
3189 if (o_ptr->sval < j_ptr->sval) break;
3190 if (o_ptr->sval > j_ptr->sval) continue;
3193 * Hack: otherwise identical rods sort by
3194 * increasing recharge time --dsb
3196 if (o_ptr->tval == TV_ROD)
3198 if (o_ptr->pval < j_ptr->pval) break;
3199 if (o_ptr->pval > j_ptr->pval) continue;
3202 /* Evaluate that slot */
3203 j_value = object_value(j_ptr);
3205 /* Objects sort by decreasing value */
3206 if (value > j_value) break;
3207 if (value < j_value) continue;
3210 /* Slide the others up */
3211 for (i = st_ptr->stock_num; i > slot; i--)
3213 st_ptr->stock[i] = st_ptr->stock[i-1];
3216 /* More stuff now */
3217 st_ptr->stock_num++;
3219 /* Insert the new item */
3220 st_ptr->stock[slot] = *o_ptr;
3222 /* Return the location */
3228 * @brief 店舗のオブジェクト数を増やす /
3229 * Add the item "o_ptr" to a real stores inventory.
3230 * @param item 増やしたいアイテムのID
3235 * Increase, by a given amount, the number of a certain item
3236 * in a certain store. This can result in zero items.
3238 * @todo numは本来ITEM_NUMBER型にしたい。
3240 static void store_item_increase(INVENTORY_IDX item, int num)
3245 o_ptr = &st_ptr->stock[item];
3247 /* Verify the number */
3248 cnt = o_ptr->number + num;
3249 if (cnt > 255) cnt = 255;
3250 else if (cnt < 0) cnt = 0;
3251 num = cnt - o_ptr->number;
3253 /* Save the new number */
3254 o_ptr->number += (ITEM_NUMBER)num;
3259 * @brief 店舗のオブジェクト数を削除する /
3260 * Remove a slot if it is empty
3261 * @param item 削除したいアイテムのID
3264 static void store_item_optimize(INVENTORY_IDX item)
3269 o_ptr = &st_ptr->stock[item];
3272 if (!o_ptr->k_idx) return;
3274 /* Must have no items */
3275 if (o_ptr->number) return;
3278 st_ptr->stock_num--;
3280 /* Slide everyone */
3281 for (j = item; j < st_ptr->stock_num; j++)
3283 st_ptr->stock[j] = st_ptr->stock[j + 1];
3286 /* Nuke the final slot */
3287 object_wipe(&st_ptr->stock[j]);
3291 * @brief ブラックマーケット用の無価値品の排除判定 /
3292 * This function will keep 'crap' out of the black market.
3293 * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
3294 * @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
3297 * Crap is defined as any item that is "available" elsewhere
3298 * Based on a suggestion by "Lee Vogt" <lvogt@cig.mcel.mot.com>
3301 static bool black_market_crap(object_type *o_ptr)
3305 /* Ego items are never crap */
3306 if (object_is_ego(o_ptr)) return (FALSE);
3308 /* Good items are never crap */
3309 if (o_ptr->to_a > 0) return (FALSE);
3310 if (o_ptr->to_h > 0) return (FALSE);
3311 if (o_ptr->to_d > 0) return (FALSE);
3313 /* Check all stores */
3314 for (i = 0; i < MAX_STORES; i++)
3316 if (i == STORE_HOME) continue;
3317 if (i == STORE_MUSEUM) continue;
3319 /* Check every item in the store */
3320 for (j = 0; j < town_info[p_ptr->town_num].store[i].stock_num; j++)
3322 object_type *j_ptr = &town_info[p_ptr->town_num].store[i].stock[j];
3324 /* Duplicate item "type", assume crappy */
3325 if (o_ptr->k_idx == j_ptr->k_idx) return (TRUE);
3335 * @brief 店舗の品揃え変化のためにアイテムを削除する /
3336 * Attempt to delete (some of) a random item from the store
3340 * Hack -- we attempt to "maintain" piles of items when possible.
3343 static void store_delete(void)
3348 /* Pick a random slot */
3349 what = (INVENTORY_IDX)randint0(st_ptr->stock_num);
3351 /* Determine how many items are here */
3352 num = st_ptr->stock[what].number;
3354 /* Hack -- sometimes, only destroy half the items */
3355 if (randint0(100) < 50) num = (num + 1) / 2;
3357 /* Hack -- sometimes, only destroy a single item */
3358 if (randint0(100) < 50) num = 1;
3360 /* Hack -- decrement the maximum timeouts and total charges of rods and wands. -LM- */
3361 if ((st_ptr->stock[what].tval == TV_ROD) || (st_ptr->stock[what].tval == TV_WAND))
3363 st_ptr->stock[what].pval -= num * st_ptr->stock[what].pval / st_ptr->stock[what].number;
3366 /* Actually destroy (part of) the item */
3367 store_item_increase(what, -num);
3368 store_item_optimize(what);
3373 * @brief 店舗の品揃え変化のためにアイテムを追加する /
3374 * Creates a random item and gives it to a store
3375 * @param player_ptr プレーヤーへの参照ポインタ
3379 * This algorithm needs to be rethought. A lot.
3380 * Currently, "normal" stores use a pre-built array.
3381 * Note -- the "level" given to "obj_get_num()" is a "favored"
3382 * level, that is, there is a much higher chance of getting
3383 * items with a level approaching that of the given level...
3384 * Should we check for "permission" to have the given item?
3387 static void store_create(player_type *player_ptr)
3396 /* Paranoia -- no room left */
3397 if (st_ptr->stock_num >= st_ptr->stock_size) return;
3399 /* Hack -- consider up to four items */
3400 for (tries = 0; tries < 4; tries++)
3403 if (cur_store_num == STORE_BLACK)
3405 /* Pick a level for object/magic */
3406 level = 25 + randint0(25);
3408 /* Random item (usually of given level) */
3409 i = get_obj_num(player_ptr, level, 0x00000000);
3411 /* Handle failure */
3418 /* Hack -- Pick an item to sell */
3419 i = st_ptr->table[randint0(st_ptr->table_num)];
3421 /* Hack -- fake level for apply_magic() */
3422 level = rand_range(1, STORE_OBJ_LEVEL);
3427 /* Create a new object of the chosen kind */
3428 object_prep(q_ptr, i);
3430 /* Apply some "low-level" magic (no artifacts) */
3431 apply_magic(player_ptr, q_ptr, level, AM_NO_FIXED_ART);
3433 /* Require valid object */
3434 if (!store_will_buy(q_ptr)) continue;
3436 /* Hack -- Charge lite's */
3437 if (q_ptr->tval == TV_LITE)
3439 if (q_ptr->sval == SV_LITE_TORCH) q_ptr->xtra4 = FUEL_TORCH / 2;
3440 if (q_ptr->sval == SV_LITE_LANTERN) q_ptr->xtra4 = FUEL_LAMP / 2;
3444 /* The item is "known" */
3445 object_known(q_ptr);
3447 /* Mark it storebought */
3448 q_ptr->ident |= IDENT_STORE;
3450 /* Mega-Hack -- no chests in stores */
3451 if (q_ptr->tval == TV_CHEST) continue;
3453 /* Prune the black market */
3454 if (cur_store_num == STORE_BLACK)
3456 /* Hack -- No "crappy" items */
3457 if (black_market_crap(q_ptr)) continue;
3459 /* Hack -- No "cheap" items */
3460 if (object_value(q_ptr) < 10) continue;
3462 /* No "worthless" items */
3463 /* if (object_value(q_ptr) <= 0) continue; */
3466 /* Prune normal stores */
3469 /* No "worthless" items */
3470 if (object_value(q_ptr) <= 0) continue;
3474 /* Mass produce and/or Apply discount */
3475 mass_produce(q_ptr);
3477 /* Attempt to carry the (known) item */
3478 (void)store_carry(q_ptr);
3480 /* Definitely done */
3487 * @brief 店舗の割引対象外にするかどうかを判定 /
3488 * Eliminate need to bargain if player has haggled well in the past
3489 * @param minprice アイテムの最低販売価格
3490 * @return 割引を禁止するならTRUEを返す。
3492 static bool noneedtobargain(PRICE minprice)
3494 PRICE good = st_ptr->good_buy;
3495 PRICE bad = st_ptr->bad_buy;
3497 /* Cheap items are "boring" */
3498 if (minprice < 10L) return (TRUE);
3500 /* Perfect haggling */
3501 if (good == MAX_SHORT) return (TRUE);
3503 /* Reward good haggles, punish bad haggles, notice price */
3504 if (good > ((3 * bad) + (5 + (minprice/50)))) return (TRUE);
3506 /* Return the flag */
3512 * @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 /
3513 * Update the bargain info
3514 * @param price 実際の取引価格
3515 * @param minprice 店主の提示した価格
3519 static void updatebargain(PRICE price, PRICE minprice, int num)
3521 /* Hack -- auto-haggle */
3522 if (!manual_haggle) return;
3524 /* Cheap items are "boring" */
3525 if ((minprice/num) < 10L) return;
3527 /* Count the successful haggles */
3528 if (price == minprice)
3530 /* Just count the good haggles */
3531 if (st_ptr->good_buy < MAX_SHORT)
3537 /* Count the failed haggles */
3540 /* Just count the bad haggles */
3541 if (st_ptr->bad_buy < MAX_SHORT)
3550 * @brief 店の商品リストを再表示する /
3551 * Re-displays a single store entry
3555 static void display_entry(int pos)
3561 GAME_TEXT o_name[MAX_NLEN];
3566 o_ptr = &st_ptr->stock[pos];
3568 /* Get the "offset" */
3569 i = (pos % store_bottom);
3571 /* Label it, clear the line --(-- */
3572 (void)sprintf(out_val, "%c) ", ((i > 25) ? toupper(I2A(i - 26)) : I2A(i)));
3573 prt(out_val, i+6, 0);
3576 if (show_item_graph)
3578 TERM_COLOR a = object_attr(o_ptr);
3579 SYMBOL_CODE c = object_char(o_ptr);
3581 Term_queue_bigchar(cur_col, i + 6, a, c, 0, 0);
3582 if (use_bigtile) cur_col++;
3587 /* Describe an item in the home */
3588 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
3592 /* Leave room for weights, if necessary -DRS- */
3593 if (show_weights) maxwid -= 10;
3595 object_desc(o_name, o_ptr, 0);
3596 o_name[maxwid] = '\0';
3597 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, cur_col);
3602 /* Only show the weight of an individual item */
3603 WEIGHT wgt = o_ptr->weight;
3605 sprintf(out_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt));
3606 put_str(out_val, i+6, 67);
3608 (void)sprintf(out_val, "%3d.%d lb", wgt / 10, wgt % 10);
3609 put_str(out_val, i+6, 68);
3615 /* Describe an item (fully) in a store */
3618 /* Must leave room for the "price" */
3621 /* Leave room for weights, if necessary -DRS- */
3622 if (show_weights) maxwid -= 7;
3624 /* Describe the object (fully) */
3625 object_desc(o_name, o_ptr, 0);
3626 o_name[maxwid] = '\0';
3627 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, cur_col);
3632 /* Only show the weight of an individual item */
3633 int wgt = o_ptr->weight;
3635 sprintf(out_val, "%3d.%1d", lbtokg1(wgt) , lbtokg2(wgt) );
3636 put_str(out_val, i+6, 60);
3638 (void)sprintf(out_val, "%3d.%d", wgt / 10, wgt % 10);
3639 put_str(out_val, i+6, 61);
3644 /* Display a "fixed" cost */
3645 if (o_ptr->ident & (IDENT_FIXED))
3647 /* Extract the "minimum" price */
3648 x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
3650 /* Actually draw the price (not fixed) */
3652 (void)sprintf(out_val, "%9ld固", (long)x);
3654 (void)sprintf(out_val, "%9ld F", (long)x);
3656 put_str(out_val, i+6, 68);
3659 /* Display a "taxed" cost */
3660 else if (!manual_haggle)
3662 /* Extract the "minimum" price */
3663 x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
3665 /* Hack -- Apply Sales Tax if needed */
3666 if (!noneedtobargain(x)) x += x / 10;
3668 /* Actually draw the price (with tax) */
3669 (void)sprintf(out_val, "%9ld ", (long)x);
3670 put_str(out_val, i+6, 68);
3673 /* Display a "haggle" cost */
3676 /* Extrect the "maximum" price */
3677 x = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
3679 /* Actually draw the price (not fixed) */
3680 (void)sprintf(out_val, "%9ld ", (long)x);
3681 put_str(out_val, i+6, 68);
3688 * @brief 店の商品リストを表示する /
3689 * Displays a store's inventory -RAK-
3692 * All prices are listed as "per individual object". -BEN-
3694 static void display_inventory(void)
3698 /* Display the next 12 items */
3699 for (k = 0; k < store_bottom; k++)
3701 /* Do not display "dead" items */
3702 if (store_top + k >= st_ptr->stock_num) break;
3704 /* Display that line */
3705 display_entry(store_top + k);
3708 /* Erase the extra lines and the "more" prompt */
3709 for (i = k; i < store_bottom + 1; i++) prt("", i + 6, 0);
3711 /* Assume "no current page" */
3713 put_str(" ", 5, 20);
3715 put_str(" ", 5, 20);
3719 /* Visual reminder of "more items" */
3720 if (st_ptr->stock_num > store_bottom)
3722 /* Show "more" reminder (after the last item) */
3723 prt(_("-続く-", "-more-"), k + 6, 3);
3725 /* Indicate the "current page" */
3726 /* Trailing spaces are to display (Page xx) and (Page x) */
3727 put_str(format(_("(%dページ) ", "(Page %d) "), store_top/store_bottom + 1), 5, 20);
3730 if (cur_store_num == STORE_HOME || cur_store_num == STORE_MUSEUM)
3732 k = st_ptr->stock_size;
3734 if (cur_store_num == STORE_HOME && !powerup_home) k /= 10;
3736 put_str(format("アイテム数: %4d/%4d", st_ptr->stock_num, k), 19 + xtra_stock, 27);
3738 put_str(format("Objects: %4d/%4d", st_ptr->stock_num, k), 19 + xtra_stock, 30);
3745 * @brief プレイヤーの所持金を表示する /
3746 * Displays players gold -RAK-
3750 static void store_prt_gold(void)
3754 prt(_("手持ちのお金: ", "Gold Remaining: "), 19 + xtra_stock, 53);
3755 sprintf(out_val, "%9ld", (long)p_ptr->au);
3756 prt(out_val, 19 + xtra_stock, 68);
3760 * @brief 店舗情報全体を表示するメインルーチン /
3761 * Displays store (after clearing screen) -RAK-
3765 static void display_store(void)
3771 /* The "Home" is special */
3772 if (cur_store_num == STORE_HOME)
3774 /* Put the owner name */
3775 put_str(_("我が家", "Your Home"), 3, 31);
3777 /* Label the item descriptions */
3778 put_str(_("アイテムの一覧", "Item Description"), 5, 4);
3780 /* If showing weights, show label */
3783 put_str(_(" 重さ", "Weight"), 5, 70);
3787 /* The "Home" is special */
3788 else if (cur_store_num == STORE_MUSEUM)
3790 /* Put the owner name */
3791 put_str(_("博物館", "Museum"), 3, 31);
3793 /* Label the item descriptions */
3794 put_str(_("アイテムの一覧", "Item Description"), 5, 4);
3796 /* If showing weights, show label */
3799 put_str(_(" 重さ", "Weight"), 5, 70);
3806 concptr store_name = (f_name + f_info[cur_store_feat].name);
3807 concptr owner_name = (ot_ptr->owner_name);
3808 concptr race_name = race_info[ot_ptr->owner_race].title;
3810 /* Put the owner name and race */
3811 sprintf(buf, "%s (%s)", owner_name, race_name);
3812 put_str(buf, 3, 10);
3814 /* Show the max price in the store (above prices) */
3815 sprintf(buf, "%s (%ld)", store_name, (long)(ot_ptr->max_cost));
3818 /* Label the item descriptions */
3819 put_str(_("商品の一覧", "Item Description"), 5, 5);
3822 /* If showing weights, show label */
3825 put_str(_(" 重さ", "Weight"), 5, 60);
3828 /* Label the asking price (in stores) */
3829 put_str(_(" 価格", "Price"), 5, 72);
3832 /* Display the current gold */
3834 display_inventory();
3840 * @brief 店舗からアイテムを選択する /
3841 * Get the ID of a store item and return its value -RAK-
3842 * @param com_val 選択IDを返す参照ポインタ
3843 * @param pmt メッセージキャプション
3846 * @return 実際に選択したらTRUE、キャンセルしたらFALSE
3848 static int get_stock(COMMAND_CODE *com_val, concptr pmt, int i, int j)
3854 /* Get the item index */
3855 if (repeat_pull(com_val))
3857 /* Verify the item */
3858 if ((*com_val >= i) && (*com_val <= j))
3866 /* Assume failure */
3869 /* Build the prompt */
3871 hi = (j > 25) ? toupper(I2A(j - 26)) : I2A(j);
3873 (void)sprintf(out_val, "(%s:%c-%c, ESCで中断) %s",
3874 (((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) ? "アイテム" : "商品"),
3877 (void)sprintf(out_val, "(Items %c-%c, ESC to exit) %s",
3882 /* Ask until done */
3888 if (!get_com(out_val, &command, FALSE)) break;
3891 if (islower(command))
3893 else if (isupper(command))
3894 k = A2I(tolower(command)) + 26;
3898 /* Legal responses */
3899 if ((k >= i) && (k <= j))
3908 /* Clear the prompt */
3911 if (command == ESCAPE) return (FALSE);
3913 repeat_push(*com_val);
3921 * @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 /
3922 * Increase the insult counter and get angry if too many -RAK-
3923 * @return プレイヤーを締め出す場合TRUEを返す
3925 static int increase_insults(void)
3927 /* Increase insults */
3928 st_ptr->insult_cur++;
3930 /* Become insulted */
3931 if (st_ptr->insult_cur > ot_ptr->insult_max)
3937 st_ptr->insult_cur = 0;
3938 st_ptr->good_buy = 0;
3939 st_ptr->bad_buy = 0;
3942 st_ptr->store_open = current_world_ptr->game_turn + TURNS_PER_TICK*TOWN_DAWN/8 + randint1(TURNS_PER_TICK*TOWN_DAWN/8);
3954 * @brief 店主の不満度を減らす /
3955 * Decrease insults -RAK-
3956 * @return プレイヤーを締め出す場合TRUEを返す
3958 static void decrease_insults(void)
3960 /* Decrease insults */
3961 if (st_ptr->insult_cur) st_ptr->insult_cur--;
3966 * @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 /
3967 * Have insulted while haggling -RAK-
3968 * @return プレイヤーを締め出す場合TRUEを返す
3970 static int haggle_insults(void)
3972 /* Increase insults */
3973 if (increase_insults()) return (TRUE);
3975 /* Display and flush insult */
3984 * Mega-Hack -- Enable "increments"
3986 static bool allow_inc = FALSE;
3989 * Mega-Hack -- Last "increment" during haggling
3991 static s32b last_inc = 0L;
3995 * @brief 交渉価格を確認と認証の是非を行う /
3998 * @param poffer 別途価格提示をした場合の値を返す参照ポインタ
3999 * @param price 現在の交渉価格
4000 * @param final 最終確定価格ならばTRUE
4001 * @return プレイヤーを締め出す場合TRUEを返す
4003 static int get_haggle(concptr pmt, s32b *poffer, PRICE price, int final)
4008 GAME_TEXT out_val[160];
4010 /* Clear old increment if necessary */
4011 if (!allow_inc) last_inc = 0L;
4016 sprintf(buf, _("%s [承諾] ", "%s [accept] "), pmt);
4019 /* Old (negative) increment, and not final */
4020 else if (last_inc < 0)
4022 sprintf(buf, _("%s [-$%ld] ", "%s [-%ld] "), pmt, (long)(ABS(last_inc)));
4025 /* Old (positive) increment, and not final */
4026 else if (last_inc > 0)
4028 sprintf(buf, _("%s [+$%ld] ", "%s [+%ld] "), pmt, (long)(ABS(last_inc)));
4034 sprintf(buf, "%s ", pmt);
4038 /* Ask until done */
4043 /* Display prompt */
4047 strcpy(out_val, "");
4050 * Ask the user for a response.
4051 * Don't allow to use numpad as cursor key.
4053 res = askfor_aux(out_val, 32, FALSE);
4059 if (!res) return FALSE;
4061 /* Skip leading spaces */
4062 for (p = out_val; *p == ' '; p++) /* loop */;
4064 /* Empty response */
4067 /* Accept current price */
4075 /* Use previous increment */
4076 if (allow_inc && last_inc)
4078 *poffer += last_inc;
4083 /* Normal response */
4086 /* Extract a number */
4089 /* Handle "incremental" number */
4090 if ((*p == '+' || *p == '-'))
4092 /* Allow increments */
4095 /* Use the given "increment" */
4102 /* Handle normal number */
4105 /* Use the given "number" */
4113 msg_print(_("値がおかしいです。", "Invalid response."));
4123 * @brief 店主がプレイヤーからの交渉価格を判断する /
4124 * Receive an offer (from the player)
4126 * @param poffer 店主からの交渉価格を返す参照ポインタ
4127 * @param last_offer 現在の交渉価格
4128 * @param factor 店主の価格基準倍率
4129 * @param price アイテムの実価値
4130 * @param final 最終価格確定ならばTRUE
4131 * @return プレイヤーの価格に対して不服ならばTRUEを返す /
4132 * Return TRUE if offer is NOT okay
4134 static bool receive_offer(concptr pmt, s32b *poffer,
4135 s32b last_offer, int factor,
4136 PRICE price, int final)
4138 /* Haggle till done */
4141 /* Get a haggle (or cancel) */
4142 if (!get_haggle(pmt, poffer, price, final)) return (TRUE);
4144 /* Acceptable offer */
4145 if (((*poffer) * factor) >= (last_offer * factor)) break;
4147 /* Insult, and check for kicked out */
4148 if (haggle_insults()) return (TRUE);
4150 /* Reject offer (correctly) */
4151 (*poffer) = last_offer;
4160 * @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 /
4161 * Haggling routine -RAK-
4162 * @param o_ptr オブジェクトの構造体参照ポインタ
4163 * @param price 最終価格を返す参照ポインタ
4164 * @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 /
4165 * Return TRUE if purchase is NOT successful
4167 static bool purchase_haggle(object_type *o_ptr, s32b *price)
4169 s32b cur_ask, final_ask;
4170 s32b last_offer, offer;
4172 s32b min_per, max_per;
4173 int flag, loop_flag, noneed;
4174 int annoyed = 0, final = FALSE;
4175 bool cancel = FALSE;
4179 concptr pmt = _("提示価格", "Asking");
4181 /* Extract the starting offer and the final offer */
4182 cur_ask = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
4183 final_ask = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
4185 /* Determine if haggling is necessary */
4186 noneed = noneedtobargain(final_ask);
4188 /* No need to haggle */
4189 if (noneed || !manual_haggle)
4191 /* No need to haggle */
4194 /* Message summary */
4195 msg_print(_("結局この金額にまとまった。", "You eventually agree upon the price."));
4199 /* No haggle option */
4202 /* Message summary */
4203 msg_print(_("すんなりとこの金額にまとまった。", "You quickly agree upon the price."));
4206 /* Apply Sales Tax */
4207 final_ask += final_ask / 10;
4211 cur_ask = final_ask;
4213 /* Go to final offer */
4214 pmt = _("最終提示価格", "Final Offer");
4219 /* Haggle for the whole pile */
4220 cur_ask *= o_ptr->number;
4221 final_ask *= o_ptr->number;
4224 /* Haggle parameters */
4225 min_per = ot_ptr->haggle_per;
4226 max_per = min_per * 3;
4228 /* Mega-Hack -- artificial "last offer" value */
4229 last_offer = object_value(o_ptr) * o_ptr->number;
4230 last_offer = last_offer * (200 - (int)(ot_ptr->max_inflate)) / 100L;
4231 if (last_offer <= 0) last_offer = 1;
4236 /* No incremental haggling yet */
4239 /* Haggle until done */
4240 for (flag = FALSE; !flag; )
4244 while (!flag && loop_flag)
4246 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
4247 put_str(out_val, 1, 0);
4248 cancel = receive_offer(_("提示する金額? ", "What do you offer? "), &offer, last_offer, 1, cur_ask, final);
4253 else if (offer > cur_ask)
4258 else if (offer == cur_ask)
4271 x1 = 100 * (offer - last_offer) / (cur_ask - last_offer);
4274 if (haggle_insults())
4280 else if (x1 > max_per)
4283 if (x1 < max_per) x1 = max_per;
4285 x2 = rand_range(x1-2, x1+2);
4286 x3 = ((cur_ask - offer) * x2 / 100L) + 1;
4287 /* don't let the price go up */
4292 if (cur_ask < final_ask)
4295 cur_ask = final_ask;
4296 pmt = _("最終提示価格", "What do you offer? ");
4300 (void)(increase_insults());
4305 else if (offer >= cur_ask)
4316 (void)sprintf(out_val, _("前回の提示金額: $%ld", "Your last offer: %ld"), (long)last_offer);
4317 put_str(out_val, 1, 39);
4318 say_comment_2(cur_ask, annoyed);
4323 if (cancel) return (TRUE);
4325 updatebargain(*price, final_ask, o_ptr->number);
4333 * @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 /
4334 * Haggling routine -RAK-
4335 * @param o_ptr オブジェクトの構造体参照ポインタ
4336 * @param price 最終価格を返す参照ポインタ
4337 * @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 /
4338 * Return TRUE if purchase is NOT successful
4340 static bool sell_haggle(object_type *o_ptr, s32b *price)
4342 s32b purse, cur_ask, final_ask;
4343 s32b last_offer = 0, offer = 0;
4345 s32b min_per, max_per;
4346 int flag, loop_flag, noneed;
4347 int annoyed = 0, final = FALSE;
4348 bool cancel = FALSE;
4349 concptr pmt = _("提示金額", "Offer");
4355 /* Obtain the starting offer and the final offer */
4356 cur_ask = price_item(o_ptr, ot_ptr->max_inflate, TRUE);
4357 final_ask = price_item(o_ptr, ot_ptr->min_inflate, TRUE);
4359 /* Determine if haggling is necessary */
4360 noneed = noneedtobargain(final_ask);
4362 /* Get the owner's payout limit */
4363 purse = (s32b)(ot_ptr->max_cost);
4365 /* No need to haggle */
4366 if (noneed || !manual_haggle || (final_ask >= purse))
4368 /* Apply Sales Tax (if needed) */
4369 if (!manual_haggle && !noneed)
4371 final_ask -= final_ask / 10;
4374 /* No reason to haggle */
4375 if (final_ask >= purse)
4377 msg_print(_("即座にこの金額にまとまった。", "You instantly agree upon the price."));
4380 /* Offer full purse */
4384 /* No need to haggle */
4387 msg_print(_("結局この金額にまとまった。", "You eventually agree upon the price."));
4391 /* No haggle option */
4394 /* Message summary */
4395 msg_print(_("すんなりとこの金額にまとまった。", "You quickly agree upon the price."));
4400 cur_ask = final_ask;
4404 pmt = _("最終提示金額", "Final Offer");
4407 /* Haggle for the whole pile */
4408 cur_ask *= o_ptr->number;
4409 final_ask *= o_ptr->number;
4412 /* Display commands */
4414 /* Haggling parameters */
4415 min_per = ot_ptr->haggle_per;
4416 max_per = min_per * 3;
4418 /* Mega-Hack -- artificial "last offer" value */
4419 last_offer = object_value(o_ptr) * o_ptr->number;
4420 last_offer = last_offer * ot_ptr->max_inflate / 100L;
4425 /* No incremental haggling yet */
4429 for (flag = FALSE; !flag; )
4435 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
4436 put_str(out_val, 1, 0);
4437 cancel = receive_offer(_("提示する価格? ", "What price do you ask? "),
4438 &offer, last_offer, -1, cur_ask, final);
4444 else if (offer < cur_ask)
4447 /* rejected, reset offer for incremental haggling */
4450 else if (offer == cur_ask)
4461 if (flag || !loop_flag) break;
4466 x1 = 100 * (last_offer - offer) / (last_offer - cur_ask);
4469 if (haggle_insults())
4475 else if (x1 > max_per)
4478 if (x1 < max_per) x1 = max_per;
4480 x2 = rand_range(x1-2, x1+2);
4481 x3 = ((offer - cur_ask) * x2 / 100L) + 1;
4482 /* don't let the price go down */
4486 if (cur_ask > final_ask)
4488 cur_ask = final_ask;
4490 pmt = _("最終提示金額", "Final Offer");
4497 /* 追加 $0 で買い取られてしまうのを防止 By FIRST*/
4500 (void)(increase_insults());
4503 else if (offer <= cur_ask)
4514 (void)sprintf(out_val,
4515 _("前回の提示価格 $%ld", "Your last bid %ld"), (long)last_offer);
4516 put_str(out_val, 1, 39);
4517 say_comment_3(cur_ask, annoyed);
4522 if (cancel) return (TRUE);
4524 updatebargain(*price, final_ask, o_ptr->number);
4532 * @brief 店からの購入処理のメインルーチン /
4533 * Buy an item from a store -RAK-
4534 * @param player_ptr プレーヤーへの参照ポインタ
4537 static void store_purchase(player_type *player_ptr)
4540 COMMAND_CODE item, item_new;
4551 GAME_TEXT o_name[MAX_NLEN];
4555 if (cur_store_num == STORE_MUSEUM)
4557 msg_print(_("博物館から取り出すことはできません。", "Museum."));
4562 if (st_ptr->stock_num <= 0)
4564 if (cur_store_num == STORE_HOME)
4565 msg_print(_("我が家には何も置いてありません。", "Your home is empty."));
4567 msg_print(_("現在商品の在庫を切らしています。", "I am currently out of stock."));
4571 /* Find the number of objects on this and following pages */
4572 i = (st_ptr->stock_num - store_top);
4574 /* And then restrict it to the current page */
4575 if (i > store_bottom) i = store_bottom;
4579 /* ブラックマーケットの時は別のメッセージ */
4580 switch( cur_store_num ) {
4582 sprintf(out_val, "どのアイテムを取りますか? ");
4585 sprintf(out_val, "どれ? ");
4588 sprintf(out_val, "どの品物が欲しいんだい? ");
4592 if (cur_store_num == STORE_HOME)
4594 sprintf(out_val, "Which item do you want to take? ");
4598 sprintf(out_val, "Which item are you interested in? ");
4603 /* Get the item number to be bought */
4604 if (!get_stock(&item, out_val, 0, i - 1)) return;
4606 /* Get the actual index */
4607 item = item + store_top;
4609 /* Get the actual item */
4610 o_ptr = &st_ptr->stock[item];
4612 /* Assume the player wants just one of them */
4616 /* Get a copy of the object */
4617 object_copy(j_ptr, o_ptr);
4620 * If a rod or wand, allocate total maximum timeouts or charges
4621 * between those purchased and left on the shelf.
4623 reduce_charges(j_ptr, o_ptr->number - amt);
4625 /* Modify quantity */
4626 j_ptr->number = amt;
4628 /* Hack -- require room in pack */
4629 if (!inven_carry_okay(j_ptr))
4631 msg_print(_("そんなにアイテムを持てない。", "You cannot carry that many different items."));
4635 /* Determine the "best" price (per item) */
4636 best = price_item(j_ptr, ot_ptr->min_inflate, FALSE);
4638 /* Find out how many the player wants */
4639 if (o_ptr->number > 1)
4641 /* Hack -- note cost of "fixed" items */
4642 if ((cur_store_num != STORE_HOME) &&
4643 (o_ptr->ident & IDENT_FIXED))
4645 msg_format(_("一つにつき $%ldです。", "That costs %ld gold per item."), (long)(best));
4647 amt = get_quantity(NULL, o_ptr->number);
4648 if (amt <= 0) return;
4652 /* Get desired object */
4653 object_copy(j_ptr, o_ptr);
4656 * If a rod or wand, allocate total maximum timeouts or charges
4657 * between those purchased and left on the shelf.
4659 reduce_charges(j_ptr, o_ptr->number - amt);
4661 /* Modify quantity */
4662 j_ptr->number = amt;
4664 /* Hack -- require room in pack */
4665 if (!inven_carry_okay(j_ptr))
4667 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."));
4671 /* Attempt to buy it */
4672 if (cur_store_num != STORE_HOME)
4674 /* Fixed price, quick buy */
4675 if (o_ptr->ident & (IDENT_FIXED))
4680 /* Go directly to the "best" deal */
4681 price = (best * j_ptr->number);
4687 /* Describe the object (fully) */
4688 object_desc(o_name, j_ptr, 0);
4689 msg_format(_("%s(%c)を購入する。", "Buying %s (%c)."), o_name, I2A(item));
4692 /* Haggle for a final price */
4693 choice = purchase_haggle(j_ptr, &price);
4695 /* Hack -- Got kicked out */
4696 if (st_ptr->store_open >= current_world_ptr->game_turn) return;
4699 /* Player wants it */
4702 /* Fix the item price (if "correctly" haggled) */
4703 if (price == (best * j_ptr->number)) o_ptr->ident |= (IDENT_FIXED);
4705 /* Player can afford it */
4706 if (player_ptr->au >= price)
4711 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
4712 chg_virtue(player_ptr, V_JUSTICE, -1);
4713 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
4714 chg_virtue(player_ptr, V_NATURE, -1);
4722 /* Spend the money */
4723 player_ptr->au -= price;
4725 /* Update the display */
4728 /* Hack -- buying an item makes you aware of it */
4729 object_aware(player_ptr, j_ptr);
4731 /* Hack -- clear the "fixed" flag from the item */
4732 j_ptr->ident &= ~(IDENT_FIXED);
4734 /* Describe the transaction */
4735 object_desc(o_name, j_ptr, 0);
4737 msg_format(_("%sを $%ldで購入しました。", "You bought %s for %ld gold."), o_name, (long)price);
4739 strcpy(record_o_name, o_name);
4740 record_turn = current_world_ptr->game_turn;
4742 if (record_buy) exe_write_diary(player_ptr, NIKKI_BUY, 0, o_name);
4743 object_desc(o_name, o_ptr, OD_NAME_ONLY);
4744 if(record_rand_art && o_ptr->art_name)
4745 exe_write_diary(player_ptr, NIKKI_ART, 0, o_name);
4747 /* Erase the inscription */
4748 j_ptr->inscription = 0;
4750 /* Erase the "feeling" */
4751 j_ptr->feeling = FEEL_NONE;
4752 j_ptr->ident &= ~(IDENT_STORE);
4753 /* Give it to the player */
4754 item_new = inven_carry(player_ptr, j_ptr);
4756 /* Describe the final result */
4757 object_desc(o_name, &player_ptr->inventory_list[item_new], 0);
4758 msg_format(_("%s(%c)を手に入れた。", "You have %s (%c)."), o_name, index_to_label(item_new));
4760 /* Auto-inscription */
4761 autopick_alter_item(item_new, FALSE);
4763 /* Now, reduce the original stack's pval. */
4764 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
4766 o_ptr->pval -= j_ptr->pval;
4769 handle_stuff(player_ptr);
4771 /* Note how many slots the store used to have */
4772 i = st_ptr->stock_num;
4774 /* Remove the bought items from the store */
4775 store_item_increase(item, -amt);
4776 store_item_optimize(item);
4778 /* Store is empty */
4779 if (st_ptr->stock_num == 0)
4782 if (one_in_(STORE_SHUFFLE))
4785 msg_print(_("店主は引退した。", "The shopkeeper retires."));
4787 /* Shuffle the store */
4788 store_shuffle(cur_store_num);
4791 sprintf(buf, "%s (%s)",
4792 ot_ptr->owner_name, race_info[ot_ptr->owner_race].title);
4793 put_str(buf, 3, 10);
4794 sprintf(buf, "%s (%ld)",
4795 (f_name + f_info[cur_store_feat].name), (long)(ot_ptr->max_cost));
4802 msg_print(_("店主は新たな在庫を取り出した。", "The shopkeeper brings out some new stock."));
4805 for (i = 0; i < 10; i++)
4807 /* Maintain the store */
4808 store_maint(player_ptr, player_ptr->town_num, cur_store_num);
4813 display_inventory();
4816 /* The item is gone */
4817 else if (st_ptr->stock_num != i)
4819 /* Pick the correct screen */
4820 if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
4821 display_inventory();
4824 /* Item is still here */
4827 /* Redraw the item */
4828 display_entry(item);
4832 /* Player cannot afford it */
4835 /* Simple message (no insult) */
4836 msg_print(_("お金が足りません。", "You do not have enough gold."));
4841 /* Home is much easier */
4844 bool combined_or_reordered;
4846 /* Distribute charges of wands/rods */
4847 distribute_charges(o_ptr, j_ptr, amt);
4849 /* Give it to the player */
4850 item_new = inven_carry(player_ptr, j_ptr);
4852 /* Describe just the result */
4853 object_desc(o_name, &player_ptr->inventory_list[item_new], 0);
4855 msg_format(_("%s(%c)を取った。", "You have %s (%c)."), o_name, index_to_label(item_new));
4856 handle_stuff(player_ptr);
4858 /* Take note if we take the last one */
4859 i = st_ptr->stock_num;
4861 /* Remove the items from the home */
4862 store_item_increase(item, -amt);
4863 store_item_optimize(item);
4865 combined_or_reordered = combine_and_reorder_home(STORE_HOME);
4867 /* Hack -- Item is still here */
4868 if (i == st_ptr->stock_num)
4870 if (combined_or_reordered) display_inventory();
4872 /* Redraw the item */
4873 else display_entry(item);
4876 /* The item is gone */
4880 if (st_ptr->stock_num == 0) store_top = 0;
4882 /* Nothing left on that screen */
4883 else if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
4884 display_inventory();
4886 chg_virtue(player_ptr, V_SACRIFICE, 1);
4893 * @brief 店からの売却処理のメインルーチン /
4894 * Sell an item to the store (or home)
4895 * @param owner_ptr プレーヤーへの参照ポインタ
4898 static void store_sell(player_type *owner_ptr)
4905 PRICE price, value, dummy;
4913 GAME_TEXT o_name[MAX_NLEN];
4916 /* Prepare a prompt */
4917 if (cur_store_num == STORE_HOME)
4918 q = _("どのアイテムを置きますか? ", "Drop which item? ");
4920 else if (cur_store_num == STORE_MUSEUM)
4921 q = _("どのアイテムを寄贈しますか? ", "Give which item? ");
4924 q = _("どのアイテムを売りますか? ", "Sell which item? ");
4926 /* Only allow items the store will buy */
4927 item_tester_hook = store_will_buy;
4929 /* 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 */
4930 if (cur_store_num == STORE_HOME)
4932 s = _("置けるアイテムを持っていません。", "You don't have any item to drop.");
4934 else if (cur_store_num == STORE_MUSEUM)
4936 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.");
4940 s = _("欲しい物がないですねえ。", "You have nothing that I want.");
4943 o_ptr = choose_object(owner_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
4946 /* Hack -- Cannot remove cursed items */
4947 if ((item >= INVEN_RARM) && object_is_cursed(o_ptr))
4949 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."));
4953 /* Assume one item */
4956 if (o_ptr->number > 1)
4958 amt = get_quantity(NULL, o_ptr->number);
4959 if (amt <= 0) return;
4963 /* Get a copy of the object */
4964 object_copy(q_ptr, o_ptr);
4966 /* Modify quantity */
4967 q_ptr->number = amt;
4970 * Hack -- If a rod or wand, allocate total maximum
4971 * timeouts or charges to those being sold. -LM-
4973 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
4975 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
4978 /* Get a full description */
4979 object_desc(o_name, q_ptr, 0);
4981 /* Remove any inscription, feeling for stores */
4982 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
4984 q_ptr->inscription = 0;
4985 q_ptr->feeling = FEEL_NONE;
4988 /* Is there room in the store (or the home?) */
4989 if (!store_check_num(q_ptr))
4991 if (cur_store_num == STORE_HOME)
4992 msg_print(_("我が家にはもう置く場所がない。", "Your home is full."));
4994 else if (cur_store_num == STORE_MUSEUM)
4995 msg_print(_("博物館はもう満杯だ。", "Museum is full."));
4998 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."));
5004 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
5006 /* Describe the transaction */
5007 msg_format(_("%s(%c)を売却する。", "Selling %s (%c)."), o_name, index_to_label(item));
5012 choice = sell_haggle(q_ptr, &price);
5015 if (st_ptr->store_open >= current_world_ptr->game_turn) return;
5027 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
5028 chg_virtue(owner_ptr, V_JUSTICE, -1);
5030 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
5031 chg_virtue(owner_ptr, V_NATURE, 1);
5034 /* Get some money */
5035 owner_ptr->au += price;
5037 /* Update the display */
5040 /* Get the "apparent" value */
5041 dummy = object_value(q_ptr) * q_ptr->number;
5043 identify_item(owner_ptr, o_ptr);
5046 /* Get a copy of the object */
5047 object_copy(q_ptr, o_ptr);
5049 /* Modify quantity */
5050 q_ptr->number = amt;
5052 /* Make it look like to be known */
5053 q_ptr->ident |= IDENT_STORE;
5056 * Hack -- If a rod or wand, let the shopkeeper know just
5057 * how many charges he really paid for. -LM-
5059 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
5061 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
5064 /* Get the "actual" value */
5065 value = object_value(q_ptr) * q_ptr->number;
5067 /* Get the description all over again */
5068 object_desc(o_name, q_ptr, 0);
5070 /* Describe the result (in message buffer) */
5071 msg_format(_("%sを $%ldで売却しました。", "You sold %s for %ld gold."), o_name, (long)price);
5073 if (record_sell) exe_write_diary(owner_ptr, NIKKI_SELL, 0, o_name);
5075 if (!((o_ptr->tval == TV_FIGURINE) && (value > 0)))
5077 /* Analyze the prices (and comment verbally) unless a figurine*/
5078 purchase_analyze(price, value, dummy);
5082 * Hack -- Allocate charges between those wands or rods sold
5083 * and retained, unless all are being sold. -LM-
5085 distribute_charges(o_ptr, q_ptr, amt);
5087 /* Reset timeouts of the sold items */
5090 /* Take the item from the player, describe the result */
5091 inven_item_increase(owner_ptr, item, -amt);
5092 inven_item_describe(owner_ptr, item);
5094 /* If items remain, auto-inscribe before optimizing */
5095 if (o_ptr->number > 0)
5096 autopick_alter_item(item, FALSE);
5098 inven_item_optimize(owner_ptr, item);
5099 handle_stuff(owner_ptr);
5101 /* The store gets that (known) item */
5102 item_pos = store_carry(q_ptr);
5104 /* Re-display if item is now in store */
5107 store_top = (item_pos / store_bottom) * store_bottom;
5108 display_inventory();
5113 /* Player is at museum */
5114 else if (cur_store_num == STORE_MUSEUM)
5116 char o2_name[MAX_NLEN];
5117 object_desc(o2_name, q_ptr, OD_NAME_ONLY);
5119 if (-1 == store_check_num(q_ptr))
5121 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."));
5125 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!!"));
5128 if (!get_check(format(_("本当に%sを寄贈しますか?", "Really give %s to the Museum? "), o2_name))) return;
5130 identify_item(owner_ptr, q_ptr);
5131 q_ptr->ident |= IDENT_MENTAL;
5133 /* Distribute charges of wands/rods */
5134 distribute_charges(o_ptr, q_ptr, amt);
5135 msg_format(_("%sを置いた。(%c)", "You drop %s (%c)."), o_name, index_to_label(item));
5138 vary_item(owner_ptr, item, -amt);
5139 handle_stuff(owner_ptr);
5141 /* Let the home carry it */
5142 item_pos = home_carry(q_ptr);
5144 /* Update store display */
5147 store_top = (item_pos / store_bottom) * store_bottom;
5148 display_inventory();
5151 /* Player is at home */
5154 /* Distribute charges of wands/rods */
5155 distribute_charges(o_ptr, q_ptr, amt);
5156 msg_format(_("%sを置いた。(%c)", "You drop %s (%c)."), o_name, index_to_label(item));
5160 vary_item(owner_ptr, item, -amt);
5161 handle_stuff(owner_ptr);
5163 /* Let the home carry it */
5164 item_pos = home_carry(q_ptr);
5166 /* Update store display */
5169 store_top = (item_pos / store_bottom) * store_bottom;
5170 display_inventory();
5174 if ((choice == 0) && (item >= INVEN_RARM))
5176 calc_android_exp(owner_ptr);
5177 verify_equip_slot(owner_ptr, item);
5183 * @brief 店のアイテムを調べるコマンドのメインルーチン /
5184 * Examine an item in a store -JDL-
5187 static void store_examine(void)
5192 GAME_TEXT o_name[MAX_NLEN];
5196 if (st_ptr->stock_num <= 0)
5198 if (cur_store_num == STORE_HOME)
5199 msg_print(_("我が家には何も置いてありません。", "Your home is empty."));
5200 else if (cur_store_num == STORE_MUSEUM)
5201 msg_print(_("博物館には何も置いてありません。", "Museum is empty."));
5203 msg_print(_("現在商品の在庫を切らしています。", "I am currently out of stock."));
5207 /* Find the number of objects on this and following pages */
5208 i = (st_ptr->stock_num - store_top);
5210 /* And then restrict it to the current page */
5211 if (i > store_bottom) i = store_bottom;
5214 sprintf(out_val, _("どれを調べますか?", "Which item do you want to examine? "));
5216 /* Get the item number to be examined */
5217 if (!get_stock(&item, out_val, 0, i - 1)) return;
5219 /* Get the actual index */
5220 item = item + store_top;
5222 /* Get the actual item */
5223 o_ptr = &st_ptr->stock[item];
5225 /* Require full knowledge */
5226 if (!(o_ptr->ident & IDENT_MENTAL))
5228 /* This can only happen in the home */
5229 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."));
5233 object_desc(o_name, o_ptr, 0);
5234 msg_format(_("%sを調べている...", "Examining %s..."), o_name);
5236 if (!screen_object(o_ptr, SCROBJ_FORCE_DETAIL))
5237 msg_print(_("特に変わったところはないようだ。", "You see nothing special."));
5244 * @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 /
5245 * Remove an item from museum (Originally from TOband)
5248 static void museum_remove_object(void)
5253 GAME_TEXT o_name[MAX_NLEN];
5257 if (st_ptr->stock_num <= 0)
5259 msg_print(_("博物館には何も置いてありません。", "Museum is empty."));
5263 /* Find the number of objects on this and following pages */
5264 i = st_ptr->stock_num - store_top;
5266 /* And then restrict it to the current page */
5267 if (i > store_bottom) i = store_bottom;
5270 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? "));
5272 /* Get the item number to be removed */
5273 if (!get_stock(&item, out_val, 0, i - 1)) return;
5275 /* Get the actual index */
5276 item = item + store_top;
5278 /* Get the actual item */
5279 o_ptr = &st_ptr->stock[item];
5281 object_desc(o_name, o_ptr, 0);
5283 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!"));
5284 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;
5286 msg_format(_("%sの展示をやめさせた。", "You ordered to remove %s."), o_name);
5288 /* Remove the items from the home */
5289 store_item_increase(item, -o_ptr->number);
5290 store_item_optimize(item);
5292 (void)combine_and_reorder_home(STORE_MUSEUM);
5294 /* The item is gone */
5297 if (st_ptr->stock_num == 0) store_top = 0;
5299 /* Nothing left on that screen */
5300 else if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
5301 display_inventory();
5308 * Hack -- set this to leave the store
5310 static bool leave_store = FALSE;
5314 * @brief 店舗処理コマンド選択のメインルーチン /
5315 * Process a command in a store
5316 * @param client_ptr 顧客となるクリーチャーの参照ポインタ
5320 * Note that we must allow the use of a few "special" commands
5321 * in the stores which are not allowed in the dungeon, and we
5322 * must disable some commands which are allowed in the dungeon
5323 * but not in the stores, to prevent chaos.
5326 static void store_process_command(player_type *client_ptr)
5328 /* Handle repeating the last command */
5331 if (rogue_like_commands && command_cmd == 'l')
5333 command_cmd = 'x'; /* hack! */
5336 /* Parse the command */
5337 switch (command_cmd)
5347 /* 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 */
5350 if (st_ptr->stock_num <= store_bottom) {
5351 msg_print(_("これで全部です。", "Entire client_ptr->inventory_list is shown."));
5354 store_top -= store_bottom;
5355 if ( store_top < 0 )
5356 store_top = ((st_ptr->stock_num - 1 )/store_bottom) * store_bottom;
5357 if ( (cur_store_num == STORE_HOME) && (powerup_home == FALSE) )
5358 if ( store_top >= store_bottom ) store_top = store_bottom;
5359 display_inventory();
5367 if (st_ptr->stock_num <= store_bottom)
5369 msg_print(_("これで全部です。", "Entire client_ptr->inventory_list is shown."));
5373 store_top += store_bottom;
5375 * 隠しオプション(powerup_home)がセットされていないときは
5376 * 我が家では 2 ページまでしか表示しない
5378 if ((cur_store_num == STORE_HOME) &&
5379 (powerup_home == FALSE) &&
5380 (st_ptr->stock_num >= STORE_INVEN_MAX))
5382 if (store_top >= (STORE_INVEN_MAX - 1))
5389 if (store_top >= st_ptr->stock_num) store_top = 0;
5392 display_inventory();
5399 do_cmd_redraw(client_ptr);
5404 /* Get (purchase) */
5407 store_purchase(client_ptr);
5414 store_sell(client_ptr);
5431 /*** Inventory Commands ***/
5433 /* Wear/wield equipment */
5436 do_cmd_wield(client_ptr);
5440 /* Take off equipment */
5443 do_cmd_takeoff(client_ptr);
5447 /* Destroy an item */
5450 do_cmd_destroy(client_ptr);
5454 /* Equipment list */
5457 do_cmd_equip(client_ptr);
5461 /* Inventory list */
5464 do_cmd_inven(client_ptr);
5469 /*** Various commands ***/
5471 /* Identify an object */
5474 do_cmd_observe(client_ptr);
5480 toggle_inven_equip(client_ptr);
5484 /*** Use various objects ***/
5489 if ( (client_ptr->pclass == CLASS_MINDCRAFTER) ||
5490 (client_ptr->pclass == CLASS_BERSERKER) ||
5491 (client_ptr->pclass == CLASS_NINJA) ||
5492 (client_ptr->pclass == CLASS_MIRROR_MASTER)
5493 ) do_cmd_mind_browse(client_ptr);
5494 else if (client_ptr->pclass == CLASS_SMITH)
5495 do_cmd_kaji(client_ptr, TRUE);
5496 else if (client_ptr->pclass == CLASS_MAGIC_EATER)
5497 do_cmd_magic_eater(client_ptr, TRUE, FALSE);
5498 else if (client_ptr->pclass == CLASS_SNIPER)
5499 do_cmd_snipe_browse(client_ptr);
5500 else do_cmd_browse(client_ptr);
5504 /* Inscribe an object */
5507 do_cmd_inscribe(client_ptr);
5511 /* Uninscribe an object */
5514 do_cmd_uninscribe(client_ptr);
5518 /*** Help and Such ***/
5527 /* Identify symbol */
5530 do_cmd_query_symbol(client_ptr);
5534 /* Character description */
5537 client_ptr->town_num = old_town_num;
5538 do_cmd_player_status(client_ptr);
5539 client_ptr->town_num = inner_town_num;
5544 /*** System Commands ***/
5546 /* Hack -- User interface */
5553 /* Single line from a pref file */
5556 client_ptr->town_num = old_town_num;
5558 client_ptr->town_num = inner_town_num;
5562 /* Interact with macros */
5565 client_ptr->town_num = old_town_num;
5566 do_cmd_macros(client_ptr);
5567 client_ptr->town_num = inner_town_num;
5571 /* Interact with visuals */
5574 client_ptr->town_num = old_town_num;
5575 do_cmd_visuals(client_ptr);
5576 client_ptr->town_num = inner_town_num;
5580 /* Interact with colors */
5583 client_ptr->town_num = old_town_num;
5584 do_cmd_colors(client_ptr);
5585 client_ptr->town_num = inner_town_num;
5589 /* Interact with options */
5593 (void)combine_and_reorder_home(STORE_HOME);
5594 do_cmd_redraw(client_ptr);
5599 /*** Misc Commands ***/
5615 /* Repeat level feeling */
5618 do_cmd_feeling(client_ptr);
5622 /* Show previous message */
5625 do_cmd_message_one();
5629 /* Show previous messages */
5638 do_cmd_diary(client_ptr);
5642 /* Check artifacts, uniques etc. */
5645 do_cmd_knowledge(client_ptr);
5649 /* Load "screen dump" */
5652 do_cmd_load_screen();
5656 /* Save "screen dump" */
5659 do_cmd_save_screen(client_ptr);
5663 /* Hack -- Unknown command */
5666 if ((cur_store_num == STORE_MUSEUM) && (command_cmd == 'r'))
5668 museum_remove_object();
5672 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."));
5681 * @brief 店舗処理全体のメインルーチン /
5682 * Enter a store, and interact with it. *
5683 * @param player_ptr プレーヤーへの参照ポインタ
5687 * Note that we use the standard "request_command()" function
5688 * to get a command, allowing us to use "command_arg" and all
5689 * command macros and other nifty stuff, but we use the special
5690 * "shopping" argument, to force certain commands to be converted
5691 * into other commands, normally, we convert "p" (pray) and "m"
5692 * (cast magic) into "g" (get), and "s" (search) into "d" (drop).
5695 void do_cmd_store(player_type *player_ptr)
5701 bool need_redraw_store_inv; /* To redraw missiles damage and prices in store */
5704 if(player_ptr->wild_mode) return;
5705 Term_get_size(&w, &h);
5707 /* Calculate stocks per 1 page */
5708 xtra_stock = MIN(14+26, ((h > 24) ? (h - 24) : 0));
5709 store_bottom = MIN_STOCK + xtra_stock;
5711 /* Access the player grid */
5712 g_ptr = &player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x];
5714 /* Verify a store */
5715 if (!cave_have_flag_grid(g_ptr, FF_STORE))
5717 msg_print(_("ここには店がありません。", "You see no store here."));
5721 /* Extract the store code */
5722 which = f_info[g_ptr->feat].subtype;
5724 old_town_num = player_ptr->town_num;
5725 if ((which == STORE_HOME) || (which == STORE_MUSEUM)) player_ptr->town_num = 1;
5726 if (player_ptr->current_floor_ptr->dun_level) player_ptr->town_num = NO_TOWN;
5727 inner_town_num = player_ptr->town_num;
5729 /* Hack -- Check the "locked doors" */
5730 if ((town_info[player_ptr->town_num].store[which].store_open >= current_world_ptr->game_turn) ||
5733 msg_print(_("ドアに鍵がかかっている。", "The doors are locked."));
5734 player_ptr->town_num = old_town_num;
5738 /* Calculate the number of store maintainances since the last visit */
5739 maintain_num = (current_world_ptr->game_turn - town_info[player_ptr->town_num].store[which].last_visit) / (TURNS_PER_TICK * STORE_TICKS);
5741 /* Maintain the store max. 10 times */
5742 if (maintain_num > 10) maintain_num = 10;
5746 /* Maintain the store */
5747 for (i = 0; i < maintain_num; i++)
5748 store_maint(player_ptr, player_ptr->town_num, which);
5750 /* Save the visit */
5751 town_info[player_ptr->town_num].store[which].last_visit = current_world_ptr->game_turn;
5754 forget_lite(player_ptr->current_floor_ptr);
5755 forget_view(player_ptr->current_floor_ptr);
5757 /* Hack -- Character is in "icky" mode */
5758 current_world_ptr->character_icky = TRUE;
5765 /* Do not expand macros */
5766 get_com_no_macros = TRUE;
5768 /* Save the store number */
5769 cur_store_num = which;
5771 /* Hack -- save the store feature */
5772 cur_store_feat = g_ptr->feat;
5774 /* Save the store and owner pointers */
5775 st_ptr = &town_info[player_ptr->town_num].store[cur_store_num];
5776 ot_ptr = &owners[cur_store_num][st_ptr->owner];
5778 /* Start at the beginning */
5781 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
5786 leave_store = FALSE;
5788 /* Interact with player */
5789 while (!leave_store)
5791 /* Hack -- Clear line 1 */
5793 clear_from(20 + xtra_stock);
5795 /* Basic commands */
5796 prt(_(" ESC) 建物から出る", " ESC) Exit from Building."), 21 + xtra_stock, 0);
5798 /* Browse if necessary */
5799 if (st_ptr->stock_num > store_bottom)
5801 prt(_(" -)前ページ", " -) Previous page"), 22 + xtra_stock, 0);
5802 prt(_(" スペース) 次ページ", " SPACE) Next page"), 23 + xtra_stock, 0);
5806 if (cur_store_num == STORE_HOME)
5808 prt(_("g) アイテムを取る", "g) Get an item."), 21 + xtra_stock, 27);
5809 prt(_("d) アイテムを置く", "d) Drop an item."), 22 + xtra_stock, 27);
5810 prt(_("x) 家のアイテムを調べる", "x) eXamine an item in the home."), 23 + xtra_stock, 27);
5813 /* Museum commands */
5814 else if (cur_store_num == STORE_MUSEUM)
5816 prt(_("d) アイテムを置く", "d) Drop an item."), 21 + xtra_stock, 27);
5817 prt(_("r) アイテムの展示をやめる", "r) order to Remove an item."), 22 + xtra_stock, 27);
5818 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);
5824 prt(_("p) 商品を買う", "p) Purchase an item."), 21 + xtra_stock, 30);
5825 prt(_("s) アイテムを売る", "s) Sell an item."), 22 + xtra_stock, 30);
5826 prt(_("x) 商品を調べる", "x) eXamine an item in the shop"), 23 + xtra_stock,30);
5830 prt(_("i/e) 持ち物/装備の一覧", "i/e) Inventry/Equipment list"), 21 + xtra_stock, 56);
5832 if (rogue_like_commands)
5834 prt(_("w/T) 装備する/はずす", "w/T) Wear/Take off equipment"), 22 + xtra_stock, 56);
5838 prt(_("w/t) 装備する/はずす", "w/t) Wear/Take off equipment"), 22 + xtra_stock, 56);
5842 prt(_("コマンド:", "You may: "), 20 + xtra_stock, 0);
5844 request_command(TRUE);
5846 /* Process the command */
5847 store_process_command(player_ptr);
5850 * Hack -- To redraw missiles damage and prices in store
5851 * If player's charisma changes, or if player changes a bow, PU_BONUS is set
5853 need_redraw_store_inv = (player_ptr->update & PU_BONUS) ? TRUE : FALSE;
5855 /* Hack -- Character is still in "icky" mode */
5856 current_world_ptr->character_icky = TRUE;
5858 handle_stuff(player_ptr);
5861 if (player_ptr->inventory_list[INVEN_PACK].k_idx)
5863 INVENTORY_IDX item = INVEN_PACK;
5865 object_type *o_ptr = &player_ptr->inventory_list[item];
5867 /* Hack -- Flee from the store */
5868 if (cur_store_num != STORE_HOME)
5870 if (cur_store_num == STORE_MUSEUM)
5871 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..."));
5873 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..."));
5879 /* Hack -- Flee from the home */
5880 else if (!store_check_num(o_ptr))
5882 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..."));
5887 /* Hack -- Drop items into the home */
5895 GAME_TEXT o_name[MAX_NLEN];
5897 /* Give a message */
5898 msg_print(_("ザックからアイテムがあふれてしまった!", "Your pack overflows!"));
5902 object_copy(q_ptr, o_ptr);
5903 object_desc(o_name, q_ptr, 0);
5905 msg_format(_("%sが落ちた。(%c)", "You drop %s (%c)."), o_name, index_to_label(item));
5907 vary_item(player_ptr, item, -255);
5908 handle_stuff(player_ptr);
5910 /* Let the home carry it */
5911 item_pos = home_carry(q_ptr);
5913 /* Redraw the home */
5916 store_top = (item_pos / store_bottom) * store_bottom;
5917 display_inventory();
5922 /* Hack -- Redisplay store prices if charisma changes */
5923 /* Hack -- Redraw missiles damage if player changes bow */
5924 if (need_redraw_store_inv) display_inventory();
5926 /* Hack -- get kicked out of the store */
5927 if (st_ptr->store_open >= current_world_ptr->game_turn) leave_store = TRUE;
5930 select_floor_music(player_ptr);
5932 player_ptr->town_num = old_town_num;
5934 take_turn(player_ptr, 100);
5936 /* Hack -- Character is no longer in "icky" mode */
5937 current_world_ptr->character_icky = FALSE;
5939 /* Hack -- Cancel automatic command */
5942 /* Hack -- Cancel "see" mode */
5943 command_see = FALSE;
5945 /* Allow expanding macros */
5946 get_com_no_macros = FALSE;
5951 /* Update everything */
5952 player_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
5953 player_ptr->update |= (PU_MONSTERS);
5955 /* Redraw entire screen */
5956 player_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY);
5957 player_ptr->redraw |= (PR_MAP);
5958 player_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5964 * @brief 現在の町の店主を交代させる /
5965 * Shuffle one of the stores.
5966 * @param which 店舗種類のID
5969 void store_shuffle(int which)
5975 if (which == STORE_HOME) return;
5976 if (which == STORE_MUSEUM) return;
5979 /* Save the store index */
5980 cur_store_num = which;
5982 /* Activate that store */
5983 st_ptr = &town_info[p_ptr->town_num].store[cur_store_num];
5986 /* Pick a new owner */
5989 st_ptr->owner = (byte)randint0(MAX_OWNERS);
5990 if (j == st_ptr->owner) continue;
5991 for (i = 1;i < max_towns; i++)
5993 if (i == p_ptr->town_num) continue;
5994 if (st_ptr->owner == town_info[i].store[cur_store_num].owner) break;
5996 if (i == max_towns) break;
5999 /* Activate the new owner */
6000 ot_ptr = &owners[cur_store_num][st_ptr->owner];
6003 /* Reset the owner data */
6004 st_ptr->insult_cur = 0;
6005 st_ptr->store_open = 0;
6006 st_ptr->good_buy = 0;
6007 st_ptr->bad_buy = 0;
6010 /* Hack -- discount all the items */
6011 for (i = 0; i < st_ptr->stock_num; i++)
6015 o_ptr = &st_ptr->stock[i];
6017 if (!object_is_artifact(o_ptr))
6019 /* Hack -- Sell all non-artifact old items for "half price" */
6020 o_ptr->discount = 50;
6022 /* Hack -- Items are no longer "fixed price" */
6023 o_ptr->ident &= ~(IDENT_FIXED);
6025 /* Mega-Hack -- Note that the item is "on sale" */
6026 o_ptr->inscription = quark_add(_("売出中", "on sale"));
6033 * @brief 店の品揃えを変化させる /
6034 * Maintain the inventory at the stores.
6035 * @param player_ptr プレーヤーへの参照ポインタ
6036 * @param town_num 町のID
6037 * @param store_num 店舗種類のID
6040 void store_maint(player_type *player_ptr, int town_num, int store_num)
6044 cur_store_num = store_num;
6047 if (store_num == STORE_HOME) return;
6048 if (store_num == STORE_MUSEUM) return;
6050 /* Activate that store */
6051 st_ptr = &town_info[town_num].store[store_num];
6053 /* Activate the owner */
6054 ot_ptr = &owners[store_num][st_ptr->owner];
6056 /* Store keeper forgives the player */
6057 st_ptr->insult_cur = 0;
6059 /* Mega-Hack -- prune the black market */
6060 if (store_num == STORE_BLACK)
6062 /* Destroy crappy black market items */
6063 for (j = st_ptr->stock_num - 1; j >= 0; j--)
6065 object_type *o_ptr = &st_ptr->stock[j];
6067 /* Destroy crappy items */
6068 if (black_market_crap(o_ptr))
6070 /* Destroy the item */
6071 store_item_increase(j, 0 - o_ptr->number);
6072 store_item_optimize(j);
6077 /* Choose the number of slots to keep */
6078 j = st_ptr->stock_num;
6080 /* Sell a few items */
6081 j = j - randint1(STORE_TURNOVER);
6083 /* Never keep more than "STORE_MAX_KEEP" slots */
6084 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
6086 /* Always "keep" at least "STORE_MIN_KEEP" items */
6087 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
6089 /* Hack -- prevent "underflow" */
6092 /* Destroy objects until only "j" slots are left */
6093 while (st_ptr->stock_num > j) store_delete();
6096 /* Choose the number of slots to fill */
6097 j = st_ptr->stock_num;
6099 /* Buy some more items */
6100 j = j + randint1(STORE_TURNOVER);
6102 /* Never keep more than "STORE_MAX_KEEP" slots */
6103 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
6105 /* Always "keep" at least "STORE_MIN_KEEP" items */
6106 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
6108 /* Hack -- prevent "overflow" */
6109 if (j >= st_ptr->stock_size) j = st_ptr->stock_size - 1;
6111 /* Acquire some new items */
6112 while (st_ptr->stock_num < j) store_create(player_ptr);
6117 * @brief 店舗情報を初期化する /
6118 * Initialize the stores
6119 * @param town_num 町のID
6120 * @param store_num 店舗種類のID
6123 void store_init(int town_num, int store_num)
6126 cur_store_num = store_num;
6128 /* Activate that store */
6129 st_ptr = &town_info[town_num].store[store_num];
6137 st_ptr->owner = (byte)randint0(MAX_OWNERS);
6138 for (i = 1;i < max_towns; i++)
6140 if (i == town_num) continue;
6141 if (st_ptr->owner == town_info[i].store[store_num].owner) break;
6143 if (i == max_towns) break;
6146 /* Activate the new owner */
6147 ot_ptr = &owners[store_num][st_ptr->owner];
6150 /* Initialize the store */
6151 st_ptr->store_open = 0;
6152 st_ptr->insult_cur = 0;
6153 st_ptr->good_buy = 0;
6154 st_ptr->bad_buy = 0;
6156 /* Nothing in stock */
6157 st_ptr->stock_num = 0;
6160 * MEGA-HACK - Last visit to store is
6161 * BEFORE player birth to enable store restocking
6163 st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
6165 /* Clear any old items */
6166 for (k = 0; k < st_ptr->stock_size; k++)
6168 object_wipe(&st_ptr->stock[k]);
6174 * @brief アイテムを町のブラックマーケットに移動させる /
6175 * @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
6178 void move_to_black_market(object_type *o_ptr)
6181 if (!p_ptr->town_num) return;
6183 st_ptr = &town_info[p_ptr->town_num].store[STORE_BLACK];
6185 o_ptr->ident |= IDENT_STORE;
6187 (void)store_carry(o_ptr);
6189 object_wipe(o_ptr); /* Don't leave a bogus object behind... */