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.
15 #include "cmd-zapwand.h"
16 #include "cmd-magiceat.h"
19 #include "cmd-spell.h"
21 #include "player-status.h"
26 * @brief 闘技場のモンスターID及び報酬アイテムテーブル /
27 * Store owners (exactly four "possible" owners per store, chosen randomly)
30 * { name, purse, max greed, min greed, haggle_per, tolerance, race, unused }
32 * Lifted extra shopkeepers from CthAngband (don't you just love open source
33 * development? ;-)). Since this gave less than 32 unique names for some
34 * shops, those have their first x names copied to reach 32.
36 * For the weapon and armour shops, several owners have a limit of 5k.
38 * I want to do 50k owners, but the purse is currently s16b. Perhaps
39 * we should just store 1/10th of the purse?
42 const owner_type owners[MAX_STORES][MAX_OWNERS] =
45 /* General store - 32 unique names */
47 Raistlin は dragonlance の powerful wizard 。
48 Rincewind the Chicken は Terry Pratchett の Discworld の登場人物 上記のパロディ?、
49 { "憶病者ラストリン", 200, 175, 108, 4, 12, RACE_HUMAN},
50 { "Raistlin the Chicken", 200, 175, 108, 4, 12, RACE_HUMAN},
54 { "フレンドリーなビルボ", 200, 170, 108, 5, 15, RACE_HOBBIT},
55 { "憶病者リンスウィンド", 200, 175, 108, 4, 12, RACE_HUMAN},
56 { "背の低いサルタン", 300, 170, 107, 5, 15, RACE_GNOME},
57 { "ハンサムなライア=エル", 300, 165, 107, 6, 18, RACE_ELF},
58 { "親切なファリルマウエン", 250, 170, 108, 5, 15, RACE_HOBBIT},
59 { "臆病者ヴォワラン", 500, 175, 108, 4, 12, RACE_HUMAN},
60 { "チビのエラシュナク", 750, 170, 107, 5, 15, RACE_BEASTMAN},
61 { "ハンサムなグラッグ", 1000, 165, 107, 6, 18, RACE_HALF_TITAN},
62 { "ケチなフォロビア", 250, 170, 108, 5, 15, RACE_HUMAN},
63 { "馬鹿のエリス", 500, 175, 108, 4, 12, RACE_HUMAN},
64 { "腹ペコのフィルバート", 750, 170, 107, 5, 15, RACE_VAMPIRE},
65 { "スナーグル・サシグア", 1000, 165, 107, 6, 18, RACE_MIND_FLAYER},
66 { "長死きエロワーズ", 250, 170, 108, 5, 15, RACE_SPECTRE},
67 { "ノロマのフンディ", 500, 175, 108, 4, 12, RACE_ZOMBIE},
68 { "グランサス", 750, 170, 107, 5, 15, RACE_SKELETON},
69 { "丁寧なロラックス", 1000, 165, 107, 6, 18, RACE_VAMPIRE},
70 { "ブッチ", 250, 170, 108, 5, 15, RACE_HALF_ORC},
71 { "美しきエルベレス", 500, 175, 108, 4, 12, RACE_HIGH_ELF},
72 { "こそこそサーレス", 750, 170, 107, 5, 15, RACE_GNOME},
73 { "ナーロック", 1000, 165, 107, 6, 18, RACE_DWARF},
74 { "チビのヘイネッカ", 250, 170, 108, 5, 15, RACE_GNOME},
75 { "きちがいロワラン", 500, 175, 108, 4, 12, RACE_HALF_GIANT},
76 { "毒息のウート", 750, 170, 107, 5, 15, RACE_DRACONIAN},
77 { "でぶっちょアラァカ", 1000, 165, 107, 6, 18, RACE_DRACONIAN},
78 { "低能なプーゴー", 250, 170, 108, 5, 15, RACE_BEASTMAN},
79 { "フェロールフィリアン", 500, 175, 108, 4, 12, RACE_ELF},
80 { "年寄りマロカ", 750, 170, 107, 5, 15, RACE_GNOME},
81 { "勇敢なサシン", 1000, 165, 107, 6, 18, RACE_HALF_GIANT},
82 { "田舎者アビエマール", 250, 170, 108, 5, 15, RACE_HUMAN},
83 { "貧乏なハーク", 500, 175, 108, 4, 12, RACE_HALF_ORC},
84 { "みじめなソアリン", 750, 170, 107, 5, 15, RACE_ZOMBIE},
85 { "質素なメルラ", 1000, 165, 107, 6, 18, RACE_ELF},
87 { "Bilbo the Friendly", 200, 170, 108, 5, 15, RACE_HOBBIT},
88 { "Rincewind the Chicken", 200, 175, 108, 4, 12, RACE_HUMAN},
89 { "Sultan the Midget", 300, 170, 107, 5, 15, RACE_GNOME},
90 { "Lyar-el the Comely", 300, 165, 107, 6, 18, RACE_ELF},
91 { "Falilmawen the Friendly", 250, 170, 108, 5, 15, RACE_HOBBIT},
92 { "Voirin the Cowardly", 500, 175, 108, 4, 12, RACE_HUMAN},
93 { "Erashnak the Midget", 750, 170, 107, 5, 15, RACE_BEASTMAN},
94 { "Grug the Comely", 1000, 165, 107, 6, 18, RACE_HALF_TITAN},
95 { "Forovir the Cheap", 250, 170, 108, 5, 15, RACE_HUMAN},
96 { "Ellis the Fool", 500, 175, 108, 4, 12, RACE_HUMAN},
97 { "Filbert the Hungry", 750, 170, 107, 5, 15, RACE_VAMPIRE},
98 { "Fthnargl Psathiggua", 1000, 165, 107, 6, 18, RACE_MIND_FLAYER},
99 { "Eloise Long-Dead", 250, 170, 108, 5, 15, RACE_SPECTRE},
100 { "Fundi the Slow", 500, 175, 108, 4, 12, RACE_ZOMBIE},
101 { "Granthus", 750, 170, 107, 5, 15, RACE_SKELETON},
102 { "Lorax the Suave", 1000, 165, 107, 6, 18, RACE_VAMPIRE},
103 { "Butch", 250, 170, 108, 5, 15, RACE_HALF_ORC},
104 { "Elbereth the Beautiful", 500, 175, 108, 4, 12, RACE_HIGH_ELF},
105 { "Sarleth the Sneaky", 750, 170, 107, 5, 15, RACE_GNOME},
106 { "Narlock", 1000, 165, 107, 6, 18, RACE_DWARF},
107 { "Haneka the Small", 250, 170, 108, 5, 15, RACE_GNOME},
108 { "Loirin the Mad", 500, 175, 108, 4, 12, RACE_HALF_GIANT},
109 { "Wuto Poisonbreath", 750, 170, 107, 5, 15, RACE_DRACONIAN},
110 { "Araaka the Rotund", 1000, 165, 107, 6, 18, RACE_DRACONIAN},
111 { "Poogor the Dumb", 250, 170, 108, 5, 15, RACE_BEASTMAN},
112 { "Felorfiliand", 500, 175, 108, 4, 12, RACE_ELF},
113 { "Maroka the Aged", 750, 170, 107, 5, 15, RACE_GNOME},
114 { "Sasin the Bold", 1000, 165, 107, 6, 18, RACE_HALF_GIANT},
115 { "Abiemar the Peasant", 250, 170, 108, 5, 15, RACE_HUMAN},
116 { "Hurk the Poor", 500, 175, 108, 4, 12, RACE_HALF_ORC},
117 { "Soalin the Wretched", 750, 170, 107, 5, 15, RACE_ZOMBIE},
118 { "Merulla the Humble", 1000, 165, 107, 6, 18, RACE_ELF},
122 /* Armoury - 28 unique names */
124 { "醜悪コン=ダー", 5000, 210, 115, 5, 7, RACE_HALF_ORC},
125 { "頑固者ダーグ=ロウ", 10000, 190, 111, 4, 9, RACE_HUMAN},
126 { "賢者デカド", 25000, 200, 112, 4, 10, RACE_DUNADAN},
127 { "鍛冶屋のウィーランド", 30000, 200, 112, 4, 5, RACE_DWARF},
128 { "醜悪コン=ダー", 10000, 210, 115, 5, 7, RACE_HALF_ORC},
129 { "頑固者ダーグ=ロウ", 15000, 190, 111, 4, 9, RACE_HUMAN},
130 { "ハンサムなデカド", 25000, 200, 112, 4, 10, RACE_AMBERITE},
131 { "エロー・ドラゴンスケイル", 30000, 200, 112, 4, 5, RACE_ELF},
132 { "デリカトス", 10000, 210, 115, 5, 7, RACE_SPRITE},
133 { "巨大なグルース", 15000, 190, 111, 4, 9, RACE_HALF_GIANT},
134 { "アニムス", 25000, 200, 112, 4, 10, RACE_GOLEM},
135 { "マルヴァス", 30000, 200, 112, 4, 5, RACE_HALF_TITAN},
136 { "セラクシス", 10000, 210, 115, 5, 7, RACE_ZOMBIE},
137 { "デス・チル", 5000, 190, 111, 4, 9, RACE_SPECTRE},
138 { "微かなドリオス", 25000, 200, 112, 4, 10, RACE_SPECTRE},
139 { "冷たいバスリック", 30000, 200, 112, 4, 5, RACE_VAMPIRE},
140 { "冷酷ヴェンジェラ", 10000, 210, 115, 5, 7, RACE_HALF_TROLL},
141 { "強者ウィラナ", 15000, 190, 111, 4, 9, RACE_HUMAN},
142 { "ヨジョ二世", 25000, 200, 112, 4, 10, RACE_DWARF},
143 { "優しいラナラー", 30000, 200, 112, 4, 5, RACE_AMBERITE},
144 { "不浄のホルバグ", 5000, 210, 115, 5, 7, RACE_HALF_ORC},
145 { "テレパスのエレレン", 15000, 190, 111, 4, 9, RACE_DARK_ELF},
146 { "イスドリリアス", 25000, 200, 112, 4, 10, RACE_SPRITE},
147 { "一つ目ヴェグナー", 5000, 200, 112, 4, 5, RACE_CYCLOPS},
148 { "混沌のロディッシュ", 10000, 210, 115, 5, 7, RACE_BEASTMAN},
149 { "剣豪ヘジン", 15000, 190, 111, 4, 9, RACE_NIBELUNG},
150 { "ずる屋のエルベレリス", 10000, 200, 112, 4, 10, RACE_DARK_ELF},
151 { "インプのザサス", 30000, 200, 112, 4, 5, RACE_IMP},
152 { "醜悪コン=ダー", 5000, 210, 115, 5, 7, RACE_HALF_ORC},
153 { "頑固者ダーグ=ロウ", 10000, 190, 111, 4, 9, RACE_HUMAN},
154 { "ハンサムなデカド", 25000, 200, 112, 4, 10, RACE_AMBERITE},
155 { "鍛冶屋のウィーランド", 30000, 200, 112, 4, 5, RACE_DWARF},
157 { "Kon-Dar the Ugly", 5000, 210, 115, 5, 7, RACE_HALF_ORC},
158 { "Darg-Low the Grim", 10000, 190, 111, 4, 9, RACE_HUMAN},
159 { "Decado the Handsome", 25000, 200, 112, 4, 10, RACE_DUNADAN},
160 { "Wieland the Smith", 30000, 200, 112, 4, 5, RACE_DWARF},
161 { "Kon-Dar the Ugly", 10000, 210, 115, 5, 7, RACE_HALF_ORC},
162 { "Darg-Low the Grim", 15000, 190, 111, 4, 9, RACE_HUMAN},
163 { "Decado the Handsome", 25000, 200, 112, 4, 10, RACE_AMBERITE},
164 { "Elo Dragonscale", 30000, 200, 112, 4, 5, RACE_ELF},
165 { "Delicatus", 10000, 210, 115, 5, 7, RACE_SPRITE},
166 { "Gruce the Huge", 15000, 190, 111, 4, 9, RACE_HALF_GIANT},
167 { "Animus", 25000, 200, 112, 4, 10, RACE_GOLEM},
168 { "Malvus", 30000, 200, 112, 4, 5, RACE_HALF_TITAN},
169 { "Selaxis", 10000, 210, 115, 5, 7, RACE_ZOMBIE},
170 { "Deathchill", 5000, 190, 111, 4, 9, RACE_SPECTRE},
171 { "Drios the Faint", 25000, 200, 112, 4, 10, RACE_SPECTRE},
172 { "Bathric the Cold", 30000, 200, 112, 4, 5, RACE_VAMPIRE},
173 { "Vengella the Cruel", 10000, 210, 115, 5, 7, RACE_HALF_TROLL},
174 { "Wyrana the Mighty", 15000, 190, 111, 4, 9, RACE_HUMAN},
175 { "Yojo II", 25000, 200, 112, 4, 10, RACE_DWARF},
176 { "Ranalar the Sweet", 30000, 200, 112, 4, 5, RACE_AMBERITE},
177 { "Horbag the Unclean", 5000, 210, 115, 5, 7, RACE_HALF_ORC},
178 { "Elelen the Telepath", 15000, 190, 111, 4, 9, RACE_DARK_ELF},
179 { "Isedrelias", 25000, 200, 112, 4, 10, RACE_SPRITE},
180 { "Vegnar One-eye", 5000, 200, 112, 4, 5, RACE_CYCLOPS},
181 { "Rodish the Chaotic", 10000, 210, 115, 5, 7, RACE_BEASTMAN},
182 { "Hesin Swordmaster", 15000, 190, 111, 4, 9, RACE_NIBELUNG},
183 { "Elvererith the Cheat", 10000, 200, 112, 4, 10, RACE_DARK_ELF},
184 { "Zzathath the Imp", 30000, 200, 112, 4, 5, RACE_IMP},
185 { "Kon-Dar the Ugly", 5000, 210, 115, 5, 7, RACE_HALF_ORC},
186 { "Darg-Low the Grim", 10000, 190, 111, 4, 9, RACE_HUMAN},
187 { "Decado the Handsome", 25000, 200, 112, 4, 10, RACE_AMBERITE},
188 { "Wieland the Smith", 30000, 200, 112, 4, 5, RACE_DWARF},
193 /* Weapon Smith - 28 unique names */
195 { "残忍なるアーノルド", 5000, 210, 115, 6, 6, RACE_HALF_TROLL},
196 { "獣殺しのアーンダル", 10000, 185, 110, 5, 9, RACE_HALF_ELF},
197 { "獣マスターのエディー", 25000, 190, 115, 5, 7, RACE_HOBBIT},
198 { "竜殺しのオグライン", 30000, 195, 112, 4, 8, RACE_DWARF},
199 { "熟練者ドリュー", 10000, 210, 115, 6, 6, RACE_HUMAN},
200 { "龍の子オラックス", 15000, 185, 110, 5, 9, RACE_DRACONIAN},
201 { "病気持ちのアンスラックス", 25000, 190, 115, 5, 7, RACE_BEASTMAN},
202 { "頑丈者アルコス", 30000, 195, 112, 4, 8, RACE_DWARF},
203 { "腐れ者のサリアス", 5000, 210, 115, 6, 6, RACE_ZOMBIE},
204 { "晒し骨のトゥエシク", 15000, 185, 110, 5, 9, RACE_SKELETON},
205 { "ビリオス", 25000, 190, 115, 5, 7, RACE_BEASTMAN},
206 { "ファスガル", 30000, 195, 112, 4, 8, RACE_ZOMBIE},
207 { "パラディンのエレフリス", 10000, 210, 115, 6, 6, RACE_BARBARIAN},
208 { "キ'トリッ'ク", 15000, 185, 110, 5, 9, RACE_KLACKON},
209 { "蜘蛛の友ドゥロカス", 25000, 190, 115, 5, 7, RACE_DARK_ELF},
210 { "巨人殺しのフングス", 30000, 195, 112, 4, 8, RACE_DWARF},
211 { "デランサ", 10000, 210, 115, 6, 6, RACE_ELF},
212 { "レンジャーのソルビスタニ", 15000, 185, 110, 5, 9, RACE_HALF_ELF},
213 { "ノロマのゾリル", 25000, 190, 115, 5, 7, RACE_GOLEM},
214 { "イーオン・フラックス", 20000, 195, 112, 4, 8, RACE_HALF_ELF},
215 { "強者ナドック", 10000, 210, 115, 6, 6, RACE_HOBBIT},
216 { "弱虫エラモグ", 15000, 185, 110, 5, 9, RACE_KOBOLD},
217 { "公正なエオウィリス", 25000, 190, 115, 5, 7, RACE_VAMPIRE},
218 { "バルログ殺しのヒュイモグ", 30000, 195, 112, 4, 8, RACE_HALF_ORC},
219 { "冷酷ピーダス", 5000, 210, 115, 6, 6, RACE_HUMAN},
220 { "ヴァモグ スレイヤー", 15000, 185, 110, 5, 9, RACE_HALF_OGRE},
221 { "性悪フーシュナク", 25000, 190, 115, 5, 7, RACE_BEASTMAN},
222 { "舞闘バレン", 30000, 195, 112, 4, 8, RACE_BARBARIAN},
223 { "残忍なるアーノルド", 5000, 210, 115, 6, 6, RACE_BARBARIAN},
224 { "獣殺しのアーンダル", 10000, 185, 110, 5, 9, RACE_HALF_ELF},
225 { "ビーストマスター・エディー", 25000, 190, 115, 5, 7, RACE_HALF_ORC},
226 { "竜殺しのオグライン", 30000, 195, 112, 4, 8, RACE_DWARF},
228 { "Arnold the Beastly", 5000, 210, 115, 6, 6, RACE_BARBARIAN},
229 { "Arndal Beast-Slayer", 10000, 185, 110, 5, 9, RACE_HALF_ELF},
230 { "Eddie Beast-Master", 25000, 190, 115, 5, 7, RACE_HALF_ORC},
231 { "Oglign Dragon-Slayer", 30000, 195, 112, 4, 8, RACE_DWARF},
232 { "Drew the Skilled", 10000, 210, 115, 6, 6, RACE_HUMAN},
233 { "Orrax Dragonson", 15000, 185, 110, 5, 9, RACE_DRACONIAN},
234 { "Anthrax Disease-Carrier", 25000, 190, 115, 5, 7, RACE_BEASTMAN},
235 { "Arkhoth the Stout", 30000, 195, 112, 4, 8, RACE_DWARF},
236 { "Sarlyas the Rotten", 5000, 210, 115, 6, 6, RACE_ZOMBIE},
237 { "Tuethic Bare-Bones", 15000, 185, 110, 5, 9, RACE_SKELETON},
238 { "Bilious", 25000, 190, 115, 5, 7, RACE_BEASTMAN},
239 { "Fasgul", 30000, 195, 112, 4, 8, RACE_ZOMBIE},
240 { "Ellefris the Paladin", 10000, 210, 115, 6, 6, RACE_BARBARIAN},
241 { "K'trrik'k", 15000, 185, 110, 5, 9, RACE_KLACKON},
242 { "Drocus Spiderfriend", 25000, 190, 115, 5, 7, RACE_DARK_ELF},
243 { "Fungus Giant-Slayer", 30000, 195, 112, 4, 8, RACE_DWARF},
244 { "Delantha", 10000, 210, 115, 6, 6, RACE_ELF},
245 { "Solvistani the Ranger", 15000, 185, 110, 5, 9, RACE_HALF_ELF},
246 { "Xoril the Slow", 25000, 190, 115, 5, 7, RACE_GOLEM},
247 { "Aeon Flux", 20000, 195, 112, 4, 8, RACE_HALF_ELF},
248 { "Nadoc the Strong", 10000, 210, 115, 6, 6, RACE_HOBBIT},
249 { "Eramog the Weak", 15000, 185, 110, 5, 9, RACE_KOBOLD},
250 { "Eowilith the Fair", 25000, 190, 115, 5, 7, RACE_VAMPIRE},
251 { "Huimog Balrog-Slayer", 30000, 195, 112, 4, 8, RACE_HALF_ORC},
252 { "Peadus the Cruel", 5000, 210, 115, 6, 6, RACE_HUMAN},
253 { "Vamog Slayer", 15000, 185, 110, 5, 9, RACE_HALF_OGRE},
254 { "Hooshnak the Vicious", 25000, 190, 115, 5, 7, RACE_BEASTMAN},
255 { "Balenn War-Dancer", 30000, 195, 112, 4, 8, RACE_BARBARIAN},
256 { "Arnold the Beastly", 5000, 210, 115, 6, 6, RACE_BARBARIAN},
257 { "Arndal Beast-Slayer", 10000, 185, 110, 5, 9, RACE_HALF_ELF},
258 { "Eddie Beast-Master", 25000, 190, 115, 5, 7, RACE_HALF_ORC},
259 { "Oglign Dragon-Slayer", 30000, 195, 112, 4, 8, RACE_DWARF},
263 /* Temple - 22 unique names */
265 { "質素なルードヴィヒ", 5000, 175, 109, 6, 15, RACE_HUMAN},
266 { "パラディンのガンナー", 10000, 185, 110, 5, 23, RACE_HUMAN},
267 { "選ばれしトリン", 25000, 180, 107, 6, 20, RACE_ELF},
268 { "賢明なるサラストロ", 30000, 185, 109, 5, 15, RACE_DWARF},
269 { "パーシヴァル卿", 25000, 180, 107, 6, 20, RACE_HIGH_ELF},
270 { "神聖なるアセナス", 30000, 185, 109, 5, 15, RACE_HUMAN},
271 { "マッキノン", 10000, 175, 109, 6, 15, RACE_HUMAN},
272 { "謹み婦人", 15000, 185, 110, 5, 23, RACE_HIGH_ELF},
273 { "ドルイドのハシュニック", 25000, 180, 107, 6, 20, RACE_HOBBIT},
274 { "フィナク", 30000, 185, 109, 5, 15, RACE_YEEK},
275 { "クリキック", 10000, 175, 109, 6, 15, RACE_KLACKON},
276 { "荒くれ者モリヴァル", 15000, 185, 110, 5, 23, RACE_ELF},
277 { "暗きホシャック", 25000, 180, 107, 6, 20, RACE_IMP},
278 { "賢者アタール", 30000, 185, 109, 5, 15, RACE_HUMAN},
279 { "清きイベニッド", 10000, 175, 109, 6, 15, RACE_HUMAN},
280 { "エリディシュ", 15000, 185, 110, 5, 23, RACE_HALF_TROLL},
281 { "呪術師ヴルドゥシュ", 25000, 180, 107, 6, 20, RACE_HALF_OGRE},
282 { "狂戦士ハオブ", 30000, 185, 109, 5, 15, RACE_BARBARIAN},
283 { "若きプルーグディシュ", 10000, 175, 109, 6, 15, RACE_HALF_OGRE},
284 { "きちがいラムワイズ", 15000, 185, 110, 5, 23, RACE_YEEK},
285 { "有徳者ムワート", 25000, 180, 107, 6, 20, RACE_KOBOLD},
286 { "弱虫ダードバード", 30000, 185, 109, 5, 15, RACE_SPECTRE},
287 { "質素なルードヴィヒ", 5000, 175, 109, 6, 15, RACE_HUMAN},
288 { "パラディンのガンナー", 10000, 185, 110, 5, 23, RACE_HUMAN},
289 { "選ばれしトリン", 25000, 180, 107, 6, 20, RACE_ELF},
290 { "賢明なるサラストロ", 30000, 185, 109, 5, 15, RACE_DWARF},
291 { "パーシヴァル卿", 25000, 180, 107, 6, 20, RACE_HIGH_ELF},
292 { "神聖なるアセナス", 30000, 185, 109, 5, 15, RACE_HUMAN},
293 { "マッキノン", 10000, 175, 109, 6, 15, RACE_HUMAN},
294 { "謹み婦人", 15000, 185, 110, 5, 23, RACE_HIGH_ELF},
295 { "ドルイドのハシュニック", 25000, 180, 107, 6, 20, RACE_HOBBIT},
296 { "フィナク", 30000, 185, 109, 5, 15, RACE_YEEK},
298 { "Ludwig the Humble", 5000, 175, 109, 6, 15, RACE_DWARF},
299 { "Gunnar the Paladin", 10000, 185, 110, 5, 23, RACE_HALF_TROLL},
300 { "Torin the Chosen", 25000, 180, 107, 6, 20, RACE_HIGH_ELF},
301 { "Sarastro the Wise", 30000, 185, 109, 5, 15, RACE_HUMAN},
302 { "Sir Parsival the Pure", 25000, 180, 107, 6, 20, RACE_HIGH_ELF},
303 { "Asenath the Holy", 30000, 185, 109, 5, 15, RACE_HUMAN},
304 { "McKinnon", 10000, 175, 109, 6, 15, RACE_HUMAN},
305 { "Mistress Chastity", 15000, 185, 110, 5, 23, RACE_HIGH_ELF},
306 { "Hashnik the Druid", 25000, 180, 107, 6, 20, RACE_HOBBIT},
307 { "Finak", 30000, 185, 109, 5, 15, RACE_YEEK},
308 { "Krikkik", 10000, 175, 109, 6, 15, RACE_KLACKON},
309 { "Morival the Wild", 15000, 185, 110, 5, 23, RACE_ELF},
310 { "Hoshak the Dark", 25000, 180, 107, 6, 20, RACE_IMP},
311 { "Atal the Wise", 30000, 185, 109, 5, 15, RACE_HUMAN},
312 { "Ibenidd the Chaste", 10000, 175, 109, 6, 15, RACE_HUMAN},
313 { "Eridish", 15000, 185, 110, 5, 23, RACE_HALF_TROLL},
314 { "Vrudush the Shaman", 25000, 180, 107, 6, 20, RACE_HALF_OGRE},
315 { "Haob the Berserker", 30000, 185, 109, 5, 15, RACE_BARBARIAN},
316 { "Proogdish the Youthfull", 10000, 175, 109, 6, 15, RACE_HALF_OGRE},
317 { "Lumwise the Mad", 15000, 185, 110, 5, 23, RACE_YEEK},
318 { "Muirt the Virtuous", 25000, 180, 107, 6, 20, RACE_KOBOLD},
319 { "Dardobard the Weak", 30000, 185, 109, 5, 15, RACE_SPECTRE},
320 { "Ludwig the Humble", 5000, 175, 109, 6, 15, RACE_DWARF},
321 { "Gunnar the Paladin", 10000, 185, 110, 5, 23, RACE_HALF_TROLL},
322 { "Torin the Chosen", 25000, 180, 107, 6, 20, RACE_HIGH_ELF},
323 { "Sarastro the Wise", 30000, 185, 109, 5, 15, RACE_HUMAN},
324 { "Sir Parsival the Pure", 25000, 180, 107, 6, 20, RACE_HIGH_ELF},
325 { "Asenath the Holy", 30000, 185, 109, 5, 15, RACE_HUMAN},
326 { "McKinnon", 10000, 175, 109, 6, 15, RACE_HUMAN},
327 { "Mistress Chastity", 15000, 185, 110, 5, 23, RACE_HIGH_ELF},
328 { "Hashnik the Druid", 25000, 180, 107, 6, 20, RACE_HOBBIT},
329 { "Finak", 30000, 185, 109, 5, 15, RACE_YEEK},
333 /* Alchemist - 26 unique names */
335 { "化学者マウザー", 10000, 190, 111, 5, 8, RACE_HALF_ELF},
336 { "カオスのウィズル", 10000, 190, 110, 6, 8, RACE_HOBBIT},
337 { "強欲ミダス", 15000, 200, 116, 6, 9, RACE_GNOME},
338 { "貧弱ジャ=ファー", 15000, 220, 111, 4, 9, RACE_ELF},/*FIRST*/
339 { "カカルラカカル", 15000, 200, 116, 6, 9, RACE_KLACKON},
340 { "錬金術師ジャル=エス", 15000, 220, 111, 4, 9, RACE_ELF},
341 { "用心深いファネラス", 10000, 190, 111, 5, 8, RACE_DWARF},
342 { "キチガイのルンシー", 10000, 190, 110, 6, 8, RACE_HUMAN},
343 { "グランブルワース", 15000, 200, 116, 6, 9, RACE_GNOME},
344 { "フリッター", 15000, 220, 111, 4, 9, RACE_SPRITE},
345 { "ザリルス", 10000, 190, 111, 5, 8, RACE_HUMAN},
346 { "古きエグバート", 10000, 190, 110, 6, 8, RACE_DWARF},
347 { "誇り高きヴァリンドラ", 15000, 200, 116, 6, 9, RACE_HIGH_ELF},
348 { "錬金術師タエン", 15000, 220, 111, 4, 9, RACE_HUMAN},
349 { "巧言カイド", 10000, 190, 111, 5, 8, RACE_VAMPIRE},
350 { "暗きフリア", 10000, 190, 110, 6, 8, RACE_NIBELUNG},
351 { "質素なドムリ", 15000, 200, 116, 6, 9, RACE_DWARF},
352 { "魔の子ヤァジュッカ", 15000, 220, 111, 4, 9, RACE_IMP},
353 { "薬草師ジェララルドール", 10000, 190, 111, 5, 8, RACE_HIGH_ELF},
354 { "賢者オレラルダン", 10000, 190, 110, 6, 8, RACE_BARBARIAN},
355 { "デモニシストのフゾグロ", 15000, 200, 116, 6, 9, RACE_IMP},
356 { "錬金術師ドゥリアシュ", 15000, 220, 111, 4, 9, RACE_HALF_ORC},
357 { "強者ネリア", 10000, 190, 111, 5, 8, RACE_CYCLOPS},
358 { "辛口リグナス", 10000, 190, 110, 6, 8, RACE_HALF_ORC},
359 { "ティルバ", 15000, 200, 116, 6, 9, RACE_HOBBIT},
360 { "金持ちミリルドリック", 15000, 220, 111, 4, 9, RACE_HUMAN},
362 { "科学者マウザー", 10000, 190, 111, 5, 8, RACE_HALF_ELF},
363 { "カオスのウィズル", 10000, 190, 110, 6, 8, RACE_HOBBIT},
364 { "強欲ミダス", 15000, 200, 116, 6, 9, RACE_GNOME},
365 { "錬金術師ジャ=ファー", 15000, 220, 111, 4, 9, RACE_ELF},
366 { "カカルラカカル", 15000, 200, 116, 6, 9, RACE_KLACKON},
367 { "錬金術師ジャル=エス", 15000, 220, 111, 4, 9, RACE_ELF},
369 { "Mauser the Chemist", 10000, 190, 111, 5, 8, RACE_HALF_ELF},
370 { "Wizzle the Chaotic", 10000, 190, 110, 6, 8, RACE_HOBBIT},
371 { "Midas the Greedy", 15000, 200, 116, 6, 9, RACE_GNOME},
372 { "Ja-Far the Alchemist", 15000, 220, 111, 4, 9, RACE_ELF},
373 { "Kakalrakakal", 15000, 200, 116, 6, 9, RACE_KLACKON},
374 { "Jal-Eth the Alchemist", 15000, 220, 111, 4, 9, RACE_ELF},
375 { "Fanelath the Cautious", 10000, 190, 111, 5, 8, RACE_DWARF},
376 { "Runcie the Insane", 10000, 190, 110, 6, 8, RACE_HUMAN},
377 { "Grumbleworth", 15000, 200, 116, 6, 9, RACE_GNOME},
378 { "Flitter", 15000, 220, 111, 4, 9, RACE_SPRITE},
379 { "Xarillus", 10000, 190, 111, 5, 8, RACE_HUMAN},
380 { "Egbert the Old", 10000, 190, 110, 6, 8, RACE_DWARF},
381 { "Valindra the Proud", 15000, 200, 116, 6, 9, RACE_HIGH_ELF},
382 { "Taen the Alchemist", 15000, 220, 111, 4, 9, RACE_HUMAN},
383 { "Cayd the Sweet", 10000, 190, 111, 5, 8, RACE_VAMPIRE},
384 { "Fulir the Dark", 10000, 190, 110, 6, 8, RACE_NIBELUNG},
385 { "Domli the Humble", 15000, 200, 116, 6, 9, RACE_DWARF},
386 { "Yaarjukka Demonspawn", 15000, 220, 111, 4, 9, RACE_IMP},
387 { "Gelaraldor the Herbmaster", 10000, 190, 111, 5, 8, RACE_HIGH_ELF},
388 { "Olelaldan the Wise", 10000, 190, 110, 6, 8, RACE_BARBARIAN},
389 { "Fthoglo the Demonicist", 15000, 200, 116, 6, 9, RACE_IMP},
390 { "Dridash the Alchemist", 15000, 220, 111, 4, 9, RACE_HALF_ORC},
391 { "Nelir the Strong", 10000, 190, 111, 5, 8, RACE_CYCLOPS},
392 { "Lignus the Pungent", 10000, 190, 110, 6, 8, RACE_HALF_ORC},
393 { "Tilba", 15000, 200, 116, 6, 9, RACE_HOBBIT},
394 { "Myrildric the Wealthy", 15000, 220, 111, 4, 9, RACE_HUMAN},
396 { "Mauser the Chemist", 10000, 190, 111, 5, 8, RACE_HALF_ELF},
397 { "Wizzle the Chaotic", 10000, 190, 110, 6, 8, RACE_HOBBIT},
398 { "Midas the Greedy", 15000, 200, 116, 6, 9, RACE_GNOME},
399 { "Ja-Far the Alchemist", 15000, 220, 111, 4, 9, RACE_ELF},
400 { "Kakalrakakal", 15000, 200, 116, 6, 9, RACE_KLACKON},
401 { "Jal-Eth the Alchemist", 15000, 220, 111, 4, 9, RACE_ELF},
406 /* Magic Shop - 23 unique names */
408 { "ソーサラーのロ=パン", 20000, 200, 110, 7, 8, RACE_HALF_ELF},
409 { "偉大なるブガービイ", 20000, 215, 113, 6, 10, RACE_GNOME},
410 { "イェンダーの魔法使い", 30000, 200, 110, 7, 10, RACE_HUMAN},
411 { "死霊使いリャク",30000, 175, 110, 5, 11, RACE_HIGH_ELF},
412 { "魔術師スキドゥニー", 15000, 200, 110, 7, 8, RACE_HALF_ELF},
413 { "幻術師キリア", 30000, 200, 110, 7, 10, RACE_HUMAN},
414 { "死霊術師ニッキ", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
415 { "ソロストラン", 15000, 200, 110, 7, 8, RACE_SPRITE},
416 { "烏賊口アチシェ", 20000, 215, 113, 6, 10, RACE_MIND_FLAYER},
417 { "貴族のカザ", 30000, 200, 110, 7, 10, RACE_HIGH_ELF},
418 { "暗きファジル", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
419 { "偉大なるケルドーン", 15000, 200, 110, 7, 8, RACE_DWARF},
420 { "フィランスロプス", 20000, 215, 113, 6, 10, RACE_HOBBIT},
421 { "魔女のアグナー", 30000, 200, 110, 7, 10, RACE_HUMAN},
422 { "死霊術師ビュリアンス", 30000, 175, 110, 5, 11, RACE_BEASTMAN},
423 { "ハイメイジのヴイラク", 15000, 200, 110, 7, 8, RACE_BEASTMAN},
424 { "知恵者マディッシュ", 20000, 215, 113, 6, 10, RACE_BEASTMAN},
425 { "ファレブリンボール", 30000, 200, 110, 7, 10, RACE_HIGH_ELF},
426 { "陰険フェリル=ガンド", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
427 { "呪術師サレゴード", 15000, 200, 110, 7, 8, RACE_BARBARIAN},
428 { "神秘家クトゥアロス", 20000, 215, 113, 6, 10, RACE_MIND_FLAYER},
429 { "幻術師イベリ", 30000, 200, 110, 7, 10, RACE_SKELETON},
430 { "死霊術師ヘトー", 30000, 175, 110, 5, 11, RACE_YEEK},
431 { "魔術師ロ=パン", 20000, 200, 110, 7, 8, RACE_HALF_ELF},
432 { "偉大なるブガービイ", 20000, 215, 113, 6, 10, RACE_GNOME},
433 { "イェンダーの魔法使い", 30000, 200, 110, 7, 10, RACE_HUMAN},
434 { "死霊術師リャク", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
435 { "魔術師スキドゥニー", 15000, 200, 110, 7, 8, RACE_HALF_ELF},
436 { "幻術師キリア", 30000, 200, 110, 7, 10, RACE_HUMAN},
437 { "死霊術師ニッキ", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
438 { "ソロストラン", 15000, 200, 110, 7, 8, RACE_SPRITE},
439 { "烏賊口アチシェ", 20000, 215, 113, 6, 10, RACE_MIND_FLAYER},
441 { "Lo Pan the Sorcerer", 20000, 200, 110, 7, 8, RACE_HALF_ELF},
442 { "Buggerby the Great", 20000, 215, 113, 6, 10, RACE_GNOME},
443 { "The Wizard of Yendor", 30000, 200, 110, 7, 10, RACE_HUMAN},
444 { "Rjak the Necromancer", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
445 { "Skidney the Sorcerer", 15000, 200, 110, 7, 8, RACE_HALF_ELF},
446 { "Kyria the Illusionist", 30000, 200, 110, 7, 10, RACE_HUMAN},
447 { "Nikki the Necromancer", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
448 { "Solostoran", 15000, 200, 110, 7, 8, RACE_SPRITE},
449 { "Achshe the Tentacled", 20000, 215, 113, 6, 10, RACE_MIND_FLAYER},
450 { "Kaza the Noble", 30000, 200, 110, 7, 10, RACE_HIGH_ELF},
451 { "Fazzil the Dark", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
452 { "Keldorn the Grand", 15000, 200, 110, 7, 8, RACE_DWARF},
453 { "Philanthropus", 20000, 215, 113, 6, 10, RACE_HOBBIT},
454 { "Agnar the Enchantress", 30000, 200, 110, 7, 10, RACE_HUMAN},
455 { "Buliance the Necromancer", 30000, 175, 110, 5, 11, RACE_BEASTMAN},
456 { "Vuirak the High-Mage", 15000, 200, 110, 7, 8, RACE_BEASTMAN},
457 { "Madish the Smart", 20000, 215, 113, 6, 10, RACE_BEASTMAN},
458 { "Falebrimbor", 30000, 200, 110, 7, 10, RACE_HIGH_ELF},
459 { "Felil-Gand the Subtle", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
460 { "Thalegord the Shaman", 15000, 200, 110, 7, 8, RACE_BARBARIAN},
461 { "Cthoaloth the Mystic", 20000, 215, 113, 6, 10, RACE_MIND_FLAYER},
462 { "Ibeli the Illusionist", 30000, 200, 110, 7, 10, RACE_SKELETON},
463 { "Heto the Necromancer", 30000, 175, 110, 5, 11, RACE_YEEK},
464 { "Lo Pan the Sorcerer", 20000, 200, 110, 7, 8, RACE_HALF_ELF},
465 { "Buggerby the Great", 20000, 215, 113, 6, 10, RACE_GNOME},
466 { "The Wizard of Yendor", 30000, 200, 110, 7, 10, RACE_HUMAN},
467 { "Rjak the Necromancer", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
468 { "Skidney the Sorcerer", 15000, 200, 110, 7, 8, RACE_HALF_ELF},
469 { "Kyria the Illusionist", 30000, 200, 110, 7, 10, RACE_HUMAN},
470 { "Nikki the Necromancer", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
471 { "Solostoran", 15000, 200, 110, 7, 8, RACE_SPRITE},
472 { "Achshe the Tentacled", 20000, 215, 113, 6, 10, RACE_MIND_FLAYER},
476 /* Black Market - 32 unique names */
478 { "ガリー=ギガズ", 20000, 250, 150, 10, 5, RACE_HALF_TROLL},
479 { "ゴブリンのヒストーア", 20000, 250, 150, 10, 5, RACE_HALF_ORC},
480 { "フェレンギ人クアーク", 30000, 250, 150, 10, 5, RACE_HUMAN},
481 { "公正なる(?)トッピ", 30000, 250, 150, 10, 5, RACE_ELF},
482 { "死人ヴァッサ", 20000, 250, 150, 10, 5, RACE_ZOMBIE},
483 { "裏切り者カイン", 20000, 250, 150, 10, 5, RACE_VAMPIRE},
484 { "ブボニカス", 30000, 250, 150, 10, 5, RACE_BEASTMAN},
485 { "コープスライト", 30000, 250, 150, 10, 5, RACE_SPECTRE},
486 { "血に飢えしパリッシュ", 20000, 250, 150, 10, 5, RACE_VAMPIRE},
487 { "ヴァイル", 20000, 250, 150, 10, 5, RACE_SKELETON},
488 { "信頼のプレンティス", 30000, 250, 150, 10, 5, RACE_SKELETON},
489 { "人間殺しのグリエラ", 30000, 250, 150, 10, 5, RACE_IMP},
490 { "エンジェル", 20000, 250, 150, 10, 5, RACE_VAMPIRE},
491 { "水膨れフロツァム", 20000, 250, 150, 10, 5, RACE_ZOMBIE},
492 { "ニーヴァル", 30000, 250, 150, 10, 5, RACE_VAMPIRE},
493 { "明るいアナスタシア", 30000, 250, 150, 10, 5, RACE_SPECTRE},
494 { "死霊術師チャリティー", 20000, 250, 150, 10, 5, RACE_DARK_ELF},
495 { "ボクサーのプグナシオス", 20000, 250, 150, 10, 5, RACE_HALF_ORC},
496 { "幸運なフットソア", 30000, 250, 150, 10, 5, RACE_BEASTMAN},
497 { "光指のシドリア", 30000, 250, 150, 10, 5, RACE_HUMAN},
498 { "手品師リアソー", 20000, 250, 150, 10, 5, RACE_HOBBIT},
499 { "やりくり上手のジャナッカ", 20000, 250, 150, 10, 5, RACE_GNOME},
500 { "悪党シーナ", 30000, 250, 150, 10, 5, RACE_GNOME},
501 { "大爪アルニッキ", 30000, 250, 150, 10, 5, RACE_DRACONIAN},
502 { "貧乏チャエアンド", 20000, 250, 150, 10, 5, RACE_HUMAN},
503 { "山賊アファードーフ", 20000, 250, 150, 10, 5, RACE_BARBARIAN},
504 { "強欲ラザクスル", 30000, 250, 150, 10, 5, RACE_MIND_FLAYER},
505 { "ファラレウィン", 30000, 250, 150, 10, 5, RACE_SPRITE},
506 { "しわしわヴォスール", 20000, 250, 150, 10, 5, RACE_NIBELUNG},
507 { "ハンサムなアラオード", 20000, 250, 150, 10, 5, RACE_AMBERITE},
508 { "負け犬セラドフリド", 30000, 250, 150, 10, 5, RACE_HUMAN},
509 { "片足のエルーロ", 30000, 250, 150, 10, 5, RACE_HALF_OGRE},
511 { "Gary Gygaz", 20000, 250, 150, 10, 5, RACE_HALF_TROLL},
512 { "Histor the Goblin", 20000, 250, 150, 10, 5, RACE_HALF_ORC},
513 { "Quark the Ferengi", 30000, 250, 150, 10, 5, RACE_DWARF},
514 { "Topi the Fair(?)", 30000, 250, 150, 10, 5, RACE_HUMAN},
515 { "Vhassa the Dead", 20000, 250, 150, 10, 5, RACE_ZOMBIE},
516 { "Kyn the Treacherous", 20000, 250, 150, 10, 5, RACE_VAMPIRE},
517 { "Bubonicus", 30000, 250, 150, 10, 5, RACE_BEASTMAN},
518 { "Corpselight", 30000, 250, 150, 10, 5, RACE_SPECTRE},
519 { "Parrish the Bloodthirsty", 20000, 250, 150, 10, 5, RACE_VAMPIRE},
520 { "Vile", 20000, 250, 150, 10, 5, RACE_SKELETON},
521 { "Prentice the Trusted", 30000, 250, 150, 10, 5, RACE_SKELETON},
522 { "Griella Humanslayer", 30000, 250, 150, 10, 5, RACE_IMP},
523 { "Angel", 20000, 250, 150, 10, 5, RACE_VAMPIRE},
524 { "Flotsam the Bloated", 20000, 250, 150, 10, 5, RACE_ZOMBIE},
525 { "Nieval", 30000, 250, 150, 10, 5, RACE_VAMPIRE},
526 { "Anastasia the Luminous", 30000, 250, 150, 10, 5, RACE_SPECTRE},
527 { "Charity the Necromancer", 20000, 250, 150, 10, 5, RACE_DARK_ELF},
528 { "Pugnacious the Pugilist", 20000, 250, 150, 10, 5, RACE_HALF_ORC},
529 { "Footsore the Lucky", 30000, 250, 150, 10, 5, RACE_BEASTMAN},
530 { "Sidria Lighfingered", 30000, 250, 150, 10, 5, RACE_HUMAN},
531 { "Riatho the Juggler", 20000, 250, 150, 10, 5, RACE_HOBBIT},
532 { "Janaaka the Shifty", 20000, 250, 150, 10, 5, RACE_GNOME},
533 { "Cina the Rogue", 30000, 250, 150, 10, 5, RACE_GNOME},
534 { "Arunikki Greatclaw", 30000, 250, 150, 10, 5, RACE_DRACONIAN},
535 { "Chaeand the Poor", 20000, 250, 150, 10, 5, RACE_HUMAN},
536 { "Afardorf the Brigand", 20000, 250, 150, 10, 5, RACE_BARBARIAN},
537 { "Lathaxl the Greedy", 30000, 250, 150, 10, 5, RACE_MIND_FLAYER},
538 { "Falarewyn", 30000, 250, 150, 10, 5, RACE_SPRITE},
539 { "Vosur the Wrinkled", 20000, 250, 150, 10, 5, RACE_NIBELUNG},
540 { "Araord the Handsome", 20000, 250, 150, 10, 5, RACE_AMBERITE},
541 { "Theradfrid the Loser", 30000, 250, 150, 10, 5, RACE_HUMAN},
542 { "One-Legged Eroolo", 30000, 250, 150, 10, 5, RACE_HALF_OGRE},
548 { "我が家", 0, 100, 100, 0, 99, 99},
549 { "我が家", 0, 100, 100, 0, 99, 99},
550 { "我が家", 0, 100, 100, 0, 99, 99},
551 { "我が家", 0, 100, 100, 0, 99, 99},
552 { "我が家", 0, 100, 100, 0, 99, 99},
553 { "我が家", 0, 100, 100, 0, 99, 99},
554 { "我が家", 0, 100, 100, 0, 99, 99},
555 { "我が家", 0, 100, 100, 0, 99, 99},
556 { "我が家", 0, 100, 100, 0, 99, 99},
557 { "我が家", 0, 100, 100, 0, 99, 99},
558 { "我が家", 0, 100, 100, 0, 99, 99},
559 { "我が家", 0, 100, 100, 0, 99, 99},
560 { "我が家", 0, 100, 100, 0, 99, 99},
561 { "我が家", 0, 100, 100, 0, 99, 99},
562 { "我が家", 0, 100, 100, 0, 99, 99},
563 { "我が家", 0, 100, 100, 0, 99, 99},
564 { "我が家", 0, 100, 100, 0, 99, 99},
565 { "我が家", 0, 100, 100, 0, 99, 99},
566 { "我が家", 0, 100, 100, 0, 99, 99},
567 { "我が家", 0, 100, 100, 0, 99, 99},
568 { "我が家", 0, 100, 100, 0, 99, 99},
569 { "我が家", 0, 100, 100, 0, 99, 99},
570 { "我が家", 0, 100, 100, 0, 99, 99},
571 { "我が家", 0, 100, 100, 0, 99, 99},
572 { "我が家", 0, 100, 100, 0, 99, 99},
573 { "我が家", 0, 100, 100, 0, 99, 99},
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},
581 { "Your home", 0, 100, 100, 0, 99, 99},
582 { "Your home", 0, 100, 100, 0, 99, 99},
583 { "Your home", 0, 100, 100, 0, 99, 99},
584 { "Your home", 0, 100, 100, 0, 99, 99},
585 { "Your home", 0, 100, 100, 0, 99, 99},
586 { "Your home", 0, 100, 100, 0, 99, 99},
587 { "Your home", 0, 100, 100, 0, 99, 99},
588 { "Your home", 0, 100, 100, 0, 99, 99},
589 { "Your home", 0, 100, 100, 0, 99, 99},
590 { "Your home", 0, 100, 100, 0, 99, 99},
591 { "Your home", 0, 100, 100, 0, 99, 99},
592 { "Your home", 0, 100, 100, 0, 99, 99},
593 { "Your home", 0, 100, 100, 0, 99, 99},
594 { "Your home", 0, 100, 100, 0, 99, 99},
595 { "Your home", 0, 100, 100, 0, 99, 99},
596 { "Your home", 0, 100, 100, 0, 99, 99},
597 { "Your home", 0, 100, 100, 0, 99, 99},
598 { "Your home", 0, 100, 100, 0, 99, 99},
599 { "Your home", 0, 100, 100, 0, 99, 99},
600 { "Your home", 0, 100, 100, 0, 99, 99},
601 { "Your home", 0, 100, 100, 0, 99, 99},
602 { "Your home", 0, 100, 100, 0, 99, 99},
603 { "Your home", 0, 100, 100, 0, 99, 99},
604 { "Your home", 0, 100, 100, 0, 99, 99},
605 { "Your home", 0, 100, 100, 0, 99, 99},
606 { "Your home", 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},
618 /* Bookstore - 21 unique names */
620 { "強欲ドラフ", 10000, 175, 108, 4, 12, RACE_HUMAN},
621 { "賢者オドナー", 15000, 120, 105, 6, 16, RACE_HIGH_ELF},
622 { "中立のガンダー", 25000, 120, 110, 7, 19, RACE_DARK_ELF},
623 { "忍耐の人ロ=シャ", 30000, 140, 105, 6, 12, RACE_ELF},
624 { "ランドルフ・カーター", 15000, 175, 108, 4, 12, RACE_HUMAN},
625 { "隼のサライ", 15000, 175, 108, 4, 12, RACE_HUMAN},
626 { "千里眼ボドリル", 20000, 120, 105, 6, 16, RACE_HIGH_ELF},
627 { "沈黙のヴェオロイン", 25000, 120, 110, 7, 19, RACE_ZOMBIE},
628 { "学者のヴァンシラス", 30000, 140, 105, 6, 12, RACE_MIND_FLAYER},
629 { "物書きオセイン", 15000, 175, 108, 4, 12, RACE_SKELETON},
630 { "本の虫オルヴァー", 20000, 120, 105, 6, 16, RACE_VAMPIRE},
631 { "浅井墓男", 25000, 120, 110, 7, 19, RACE_ZOMBIE},
632 { "デスマスク", 30000, 140, 105, 6, 12, RACE_ZOMBIE},
633 { "学者のアスーヌ", 15000, 175, 108, 4, 12, RACE_MIND_FLAYER},
634 { "死人のプリランド", 20000, 120, 105, 6, 16, RACE_ZOMBIE},
635 { "鉄のロナール", 25000, 120, 110, 7, 19, RACE_GOLEM},
637 { "Dolaf the Greedy", 10000, 175, 108, 4, 12, RACE_HUMAN},
638 { "Odnar the Sage", 15000, 120, 105, 6, 16, RACE_HIGH_ELF},
639 { "Gandar the Neutral", 25000, 120, 110, 7, 19, RACE_DARK_ELF},
640 { "Ro-sha the Patient", 30000, 140, 105, 6, 12, RACE_ELF},
641 { "Randolph Carter", 15000, 175, 108, 4, 12, RACE_HUMAN},
642 { "Sarai the Swift", 15000, 175, 108, 4, 12, RACE_HUMAN},
643 { "Bodril the Seer", 20000, 120, 105, 6, 16, RACE_HIGH_ELF},
644 { "Veloin the Quiet", 25000, 120, 110, 7, 19, RACE_ZOMBIE},
645 { "Vanthylas the Learned", 30000, 140, 105, 6, 12, RACE_MIND_FLAYER},
646 { "Ossein the Literate", 15000, 175, 108, 4, 12, RACE_SKELETON},
647 { "Olvar Bookworm", 20000, 120, 105, 6, 16, RACE_VAMPIRE},
648 { "Shallowgrave", 25000, 120, 110, 7, 19, RACE_ZOMBIE},
649 { "Death Mask", 30000, 140, 105, 6, 12, RACE_ZOMBIE},
650 { "Asuunu the Learned", 15000, 175, 108, 4, 12, RACE_MIND_FLAYER},
651 { "Prirand the Dead", 20000, 120, 105, 6, 16, RACE_ZOMBIE},
652 { "Ronar the Iron", 25000, 120, 110, 7, 19, RACE_GOLEM},
655 { "ガリル=ガミル", 30000, 140, 105, 6, 12, RACE_ELF},
656 { "本食いローバグ", 15000, 175, 108, 4, 12, RACE_KOBOLD},
657 { "キリアリキーク", 20000, 120, 105, 6, 16, RACE_KLACKON},
658 { "静かなるリリン", 25000, 120, 110, 7, 19, RACE_DWARF},
659 { "王者イサング", 30000, 140, 105, 6, 12, RACE_HIGH_ELF},
660 { "強欲ドラフ", 10000, 175, 108, 4, 12, RACE_HUMAN},
661 { "賢者オドナー", 15000, 120, 105, 6, 16, RACE_HIGH_ELF},
662 { "中立のガンダー", 25000, 120, 110, 7, 19, RACE_DARK_ELF},
663 { "忍耐の人ロ=シャ", 30000, 140, 105, 6, 12, RACE_ELF},
664 { "ランドルフ・カーター", 15000, 175, 108, 4, 12, RACE_HUMAN},
665 { "隼サライ", 15000, 175, 108, 4, 12, RACE_HUMAN},
666 { "千里眼ボドリル", 20000, 120, 105, 6, 16, RACE_HIGH_ELF},
667 { "沈黙のヴェオロイン", 25000, 120, 110, 7, 19, RACE_ZOMBIE},
668 { "学者のヴァンシラス", 30000, 140, 105, 6, 12, RACE_MIND_FLAYER},
669 { "物書きオセイン", 15000, 175, 108, 4, 12, RACE_SKELETON},
670 { "本の虫オルヴァー", 20000, 120, 105, 6, 16, RACE_VAMPIRE},
672 { "Galil-Gamir", 30000, 140, 105, 6, 12, RACE_ELF},
673 { "Rorbag Book-Eater", 15000, 175, 108, 4, 12, RACE_KOBOLD},
674 { "Kiriarikirk", 20000, 120, 105, 6, 16, RACE_KLACKON},
675 { "Rilin the Quiet", 25000, 120, 110, 7, 19, RACE_DWARF},
676 { "Isung the Lord", 30000, 140, 105, 6, 12, RACE_HIGH_ELF},
677 { "Dolaf the Greedy", 10000, 175, 108, 4, 12, RACE_HUMAN},
678 { "Odnar the Sage", 15000, 120, 105, 6, 16, RACE_HIGH_ELF},
679 { "Gandar the Neutral", 25000, 120, 110, 7, 19, RACE_DARK_ELF},
680 { "Ro-sha the Patient", 30000, 140, 105, 6, 12, RACE_ELF},
681 { "Randolph Carter", 15000, 175, 108, 4, 12, RACE_HUMAN},
682 { "Sarai the Swift", 15000, 175, 108, 4, 12, RACE_HUMAN},
683 { "Bodril the Seer", 20000, 120, 105, 6, 16, RACE_HIGH_ELF},
684 { "Veloin the Quiet", 25000, 120, 110, 7, 19, RACE_ZOMBIE},
685 { "Vanthylas the Learned", 30000, 140, 105, 6, 12, RACE_MIND_FLAYER},
686 { "Ossein the Literate", 15000, 175, 108, 4, 12, RACE_SKELETON},
687 { "Olvar Bookworm", 20000, 120, 105, 6, 16, RACE_VAMPIRE},
694 { "博物館", 0, 100, 100, 0, 99, 99},
695 { "博物館", 0, 100, 100, 0, 99, 99},
696 { "博物館", 0, 100, 100, 0, 99, 99},
697 { "博物館", 0, 100, 100, 0, 99, 99},
698 { "博物館", 0, 100, 100, 0, 99, 99},
699 { "博物館", 0, 100, 100, 0, 99, 99},
700 { "博物館", 0, 100, 100, 0, 99, 99},
701 { "博物館", 0, 100, 100, 0, 99, 99},
702 { "博物館", 0, 100, 100, 0, 99, 99},
703 { "博物館", 0, 100, 100, 0, 99, 99},
704 { "博物館", 0, 100, 100, 0, 99, 99},
705 { "博物館", 0, 100, 100, 0, 99, 99},
706 { "博物館", 0, 100, 100, 0, 99, 99},
707 { "博物館", 0, 100, 100, 0, 99, 99},
708 { "博物館", 0, 100, 100, 0, 99, 99},
709 { "博物館", 0, 100, 100, 0, 99, 99},
710 { "博物館", 0, 100, 100, 0, 99, 99},
711 { "博物館", 0, 100, 100, 0, 99, 99},
712 { "博物館", 0, 100, 100, 0, 99, 99},
713 { "博物館", 0, 100, 100, 0, 99, 99},
714 { "博物館", 0, 100, 100, 0, 99, 99},
715 { "博物館", 0, 100, 100, 0, 99, 99},
716 { "博物館", 0, 100, 100, 0, 99, 99},
717 { "博物館", 0, 100, 100, 0, 99, 99},
718 { "博物館", 0, 100, 100, 0, 99, 99},
719 { "博物館", 0, 100, 100, 0, 99, 99},
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},
727 { "Museum", 0, 100, 100, 0, 99, 99},
728 { "Museum", 0, 100, 100, 0, 99, 99},
729 { "Museum", 0, 100, 100, 0, 99, 99},
730 { "Museum", 0, 100, 100, 0, 99, 99},
731 { "Museum", 0, 100, 100, 0, 99, 99},
732 { "Museum", 0, 100, 100, 0, 99, 99},
733 { "Museum", 0, 100, 100, 0, 99, 99},
734 { "Museum", 0, 100, 100, 0, 99, 99},
735 { "Museum", 0, 100, 100, 0, 99, 99},
736 { "Museum", 0, 100, 100, 0, 99, 99},
737 { "Museum", 0, 100, 100, 0, 99, 99},
738 { "Museum", 0, 100, 100, 0, 99, 99},
739 { "Museum", 0, 100, 100, 0, 99, 99},
740 { "Museum", 0, 100, 100, 0, 99, 99},
741 { "Museum", 0, 100, 100, 0, 99, 99},
742 { "Museum", 0, 100, 100, 0, 99, 99},
743 { "Museum", 0, 100, 100, 0, 99, 99},
744 { "Museum", 0, 100, 100, 0, 99, 99},
745 { "Museum", 0, 100, 100, 0, 99, 99},
746 { "Museum", 0, 100, 100, 0, 99, 99},
747 { "Museum", 0, 100, 100, 0, 99, 99},
748 { "Museum", 0, 100, 100, 0, 99, 99},
749 { "Museum", 0, 100, 100, 0, 99, 99},
750 { "Museum", 0, 100, 100, 0, 99, 99},
751 { "Museum", 0, 100, 100, 0, 99, 99},
752 { "Museum", 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},
765 static int cur_store_num = 0;
766 static int store_top = 0;
767 static int store_bottom = 0;
768 static int xtra_stock = 0;
769 static store_type *st_ptr = NULL;
770 static const owner_type *ot_ptr = NULL;
771 static s16b old_town_num = 0;
772 static s16b inner_town_num = 0;
773 #define RUMOR_CHANCE 8
775 #define MAX_COMMENT_1 6
777 static concptr comment_1[MAX_COMMENT_1] =
798 /*! ブラックマーケット追加メッセージ(承諾) */
799 static concptr comment_1_B[MAX_COMMENT_1] = {
808 #define MAX_COMMENT_2A 2
810 static concptr comment_2a[MAX_COMMENT_2A] =
813 "私の忍耐力を試しているのかい? $%s が最後だ。",
814 "我慢にも限度があるぞ。 $%s が最後だ。"
816 "You try my patience. %s is final.",
817 "My patience grows thin. %s is final."
822 #define MAX_COMMENT_2B 12
824 static concptr comment_2b[MAX_COMMENT_2B] =
827 " $%s ぐらいは出さなきゃダメだよ。",
830 "何て奴だ! $%s 以下はあり得ないぞ。",
831 "それじゃ少なすぎる! $%s は欲しいところだ。",
832 "バカにしている! $%s はもらわないと。",
834 "おいおい! $%s を考えてくれないか?",
835 "1000匹のオークのノミに苦しめられるがいい! $%s だ。",
836 "お前の大切なものに災いあれ! $%s でどうだ。",
837 "モルゴスに賞味されるがいい!本当は $%s なんだろう?",
838 "お前の母親はオーガか! $%s は出すつもりなんだろ?"
840 "I can take no less than %s gold pieces.",
841 "I will accept no less than %s gold pieces.",
842 "Ha! No less than %s gold pieces.",
843 "You knave! No less than %s gold pieces.",
844 "That's a pittance! I want %s gold pieces.",
845 "That's an insult! I want %s gold pieces.",
846 "As if! How about %s gold pieces?",
847 "My arse! How about %s gold pieces?",
848 "May the fleas of 1000 orcs molest you! Try %s gold pieces.",
849 "May your most favourite parts go moldy! Try %s gold pieces.",
850 "May Morgoth find you tasty! Perhaps %s gold pieces?",
851 "Your mother was an Ogre! Perhaps %s gold pieces?"
857 /*! ブラックマーケット用追加メッセージ(売るとき) */
858 static concptr comment_2b_B[MAX_COMMENT_2B] = {
859 "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。",
860 "金がないのかい、あんた?まずは家に帰って $%s 揃えてきな。",
861 "物の価値が分からん奴だな。これは $%s が普通なんだよ。",
862 "俺の付けた値段に文句があるのか? $%s が限界だ。",
863 "ひょっとして新手の冗談かい? $%s 持ってないなら帰りな。",
864 "うちは他の店とは違うんだよ。$%s ぐらいは出しな。",
865 "買う気がないなら帰りな。 $%s だと言っているんだ。",
866 "話にならないね。 $%s くらい持っているんだろ?",
867 "は?なんだそりゃ? $%s の間違いか、ひょっとして?",
868 "出口はあっちだよ。それとも $%s 出せるのかい、あんたに。",
869 "命知らずな奴だな。 $%s 出せば今日の所は勘弁してやるよ。",
870 "うちの店は貧乏人お断りだ。 $%s ぐらい出せないのかい?"
873 #define MAX_COMMENT_3A 2
875 static concptr comment_3a[MAX_COMMENT_3A] =
878 "私の忍耐力を試しているのかい? $%s が最後だ。",
879 "我慢にも限度があるぞ。 $%s が最後だ。"
881 "You try my patience. %s is final.",
882 "My patience grows thin. %s is final."
888 #define MAX_COMMENT_3B 12
890 static concptr comment_3b[MAX_COMMENT_3B] =
893 "本音を言うと $%s でいいんだろ?",
895 " $%s ぐらいなら出してもいいが。",
896 " $%s 以上払うなんて考えられないね。",
897 "まあ落ちついて。 $%s でどうだい?",
898 "そのガラクタなら $%s で引き取るよ。",
899 "それじゃ高すぎる! $%s がいいとこだろ。",
900 "どうせいらないんだろ! $%s でいいだろ?",
901 "だめだめ! $%s がずっとお似合いだよ。",
902 "バカにしている! $%s がせいぜいだ。",
903 " $%s なら嬉しいところだがなあ。",
904 " $%s 、それ以上はビタ一文出さないよ!"
906 "Perhaps %s gold pieces?",
907 "How about %s gold pieces?",
908 "I will pay no more than %s gold pieces.",
909 "I can afford no more than %s gold pieces.",
910 "Be reasonable. How about %s gold pieces?",
911 "I'll buy it as scrap for %s gold pieces.",
912 "That is too much! How about %s gold pieces?",
913 "That looks war surplus! Say %s gold pieces?",
914 "Never! %s is more like it.",
915 "That's an insult! %s is more like it.",
916 "%s gold pieces and be thankful for it!",
917 "%s gold pieces and not a copper more!"
923 /*! ブラックマーケット用追加メッセージ(買い取り) */
924 static concptr comment_3b_B[MAX_COMMENT_3B] = {
925 " $%s ってところだね。そのどうしようもないガラクタは。",
926 "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。",
927 "俺の優しさに甘えるのもいい加減にしておけ。 $%s だ。",
928 "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。",
929 "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。",
930 " $%s だ。別に俺はそんなガラクタ欲しくはないんだから。",
931 "俺の鑑定額が気に入らないのか? $%s 、嫌なら帰りな。",
932 " $%s で引き取ってやるよ。喜んで受け取りな、貧乏人。",
933 "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。",
934 "そんなに金が欲しいのか、あんた? $%s で満足できんのか?",
935 "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。",
936 "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。"
939 #define MAX_COMMENT_4A 4
941 static concptr comment_4a[MAX_COMMENT_4A] =
944 "もうたくさんだ!何度も私をわずらわせないでくれ!",
945 "うがー!一日の我慢の限度を超えている!",
946 "もういい!時間の無駄以外のなにものでもない!",
947 "もうやってられないよ!顔も見たくない!"
949 "Enough! You have abused me once too often!",
950 "Arghhh! I have had enough abuse for one day!",
951 "That does it! You shall waste my time no more!",
952 "This is getting nowhere! I'm going to Londis!"
958 /*! ブラックマーケット用追加メッセージ(怒りの頂点) */
959 static concptr comment_4a_B[MAX_COMMENT_4A] = {
960 "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!",
961 "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!",
962 "ふざけてるのか!冷やかしなら相手を見てからにしろ!",
963 "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!"
966 #define MAX_COMMENT_4B 4
968 static concptr comment_4b[MAX_COMMENT_4B] =
977 "Get out of my sight!",
978 "Begone, you scoundrel!",
985 /*! ブラックマーケット用追加メッセージ(追い出し) */
986 static concptr comment_4b_B[MAX_COMMENT_4B] = {
993 #define MAX_COMMENT_5 8
995 static concptr comment_5[MAX_COMMENT_5] =
1009 "You will have to do better than that!",
1010 "Do you wish to do business or not?",
1011 "You've got to be kidding!",
1012 "You'd better be kidding!",
1013 "You try my patience.",
1014 "Hmmm, nice weather we're having."
1020 /*! ブラックマーケット用追加メッセージ(怒り) */
1021 static concptr comment_5_B[MAX_COMMENT_5] = {
1032 #define MAX_COMMENT_6 4
1034 static concptr comment_6[MAX_COMMENT_6] =
1042 "I must have heard you wrong.",
1043 "I'm sorry, I missed that.",
1044 "I'm sorry, what was that?",
1045 "Sorry, what was that again?"
1050 /*** Initialize others ***/
1053 * 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.
1055 byte store_table[MAX_STORES][STORE_CHOICES][2] =
1060 { TV_FOOD, SV_FOOD_RATION },
1061 { TV_FOOD, SV_FOOD_RATION },
1062 { TV_FOOD, SV_FOOD_RATION },
1063 { TV_FOOD, SV_FOOD_RATION },
1065 { TV_FOOD, SV_FOOD_RATION },
1066 { TV_FOOD, SV_FOOD_BISCUIT },
1067 { TV_FOOD, SV_FOOD_JERKY },
1068 { TV_FOOD, SV_FOOD_JERKY },
1070 { TV_FOOD, SV_FOOD_PINT_OF_WINE },
1071 { TV_FOOD, SV_FOOD_PINT_OF_ALE },
1072 { TV_LITE, SV_LITE_TORCH },
1073 { TV_LITE, SV_LITE_TORCH },
1075 { TV_LITE, SV_LITE_TORCH },
1076 { TV_LITE, SV_LITE_TORCH },
1077 { TV_LITE, SV_LITE_LANTERN },
1078 { TV_LITE, SV_LITE_LANTERN },
1090 { TV_SHOT, SV_AMMO_NORMAL },
1091 { TV_ARROW, SV_AMMO_NORMAL },
1092 { TV_BOLT, SV_AMMO_NORMAL },
1093 { TV_DIGGING, SV_SHOVEL },
1095 { TV_DIGGING, SV_PICK },
1096 { TV_CLOAK, SV_CLOAK },
1097 { TV_CLOAK, SV_CLOAK },
1098 { TV_CLOAK, SV_FUR_CLOAK },
1100 { TV_FOOD, SV_FOOD_RATION },
1101 { TV_FOOD, SV_FOOD_RATION },
1102 { TV_FOOD, SV_FOOD_RATION },
1103 { TV_FOOD, SV_FOOD_RATION },
1105 { TV_POTION, SV_POTION_WATER },
1106 { TV_POTION, SV_POTION_WATER },
1107 { TV_LITE, SV_LITE_LANTERN },
1108 { TV_LITE, SV_LITE_LANTERN },
1110 { TV_FOOD, SV_FOOD_WAYBREAD },
1111 { TV_FOOD, SV_FOOD_WAYBREAD },
1115 { TV_SHOT, SV_AMMO_NORMAL },
1116 { TV_ARROW, SV_AMMO_NORMAL },
1117 { TV_BOLT, SV_AMMO_NORMAL },
1118 { TV_DIGGING, SV_SHOVEL }
1124 { TV_BOOTS, SV_PAIR_OF_SOFT_LEATHER_BOOTS },
1125 { TV_BOOTS, SV_PAIR_OF_SOFT_LEATHER_BOOTS },
1126 { TV_BOOTS, SV_PAIR_OF_HARD_LEATHER_BOOTS },
1127 { TV_BOOTS, SV_PAIR_OF_HARD_LEATHER_BOOTS },
1129 { TV_HELM, SV_HARD_LEATHER_CAP },
1130 { TV_HELM, SV_HARD_LEATHER_CAP },
1131 { TV_HELM, SV_METAL_CAP },
1132 { TV_HELM, SV_IRON_HELM },
1134 { TV_SOFT_ARMOR, SV_ROBE },
1135 { TV_SOFT_ARMOR, SV_ROBE },
1136 { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR },
1137 { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR },
1139 { TV_SOFT_ARMOR, SV_HARD_LEATHER_ARMOR },
1140 { TV_SOFT_ARMOR, SV_HARD_LEATHER_ARMOR },
1141 { TV_SOFT_ARMOR, SV_HARD_STUDDED_LEATHER },
1142 { TV_SOFT_ARMOR, SV_HARD_STUDDED_LEATHER },
1144 { TV_SOFT_ARMOR, SV_RHINO_HIDE_ARMOR },
1145 { TV_SOFT_ARMOR, SV_LEATHER_SCALE_MAIL },
1146 { TV_HARD_ARMOR, SV_METAL_SCALE_MAIL },
1147 { TV_HARD_ARMOR, SV_CHAIN_MAIL },
1149 { TV_HARD_ARMOR, SV_DOUBLE_RING_MAIL },
1150 { TV_HARD_ARMOR, SV_AUGMENTED_CHAIN_MAIL },
1151 { TV_HARD_ARMOR, SV_BAR_CHAIN_MAIL },
1152 { TV_HARD_ARMOR, SV_DOUBLE_CHAIN_MAIL },
1154 { TV_HARD_ARMOR, SV_METAL_BRIGANDINE_ARMOUR },
1155 { TV_HARD_ARMOR, SV_SPLINT_MAIL },
1156 { TV_GLOVES, SV_SET_OF_LEATHER_GLOVES },
1157 { TV_GLOVES, SV_SET_OF_LEATHER_GLOVES },
1159 { TV_GLOVES, SV_SET_OF_GAUNTLETS },
1160 { TV_SHIELD, SV_SMALL_LEATHER_SHIELD },
1161 { TV_SHIELD, SV_LARGE_LEATHER_SHIELD },
1162 { TV_SHIELD, SV_SMALL_METAL_SHIELD },
1164 { TV_BOOTS, SV_PAIR_OF_HARD_LEATHER_BOOTS },
1165 { TV_BOOTS, SV_PAIR_OF_HARD_LEATHER_BOOTS },
1166 { TV_HELM, SV_HARD_LEATHER_CAP },
1167 { TV_HELM, SV_HARD_LEATHER_CAP },
1169 { TV_SOFT_ARMOR, SV_ROBE },
1170 { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR },
1171 { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR },
1172 { TV_SOFT_ARMOR, SV_HARD_LEATHER_ARMOR },
1174 { TV_SOFT_ARMOR, SV_LEATHER_JACK },
1175 { TV_HARD_ARMOR, SV_METAL_SCALE_MAIL },
1176 { TV_HARD_ARMOR, SV_CHAIN_MAIL },
1177 { TV_HARD_ARMOR, SV_CHAIN_MAIL },
1179 { TV_GLOVES, SV_SET_OF_LEATHER_GLOVES },
1180 { TV_GLOVES, SV_SET_OF_GAUNTLETS },
1181 { TV_SHIELD, SV_SMALL_LEATHER_SHIELD },
1182 { TV_SHIELD, SV_SMALL_LEATHER_SHIELD }
1188 { TV_SWORD, SV_DAGGER },
1189 { TV_SWORD, SV_MAIN_GAUCHE },
1190 { TV_SWORD, SV_RAPIER },
1191 { TV_SWORD, SV_SMALL_SWORD },
1193 { TV_SWORD, SV_SHORT_SWORD },
1194 { TV_SWORD, SV_SABRE },
1195 { TV_SWORD, SV_CUTLASS },
1196 { TV_SWORD, SV_TULWAR },
1198 { TV_SWORD, SV_BROAD_SWORD },
1199 { TV_SWORD, SV_LONG_SWORD },
1200 { TV_SWORD, SV_SCIMITAR },
1201 { TV_SWORD, SV_KATANA },
1203 { TV_SWORD, SV_BASTARD_SWORD },
1204 { TV_POLEARM, SV_SPEAR },
1205 { TV_POLEARM, SV_AWL_PIKE },
1206 { TV_POLEARM, SV_TRIDENT },
1208 { TV_POLEARM, SV_PIKE },
1209 { TV_POLEARM, SV_BEAKED_AXE },
1210 { TV_POLEARM, SV_BROAD_AXE },
1211 { TV_POLEARM, SV_LANCE },
1213 { TV_POLEARM, SV_BATTLE_AXE },
1214 { TV_POLEARM, SV_HATCHET },
1215 { TV_BOW, SV_SLING },
1216 { TV_BOW, SV_SHORT_BOW },
1218 { TV_BOW, SV_LIGHT_XBOW },
1219 { TV_SHOT, SV_AMMO_NORMAL },
1220 { TV_SHOT, SV_AMMO_NORMAL },
1221 { TV_ARROW, SV_AMMO_NORMAL },
1223 { TV_ARROW, SV_AMMO_NORMAL },
1224 { TV_BOLT, SV_AMMO_NORMAL },
1225 { TV_BOLT, SV_AMMO_NORMAL },
1226 { TV_BOW, SV_LIGHT_XBOW },
1228 { TV_ARROW, SV_AMMO_NORMAL },
1229 { TV_BOLT, SV_AMMO_NORMAL },
1230 { TV_BOW, SV_SHORT_BOW },
1231 { TV_BOW, SV_LIGHT_XBOW },
1233 { TV_SWORD, SV_DAGGER },
1234 { TV_SWORD, SV_TANTO },
1235 { TV_SWORD, SV_RAPIER },
1236 { TV_SWORD, SV_SMALL_SWORD },
1238 { TV_SWORD, SV_SHORT_SWORD },
1239 { TV_SWORD, SV_LONG_SWORD },
1240 { TV_SWORD, SV_SCIMITAR },
1241 { TV_SWORD, SV_BROAD_SWORD },
1243 { TV_HISSATSU_BOOK, 0 },
1244 { TV_HISSATSU_BOOK, 0 },
1245 { TV_HISSATSU_BOOK, 1 },
1246 { TV_HISSATSU_BOOK, 1 },
1252 { TV_HAFTED, SV_NUNCHAKU },
1253 { TV_HAFTED, SV_QUARTERSTAFF },
1254 { TV_HAFTED, SV_MACE },
1255 { TV_HAFTED, SV_BO_STAFF },
1257 { TV_HAFTED, SV_WAR_HAMMER },
1258 { TV_HAFTED, SV_WAR_HAMMER },
1259 { TV_HAFTED, SV_MORNING_STAR },
1260 { TV_HAFTED, SV_FLAIL },
1262 { TV_HAFTED, SV_LEAD_FILLED_MACE },
1263 { TV_SCROLL, SV_SCROLL_REMOVE_CURSE },
1264 { TV_SCROLL, SV_SCROLL_BLESSING },
1265 { TV_SCROLL, SV_SCROLL_HOLY_CHANT },
1267 { TV_POTION, SV_POTION_HEROISM },
1268 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1269 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1270 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1272 { TV_POTION, SV_POTION_CURE_LIGHT },
1273 { TV_POTION, SV_POTION_CURE_SERIOUS },
1274 { TV_POTION, SV_POTION_CURE_SERIOUS },
1275 { TV_POTION, SV_POTION_CURE_CRITICAL },
1277 { TV_POTION, SV_POTION_CURE_CRITICAL },
1278 { TV_POTION, SV_POTION_RESTORE_EXP },
1279 { TV_POTION, SV_POTION_RESTORE_EXP },
1280 { TV_POTION, SV_POTION_RESTORE_EXP },
1282 { TV_LIFE_BOOK, 0 },
1283 { TV_LIFE_BOOK, 0 },
1284 { TV_LIFE_BOOK, 1 },
1285 { TV_LIFE_BOOK, 1 },
1287 { TV_CRUSADE_BOOK, 0 },
1288 { TV_CRUSADE_BOOK, 0 },
1289 { TV_CRUSADE_BOOK, 1 },
1290 { TV_CRUSADE_BOOK, 1 },
1292 { TV_HAFTED, SV_WHIP },
1293 { TV_HAFTED, SV_MACE },
1294 { TV_HAFTED, SV_BALL_AND_CHAIN },
1295 { TV_HAFTED, SV_WAR_HAMMER },
1297 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1298 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1299 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1300 { TV_POTION, SV_POTION_CURE_CRITICAL },
1302 { TV_POTION, SV_POTION_CURE_CRITICAL },
1303 { TV_POTION, SV_POTION_RESTORE_EXP },
1306 { TV_STATUE, SV_ANY },
1308 { TV_SCROLL, SV_SCROLL_REMOVE_CURSE },
1309 { TV_SCROLL, SV_SCROLL_REMOVE_CURSE },
1310 { TV_SCROLL, SV_SCROLL_STAR_REMOVE_CURSE },
1311 { TV_SCROLL, SV_SCROLL_STAR_REMOVE_CURSE }
1317 { TV_SCROLL, SV_SCROLL_ENCHANT_WEAPON_TO_HIT },
1318 { TV_SCROLL, SV_SCROLL_ENCHANT_WEAPON_TO_DAM },
1319 { TV_SCROLL, SV_SCROLL_ENCHANT_ARMOR },
1320 { TV_SCROLL, SV_SCROLL_IDENTIFY },
1322 { TV_SCROLL, SV_SCROLL_IDENTIFY },
1323 { TV_SCROLL, SV_SCROLL_IDENTIFY },
1324 { TV_SCROLL, SV_SCROLL_IDENTIFY },
1325 { TV_SCROLL, SV_SCROLL_LIGHT },
1327 { TV_SCROLL, SV_SCROLL_PHASE_DOOR },
1328 { TV_SCROLL, SV_SCROLL_PHASE_DOOR },
1329 { TV_SCROLL, SV_SCROLL_TELEPORT },
1330 { TV_SCROLL, SV_SCROLL_MONSTER_CONFUSION },
1332 { TV_SCROLL, SV_SCROLL_MAPPING },
1333 { TV_SCROLL, SV_SCROLL_DETECT_GOLD },
1334 { TV_SCROLL, SV_SCROLL_DETECT_ITEM },
1335 { TV_SCROLL, SV_SCROLL_DETECT_TRAP },
1337 { TV_SCROLL, SV_SCROLL_DETECT_INVIS },
1338 { TV_SCROLL, SV_SCROLL_RECHARGING },
1339 { TV_SCROLL, SV_SCROLL_TELEPORT },
1340 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1342 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1343 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1344 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1345 { TV_SCROLL, SV_SCROLL_TELEPORT },
1347 { TV_SCROLL, SV_SCROLL_TELEPORT },
1348 { TV_POTION, SV_POTION_RES_STR },
1349 { TV_POTION, SV_POTION_RES_INT },
1350 { TV_POTION, SV_POTION_RES_WIS },
1352 { TV_POTION, SV_POTION_RES_DEX },
1353 { TV_POTION, SV_POTION_RES_CON },
1354 { TV_POTION, SV_POTION_RES_CHR },
1355 { TV_SCROLL, SV_SCROLL_IDENTIFY },
1357 { TV_SCROLL, SV_SCROLL_IDENTIFY },
1358 { TV_SCROLL, SV_SCROLL_STAR_IDENTIFY }, /* Yep, occasionally! */
1359 { TV_SCROLL, SV_SCROLL_STAR_IDENTIFY },
1360 { TV_SCROLL, SV_SCROLL_LIGHT },
1362 { TV_POTION, SV_POTION_RES_STR },
1363 { TV_POTION, SV_POTION_RES_INT },
1364 { TV_POTION, SV_POTION_RES_WIS },
1365 { TV_POTION, SV_POTION_RES_DEX },
1367 { TV_POTION, SV_POTION_RES_CON },
1368 { TV_POTION, SV_POTION_RES_CHR },
1369 { TV_SCROLL, SV_SCROLL_ENCHANT_ARMOR },
1370 { TV_SCROLL, SV_SCROLL_ENCHANT_ARMOR },
1372 { TV_SCROLL, SV_SCROLL_RECHARGING },
1373 { TV_SCROLL, SV_SCROLL_PHASE_DOOR },
1374 { TV_SCROLL, SV_SCROLL_ENCHANT_WEAPON_TO_HIT },
1375 { TV_SCROLL, SV_SCROLL_ENCHANT_WEAPON_TO_DAM },
1380 /* Magic-User store */
1382 { TV_RING, SV_RING_PROTECTION },
1383 { TV_RING, SV_RING_LEVITATION_FALL },
1384 { TV_RING, SV_RING_PROTECTION },
1385 { TV_RING, SV_RING_RESIST_FIRE },
1387 { TV_RING, SV_RING_RESIST_COLD },
1388 { TV_AMULET, SV_AMULET_CHARISMA },
1389 { TV_RING, SV_RING_WARNING },
1390 { TV_AMULET, SV_AMULET_RESIST_ACID },
1392 { TV_AMULET, SV_AMULET_SEARCHING },
1393 { TV_WAND, SV_WAND_SLOW_MONSTER },
1394 { TV_WAND, SV_WAND_CONFUSE_MONSTER },
1395 { TV_WAND, SV_WAND_SLEEP_MONSTER },
1397 { TV_WAND, SV_WAND_MAGIC_MISSILE },
1398 { TV_WAND, SV_WAND_STINKING_CLOUD },
1399 { TV_WAND, SV_WAND_WONDER },
1400 { TV_WAND, SV_WAND_DISARMING },
1402 { TV_STAFF, SV_STAFF_LITE },
1403 { TV_STAFF, SV_STAFF_MAPPING },
1404 { TV_STAFF, SV_STAFF_DETECT_TRAP },
1405 { TV_STAFF, SV_STAFF_DETECT_DOOR },
1407 { TV_STAFF, SV_STAFF_DETECT_GOLD },
1408 { TV_STAFF, SV_STAFF_DETECT_ITEM },
1409 { TV_STAFF, SV_STAFF_DETECT_INVIS },
1410 { TV_STAFF, SV_STAFF_DETECT_EVIL },
1412 { TV_STAFF, SV_STAFF_TELEPORTATION },
1413 { TV_STAFF, SV_STAFF_TELEPORTATION },
1414 { TV_STAFF, SV_STAFF_TELEPORTATION },
1415 { TV_STAFF, SV_STAFF_TELEPORTATION },
1417 { TV_STAFF, SV_STAFF_IDENTIFY },
1418 { TV_STAFF, SV_STAFF_IDENTIFY },
1419 { TV_STAFF, SV_STAFF_IDENTIFY },
1421 { TV_STAFF, SV_STAFF_IDENTIFY },
1422 { TV_STAFF, SV_STAFF_REMOVE_CURSE },
1423 { TV_STAFF, SV_STAFF_CURE_LIGHT },
1424 { TV_STAFF, SV_STAFF_PROBING },
1428 { TV_SORCERY_BOOK, 0 },
1429 { TV_SORCERY_BOOK, 0 },
1430 { TV_SORCERY_BOOK, 1 },
1431 { TV_SORCERY_BOOK, 1 },
1433 { TV_ARCANE_BOOK, 0 },
1434 { TV_ARCANE_BOOK, 0 },
1435 { TV_ARCANE_BOOK, 1 },
1436 { TV_ARCANE_BOOK, 1 },
1438 { TV_ARCANE_BOOK, 2 },
1439 { TV_ARCANE_BOOK, 2 },
1440 { TV_ARCANE_BOOK, 3 },
1441 { TV_ARCANE_BOOK, 3 },
1446 /* Black Market (unused) */
1519 { TV_SORCERY_BOOK, 0 },
1520 { TV_SORCERY_BOOK, 0 },
1521 { TV_SORCERY_BOOK, 1 },
1522 { TV_SORCERY_BOOK, 1 },
1524 { TV_NATURE_BOOK, 0 },
1525 { TV_NATURE_BOOK, 0 },
1526 { TV_NATURE_BOOK, 1 },
1527 { TV_NATURE_BOOK, 1 },
1529 { TV_CHAOS_BOOK, 0 },
1530 { TV_CHAOS_BOOK, 0 },
1531 { TV_CHAOS_BOOK, 1 },
1532 { TV_CHAOS_BOOK, 1 },
1534 { TV_DEATH_BOOK, 0 },
1535 { TV_DEATH_BOOK, 0 },
1536 { TV_DEATH_BOOK, 1 },
1537 { TV_DEATH_BOOK, 1 },
1539 { TV_TRUMP_BOOK, 0 }, /* +16 */
1540 { TV_TRUMP_BOOK, 0 },
1541 { TV_TRUMP_BOOK, 1 },
1542 { TV_TRUMP_BOOK, 1 },
1544 { TV_ARCANE_BOOK, 0 },
1545 { TV_ARCANE_BOOK, 1 },
1546 { TV_ARCANE_BOOK, 2 },
1547 { TV_ARCANE_BOOK, 3 },
1549 { TV_CRAFT_BOOK, 0 },
1550 { TV_CRAFT_BOOK, 0 },
1551 { TV_CRAFT_BOOK, 1 },
1552 { TV_CRAFT_BOOK, 1 },
1554 { TV_DAEMON_BOOK, 0 },
1555 { TV_DAEMON_BOOK, 0 },
1556 { TV_DAEMON_BOOK, 1 },
1557 { TV_DAEMON_BOOK, 1 },
1559 { TV_MUSIC_BOOK, 0 },
1560 { TV_MUSIC_BOOK, 0 },
1561 { TV_MUSIC_BOOK, 1 },
1562 { TV_MUSIC_BOOK, 1 },
1571 /* Museum (unused) */
1610 * @brief 取引成功時の店主のメッセージ処理 /
1611 * Successful haggle.
1614 static void say_comment_1(void)
1617 /* ブラックマーケットのときは別のメッセージを出す */
1618 if ( cur_store_num == STORE_BLACK ) {
1619 msg_print(comment_1_B[randint0(MAX_COMMENT_1)]);
1622 msg_print(comment_1[randint0(MAX_COMMENT_1)]);
1625 msg_print(comment_1[randint0(MAX_COMMENT_1)]);
1629 if (one_in_(RUMOR_CHANCE))
1632 msg_print("店主は耳うちした:");
1634 msg_print("The shopkeeper whispers something into your ear:");
1636 display_rumor(TRUE);
1642 * @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 /
1643 * Continue haggling (player is buying)
1644 * @param value 店主の提示価格
1645 * @param annoyed 店主のいらつき度
1648 static void say_comment_2(PRICE value, int annoyed)
1652 /* Prepare a string to insert */
1653 sprintf(tmp_val, "%ld", (long)value);
1658 /* Formatted message */
1659 msg_format(comment_2a[randint0(MAX_COMMENT_2A)], tmp_val);
1665 /* Formatted message */
1667 /* ブラックマーケットの時は別のメッセージを出す */
1668 if ( cur_store_num == STORE_BLACK ){
1669 msg_format(comment_2b_B[randint0(MAX_COMMENT_2B)], tmp_val);
1672 msg_format(comment_2b[randint0(MAX_COMMENT_2B)], tmp_val);
1675 msg_format(comment_2b[randint0(MAX_COMMENT_2B)], tmp_val);
1683 * @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 /
1684 * Continue haggling (player is selling)
1685 * @param value 店主の提示価格
1686 * @param annoyed 店主のいらつき度
1689 static void say_comment_3(PRICE value, int annoyed)
1693 /* Prepare a string to insert */
1694 sprintf(tmp_val, "%ld", (long)value);
1699 /* Formatted message */
1700 msg_format(comment_3a[randint0(MAX_COMMENT_3A)], tmp_val);
1706 /* Formatted message */
1708 /* ブラックマーケットの時は別のメッセージを出す */
1709 if ( cur_store_num == STORE_BLACK ){
1710 msg_format(comment_3b_B[randint0(MAX_COMMENT_3B)], tmp_val);
1713 msg_format(comment_3b[randint0(MAX_COMMENT_3B)], tmp_val);
1716 msg_format(comment_3b[randint0(MAX_COMMENT_3B)], tmp_val);
1724 * @brief 店主がプレイヤーを追い出す時のメッセージ処理 /
1725 * Kick 'da bum out. -RAK-
1728 static void say_comment_4(void)
1731 /* ブラックマーケットの時は別のメッセージを出す */
1732 if ( cur_store_num == STORE_BLACK ){
1733 msg_print(comment_4a_B[randint0(MAX_COMMENT_4A)]);
1734 msg_print(comment_4b_B[randint0(MAX_COMMENT_4B)]);
1737 msg_print(comment_4a[randint0(MAX_COMMENT_4A)]);
1738 msg_print(comment_4b[randint0(MAX_COMMENT_4B)]);
1741 msg_print(comment_4a[randint0(MAX_COMMENT_4A)]);
1742 msg_print(comment_4b[randint0(MAX_COMMENT_4B)]);
1749 * @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 /
1750 * You are insulting me
1753 static void say_comment_5(void)
1756 /* ブラックマーケットの時は別のメッセージを出す */
1757 if ( cur_store_num == STORE_BLACK ){
1758 msg_print(comment_5_B[randint0(MAX_COMMENT_5)]);
1761 msg_print(comment_5[randint0(MAX_COMMENT_5)]);
1764 msg_print(comment_5[randint0(MAX_COMMENT_5)]);
1771 * @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 /
1772 * That makes no sense.
1775 static void say_comment_6(void)
1777 msg_print(comment_6[randint0(MAX_COMMENT_6)]);
1781 #define MAX_COMMENT_7A 4
1783 static concptr comment_7a[MAX_COMMENT_7A] =
1788 "誰かがむせび泣く声が聞こえる...。",
1793 "You hear someone sobbing...",
1794 "The shopkeeper howls in agony!"
1799 #define MAX_COMMENT_7B 4
1801 static concptr comment_7b[MAX_COMMENT_7B] =
1811 "The shopkeeper curses at you.",
1812 "The shopkeeper glares at you."
1817 #define MAX_COMMENT_7C 4
1819 static concptr comment_7c[MAX_COMMENT_7C] =
1828 "You've made my day!",
1829 "The shopkeeper giggles.",
1830 "The shopkeeper laughs loudly."
1835 #define MAX_COMMENT_7D 4
1837 static concptr comment_7d[MAX_COMMENT_7D] =
1841 "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。",
1846 "I think I'll retire!",
1847 "The shopkeeper jumps for joy.",
1848 "The shopkeeper smiles gleefully."
1855 * @brief 店主が交渉を終えた際の反応を返す処理 /
1856 * Let a shop-keeper React to a purchase
1857 * @param price アイテムの取引額
1858 * @param value アイテムの実際価値
1859 * @param guess 店主が当初予想していた価値
1862 * We paid "price", it was worth "value", and we thought it was worth "guess"
1864 static void purchase_analyze(PRICE price, PRICE value, PRICE guess)
1866 /* Item was worthless, but we bought it */
1867 if ((value <= 0) && (price > value))
1869 msg_print(comment_7a[randint0(MAX_COMMENT_7A)]);
1870 chg_virtue(V_HONOUR, -1);
1871 chg_virtue(V_JUSTICE, -1);
1872 sound(SOUND_STORE1);
1875 /* Item was cheaper than we thought, and we paid more than necessary */
1876 else if ((value < guess) && (price > value))
1878 msg_print(comment_7b[randint0(MAX_COMMENT_7B)]);
1879 chg_virtue(V_JUSTICE, -1);
1880 if (one_in_(4)) chg_virtue(V_HONOUR, -1);
1881 sound(SOUND_STORE2);
1884 /* Item was a good bargain, and we got away with it */
1885 else if ((value > guess) && (value < (4 * guess)) && (price < value))
1887 msg_print(comment_7c[randint0(MAX_COMMENT_7C)]);
1888 if (one_in_(4)) chg_virtue(V_HONOUR, -1);
1889 else if (one_in_(4)) chg_virtue(V_HONOUR, 1);
1890 sound(SOUND_STORE3);
1893 /* Item was a great bargain, and we got away with it */
1894 else if ((value > guess) && (price < value))
1896 msg_print(comment_7d[randint0(MAX_COMMENT_7D)]);
1897 if (one_in_(2)) chg_virtue(V_HONOUR, -1);
1898 if (one_in_(4)) chg_virtue(V_HONOUR, 1);
1899 if (10 * price < value) chg_virtue(V_SACRIFICE, 1);
1900 sound(SOUND_STORE4);
1907 * We store the current "store feat" here so everyone can access it
1909 static int cur_store_feat;
1913 * Buying and selling adjustments for race combinations.
1914 * Entry[owner][player] gives the basic "cost inflation".
1916 static byte rgold_adj[MAX_RACES][MAX_RACES] =
1918 /*Hum, HfE, Elf, Hal, Gno, Dwa, HfO, HfT, Dun, HiE, Barbarian,
1919 HfOg, HGn, HTn, Cyc, Yek, Klc, Kbd, Nbl, DkE, Drc, Mind Flayer,
1920 Imp, Glm, Skl, Zombie, Vampire, Spectre, Fairy, Beastman, Ent,
1921 Angel, Demon, Kutar, Android, Merfolk */
1924 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
1925 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
1926 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
1927 100, 120, 110, 105, 110 },
1930 { 110, 100, 100, 105, 110, 120, 125, 130, 110, 100, 110,
1931 120, 115, 108, 115, 110, 110, 120, 120, 115, 115, 110,
1932 120, 110, 110, 110, 120, 110, 100, 125, 100, 95, 140,
1933 110, 115, 110, 110, 110 },
1936 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
1937 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
1938 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
1939 110, 110, 105, 110, 110 },
1942 { 115, 110, 105, 95, 105, 110, 115, 130, 115, 105, 115,
1943 125, 120, 120, 125, 115, 110, 120, 120, 120, 115, 115,
1944 120, 110, 120, 120, 130, 110, 110, 130, 110, 95, 140,
1945 115, 120, 105, 115, 105 },
1948 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
1949 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
1950 120, 101, 110, 110, 120, 120, 115, 130, 115, 95, 140,
1951 115, 110, 110, 115, 110 },
1954 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
1955 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
1956 120, 105, 115, 115, 115, 115, 120, 130, 120, 95, 140,
1957 115, 110, 115, 115, 120 },
1960 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
1961 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
1962 115, 125, 120, 120, 115, 120, 125, 115, 125, 95, 140,
1963 115, 110, 115, 115, 125 },
1966 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
1967 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
1968 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
1969 110, 110, 115, 110, 130 },
1972 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
1973 120, 120, 105, 120, 115, 105, 115, 120, 110, 105, 105,
1974 120, 105, 120, 120, 125, 120, 105, 135, 105, 95, 140,
1975 100, 110, 110, 100, 110 },
1978 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
1979 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
1980 125, 115, 120, 120, 125, 120, 100, 125, 100, 95, 140,
1981 110, 110, 105, 110, 110 },
1983 /* Human / Barbarian (copied from human) */
1984 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
1985 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
1986 115, 105, 125, 125, 130, 125, 115, 120, 115, 95, 140,
1987 100, 120, 110, 100, 110 },
1989 /* Half-Ogre: theoretical, copied from half-troll */
1990 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
1991 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
1992 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
1993 110, 110, 115, 110, 120 },
1995 /* Half-Giant: theoretical, copied from half-troll */
1996 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
1997 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
1998 110, 115, 112, 112, 115, 112, 130, 120, 130, 95, 140,
1999 110, 110, 115, 110, 115 },
2001 /* Half-Titan: theoretical, copied from High_Elf */
2002 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
2003 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
2004 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
2005 110, 110, 115, 110, 108 },
2007 /* Cyclops: theoretical, copied from half-troll */
2008 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
2009 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
2010 110, 115, 112, 112, 115, 112, 130, 130, 130, 95, 140,
2011 110, 110, 115, 110, 115 },
2013 /* Yeek: theoretical, copied from Half-Orc */
2014 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
2015 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
2016 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
2017 115, 110, 115, 115, 110 },
2019 /* Klackon: theoretical, copied from Gnome */
2020 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
2021 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
2022 120, 101, 110, 110, 120, 120, 130, 130, 130, 95, 140,
2023 115, 110, 115, 115, 110 },
2025 /* Kobold: theoretical, copied from Half-Orc */
2026 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
2027 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
2028 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
2029 115, 110, 115, 115, 120 },
2031 /* Nibelung: theoretical, copied from Dwarf */
2032 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
2033 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
2034 120, 105, 115, 115, 120, 120, 130, 130, 130, 95, 140,
2035 115, 135, 115, 115, 120 },
2038 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
2039 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
2040 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
2041 110, 101, 115, 110, 115 },
2043 /* Draconian: theoretical, copied from High_Elf */
2044 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
2045 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
2046 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
2047 110, 110, 115, 110, 115 },
2049 /* Mind Flayer: theoretical, copied from High_Elf */
2050 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
2051 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
2052 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
2053 110, 110, 115, 110, 110 },
2055 /* Imp: theoretical, copied from High_Elf */
2056 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
2057 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
2058 125, 115, 120, 120, 120, 120, 130, 130, 130, 120, 120,
2059 110, 110, 115, 110, 120 },
2061 /* Golem: theoretical, copied from High_Elf */
2062 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
2063 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
2064 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
2065 110, 110, 115, 110, 110 },
2067 /* Skeleton: theoretical, copied from half-orc */
2068 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
2069 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
2070 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
2071 115, 110, 125, 115, 110 },
2073 /* Zombie: Theoretical, copied from half-orc */
2074 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
2075 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
2076 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
2077 115, 110, 125, 115, 110 },
2079 /* Vampire: Theoretical, copied from half-orc */
2080 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
2081 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
2082 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
2083 115, 110, 125, 115, 120 },
2085 /* Spectre: Theoretical, copied from half-orc */
2086 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
2087 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
2088 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
2089 115, 110, 125, 115, 110 },
2091 /* Sprite: Theoretical, copied from half-orc */
2092 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
2093 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
2094 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
2095 115, 110, 105, 115, 110 },
2097 /* Beastman: Theoretical, copied from half-orc */
2098 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
2099 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
2100 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
2101 115, 110, 115, 115, 125 },
2104 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
2105 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
2106 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
2107 110, 110, 105, 110, 110 },
2110 { 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
2111 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
2112 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 160,
2113 95, 95, 95, 95, 95 },
2116 { 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
2117 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
2118 140, 140, 140, 140, 140, 140, 140, 140, 140, 160, 120,
2119 140, 140, 140, 140, 140 },
2122 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
2123 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
2124 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
2125 100, 120, 110, 100, 110 },
2128 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
2129 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
2130 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
2131 110, 101, 115, 110, 115 },
2134 { 110, 110, 105, 105, 110, 115, 115, 115, 110, 105, 110,
2135 115, 115, 115, 115, 115, 115, 115, 115, 115, 115, 115,
2136 115, 115, 125, 125, 125, 125, 105, 115, 105, 95, 140,
2137 110, 115, 100, 110, 110 },
2140 { 105, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
2141 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
2142 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
2143 100, 120, 110, 100, 110 },
2146 { 110, 110, 110, 105, 110, 120, 125, 130, 110, 110, 110,
2147 120, 115, 108, 115, 110, 110, 120, 120, 115, 115, 110,
2148 120, 110, 110, 110, 120, 110, 110, 125, 110, 95, 140,
2149 110, 115, 110, 110, 100 },
2155 * @brief 店舗価格を決定する /
2156 * Determine the price of an item (qty one) in a store.
2157 * @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
2158 * @param greed 店主の強欲度
2159 * @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
2163 * This function takes into account the player's charisma, and the
2164 * shop-keepers friendliness, and the shop-keeper's base greed, but
2165 * never lets a shop-keeper lose money in a transaction.
2166 * The "greed" value should exceed 100 when the player is "buying" the
2167 * item, and should be less than 100 when the player is "selling" it.
2168 * Hack -- the black market always charges twice as much as it should.
2169 * Charisma adjustment runs from 80 to 130
2170 * Racial adjustment runs from 95 to 130
2171 * Since greed/charisma/racial adjustments are centered at 100, we need
2172 * to adjust (by 200) to extract a usable multiplier. Note that the
2173 * "greed" value is always something (?).
2176 static s32b price_item(object_type *o_ptr, int greed, bool flip)
2183 /* Get the value of one of the items */
2184 price = object_value(o_ptr);
2186 /* Worthless items */
2187 if (price <= 0) return (0L);
2190 /* Compute the racial factor */
2191 factor = rgold_adj[ot_ptr->owner_race][p_ptr->prace];
2193 /* Add in the charisma factor */
2194 factor += adj_chr_gold[p_ptr->stat_ind[A_CHR]];
2197 /* Shop is buying */
2200 /* Adjust for greed */
2201 adjust = 100 + (300 - (greed + factor));
2203 /* Never get "silly" */
2204 if (adjust > 100) adjust = 100;
2206 /* Mega-Hack -- Black market sucks */
2207 if (cur_store_num == STORE_BLACK)
2210 /* Compute the final price (with rounding) */
2211 /* Hack -- prevent underflow */
2212 price = (price * adjust + 50L) / 100L;
2215 /* Shop is selling */
2218 /* Adjust for greed */
2219 adjust = 100 + ((greed + factor) - 300);
2221 /* Never get "silly" */
2222 if (adjust < 100) adjust = 100;
2224 /* Mega-Hack -- Black market sucks */
2225 if (cur_store_num == STORE_BLACK)
2228 /* Compute the final price (with rounding) */
2229 /* Hack -- prevent overflow */
2230 price = (s32b)(((u32b)price * (u32b)adjust + 50UL) / 100UL);
2233 /* Note -- Never become "free" */
2234 if (price <= 0L) return (1L);
2236 /* Return the price */
2242 * @brief 安価な消耗品の販売数を増やし、低確率で割引にする /
2243 * Certain "cheap" objects should be created in "piles"
2244 * @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
2248 * Some objects can be sold at a "discount" (in small piles)
2251 static void mass_produce(object_type *o_ptr)
2254 DISCOUNT_RATE discount = 0;
2256 s32b cost = object_value(o_ptr);
2259 /* Analyze the type */
2260 switch (o_ptr->tval)
2262 /* Food, Flasks, and Lites */
2267 if (cost <= 5L) size += damroll(3, 5);
2268 if (cost <= 20L) size += damroll(3, 5);
2269 if (cost <= 50L) size += damroll(2, 2);
2276 if (cost <= 60L) size += damroll(3, 5);
2277 if (cost <= 240L) size += damroll(1, 5);
2278 if (o_ptr->sval == SV_SCROLL_STAR_IDENTIFY) size += damroll(3, 5);
2279 if (o_ptr->sval == SV_SCROLL_STAR_REMOVE_CURSE) size += damroll(1, 4);
2284 case TV_SORCERY_BOOK:
2285 case TV_NATURE_BOOK:
2289 case TV_ARCANE_BOOK:
2291 case TV_DAEMON_BOOK:
2292 case TV_CRUSADE_BOOK:
2294 case TV_HISSATSU_BOOK:
2297 if (cost <= 50L) size += damroll(2, 3);
2298 if (cost <= 500L) size += damroll(1, 3);
2316 if (object_is_artifact(o_ptr)) break;
2317 if (object_is_ego(o_ptr)) break;
2318 if (cost <= 10L) size += damroll(3, 5);
2319 if (cost <= 100L) size += damroll(3, 5);
2328 if (cost <= 5L) size += damroll(5, 5);
2329 if (cost <= 50L) size += damroll(5, 5);
2330 if (cost <= 500L) size += damroll(5, 5);
2336 if (cost <= 100L) size += damroll(2, 2);
2337 if (cost <= 1000L) size += damroll(2, 2);
2350 * Because many rods (and a few wands and staffs) are useful mainly
2351 * in quantity, the Black Market will occasionally have a bunch of
2358 if ((cur_store_num == STORE_BLACK) && one_in_(3))
2360 if (cost < 1601L) size += damroll(1, 5);
2361 else if (cost < 3201L) size += damroll(1, 3);
2368 /* Pick a discount */
2373 else if (one_in_(25))
2377 else if (one_in_(150))
2381 else if (one_in_(300))
2385 else if (one_in_(500))
2390 if (o_ptr->art_name)
2395 /* Save the discount */
2396 o_ptr->discount = discount;
2398 /* Save the total pile size */
2399 o_ptr->number = size - (size * discount / 100);
2401 /* Ensure that mass-produced rods and wands get the correct pvals. */
2402 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
2404 o_ptr->pval *= (PARAMETER_VALUE)o_ptr->number;
2411 * @brief 店舗に並べた品を同一品であるかどうか判定する /
2412 * Determine if a store item can "absorb" another item
2413 * @param o_ptr 判定するオブジェクト構造体の参照ポインタ1
2414 * @param j_ptr 判定するオブジェクト構造体の参照ポインタ2
2415 * @return 同一扱いできるならTRUEを返す
2418 * See "object_similar()" for the same function for the "player"
2421 static bool store_object_similar(object_type *o_ptr, object_type *j_ptr)
2425 /* Hack -- Identical items cannot be stacked */
2426 if (o_ptr == j_ptr) return (0);
2428 /* Different objects cannot be stacked */
2429 if (o_ptr->k_idx != j_ptr->k_idx) return (0);
2431 /* Different charges (etc) cannot be stacked, unless wands or rods. */
2432 if ((o_ptr->pval != j_ptr->pval) && (o_ptr->tval != TV_WAND) && (o_ptr->tval != TV_ROD)) return (0);
2434 /* Require many identical values */
2435 if (o_ptr->to_h != j_ptr->to_h) return (0);
2436 if (o_ptr->to_d != j_ptr->to_d) return (0);
2437 if (o_ptr->to_a != j_ptr->to_a) return (0);
2439 /* Require identical "ego-item" names */
2440 if (o_ptr->name2 != j_ptr->name2) return (0);
2442 /* Artifacts don't stack! */
2443 if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return (0);
2445 /* Hack -- Identical art_flags! */
2446 for (i = 0; i < TR_FLAG_SIZE; i++)
2447 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return (0);
2449 /* Hack -- Never stack "powerful" items */
2450 if (o_ptr->xtra1 || j_ptr->xtra1) return (0);
2452 /* Hack -- Never stack recharging items */
2453 if (o_ptr->timeout || j_ptr->timeout) return (0);
2455 /* Require many identical values */
2456 if (o_ptr->ac != j_ptr->ac) return (0);
2457 if (o_ptr->dd != j_ptr->dd) return (0);
2458 if (o_ptr->ds != j_ptr->ds) return (0);
2460 /* Hack -- Never stack chests */
2461 if (o_ptr->tval == TV_CHEST) return (0);
2462 if (o_ptr->tval == TV_STATUE) return (0);
2463 if (o_ptr->tval == TV_CAPTURE) return (0);
2465 /* Require matching discounts */
2466 if (o_ptr->discount != j_ptr->discount) return (0);
2468 /* They match, so they must be similar */
2474 * @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 /
2475 * Allow a store item to absorb another item
2476 * @param o_ptr 判定するオブジェクト構造体の参照ポインタ1
2477 * @param j_ptr 判定するオブジェクト構造体の参照ポインタ2
2478 * @return 重ね合わせできるならTRUEを返す
2481 * See "object_similar()" for the same function for the "player"
2484 static void store_object_absorb(object_type *o_ptr, object_type *j_ptr)
2486 int max_num = (o_ptr->tval == TV_ROD) ?
2487 MIN(99, MAX_SHORT / k_info[o_ptr->k_idx].pval) : 99;
2488 int total = o_ptr->number + j_ptr->number;
2489 int diff = (total > max_num) ? total - max_num : 0;
2491 /* Combine quantity, lose excess items */
2492 o_ptr->number = (total > max_num) ? max_num : total;
2494 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) together. -LM- */
2495 if (o_ptr->tval == TV_ROD)
2497 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
2500 /* Hack -- if wands are stacking, combine the charges. -LM- */
2501 if (o_ptr->tval == TV_WAND)
2503 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
2509 * @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 /
2510 * Check to see if the shop will be carrying too many objects -RAK-
2511 * @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
2512 * @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。
2515 * Note that the shop, just like a player, will not accept things
2516 * it cannot hold. Before, one could "nuke" potions this way.
2517 * Return value is now int:
2519 * -1 : Can be combined to existing slot.
2520 * 1 : Cannot be combined but there are empty spaces.
2523 static int store_check_num(object_type *o_ptr)
2528 /* The "home" acts like the player */
2529 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
2531 bool old_stack_force_notes = stack_force_notes;
2532 bool old_stack_force_costs = stack_force_costs;
2534 if (cur_store_num != STORE_HOME)
2536 stack_force_notes = FALSE;
2537 stack_force_costs = FALSE;
2540 /* Check all the items */
2541 for (i = 0; i < st_ptr->stock_num; i++)
2543 /* Get the existing item */
2544 j_ptr = &st_ptr->stock[i];
2546 /* Can the new object be combined with the old one? */
2547 if (object_similar(j_ptr, o_ptr))
2549 if (cur_store_num != STORE_HOME)
2551 stack_force_notes = old_stack_force_notes;
2552 stack_force_costs = old_stack_force_costs;
2559 if (cur_store_num != STORE_HOME)
2561 stack_force_notes = old_stack_force_notes;
2562 stack_force_costs = old_stack_force_costs;
2566 /* Normal stores do special stuff */
2569 /* Check all the items */
2570 for (i = 0; i < st_ptr->stock_num; i++)
2572 /* Get the existing item */
2573 j_ptr = &st_ptr->stock[i];
2575 /* Can the new object be combined with the old one? */
2576 if (store_object_similar(j_ptr, o_ptr)) return -1;
2580 /* Free space is always usable */
2582 * オプション powerup_home が設定されていると
2585 if ((cur_store_num == STORE_HOME) && ( powerup_home == FALSE )) {
2586 if (st_ptr->stock_num < ((st_ptr->stock_size) / 10)) {
2591 if (st_ptr->stock_num < st_ptr->stock_size) {
2596 /* But there was no room at the inn... */
2601 * @brief オブジェクトが祝福されているかの判定を返す /
2602 * @param o_ptr 判定したいオブジェクト構造体の参照ポインタ
2603 * @return アイテムが祝福されたアイテムならばTRUEを返す
2605 static bool is_blessed(object_type *o_ptr)
2607 BIT_FLAGS flgs[TR_FLAG_SIZE];
2608 object_flags(o_ptr, flgs);
2609 if (have_flag(flgs, TR_BLESSED)) return (TRUE);
2610 else return (FALSE);
2616 * @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 /
2617 * Determine if the current store will purchase the given item
2618 * @param o_ptr 判定したいオブジェクト構造体の参照ポインタ
2619 * @return アイテムが買い取れるならばTRUEを返す
2621 * Note that a shop-keeper must refuse to buy "worthless" items
2623 static bool store_will_buy(object_type *o_ptr)
2625 /* Hack -- The Home is simple */
2626 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) return (TRUE);
2628 /* Switch on the store */
2629 switch (cur_store_num)
2634 /* Analyze the type */
2635 switch (o_ptr->tval)
2638 if (o_ptr->sval != SV_POTION_WATER) return FALSE;
2650 case TV_BOTTLE: /* 'Green', recycling Angband */
2665 /* Analyze the type */
2666 switch (o_ptr->tval)
2687 /* Analyze the type */
2688 switch (o_ptr->tval)
2697 case TV_HISSATSU_BOOK:
2701 if(o_ptr->sval == SV_WIZSTAFF) return (FALSE);
2713 /* Analyze the type */
2714 switch (o_ptr->tval)
2717 case TV_CRUSADE_BOOK:
2727 monster_race *r_ptr = &r_info[o_ptr->pval];
2730 if (!(r_ptr->flags3 & RF3_EVIL))
2733 if (r_ptr->flags3 & RF3_GOOD) break;
2735 /* Accept animals */
2736 if (r_ptr->flags3 & RF3_ANIMAL) break;
2739 if (my_strchr("?!", r_ptr->d_char)) break;
2745 if (is_blessed(o_ptr)) break;
2754 case STORE_ALCHEMIST:
2756 /* Analyze the type */
2757 switch (o_ptr->tval)
2771 /* Analyze the type */
2772 switch (o_ptr->tval)
2774 case TV_SORCERY_BOOK:
2775 case TV_NATURE_BOOK:
2779 case TV_ARCANE_BOOK:
2781 case TV_DAEMON_BOOK:
2795 if(o_ptr->sval == SV_WIZSTAFF) break;
2796 else return (FALSE);
2803 /* Bookstore Shop */
2806 /* Analyze the type */
2807 switch (o_ptr->tval)
2809 case TV_SORCERY_BOOK:
2810 case TV_NATURE_BOOK:
2815 case TV_ARCANE_BOOK:
2817 case TV_DAEMON_BOOK:
2818 case TV_CRUSADE_BOOK:
2829 /* Ignore "worthless" items */
2830 if (object_value(o_ptr) <= 0) return (FALSE);
2838 * @brief 現在の町の指定された店舗のアイテムを整理する /
2839 * Combine and reorder items in store.
2840 * @param store_num 店舗ID
2841 * @return 実際に整理が行われたならばTRUEを返す。
2843 bool combine_and_reorder_home(int store_num)
2847 object_type forge, *o_ptr, *j_ptr;
2848 bool flag = FALSE, combined;
2849 store_type *old_st_ptr = st_ptr;
2850 bool old_stack_force_notes = stack_force_notes;
2851 bool old_stack_force_costs = stack_force_costs;
2853 st_ptr = &town_info[1].store[store_num];
2854 if (store_num != STORE_HOME)
2856 stack_force_notes = FALSE;
2857 stack_force_costs = FALSE;
2864 /* Combine the items in the home (backwards) */
2865 for (i = st_ptr->stock_num - 1; i > 0; i--)
2867 o_ptr = &st_ptr->stock[i];
2869 /* Skip empty items */
2870 if (!o_ptr->k_idx) continue;
2872 /* Scan the items above that item */
2873 for (j = 0; j < i; j++)
2877 j_ptr = &st_ptr->stock[j];
2879 /* Skip empty items */
2880 if (!j_ptr->k_idx) continue;
2883 * Get maximum number of the stack if these
2884 * are similar, get zero otherwise.
2886 max_num = object_similar_part(j_ptr, o_ptr);
2888 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
2889 if (max_num && j_ptr->number < max_num)
2891 if (o_ptr->number + j_ptr->number <= max_num)
2893 /* Add together the item counts */
2894 object_absorb(j_ptr, o_ptr);
2896 /* One object is gone */
2897 st_ptr->stock_num--;
2899 /* Slide everything down */
2900 for (k = i; k < st_ptr->stock_num; k++)
2902 /* Structure copy */
2903 st_ptr->stock[k] = st_ptr->stock[k + 1];
2906 /* Erase the "final" slot */
2907 object_wipe(&st_ptr->stock[k]);
2911 ITEM_NUMBER old_num = o_ptr->number;
2912 ITEM_NUMBER remain = j_ptr->number + o_ptr->number - max_num;
2914 /* Add together the item counts */
2915 object_absorb(j_ptr, o_ptr);
2917 o_ptr->number = remain;
2919 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
2920 if (o_ptr->tval == TV_ROD)
2922 o_ptr->pval = o_ptr->pval * remain / old_num;
2923 o_ptr->timeout = o_ptr->timeout * remain / old_num;
2926 /* Hack -- if wands are stacking, combine the charges. -LM- */
2927 else if (o_ptr->tval == TV_WAND)
2929 o_ptr->pval = o_ptr->pval * remain / old_num;
2944 /* Re-order the items in the home (forwards) */
2945 for (i = 0; i < st_ptr->stock_num; i++)
2947 o_ptr = &st_ptr->stock[i];
2949 /* Skip empty slots */
2950 if (!o_ptr->k_idx) continue;
2952 /* Get the "value" of the item */
2953 o_value = object_value(o_ptr);
2955 /* Scan every occupied slot */
2956 for (j = 0; j < st_ptr->stock_num; j++)
2958 if (object_sort_comp(o_ptr, o_value, &st_ptr->stock[j])) break;
2961 /* Never move down */
2962 if (j >= i) continue;
2968 /* Save a copy of the moving item */
2969 object_copy(j_ptr, &st_ptr->stock[i]);
2971 /* Slide the objects */
2972 for (k = i; k > j; k--)
2974 /* Slide the item */
2975 object_copy(&st_ptr->stock[k], &st_ptr->stock[k - 1]);
2978 /* Insert the moving item */
2979 object_copy(&st_ptr->stock[j], j_ptr);
2982 st_ptr = old_st_ptr;
2983 if (store_num != STORE_HOME)
2985 stack_force_notes = old_stack_force_notes;
2986 stack_force_costs = old_stack_force_costs;
2994 * @brief 我が家にオブジェクトを加える /
2995 * Add the item "o_ptr" to the inventory of the "Home"
2996 * @param o_ptr 加えたいオブジェクトの構造体参照ポインタ
3000 * In all cases, return the slot (or -1) where the object was placed
3001 * Note that this is a hacked up version of "inven_carry()".
3002 * Also note that it may not correctly "adapt" to "knowledge" bacoming
3003 * known, the player may have to pick stuff up and drop it again.
3006 static int home_carry(object_type *o_ptr)
3012 bool old_stack_force_notes = stack_force_notes;
3013 bool old_stack_force_costs = stack_force_costs;
3015 if (cur_store_num != STORE_HOME)
3017 stack_force_notes = FALSE;
3018 stack_force_costs = FALSE;
3021 /* Check each existing item (try to combine) */
3022 for (slot = 0; slot < st_ptr->stock_num; slot++)
3024 /* Get the existing item */
3025 j_ptr = &st_ptr->stock[slot];
3027 /* The home acts just like the player */
3028 if (object_similar(j_ptr, o_ptr))
3030 /* Save the new number of items */
3031 object_absorb(j_ptr, o_ptr);
3033 if (cur_store_num != STORE_HOME)
3035 stack_force_notes = old_stack_force_notes;
3036 stack_force_costs = old_stack_force_costs;
3044 if (cur_store_num != STORE_HOME)
3046 stack_force_notes = old_stack_force_notes;
3047 stack_force_costs = old_stack_force_costs;
3052 * 隠し機能: オプション powerup_home が設定されていると
3056 if ((cur_store_num != STORE_HOME) || (powerup_home == TRUE)) {
3057 if (st_ptr->stock_num >= st_ptr->stock_size) {
3062 if (st_ptr->stock_num >= ((st_ptr->stock_size) / 10)) {
3068 /* Determine the "value" of the item */
3069 value = object_value(o_ptr);
3071 /* Check existing slots to see if we must "slide" */
3072 for (slot = 0; slot < st_ptr->stock_num; slot++)
3074 if (object_sort_comp(o_ptr, value, &st_ptr->stock[slot])) break;
3077 /* Slide the others up */
3078 for (i = st_ptr->stock_num; i > slot; i--)
3080 st_ptr->stock[i] = st_ptr->stock[i-1];
3083 /* More stuff now */
3084 st_ptr->stock_num++;
3086 /* Insert the new item */
3087 st_ptr->stock[slot] = *o_ptr;
3089 chg_virtue(V_SACRIFICE, -1);
3091 (void)combine_and_reorder_home(cur_store_num);
3093 /* Return the location */
3099 * @brief 店舗にオブジェクトを加える /
3100 * Add the item "o_ptr" to a real stores inventory.
3101 * @param o_ptr 加えたいオブジェクトの構造体参照ポインタ
3105 * In all cases, return the slot (or -1) where the object was placed
3106 * Note that this is a hacked up version of "inven_carry()".
3107 * Also note that it may not correctly "adapt" to "knowledge" bacoming
3108 * known, the player may have to pick stuff up and drop it again.
3111 static int store_carry(object_type *o_ptr)
3114 s32b value, j_value;
3118 /* Evaluate the object */
3119 value = object_value(o_ptr);
3121 /* Cursed/Worthless items "disappear" when sold */
3122 if (value <= 0) return (-1);
3124 /* All store items are fully *identified* */
3125 o_ptr->ident |= IDENT_MENTAL;
3127 /* Erase the inscription */
3128 o_ptr->inscription = 0;
3130 /* Erase the "feeling" */
3131 o_ptr->feeling = FEEL_NONE;
3133 /* Check each existing item (try to combine) */
3134 for (slot = 0; slot < st_ptr->stock_num; slot++)
3136 /* Get the existing item */
3137 j_ptr = &st_ptr->stock[slot];
3139 /* Can the existing items be incremented? */
3140 if (store_object_similar(j_ptr, o_ptr))
3142 /* Hack -- extra items disappear */
3143 store_object_absorb(j_ptr, o_ptr);
3151 if (st_ptr->stock_num >= st_ptr->stock_size) return (-1);
3154 /* Check existing slots to see if we must "slide" */
3155 for (slot = 0; slot < st_ptr->stock_num; slot++)
3158 j_ptr = &st_ptr->stock[slot];
3160 /* Objects sort by decreasing type */
3161 if (o_ptr->tval > j_ptr->tval) break;
3162 if (o_ptr->tval < j_ptr->tval) continue;
3164 /* Objects sort by increasing sval */
3165 if (o_ptr->sval < j_ptr->sval) break;
3166 if (o_ptr->sval > j_ptr->sval) continue;
3169 * Hack: otherwise identical rods sort by
3170 * increasing recharge time --dsb
3172 if (o_ptr->tval == TV_ROD)
3174 if (o_ptr->pval < j_ptr->pval) break;
3175 if (o_ptr->pval > j_ptr->pval) continue;
3178 /* Evaluate that slot */
3179 j_value = object_value(j_ptr);
3181 /* Objects sort by decreasing value */
3182 if (value > j_value) break;
3183 if (value < j_value) continue;
3186 /* Slide the others up */
3187 for (i = st_ptr->stock_num; i > slot; i--)
3189 st_ptr->stock[i] = st_ptr->stock[i-1];
3192 /* More stuff now */
3193 st_ptr->stock_num++;
3195 /* Insert the new item */
3196 st_ptr->stock[slot] = *o_ptr;
3198 /* Return the location */
3204 * @brief 店舗のオブジェクト数を増やす /
3205 * Add the item "o_ptr" to a real stores inventory.
3206 * @param item 増やしたいアイテムのID
3211 * Increase, by a given amount, the number of a certain item
3212 * in a certain store. This can result in zero items.
3214 * @todo numは本来ITEM_NUMBER型にしたい。
3216 static void store_item_increase(INVENTORY_IDX item, int num)
3221 o_ptr = &st_ptr->stock[item];
3223 /* Verify the number */
3224 cnt = o_ptr->number + num;
3225 if (cnt > 255) cnt = 255;
3226 else if (cnt < 0) cnt = 0;
3227 num = cnt - o_ptr->number;
3229 /* Save the new number */
3230 o_ptr->number += (ITEM_NUMBER)num;
3235 * @brief 店舗のオブジェクト数を削除する /
3236 * Remove a slot if it is empty
3237 * @param item 削除したいアイテムのID
3240 static void store_item_optimize(INVENTORY_IDX item)
3245 o_ptr = &st_ptr->stock[item];
3248 if (!o_ptr->k_idx) return;
3250 /* Must have no items */
3251 if (o_ptr->number) return;
3254 st_ptr->stock_num--;
3256 /* Slide everyone */
3257 for (j = item; j < st_ptr->stock_num; j++)
3259 st_ptr->stock[j] = st_ptr->stock[j + 1];
3262 /* Nuke the final slot */
3263 object_wipe(&st_ptr->stock[j]);
3267 * @brief ブラックマーケット用の無価値品の排除判定 /
3268 * This function will keep 'crap' out of the black market.
3269 * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
3270 * @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
3273 * Crap is defined as any item that is "available" elsewhere
3274 * Based on a suggestion by "Lee Vogt" <lvogt@cig.mcel.mot.com>
3277 static bool black_market_crap(object_type *o_ptr)
3281 /* Ego items are never crap */
3282 if (object_is_ego(o_ptr)) return (FALSE);
3284 /* Good items are never crap */
3285 if (o_ptr->to_a > 0) return (FALSE);
3286 if (o_ptr->to_h > 0) return (FALSE);
3287 if (o_ptr->to_d > 0) return (FALSE);
3289 /* Check all stores */
3290 for (i = 0; i < MAX_STORES; i++)
3292 if (i == STORE_HOME) continue;
3293 if (i == STORE_MUSEUM) continue;
3295 /* Check every item in the store */
3296 for (j = 0; j < town_info[p_ptr->town_num].store[i].stock_num; j++)
3298 object_type *j_ptr = &town_info[p_ptr->town_num].store[i].stock[j];
3300 /* Duplicate item "type", assume crappy */
3301 if (o_ptr->k_idx == j_ptr->k_idx) return (TRUE);
3311 * @brief 店舗の品揃え変化のためにアイテムを削除する /
3312 * Attempt to delete (some of) a random item from the store
3316 * Hack -- we attempt to "maintain" piles of items when possible.
3319 static void store_delete(void)
3324 /* Pick a random slot */
3325 what = (INVENTORY_IDX)randint0(st_ptr->stock_num);
3327 /* Determine how many items are here */
3328 num = st_ptr->stock[what].number;
3330 /* Hack -- sometimes, only destroy half the items */
3331 if (randint0(100) < 50) num = (num + 1) / 2;
3333 /* Hack -- sometimes, only destroy a single item */
3334 if (randint0(100) < 50) num = 1;
3336 /* Hack -- decrement the maximum timeouts and total charges of rods and wands. -LM- */
3337 if ((st_ptr->stock[what].tval == TV_ROD) || (st_ptr->stock[what].tval == TV_WAND))
3339 st_ptr->stock[what].pval -= num * st_ptr->stock[what].pval / st_ptr->stock[what].number;
3342 /* Actually destroy (part of) the item */
3343 store_item_increase(what, -num);
3344 store_item_optimize(what);
3349 * @brief 店舗の品揃え変化のためにアイテムを追加する /
3350 * Creates a random item and gives it to a store
3354 * This algorithm needs to be rethought. A lot.
3355 * Currently, "normal" stores use a pre-built array.
3356 * Note -- the "level" given to "obj_get_num()" is a "favored"
3357 * level, that is, there is a much higher chance of getting
3358 * items with a level approaching that of the given level...
3359 * Should we check for "permission" to have the given item?
3362 static void store_create(void)
3372 /* Paranoia -- no room left */
3373 if (st_ptr->stock_num >= st_ptr->stock_size) return;
3376 /* Hack -- consider up to four items */
3377 for (tries = 0; tries < 4; tries++)
3380 if (cur_store_num == STORE_BLACK)
3382 /* Pick a level for object/magic */
3383 level = 25 + randint0(25);
3385 /* Random item (usually of given level) */
3386 i = get_obj_num(level);
3388 /* Handle failure */
3395 /* Hack -- Pick an item to sell */
3396 i = st_ptr->table[randint0(st_ptr->table_num)];
3398 /* Hack -- fake level for apply_magic() */
3399 level = rand_range(1, STORE_OBJ_LEVEL);
3404 /* Create a new object of the chosen kind */
3405 object_prep(q_ptr, i);
3407 /* Apply some "low-level" magic (no artifacts) */
3408 apply_magic(q_ptr, level, AM_NO_FIXED_ART);
3410 /* Require valid object */
3411 if (!store_will_buy(q_ptr)) continue;
3413 /* Hack -- Charge lite's */
3414 if (q_ptr->tval == TV_LITE)
3416 if (q_ptr->sval == SV_LITE_TORCH) q_ptr->xtra4 = FUEL_TORCH / 2;
3417 if (q_ptr->sval == SV_LITE_LANTERN) q_ptr->xtra4 = FUEL_LAMP / 2;
3421 /* The item is "known" */
3422 object_known(q_ptr);
3424 /* Mark it storebought */
3425 q_ptr->ident |= IDENT_STORE;
3427 /* Mega-Hack -- no chests in stores */
3428 if (q_ptr->tval == TV_CHEST) continue;
3430 /* Prune the black market */
3431 if (cur_store_num == STORE_BLACK)
3433 /* Hack -- No "crappy" items */
3434 if (black_market_crap(q_ptr)) continue;
3436 /* Hack -- No "cheap" items */
3437 if (object_value(q_ptr) < 10) continue;
3439 /* No "worthless" items */
3440 /* if (object_value(q_ptr) <= 0) continue; */
3443 /* Prune normal stores */
3446 /* No "worthless" items */
3447 if (object_value(q_ptr) <= 0) continue;
3451 /* Mass produce and/or Apply discount */
3452 mass_produce(q_ptr);
3454 /* Attempt to carry the (known) item */
3455 (void)store_carry(q_ptr);
3457 /* Definitely done */
3464 * @brief 店舗の割引対象外にするかどうかを判定 /
3465 * Eliminate need to bargain if player has haggled well in the past
3466 * @param minprice アイテムの最低販売価格
3467 * @return 割引を禁止するならTRUEを返す。
3469 static bool noneedtobargain(PRICE minprice)
3471 s32b good = st_ptr->good_buy;
3472 s32b bad = st_ptr->bad_buy;
3474 /* Cheap items are "boring" */
3475 if (minprice < 10L) return (TRUE);
3477 /* Perfect haggling */
3478 if (good == MAX_SHORT) return (TRUE);
3480 /* Reward good haggles, punish bad haggles, notice price */
3481 if (good > ((3 * bad) + (5 + (minprice/50)))) return (TRUE);
3483 /* Return the flag */
3489 * @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 /
3490 * Update the bargain info
3491 * @param price 実際の取引価格
3492 * @param minprice 店主の提示した価格
3496 static void updatebargain(PRICE price, PRICE minprice, int num)
3498 /* Hack -- auto-haggle */
3499 if (!manual_haggle) return;
3501 /* Cheap items are "boring" */
3502 if ((minprice/num) < 10L) return;
3504 /* Count the successful haggles */
3505 if (price == minprice)
3507 /* Just count the good haggles */
3508 if (st_ptr->good_buy < MAX_SHORT)
3514 /* Count the failed haggles */
3517 /* Just count the bad haggles */
3518 if (st_ptr->bad_buy < MAX_SHORT)
3527 * @brief 店の商品リストを再表示する /
3528 * Re-displays a single store entry
3532 static void display_entry(int pos)
3538 GAME_TEXT o_name[MAX_NLEN];
3543 o_ptr = &st_ptr->stock[pos];
3545 /* Get the "offset" */
3546 i = (pos % store_bottom);
3548 /* Label it, clear the line --(-- */
3549 (void)sprintf(out_val, "%c) ", ((i > 25) ? toupper(I2A(i - 26)) : I2A(i)));
3550 prt(out_val, i+6, 0);
3553 if (show_item_graph)
3555 TERM_COLOR a = object_attr(o_ptr);
3556 SYMBOL_CODE c = object_char(o_ptr);
3558 Term_queue_bigchar(cur_col, i + 6, a, c, 0, 0);
3559 if (use_bigtile) cur_col++;
3564 /* Describe an item in the home */
3565 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
3569 /* Leave room for weights, if necessary -DRS- */
3570 if (show_weights) maxwid -= 10;
3572 object_desc(o_name, o_ptr, 0);
3573 o_name[maxwid] = '\0';
3574 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, cur_col);
3579 /* Only show the weight of an individual item */
3580 WEIGHT wgt = o_ptr->weight;
3582 sprintf(out_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt));
3583 put_str(out_val, i+6, 67);
3585 (void)sprintf(out_val, "%3d.%d lb", wgt / 10, wgt % 10);
3586 put_str(out_val, i+6, 68);
3592 /* Describe an item (fully) in a store */
3595 /* Must leave room for the "price" */
3598 /* Leave room for weights, if necessary -DRS- */
3599 if (show_weights) maxwid -= 7;
3601 /* Describe the object (fully) */
3602 object_desc(o_name, o_ptr, 0);
3603 o_name[maxwid] = '\0';
3604 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, cur_col);
3609 /* Only show the weight of an individual item */
3610 int wgt = o_ptr->weight;
3612 sprintf(out_val, "%3d.%1d", lbtokg1(wgt) , lbtokg2(wgt) );
3613 put_str(out_val, i+6, 60);
3615 (void)sprintf(out_val, "%3d.%d", wgt / 10, wgt % 10);
3616 put_str(out_val, i+6, 61);
3621 /* Display a "fixed" cost */
3622 if (o_ptr->ident & (IDENT_FIXED))
3624 /* Extract the "minimum" price */
3625 x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
3627 /* Actually draw the price (not fixed) */
3629 (void)sprintf(out_val, "%9ld固", (long)x);
3631 (void)sprintf(out_val, "%9ld F", (long)x);
3634 put_str(out_val, i+6, 68);
3637 /* Display a "taxed" cost */
3638 else if (!manual_haggle)
3640 /* Extract the "minimum" price */
3641 x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
3643 /* Hack -- Apply Sales Tax if needed */
3644 if (!noneedtobargain(x)) x += x / 10;
3646 /* Actually draw the price (with tax) */
3647 (void)sprintf(out_val, "%9ld ", (long)x);
3648 put_str(out_val, i+6, 68);
3651 /* Display a "haggle" cost */
3654 /* Extrect the "maximum" price */
3655 x = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
3657 /* Actually draw the price (not fixed) */
3658 (void)sprintf(out_val, "%9ld ", (long)x);
3659 put_str(out_val, i+6, 68);
3666 * @brief 店の商品リストを表示する /
3667 * Displays a store's inventory -RAK-
3670 * All prices are listed as "per individual object". -BEN-
3672 static void display_inventory(void)
3676 /* Display the next 12 items */
3677 for (k = 0; k < store_bottom; k++)
3679 /* Do not display "dead" items */
3680 if (store_top + k >= st_ptr->stock_num) break;
3682 /* Display that line */
3683 display_entry(store_top + k);
3686 /* Erase the extra lines and the "more" prompt */
3687 for (i = k; i < store_bottom + 1; i++) prt("", i + 6, 0);
3689 /* Assume "no current page" */
3691 put_str(" ", 5, 20);
3693 put_str(" ", 5, 20);
3697 /* Visual reminder of "more items" */
3698 if (st_ptr->stock_num > store_bottom)
3700 /* Show "more" reminder (after the last item) */
3701 prt(_("-続く-", "-more-"), k + 6, 3);
3703 /* Indicate the "current page" */
3704 /* Trailing spaces are to display (Page xx) and (Page x) */
3705 put_str(format(_("(%dページ) ", "(Page %d) "), store_top/store_bottom + 1), 5, 20);
3708 if (cur_store_num == STORE_HOME || cur_store_num == STORE_MUSEUM)
3710 k = st_ptr->stock_size;
3712 if (cur_store_num == STORE_HOME && !powerup_home) k /= 10;
3714 put_str(format("アイテム数: %4d/%4d", st_ptr->stock_num, k), 19 + xtra_stock, 27);
3716 put_str(format("Objects: %4d/%4d", st_ptr->stock_num, k), 19 + xtra_stock, 30);
3723 * @brief プレイヤーの所持金を表示する /
3724 * Displays players gold -RAK-
3728 static void store_prt_gold(void)
3732 prt(_("手持ちのお金: ", "Gold Remaining: "), 19 + xtra_stock, 53);
3733 sprintf(out_val, "%9ld", (long)p_ptr->au);
3734 prt(out_val, 19 + xtra_stock, 68);
3738 * @brief 店舗情報全体を表示するメインルーチン /
3739 * Displays store (after clearing screen) -RAK-
3743 static void display_store(void)
3749 /* The "Home" is special */
3750 if (cur_store_num == STORE_HOME)
3752 /* Put the owner name */
3753 put_str(_("我が家", "Your Home"), 3, 31);
3755 /* Label the item descriptions */
3756 put_str(_("アイテムの一覧", "Item Description"), 5, 4);
3758 /* If showing weights, show label */
3761 put_str(_(" 重さ", "Weight"), 5, 70);
3765 /* The "Home" is special */
3766 else if (cur_store_num == STORE_MUSEUM)
3768 /* Put the owner name */
3769 put_str(_("博物館", "Museum"), 3, 31);
3771 /* Label the item descriptions */
3772 put_str(_("アイテムの一覧", "Item Description"), 5, 4);
3774 /* If showing weights, show label */
3777 put_str(_(" 重さ", "Weight"), 5, 70);
3784 concptr store_name = (f_name + f_info[cur_store_feat].name);
3785 concptr owner_name = (ot_ptr->owner_name);
3786 concptr race_name = race_info[ot_ptr->owner_race].title;
3788 /* Put the owner name and race */
3789 sprintf(buf, "%s (%s)", owner_name, race_name);
3790 put_str(buf, 3, 10);
3792 /* Show the max price in the store (above prices) */
3793 sprintf(buf, "%s (%ld)", store_name, (long)(ot_ptr->max_cost));
3796 /* Label the item descriptions */
3797 put_str(_("商品の一覧", "Item Description"), 5, 5);
3800 /* If showing weights, show label */
3803 put_str(_(" 重さ", "Weight"), 5, 60);
3806 /* Label the asking price (in stores) */
3807 put_str(_(" 価格", "Price"), 5, 72);
3810 /* Display the current gold */
3813 /* Draw in the inventory */
3814 display_inventory();
3820 * @brief 店舗からアイテムを選択する /
3821 * Get the ID of a store item and return its value -RAK-
3822 * @param com_val 選択IDを返す参照ポインタ
3823 * @param pmt メッセージキャプション
3826 * @return 実際に選択したらTRUE、キャンセルしたらFALSE
3828 static int get_stock(COMMAND_CODE *com_val, concptr pmt, int i, int j)
3834 /* Get the item index */
3835 if (repeat_pull(com_val))
3837 /* Verify the item */
3838 if ((*com_val >= i) && (*com_val <= j))
3848 /* Assume failure */
3851 /* Build the prompt */
3853 hi = (j > 25) ? toupper(I2A(j - 26)) : I2A(j);
3855 (void)sprintf(out_val, "(%s:%c-%c, ESCで中断) %s",
3856 (((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) ? "アイテム" : "商品"),
3859 (void)sprintf(out_val, "(Items %c-%c, ESC to exit) %s",
3864 /* Ask until done */
3870 if (!get_com(out_val, &command, FALSE)) break;
3873 if (islower(command))
3875 else if (isupper(command))
3876 k = A2I(tolower(command)) + 26;
3880 /* Legal responses */
3881 if ((k >= i) && (k <= j))
3890 /* Clear the prompt */
3893 if (command == ESCAPE) return (FALSE);
3895 repeat_push(*com_val);
3903 * @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 /
3904 * Increase the insult counter and get angry if too many -RAK-
3905 * @return プレイヤーを締め出す場合TRUEを返す
3907 static int increase_insults(void)
3909 /* Increase insults */
3910 st_ptr->insult_cur++;
3912 /* Become insulted */
3913 if (st_ptr->insult_cur > ot_ptr->insult_max)
3919 st_ptr->insult_cur = 0;
3920 st_ptr->good_buy = 0;
3921 st_ptr->bad_buy = 0;
3924 st_ptr->store_open = turn + TURNS_PER_TICK*TOWN_DAWN/8 + randint1(TURNS_PER_TICK*TOWN_DAWN/8);
3936 * @brief 店主の不満度を減らす /
3937 * Decrease insults -RAK-
3938 * @return プレイヤーを締め出す場合TRUEを返す
3940 static void decrease_insults(void)
3942 /* Decrease insults */
3943 if (st_ptr->insult_cur) st_ptr->insult_cur--;
3948 * @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 /
3949 * Have insulted while haggling -RAK-
3950 * @return プレイヤーを締め出す場合TRUEを返す
3952 static int haggle_insults(void)
3954 /* Increase insults */
3955 if (increase_insults()) return (TRUE);
3957 /* Display and flush insult */
3966 * Mega-Hack -- Enable "increments"
3968 static bool allow_inc = FALSE;
3971 * Mega-Hack -- Last "increment" during haggling
3973 static s32b last_inc = 0L;
3977 * @brief 交渉価格を確認と認証の是非を行う /
3980 * @param poffer 別途価格提示をした場合の値を返す参照ポインタ
3981 * @param price 現在の交渉価格
3982 * @param final 最終確定価格ならばTRUE
3983 * @return プレイヤーを締め出す場合TRUEを返す
3985 static int get_haggle(concptr pmt, s32b *poffer, PRICE price, int final)
3992 /* Clear old increment if necessary */
3993 if (!allow_inc) last_inc = 0L;
3998 sprintf(buf, _("%s [承諾] ", "%s [accept] "), pmt);
4001 /* Old (negative) increment, and not final */
4002 else if (last_inc < 0)
4004 sprintf(buf, _("%s [-$%ld] ", "%s [-%ld] "), pmt, (long)(ABS(last_inc)));
4007 /* Old (positive) increment, and not final */
4008 else if (last_inc > 0)
4010 sprintf(buf, _("%s [+$%ld] ", "%s [+%ld] "), pmt, (long)(ABS(last_inc)));
4016 sprintf(buf, "%s ", pmt);
4022 /* Ask until done */
4027 /* Display prompt */
4031 strcpy(out_val, "");
4034 * Ask the user for a response.
4035 * Don't allow to use numpad as cursor key.
4037 res = askfor_aux(out_val, 32, FALSE);
4043 if (!res) return FALSE;
4045 /* Skip leading spaces */
4046 for (p = out_val; *p == ' '; p++) /* loop */;
4048 /* Empty response */
4051 /* Accept current price */
4059 /* Use previous increment */
4060 if (allow_inc && last_inc)
4062 *poffer += last_inc;
4067 /* Normal response */
4070 /* Extract a number */
4073 /* Handle "incremental" number */
4074 if ((*p == '+' || *p == '-'))
4076 /* Allow increments */
4079 /* Use the given "increment" */
4086 /* Handle normal number */
4089 /* Use the given "number" */
4097 msg_print(_("値がおかしいです。", "Invalid response."));
4107 * @brief 店主がプレイヤーからの交渉価格を判断する /
4108 * Receive an offer (from the player)
4110 * @param poffer 店主からの交渉価格を返す参照ポインタ
4111 * @param last_offer 現在の交渉価格
4112 * @param factor 店主の価格基準倍率
4113 * @param price アイテムの実価値
4114 * @param final 最終価格確定ならばTRUE
4115 * @return プレイヤーの価格に対して不服ならばTRUEを返す /
4116 * Return TRUE if offer is NOT okay
4118 static bool receive_offer(concptr pmt, s32b *poffer,
4119 s32b last_offer, int factor,
4120 PRICE price, int final)
4122 /* Haggle till done */
4125 /* Get a haggle (or cancel) */
4126 if (!get_haggle(pmt, poffer, price, final)) return (TRUE);
4128 /* Acceptable offer */
4129 if (((*poffer) * factor) >= (last_offer * factor)) break;
4131 /* Insult, and check for kicked out */
4132 if (haggle_insults()) return (TRUE);
4134 /* Reject offer (correctly) */
4135 (*poffer) = last_offer;
4144 * @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 /
4145 * Haggling routine -RAK-
4146 * @param o_ptr オブジェクトの構造体参照ポインタ
4147 * @param price 最終価格を返す参照ポインタ
4148 * @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 /
4149 * Return TRUE if purchase is NOT successful
4151 static bool purchase_haggle(object_type *o_ptr, s32b *price)
4153 s32b cur_ask, final_ask;
4154 s32b last_offer, offer;
4156 s32b min_per, max_per;
4157 int flag, loop_flag, noneed;
4158 int annoyed = 0, final = FALSE;
4159 bool cancel = FALSE;
4163 concptr pmt = _("提示価格", "Asking");
4165 /* Extract the starting offer and the final offer */
4166 cur_ask = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
4167 final_ask = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
4169 /* Determine if haggling is necessary */
4170 noneed = noneedtobargain(final_ask);
4172 /* No need to haggle */
4173 if (noneed || !manual_haggle)
4175 /* No need to haggle */
4178 /* Message summary */
4179 msg_print(_("結局この金額にまとまった。", "You eventually agree upon the price."));
4183 /* No haggle option */
4186 /* Message summary */
4187 msg_print(_("すんなりとこの金額にまとまった。", "You quickly agree upon the price."));
4190 /* Apply Sales Tax */
4191 final_ask += final_ask / 10;
4195 cur_ask = final_ask;
4197 /* Go to final offer */
4198 pmt = _("最終提示価格", "Final Offer");
4203 /* Haggle for the whole pile */
4204 cur_ask *= o_ptr->number;
4205 final_ask *= o_ptr->number;
4208 /* Haggle parameters */
4209 min_per = ot_ptr->haggle_per;
4210 max_per = min_per * 3;
4212 /* Mega-Hack -- artificial "last offer" value */
4213 last_offer = object_value(o_ptr) * o_ptr->number;
4214 last_offer = last_offer * (200 - (int)(ot_ptr->max_inflate)) / 100L;
4215 if (last_offer <= 0) last_offer = 1;
4220 /* No incremental haggling yet */
4223 /* Haggle until done */
4224 for (flag = FALSE; !flag; )
4228 while (!flag && loop_flag)
4230 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
4231 put_str(out_val, 1, 0);
4232 cancel = receive_offer(_("提示する金額? ", "What do you offer? "), &offer, last_offer, 1, cur_ask, final);
4237 else if (offer > cur_ask)
4242 else if (offer == cur_ask)
4255 x1 = 100 * (offer - last_offer) / (cur_ask - last_offer);
4258 if (haggle_insults())
4264 else if (x1 > max_per)
4267 if (x1 < max_per) x1 = max_per;
4269 x2 = rand_range(x1-2, x1+2);
4270 x3 = ((cur_ask - offer) * x2 / 100L) + 1;
4271 /* don't let the price go up */
4276 if (cur_ask < final_ask)
4279 cur_ask = final_ask;
4280 pmt = _("最終提示価格", "What do you offer? ");
4284 (void)(increase_insults());
4289 else if (offer >= cur_ask)
4300 (void)sprintf(out_val, _("前回の提示金額: $%ld", "Your last offer: %ld"), (long)last_offer);
4301 put_str(out_val, 1, 39);
4302 say_comment_2(cur_ask, annoyed);
4307 if (cancel) return (TRUE);
4309 updatebargain(*price, final_ask, o_ptr->number);
4317 * @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 /
4318 * Haggling routine -RAK-
4319 * @param o_ptr オブジェクトの構造体参照ポインタ
4320 * @param price 最終価格を返す参照ポインタ
4321 * @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 /
4322 * Return TRUE if purchase is NOT successful
4324 static bool sell_haggle(object_type *o_ptr, s32b *price)
4326 s32b purse, cur_ask, final_ask;
4327 s32b last_offer = 0, offer = 0;
4329 s32b min_per, max_per;
4330 int flag, loop_flag, noneed;
4331 int annoyed = 0, final = FALSE;
4332 bool cancel = FALSE;
4334 concptr pmt = "提示金額";
4336 concptr pmt = "Offer";
4345 /* Obtain the starting offer and the final offer */
4346 cur_ask = price_item(o_ptr, ot_ptr->max_inflate, TRUE);
4347 final_ask = price_item(o_ptr, ot_ptr->min_inflate, TRUE);
4349 /* Determine if haggling is necessary */
4350 noneed = noneedtobargain(final_ask);
4352 /* Get the owner's payout limit */
4353 purse = (s32b)(ot_ptr->max_cost);
4355 /* No need to haggle */
4356 if (noneed || !manual_haggle || (final_ask >= purse))
4358 /* Apply Sales Tax (if needed) */
4359 if (!manual_haggle && !noneed)
4361 final_ask -= final_ask / 10;
4364 /* No reason to haggle */
4365 if (final_ask >= purse)
4368 msg_print("即座にこの金額にまとまった。");
4370 msg_print("You instantly agree upon the price.");
4375 /* Offer full purse */
4379 /* No need to haggle */
4383 msg_print("結局この金額にまとまった。");
4385 msg_print("You eventually agree upon the price.");
4391 /* No haggle option */
4394 /* Message summary */
4396 msg_print("すんなりとこの金額にまとまった。");
4398 msg_print("You quickly agree upon the price.");
4405 cur_ask = final_ask;
4412 pmt = "Final Offer";
4417 /* Haggle for the whole pile */
4418 cur_ask *= o_ptr->number;
4419 final_ask *= o_ptr->number;
4422 /* Display commands */
4424 /* Haggling parameters */
4425 min_per = ot_ptr->haggle_per;
4426 max_per = min_per * 3;
4428 /* Mega-Hack -- artificial "last offer" value */
4429 last_offer = object_value(o_ptr) * o_ptr->number;
4430 last_offer = last_offer * ot_ptr->max_inflate / 100L;
4435 /* No incremental haggling yet */
4439 for (flag = FALSE; !flag; )
4445 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
4446 put_str(out_val, 1, 0);
4448 cancel = receive_offer("提示する価格? ",
4450 cancel = receive_offer("What price do you ask? ",
4453 &offer, last_offer, -1, cur_ask, final);
4459 else if (offer < cur_ask)
4462 /* rejected, reset offer for incremental haggling */
4465 else if (offer == cur_ask)
4476 if (flag || !loop_flag) break;
4481 x1 = 100 * (last_offer - offer) / (last_offer - cur_ask);
4484 if (haggle_insults())
4490 else if (x1 > max_per)
4493 if (x1 < max_per) x1 = max_per;
4495 x2 = rand_range(x1-2, x1+2);
4496 x3 = ((offer - cur_ask) * x2 / 100L) + 1;
4497 /* don't let the price go down */
4501 if (cur_ask > final_ask)
4503 cur_ask = final_ask;
4508 pmt = "Final Offer";
4516 /* 追加 $0 で買い取られてしまうのを防止 By FIRST*/
4519 (void)(increase_insults());
4522 else if (offer <= cur_ask)
4533 (void)sprintf(out_val,
4535 "前回の提示価格 $%ld", (long)last_offer);
4537 "Your last bid %ld", (long)last_offer);
4540 put_str(out_val, 1, 39);
4541 say_comment_3(cur_ask, annoyed);
4546 if (cancel) return (TRUE);
4548 updatebargain(*price, final_ask, o_ptr->number);
4556 * @brief 店からの購入処理のメインルーチン /
4557 * Buy an item from a store -RAK-
4560 static void store_purchase(void)
4563 COMMAND_CODE item, item_new;
4574 GAME_TEXT o_name[MAX_NLEN];
4578 if (cur_store_num == STORE_MUSEUM)
4581 msg_print("博物館から取り出すことはできません。");
4583 msg_print("Museum.");
4589 if (st_ptr->stock_num <= 0)
4591 if (cur_store_num == STORE_HOME)
4593 msg_print("我が家には何も置いてありません。");
4595 msg_print("Your home is empty.");
4600 msg_print("現在商品の在庫を切らしています。");
4602 msg_print("I am currently out of stock.");
4609 /* Find the number of objects on this and following pages */
4610 i = (st_ptr->stock_num - store_top);
4612 /* And then restrict it to the current page */
4613 if (i > store_bottom) i = store_bottom;
4617 /* ブラックマーケットの時は別のメッセージ */
4618 switch( cur_store_num ) {
4620 sprintf(out_val, "どのアイテムを取りますか? ");
4623 sprintf(out_val, "どれ? ");
4626 sprintf(out_val, "どの品物が欲しいんだい? ");
4630 if (cur_store_num == STORE_HOME)
4632 sprintf(out_val, "Which item do you want to take? ");
4636 sprintf(out_val, "Which item are you interested in? ");
4641 /* Get the item number to be bought */
4642 if (!get_stock(&item, out_val, 0, i - 1)) return;
4644 /* Get the actual index */
4645 item = item + store_top;
4647 /* Get the actual item */
4648 o_ptr = &st_ptr->stock[item];
4650 /* Assume the player wants just one of them */
4654 /* Get a copy of the object */
4655 object_copy(j_ptr, o_ptr);
4658 * If a rod or wand, allocate total maximum timeouts or charges
4659 * between those purchased and left on the shelf.
4661 reduce_charges(j_ptr, o_ptr->number - amt);
4663 /* Modify quantity */
4664 j_ptr->number = amt;
4666 /* Hack -- require room in pack */
4667 if (!inven_carry_okay(j_ptr))
4669 msg_print(_("そんなにアイテムを持てない。", "You cannot carry that many different items."));
4673 /* Determine the "best" price (per item) */
4674 best = price_item(j_ptr, ot_ptr->min_inflate, FALSE);
4676 /* Find out how many the player wants */
4677 if (o_ptr->number > 1)
4679 /* Hack -- note cost of "fixed" items */
4680 if ((cur_store_num != STORE_HOME) &&
4681 (o_ptr->ident & IDENT_FIXED))
4683 msg_format(_("一つにつき $%ldです。", "That costs %ld gold per item."), (long)(best));
4686 /* Get a quantity */
4687 amt = get_quantity(NULL, o_ptr->number);
4689 /* Allow user abort */
4690 if (amt <= 0) return;
4694 /* Get desired object */
4695 object_copy(j_ptr, o_ptr);
4698 * If a rod or wand, allocate total maximum timeouts or charges
4699 * between those purchased and left on the shelf.
4701 reduce_charges(j_ptr, o_ptr->number - amt);
4703 /* Modify quantity */
4704 j_ptr->number = amt;
4706 /* Hack -- require room in pack */
4707 if (!inven_carry_okay(j_ptr))
4709 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."));
4713 /* Attempt to buy it */
4714 if (cur_store_num != STORE_HOME)
4716 /* Fixed price, quick buy */
4717 if (o_ptr->ident & (IDENT_FIXED))
4722 /* Go directly to the "best" deal */
4723 price = (best * j_ptr->number);
4729 /* Describe the object (fully) */
4730 object_desc(o_name, j_ptr, 0);
4731 msg_format(_("%s(%c)を購入する。", "Buying %s (%c)."), o_name, I2A(item));
4734 /* Haggle for a final price */
4735 choice = purchase_haggle(j_ptr, &price);
4737 /* Hack -- Got kicked out */
4738 if (st_ptr->store_open >= turn) return;
4741 /* Player wants it */
4744 /* Fix the item price (if "correctly" haggled) */
4745 if (price == (best * j_ptr->number)) o_ptr->ident |= (IDENT_FIXED);
4747 /* Player can afford it */
4748 if (p_ptr->au >= price)
4753 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
4754 chg_virtue(V_JUSTICE, -1);
4755 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
4756 chg_virtue(V_NATURE, -1);
4764 /* Spend the money */
4767 /* Update the display */
4770 /* Hack -- buying an item makes you aware of it */
4771 object_aware(j_ptr);
4773 /* Hack -- clear the "fixed" flag from the item */
4774 j_ptr->ident &= ~(IDENT_FIXED);
4776 /* Describe the transaction */
4777 object_desc(o_name, j_ptr, 0);
4779 msg_format(_("%sを $%ldで購入しました。", "You bought %s for %ld gold."), o_name, (long)price);
4781 strcpy(record_o_name, o_name);
4784 if (record_buy) do_cmd_write_nikki(NIKKI_BUY, 0, o_name);
4785 object_desc(o_name, o_ptr, OD_NAME_ONLY);
4786 if(record_rand_art && o_ptr->art_name)
4787 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
4789 /* Erase the inscription */
4790 j_ptr->inscription = 0;
4792 /* Erase the "feeling" */
4793 j_ptr->feeling = FEEL_NONE;
4794 j_ptr->ident &= ~(IDENT_STORE);
4795 /* Give it to the player */
4796 item_new = inven_carry(j_ptr);
4798 /* Describe the final result */
4799 object_desc(o_name, &inventory[item_new], 0);
4800 msg_format(_("%s(%c)を手に入れた。", "You have %s (%c)."), o_name, index_to_label(item_new));
4802 /* Auto-inscription */
4803 autopick_alter_item(item_new, FALSE);
4805 /* Now, reduce the original stack's pval. */
4806 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
4808 o_ptr->pval -= j_ptr->pval;
4812 /* Note how many slots the store used to have */
4813 i = st_ptr->stock_num;
4815 /* Remove the bought items from the store */
4816 store_item_increase(item, -amt);
4817 store_item_optimize(item);
4819 /* Store is empty */
4820 if (st_ptr->stock_num == 0)
4823 if (one_in_(STORE_SHUFFLE))
4826 msg_print(_("店主は引退した。", "The shopkeeper retires."));
4828 /* Shuffle the store */
4829 store_shuffle(cur_store_num);
4832 sprintf(buf, "%s (%s)",
4833 ot_ptr->owner_name, race_info[ot_ptr->owner_race].title);
4834 put_str(buf, 3, 10);
4835 sprintf(buf, "%s (%ld)",
4836 (f_name + f_info[cur_store_feat].name), (long)(ot_ptr->max_cost));
4843 msg_print(_("店主は新たな在庫を取り出した。", "The shopkeeper brings out some new stock."));
4847 for (i = 0; i < 10; i++)
4849 /* Maintain the store */
4850 store_maint(p_ptr->town_num, cur_store_num);
4855 display_inventory();
4858 /* The item is gone */
4859 else if (st_ptr->stock_num != i)
4861 /* Pick the correct screen */
4862 if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
4863 display_inventory();
4866 /* Item is still here */
4869 /* Redraw the item */
4870 display_entry(item);
4874 /* Player cannot afford it */
4877 /* Simple message (no insult) */
4878 msg_print(_("お金が足りません。", "You do not have enough gold."));
4883 /* Home is much easier */
4886 bool combined_or_reordered;
4888 /* Distribute charges of wands/rods */
4889 distribute_charges(o_ptr, j_ptr, amt);
4891 /* Give it to the player */
4892 item_new = inven_carry(j_ptr);
4894 /* Describe just the result */
4895 object_desc(o_name, &inventory[item_new], 0);
4897 msg_format(_("%s(%c)を取った。", "You have %s (%c)."), o_name, index_to_label(item_new));
4900 /* Take note if we take the last one */
4901 i = st_ptr->stock_num;
4903 /* Remove the items from the home */
4904 store_item_increase(item, -amt);
4905 store_item_optimize(item);
4907 combined_or_reordered = combine_and_reorder_home(STORE_HOME);
4909 /* Hack -- Item is still here */
4910 if (i == st_ptr->stock_num)
4912 if (combined_or_reordered) display_inventory();
4914 /* Redraw the item */
4915 else display_entry(item);
4918 /* The item is gone */
4922 if (st_ptr->stock_num == 0) store_top = 0;
4924 /* Nothing left on that screen */
4925 else if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
4926 display_inventory();
4928 chg_virtue(V_SACRIFICE, 1);
4932 /* Not kicked out */
4938 * @brief 店からの売却処理のメインルーチン /
4939 * Sell an item to the store (or home)
4942 static void store_sell(void)
4949 PRICE price, value, dummy;
4958 GAME_TEXT o_name[MAX_NLEN];
4961 /* Prepare a prompt */
4962 if (cur_store_num == STORE_HOME)
4963 q = _("どのアイテムを置きますか? ", "Drop which item? ");
4965 else if (cur_store_num == STORE_MUSEUM)
4966 q = _("どのアイテムを寄贈しますか? ", "Give which item? ");
4969 q = _("どのアイテムを売りますか? ", "Sell which item? ");
4971 /* Only allow items the store will buy */
4972 item_tester_hook = store_will_buy;
4974 /* 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 */
4975 if (cur_store_num == STORE_HOME)
4977 s = _("置けるアイテムを持っていません。", "You don't have any item to drop.");
4979 else if (cur_store_num == STORE_MUSEUM)
4981 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.");
4985 s = _("欲しい物がないですねえ。", "You have nothing that I want.");
4988 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
4991 /* Hack -- Cannot remove cursed items */
4992 if ((item >= INVEN_RARM) && object_is_cursed(o_ptr))
4994 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."));
4998 /* Assume one item */
5001 /* Find out how many the player wants (letter means "all") */
5002 if (o_ptr->number > 1)
5004 /* Get a quantity */
5005 amt = get_quantity(NULL, o_ptr->number);
5007 /* Allow user abort */
5008 if (amt <= 0) return;
5012 /* Get a copy of the object */
5013 object_copy(q_ptr, o_ptr);
5015 /* Modify quantity */
5016 q_ptr->number = amt;
5019 * Hack -- If a rod or wand, allocate total maximum
5020 * timeouts or charges to those being sold. -LM-
5022 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
5024 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
5027 /* Get a full description */
5028 object_desc(o_name, q_ptr, 0);
5030 /* Remove any inscription, feeling for stores */
5031 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
5033 q_ptr->inscription = 0;
5034 q_ptr->feeling = FEEL_NONE;
5037 /* Is there room in the store (or the home?) */
5038 if (!store_check_num(q_ptr))
5040 if (cur_store_num == STORE_HOME)
5041 msg_print(_("我が家にはもう置く場所がない。", "Your home is full."));
5043 else if (cur_store_num == STORE_MUSEUM)
5044 msg_print(_("博物館はもう満杯だ。", "Museum is full."));
5047 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."));
5054 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
5056 /* Describe the transaction */
5057 msg_format(_("%s(%c)を売却する。", "Selling %s (%c)."), o_name, index_to_label(item));
5062 choice = sell_haggle(q_ptr, &price);
5065 if (st_ptr->store_open >= turn) return;
5077 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
5078 chg_virtue(V_JUSTICE, -1);
5080 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
5081 chg_virtue(V_NATURE, 1);
5084 /* Get some money */
5087 /* Update the display */
5090 /* Get the "apparent" value */
5091 dummy = object_value(q_ptr) * q_ptr->number;
5093 identify_item(o_ptr);
5096 /* Get a copy of the object */
5097 object_copy(q_ptr, o_ptr);
5099 /* Modify quantity */
5100 q_ptr->number = amt;
5102 /* Make it look like to be known */
5103 q_ptr->ident |= IDENT_STORE;
5106 * Hack -- If a rod or wand, let the shopkeeper know just
5107 * how many charges he really paid for. -LM-
5109 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
5111 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
5114 /* Get the "actual" value */
5115 value = object_value(q_ptr) * q_ptr->number;
5117 /* Get the description all over again */
5118 object_desc(o_name, q_ptr, 0);
5120 /* Describe the result (in message buffer) */
5121 msg_format(_("%sを $%ldで売却しました。", "You sold %s for %ld gold."), o_name, (long)price);
5123 if (record_sell) do_cmd_write_nikki(NIKKI_SELL, 0, o_name);
5125 if (!((o_ptr->tval == TV_FIGURINE) && (value > 0)))
5127 /* Analyze the prices (and comment verbally) unless a figurine*/
5128 purchase_analyze(price, value, dummy);
5132 * Hack -- Allocate charges between those wands or rods sold
5133 * and retained, unless all are being sold. -LM-
5135 distribute_charges(o_ptr, q_ptr, amt);
5137 /* Reset timeouts of the sold items */
5140 /* Take the item from the player, describe the result */
5141 inven_item_increase(item, -amt);
5142 inven_item_describe(item);
5144 /* If items remain, auto-inscribe before optimizing */
5145 if (o_ptr->number > 0)
5146 autopick_alter_item(item, FALSE);
5148 inven_item_optimize(item);
5151 /* The store gets that (known) item */
5152 item_pos = store_carry(q_ptr);
5154 /* Re-display if item is now in store */
5157 store_top = (item_pos / store_bottom) * store_bottom;
5158 display_inventory();
5163 /* Player is at museum */
5164 else if (cur_store_num == STORE_MUSEUM)
5166 char o2_name[MAX_NLEN];
5167 object_desc(o2_name, q_ptr, OD_NAME_ONLY);
5169 if (-1 == store_check_num(q_ptr))
5171 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."));
5175 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!!"));
5178 if (!get_check(format(_("本当に%sを寄贈しますか?", "Really give %s to the Museum? "), o2_name))) return;
5180 identify_item(q_ptr);
5181 q_ptr->ident |= IDENT_MENTAL;
5183 /* Distribute charges of wands/rods */
5184 distribute_charges(o_ptr, q_ptr, amt);
5185 msg_format(_("%sを置いた。(%c)", "You drop %s (%c)."), o_name, index_to_label(item));
5188 /* Take it from the players inventory */
5189 inven_item_increase(item, -amt);
5190 inven_item_describe(item);
5191 inven_item_optimize(item);
5194 /* Let the home carry it */
5195 item_pos = home_carry(q_ptr);
5197 /* Update store display */
5200 store_top = (item_pos / store_bottom) * store_bottom;
5201 display_inventory();
5204 /* Player is at home */
5207 /* Distribute charges of wands/rods */
5208 distribute_charges(o_ptr, q_ptr, amt);
5209 msg_format(_("%sを置いた。(%c)", "You drop %s (%c)."), o_name, index_to_label(item));
5213 /* Take it from the players inventory */
5214 inven_item_increase(item, -amt);
5215 inven_item_describe(item);
5216 inven_item_optimize(item);
5219 /* Let the home carry it */
5220 item_pos = home_carry(q_ptr);
5222 /* Update store display */
5225 store_top = (item_pos / store_bottom) * store_bottom;
5226 display_inventory();
5230 if ((choice == 0) && (item >= INVEN_RARM))
5239 * @brief 店のアイテムを調べるコマンドのメインルーチン /
5240 * Examine an item in a store -JDL-
5243 static void store_examine(void)
5248 GAME_TEXT o_name[MAX_NLEN];
5252 if (st_ptr->stock_num <= 0)
5254 if (cur_store_num == STORE_HOME)
5255 msg_print(_("我が家には何も置いてありません。", "Your home is empty."));
5256 else if (cur_store_num == STORE_MUSEUM)
5257 msg_print(_("博物館には何も置いてありません。", "Museum is empty."));
5259 msg_print(_("現在商品の在庫を切らしています。", "I am currently out of stock."));
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, _("どれを調べますか?", "Which item do you want to examine? "));
5272 /* Get the item number to be examined */
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 /* Require full knowledge */
5282 if (!(o_ptr->ident & IDENT_MENTAL))
5284 /* This can only happen in the home */
5285 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."));
5289 object_desc(o_name, o_ptr, 0);
5290 msg_format(_("%sを調べている...", "Examining %s..."), o_name);
5292 if (!screen_object(o_ptr, SCROBJ_FORCE_DETAIL))
5293 msg_print(_("特に変わったところはないようだ。", "You see nothing special."));
5300 * @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 /
5301 * Remove an item from museum (Originally from TOband)
5304 static void museum_remove_object(void)
5309 GAME_TEXT o_name[MAX_NLEN];
5313 if (st_ptr->stock_num <= 0)
5315 msg_print(_("博物館には何も置いてありません。", "Museum is empty."));
5319 /* Find the number of objects on this and following pages */
5320 i = st_ptr->stock_num - store_top;
5322 /* And then restrict it to the current page */
5323 if (i > store_bottom) i = store_bottom;
5326 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? "));
5328 /* Get the item number to be removed */
5329 if (!get_stock(&item, out_val, 0, i - 1)) return;
5331 /* Get the actual index */
5332 item = item + store_top;
5334 /* Get the actual item */
5335 o_ptr = &st_ptr->stock[item];
5337 object_desc(o_name, o_ptr, 0);
5339 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!"));
5340 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;
5342 msg_format(_("%sの展示をやめさせた。", "You ordered to remove %s."), o_name);
5344 /* Remove the items from the home */
5345 store_item_increase(item, -o_ptr->number);
5346 store_item_optimize(item);
5348 (void)combine_and_reorder_home(STORE_MUSEUM);
5350 /* The item is gone */
5353 if (st_ptr->stock_num == 0) store_top = 0;
5355 /* Nothing left on that screen */
5356 else if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
5357 display_inventory();
5364 * Hack -- set this to leave the store
5366 static bool leave_store = FALSE;
5370 * @brief 店舗処理コマンド選択のメインルーチン /
5371 * Process a command in a store
5375 * Note that we must allow the use of a few "special" commands
5376 * in the stores which are not allowed in the dungeon, and we
5377 * must disable some commands which are allowed in the dungeon
5378 * but not in the stores, to prevent chaos.
5381 static void store_process_command(void)
5383 /* Handle repeating the last command */
5386 if (rogue_like_commands && command_cmd == 'l')
5388 command_cmd = 'x'; /* hack! */
5391 /* Parse the command */
5392 switch (command_cmd)
5402 /* 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 */
5405 if (st_ptr->stock_num <= store_bottom) {
5406 msg_print(_("これで全部です。", "Entire inventory is shown."));
5409 store_top -= store_bottom;
5410 if ( store_top < 0 )
5411 store_top = ((st_ptr->stock_num - 1 )/store_bottom) * store_bottom;
5412 if ( (cur_store_num == STORE_HOME) && (powerup_home == FALSE) )
5413 if ( store_top >= store_bottom ) store_top = store_bottom;
5414 display_inventory();
5422 if (st_ptr->stock_num <= store_bottom)
5424 msg_print(_("これで全部です。", "Entire inventory is shown."));
5428 store_top += store_bottom;
5430 * 隠しオプション(powerup_home)がセットされていないときは
5431 * 我が家では 2 ページまでしか表示しない
5433 if ((cur_store_num == STORE_HOME) &&
5434 (powerup_home == FALSE) &&
5435 (st_ptr->stock_num >= STORE_INVEN_MAX))
5437 if (store_top >= (STORE_INVEN_MAX - 1))
5444 if (store_top >= st_ptr->stock_num) store_top = 0;
5447 display_inventory();
5459 /* Get (purchase) */
5486 /*** Inventory Commands ***/
5488 /* Wear/wield equipment */
5495 /* Take off equipment */
5502 /* Destroy an item */
5509 /* Equipment list */
5516 /* Inventory list */
5524 /*** Various commands ***/
5526 /* Identify an object */
5533 /* Hack -- toggle windows */
5536 toggle_inven_equip();
5540 /*** Use various objects ***/
5545 if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
5546 (p_ptr->pclass == CLASS_BERSERKER) ||
5547 (p_ptr->pclass == CLASS_NINJA) ||
5548 (p_ptr->pclass == CLASS_MIRROR_MASTER)
5549 ) do_cmd_mind_browse();
5550 else if (p_ptr->pclass == CLASS_SMITH)
5552 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
5553 do_cmd_magic_eater(TRUE, FALSE);
5554 else if (p_ptr->pclass == CLASS_SNIPER)
5555 do_cmd_snipe_browse();
5556 else do_cmd_browse();
5560 /* Inscribe an object */
5567 /* Uninscribe an object */
5570 do_cmd_uninscribe();
5576 /*** Help and Such ***/
5585 /* Identify symbol */
5588 do_cmd_query_symbol();
5592 /* Character description */
5595 p_ptr->town_num = old_town_num;
5596 do_cmd_change_name();
5597 p_ptr->town_num = inner_town_num;
5603 /*** System Commands ***/
5605 /* Hack -- User interface */
5612 /* Single line from a pref file */
5615 p_ptr->town_num = old_town_num;
5617 p_ptr->town_num = inner_town_num;
5621 /* Interact with macros */
5624 p_ptr->town_num = old_town_num;
5626 p_ptr->town_num = inner_town_num;
5630 /* Interact with visuals */
5633 p_ptr->town_num = old_town_num;
5635 p_ptr->town_num = inner_town_num;
5639 /* Interact with colors */
5642 p_ptr->town_num = old_town_num;
5644 p_ptr->town_num = inner_town_num;
5648 /* Interact with options */
5652 (void)combine_and_reorder_home(STORE_HOME);
5658 /*** Misc Commands ***/
5674 /* Repeat level feeling */
5681 /* Show previous message */
5684 do_cmd_message_one();
5688 /* Show previous messages */
5701 /* Check artifacts, uniques etc. */
5708 /* Load "screen dump" */
5711 do_cmd_load_screen();
5715 /* Save "screen dump" */
5718 do_cmd_save_screen();
5722 /* Hack -- Unknown command */
5725 if ((cur_store_num == STORE_MUSEUM) && (command_cmd == 'r'))
5727 museum_remove_object();
5731 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."));
5740 * @brief 店舗処理全体のメインルーチン /
5741 * Enter a store, and interact with it. *
5745 * Note that we use the standard "request_command()" function
5746 * to get a command, allowing us to use "command_arg" and all
5747 * command macros and other nifty stuff, but we use the special
5748 * "shopping" argument, to force certain commands to be converted
5749 * into other commands, normally, we convert "p" (pray) and "m"
5750 * (cast magic) into "g" (get), and "s" (search) into "d" (drop).
5753 void do_cmd_store(void)
5759 bool need_redraw_store_inv; /* To redraw missiles damage and prices in store */
5762 if(p_ptr->wild_mode) return;
5763 Term_get_size(&w, &h);
5765 /* Calculate stocks per 1 page */
5766 xtra_stock = MIN(14+26, ((h > 24) ? (h - 24) : 0));
5767 store_bottom = MIN_STOCK + xtra_stock;
5769 /* Access the player grid */
5770 c_ptr = &cave[p_ptr->y][p_ptr->x];
5772 /* Verify a store */
5773 if (!cave_have_flag_grid(c_ptr, FF_STORE))
5775 msg_print(_("ここには店がありません。", "You see no store here."));
5779 /* Extract the store code */
5780 which = f_info[c_ptr->feat].subtype;
5782 old_town_num = p_ptr->town_num;
5783 if ((which == STORE_HOME) || (which == STORE_MUSEUM)) p_ptr->town_num = 1;
5784 if (dun_level) p_ptr->town_num = NO_TOWN;
5785 inner_town_num = p_ptr->town_num;
5787 /* Hack -- Check the "locked doors" */
5788 if ((town_info[p_ptr->town_num].store[which].store_open >= turn) ||
5791 msg_print(_("ドアに鍵がかかっている。", "The doors are locked."));
5792 p_ptr->town_num = old_town_num;
5796 /* Calculate the number of store maintainances since the last visit */
5797 maintain_num = (turn - town_info[p_ptr->town_num].store[which].last_visit) / (TURNS_PER_TICK * STORE_TICKS);
5799 /* Maintain the store max. 10 times */
5800 if (maintain_num > 10) maintain_num = 10;
5804 /* Maintain the store */
5805 for (i = 0; i < maintain_num; i++)
5806 store_maint(p_ptr->town_num, which);
5808 /* Save the visit */
5809 town_info[p_ptr->town_num].store[which].last_visit = turn;
5815 /* Hack -- Character is in "icky" mode */
5816 character_icky = TRUE;
5823 /* Do not expand macros */
5824 get_com_no_macros = TRUE;
5826 /* Save the store number */
5827 cur_store_num = which;
5829 /* Hack -- save the store feature */
5830 cur_store_feat = c_ptr->feat;
5832 /* Save the store and owner pointers */
5833 st_ptr = &town_info[p_ptr->town_num].store[cur_store_num];
5834 ot_ptr = &owners[cur_store_num][st_ptr->owner];
5836 /* Start at the beginning */
5839 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
5844 leave_store = FALSE;
5846 /* Interact with player */
5847 while (!leave_store)
5849 /* Hack -- Clear line 1 */
5853 clear_from(20 + xtra_stock);
5855 /* Basic commands */
5856 prt(_(" ESC) 建物から出る", " ESC) Exit from Building."), 21 + xtra_stock, 0);
5858 /* Browse if necessary */
5859 if (st_ptr->stock_num > store_bottom)
5861 prt(_(" -)前ページ", " -) Previous page"), 22 + xtra_stock, 0);
5862 prt(_(" スペース) 次ページ", " SPACE) Next page"), 23 + xtra_stock, 0);
5866 if (cur_store_num == STORE_HOME)
5868 prt(_("g) アイテムを取る", "g) Get an item."), 21 + xtra_stock, 27);
5869 prt(_("d) アイテムを置く", "d) Drop an item."), 22 + xtra_stock, 27);
5870 prt(_("x) 家のアイテムを調べる", "x) eXamine an item in the home."), 23 + xtra_stock, 27);
5873 /* Museum commands */
5874 else if (cur_store_num == STORE_MUSEUM)
5876 prt(_("d) アイテムを置く", "d) Drop an item."), 21 + xtra_stock, 27);
5877 prt(_("r) アイテムの展示をやめる", "r) order to Remove an item."), 22 + xtra_stock, 27);
5878 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);
5884 prt(_("p) 商品を買う", "p) Purchase an item."), 21 + xtra_stock, 30);
5885 prt(_("s) アイテムを売る", "s) Sell an item."), 22 + xtra_stock, 30);
5886 prt(_("x) 商品を調べる", "x) eXamine an item in the shop"), 23 + xtra_stock,30);
5890 prt(_("i/e) 持ち物/装備の一覧", "i/e) Inventry/Equipment list"), 21 + xtra_stock, 56);
5892 if (rogue_like_commands)
5894 prt(_("w/T) 装備する/はずす", "w/T) Wear/Take off equipment"), 22 + xtra_stock, 56);
5898 prt(_("w/t) 装備する/はずす", "w/t) Wear/Take off equipment"), 22 + xtra_stock, 56);
5902 prt(_("コマンド:", "You may: "), 20 + xtra_stock, 0);
5904 request_command(TRUE);
5906 /* Process the command */
5907 store_process_command();
5910 * Hack -- To redraw missiles damage and prices in store
5911 * If player's charisma changes, or if player changes a bow, PU_BONUS is set
5913 need_redraw_store_inv = (p_ptr->update & PU_BONUS) ? TRUE : FALSE;
5915 /* Hack -- Character is still in "icky" mode */
5916 character_icky = TRUE;
5921 if (inventory[INVEN_PACK].k_idx)
5923 INVENTORY_IDX item = INVEN_PACK;
5925 object_type *o_ptr = &inventory[item];
5927 /* Hack -- Flee from the store */
5928 if (cur_store_num != STORE_HOME)
5930 if (cur_store_num == STORE_MUSEUM)
5931 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..."));
5933 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..."));
5939 /* Hack -- Flee from the home */
5940 else if (!store_check_num(o_ptr))
5942 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..."));
5947 /* Hack -- Drop items into the home */
5955 GAME_TEXT o_name[MAX_NLEN];
5957 /* Give a message */
5958 msg_print(_("ザックからアイテムがあふれてしまった!", "Your pack overflows!"));
5962 object_copy(q_ptr, o_ptr);
5963 object_desc(o_name, q_ptr, 0);
5965 msg_format(_("%sが落ちた。(%c)", "You drop %s (%c)."), o_name, index_to_label(item));
5967 /* Remove it from the players inventory */
5968 inven_item_increase(item, -255);
5969 inven_item_describe(item);
5970 inven_item_optimize(item);
5973 /* Let the home carry it */
5974 item_pos = home_carry(q_ptr);
5976 /* Redraw the home */
5979 store_top = (item_pos / store_bottom) * store_bottom;
5980 display_inventory();
5985 /* Hack -- Redisplay store prices if charisma changes */
5986 /* Hack -- Redraw missiles damage if player changes bow */
5987 if (need_redraw_store_inv) display_inventory();
5989 /* Hack -- get kicked out of the store */
5990 if (st_ptr->store_open >= turn) leave_store = TRUE;
5993 select_floor_music();
5995 p_ptr->town_num = old_town_num;
5997 take_turn(p_ptr, 100);;
5999 /* Hack -- Character is no longer in "icky" mode */
6000 character_icky = FALSE;
6002 /* Hack -- Cancel automatic command */
6005 /* Hack -- Cancel "see" mode */
6006 command_see = FALSE;
6008 /* Allow expanding macros */
6009 get_com_no_macros = FALSE;
6014 /* Update everything */
6015 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
6016 p_ptr->update |= (PU_MONSTERS);
6018 /* Redraw entire screen */
6019 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY);
6020 p_ptr->redraw |= (PR_MAP);
6021 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
6027 * @brief 現在の町の店主を交代させる /
6028 * Shuffle one of the stores.
6029 * @param which 店舗種類のID
6032 void store_shuffle(int which)
6038 if (which == STORE_HOME) return;
6039 if (which == STORE_MUSEUM) return;
6042 /* Save the store index */
6043 cur_store_num = which;
6045 /* Activate that store */
6046 st_ptr = &town_info[p_ptr->town_num].store[cur_store_num];
6049 /* Pick a new owner */
6052 st_ptr->owner = (byte)randint0(MAX_OWNERS);
6053 if (j == st_ptr->owner) continue;
6054 for (i = 1;i < max_towns; i++)
6056 if (i == p_ptr->town_num) continue;
6057 if (st_ptr->owner == town_info[i].store[cur_store_num].owner) break;
6059 if (i == max_towns) break;
6062 /* Activate the new owner */
6063 ot_ptr = &owners[cur_store_num][st_ptr->owner];
6066 /* Reset the owner data */
6067 st_ptr->insult_cur = 0;
6068 st_ptr->store_open = 0;
6069 st_ptr->good_buy = 0;
6070 st_ptr->bad_buy = 0;
6073 /* Hack -- discount all the items */
6074 for (i = 0; i < st_ptr->stock_num; i++)
6078 o_ptr = &st_ptr->stock[i];
6080 if (!object_is_artifact(o_ptr))
6082 /* Hack -- Sell all non-artifact old items for "half price" */
6083 o_ptr->discount = 50;
6085 /* Hack -- Items are no longer "fixed price" */
6086 o_ptr->ident &= ~(IDENT_FIXED);
6088 /* Mega-Hack -- Note that the item is "on sale" */
6089 o_ptr->inscription = quark_add(_("売出中", "on sale"));
6096 * @brief 店の品揃えを変化させる /
6097 * Maintain the inventory at the stores.
6098 * @param town_num 町のID
6099 * @param store_num 店舗種類のID
6102 void store_maint(int town_num, int store_num)
6106 cur_store_num = store_num;
6109 if (store_num == STORE_HOME) return;
6110 if (store_num == STORE_MUSEUM) return;
6112 /* Activate that store */
6113 st_ptr = &town_info[town_num].store[store_num];
6115 /* Activate the owner */
6116 ot_ptr = &owners[store_num][st_ptr->owner];
6118 /* Store keeper forgives the player */
6119 st_ptr->insult_cur = 0;
6121 /* Mega-Hack -- prune the black market */
6122 if (store_num == STORE_BLACK)
6124 /* Destroy crappy black market items */
6125 for (j = st_ptr->stock_num - 1; j >= 0; j--)
6127 object_type *o_ptr = &st_ptr->stock[j];
6129 /* Destroy crappy items */
6130 if (black_market_crap(o_ptr))
6132 /* Destroy the item */
6133 store_item_increase(j, 0 - o_ptr->number);
6134 store_item_optimize(j);
6140 /* Choose the number of slots to keep */
6141 j = st_ptr->stock_num;
6143 /* Sell a few items */
6144 j = j - randint1(STORE_TURNOVER);
6146 /* Never keep more than "STORE_MAX_KEEP" slots */
6147 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
6149 /* Always "keep" at least "STORE_MIN_KEEP" items */
6150 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
6152 /* Hack -- prevent "underflow" */
6155 /* Destroy objects until only "j" slots are left */
6156 while (st_ptr->stock_num > j) store_delete();
6159 /* Choose the number of slots to fill */
6160 j = st_ptr->stock_num;
6162 /* Buy some more items */
6163 j = j + randint1(STORE_TURNOVER);
6165 /* Never keep more than "STORE_MAX_KEEP" slots */
6166 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
6168 /* Always "keep" at least "STORE_MIN_KEEP" items */
6169 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
6171 /* Hack -- prevent "overflow" */
6172 if (j >= st_ptr->stock_size) j = st_ptr->stock_size - 1;
6174 /* Acquire some new items */
6175 while (st_ptr->stock_num < j) store_create();
6180 * @brief 店舗情報を初期化する /
6181 * Initialize the stores
6182 * @param town_num 町のID
6183 * @param store_num 店舗種類のID
6186 void store_init(int town_num, int store_num)
6189 cur_store_num = store_num;
6191 /* Activate that store */
6192 st_ptr = &town_info[town_num].store[store_num];
6200 st_ptr->owner = (byte)randint0(MAX_OWNERS);
6201 for (i = 1;i < max_towns; i++)
6203 if (i == town_num) continue;
6204 if (st_ptr->owner == town_info[i].store[store_num].owner) break;
6206 if (i == max_towns) break;
6209 /* Activate the new owner */
6210 ot_ptr = &owners[store_num][st_ptr->owner];
6213 /* Initialize the store */
6214 st_ptr->store_open = 0;
6215 st_ptr->insult_cur = 0;
6216 st_ptr->good_buy = 0;
6217 st_ptr->bad_buy = 0;
6219 /* Nothing in stock */
6220 st_ptr->stock_num = 0;
6223 * MEGA-HACK - Last visit to store is
6224 * BEFORE player birth to enable store restocking
6226 st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
6228 /* Clear any old items */
6229 for (k = 0; k < st_ptr->stock_size; k++)
6231 object_wipe(&st_ptr->stock[k]);
6237 * @brief アイテムを町のブラックマーケットに移動させる /
6238 * @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
6241 void move_to_black_market(object_type *o_ptr)
6244 if (!p_ptr->town_num) return;
6246 st_ptr = &town_info[p_ptr->town_num].store[STORE_BLACK];
6248 o_ptr->ident |= IDENT_STORE;
6250 (void)store_carry(o_ptr);
6252 object_wipe(o_ptr); /* Don't leave a bogus object behind... */