3 * @brief 店の処理 / Store commands
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research, and\n
8 * not for profit purposes provided that this copyright and statement are\n
9 * included in all such copies.\n
10 * 2014 Deskull rearranged comment for Doxygen.
19 #include "cmd-basic.h"
22 #include "cmd-smith.h"
23 #include "cmd-zapwand.h"
24 #include "cmd-magiceat.h"
28 #include "cmd-spell.h"
30 #include "player-status.h"
31 #include "player-class.h"
32 #include "player-inventory.h"
33 #include "object-flavor.h"
34 #include "object-hook.h"
35 #include "floor-events.h"
38 #include "player-effects.h"
39 #include "player-race.h"
42 #include "objectkind.h"
44 #include "floor-town.h"
46 #include "view-mainwindow.h"
52 * @brief 闘技場のモンスターID及び報酬アイテムテーブル /
53 * Store owners (exactly four "possible" owners per store, chosen randomly)
56 * { name, purse, max greed, min greed, haggle_per, tolerance, race, unused }
58 * Lifted extra shopkeepers from CthAngband (don't you just love open source
59 * development? ;-)). Since this gave less than 32 unique names for some
60 * shops, those have their first x names copied to reach 32.
62 * For the weapon and armour shops, several owners have a limit of 5k.
64 * I want to do 50k owners, but the purse is currently s16b. Perhaps
65 * we should just store 1/10th of the purse?
68 const owner_type owners[MAX_STORES][MAX_OWNERS] =
71 /* General store - 32 unique names */
73 Raistlin は dragonlance の powerful wizard 。
74 Rincewind the Chicken は Terry Pratchett の Discworld の登場人物 上記のパロディ?、
75 { "憶病者ラストリン", 200, 175, 108, 4, 12, RACE_HUMAN},
76 { "Raistlin the Chicken", 200, 175, 108, 4, 12, RACE_HUMAN},
80 { "フレンドリーなビルボ", 200, 170, 108, 5, 15, RACE_HOBBIT},
81 { "憶病者リンスウィンド", 200, 175, 108, 4, 12, RACE_HUMAN},
82 { "背の低いサルタン", 300, 170, 107, 5, 15, RACE_GNOME},
83 { "ハンサムなライア=エル", 300, 165, 107, 6, 18, RACE_ELF},
84 { "親切なファリルマウエン", 250, 170, 108, 5, 15, RACE_HOBBIT},
85 { "臆病者ヴォワラン", 500, 175, 108, 4, 12, RACE_HUMAN},
86 { "チビのエラシュナク", 750, 170, 107, 5, 15, RACE_BEASTMAN},
87 { "ハンサムなグラッグ", 1000, 165, 107, 6, 18, RACE_HALF_TITAN},
88 { "ケチなフォロビア", 250, 170, 108, 5, 15, RACE_HUMAN},
89 { "馬鹿のエリス", 500, 175, 108, 4, 12, RACE_HUMAN},
90 { "腹ペコのフィルバート", 750, 170, 107, 5, 15, RACE_VAMPIRE},
91 { "スナーグル・サシグア", 1000, 165, 107, 6, 18, RACE_MIND_FLAYER},
92 { "長死きエロワーズ", 250, 170, 108, 5, 15, RACE_SPECTRE},
93 { "ノロマのフンディ", 500, 175, 108, 4, 12, RACE_ZOMBIE},
94 { "グランサス", 750, 170, 107, 5, 15, RACE_SKELETON},
95 { "丁寧なロラックス", 1000, 165, 107, 6, 18, RACE_VAMPIRE},
96 { "ブッチ", 250, 170, 108, 5, 15, RACE_HALF_ORC},
97 { "美しきエルベレス", 500, 175, 108, 4, 12, RACE_HIGH_ELF},
98 { "こそこそサーレス", 750, 170, 107, 5, 15, RACE_GNOME},
99 { "ナーロック", 1000, 165, 107, 6, 18, RACE_DWARF},
100 { "チビのヘイネッカ", 250, 170, 108, 5, 15, RACE_GNOME},
101 { "きちがいロワラン", 500, 175, 108, 4, 12, RACE_HALF_GIANT},
102 { "毒息のウート", 750, 170, 107, 5, 15, RACE_DRACONIAN},
103 { "でぶっちょアラァカ", 1000, 165, 107, 6, 18, RACE_DRACONIAN},
104 { "低能なプーゴー", 250, 170, 108, 5, 15, RACE_BEASTMAN},
105 { "フェロールフィリアン", 500, 175, 108, 4, 12, RACE_ELF},
106 { "年寄りマロカ", 750, 170, 107, 5, 15, RACE_GNOME},
107 { "勇敢なサシン", 1000, 165, 107, 6, 18, RACE_HALF_GIANT},
108 { "田舎者アビエマール", 250, 170, 108, 5, 15, RACE_HUMAN},
109 { "貧乏なハーク", 500, 175, 108, 4, 12, RACE_HALF_ORC},
110 { "みじめなソアリン", 750, 170, 107, 5, 15, RACE_ZOMBIE},
111 { "質素なメルラ", 1000, 165, 107, 6, 18, RACE_ELF},
113 { "Bilbo the Friendly", 200, 170, 108, 5, 15, RACE_HOBBIT},
114 { "Rincewind the Chicken", 200, 175, 108, 4, 12, RACE_HUMAN},
115 { "Sultan the Midget", 300, 170, 107, 5, 15, RACE_GNOME},
116 { "Lyar-el the Comely", 300, 165, 107, 6, 18, RACE_ELF},
117 { "Falilmawen the Friendly", 250, 170, 108, 5, 15, RACE_HOBBIT},
118 { "Voirin the Cowardly", 500, 175, 108, 4, 12, RACE_HUMAN},
119 { "Erashnak the Midget", 750, 170, 107, 5, 15, RACE_BEASTMAN},
120 { "Grug the Comely", 1000, 165, 107, 6, 18, RACE_HALF_TITAN},
121 { "Forovir the Cheap", 250, 170, 108, 5, 15, RACE_HUMAN},
122 { "Ellis the Fool", 500, 175, 108, 4, 12, RACE_HUMAN},
123 { "Filbert the Hungry", 750, 170, 107, 5, 15, RACE_VAMPIRE},
124 { "Fthnargl Psathiggua", 1000, 165, 107, 6, 18, RACE_MIND_FLAYER},
125 { "Eloise Long-Dead", 250, 170, 108, 5, 15, RACE_SPECTRE},
126 { "Fundi the Slow", 500, 175, 108, 4, 12, RACE_ZOMBIE},
127 { "Granthus", 750, 170, 107, 5, 15, RACE_SKELETON},
128 { "Lorax the Suave", 1000, 165, 107, 6, 18, RACE_VAMPIRE},
129 { "Butch", 250, 170, 108, 5, 15, RACE_HALF_ORC},
130 { "Elbereth the Beautiful", 500, 175, 108, 4, 12, RACE_HIGH_ELF},
131 { "Sarleth the Sneaky", 750, 170, 107, 5, 15, RACE_GNOME},
132 { "Narlock", 1000, 165, 107, 6, 18, RACE_DWARF},
133 { "Haneka the Small", 250, 170, 108, 5, 15, RACE_GNOME},
134 { "Loirin the Mad", 500, 175, 108, 4, 12, RACE_HALF_GIANT},
135 { "Wuto Poisonbreath", 750, 170, 107, 5, 15, RACE_DRACONIAN},
136 { "Araaka the Rotund", 1000, 165, 107, 6, 18, RACE_DRACONIAN},
137 { "Poogor the Dumb", 250, 170, 108, 5, 15, RACE_BEASTMAN},
138 { "Felorfiliand", 500, 175, 108, 4, 12, RACE_ELF},
139 { "Maroka the Aged", 750, 170, 107, 5, 15, RACE_GNOME},
140 { "Sasin the Bold", 1000, 165, 107, 6, 18, RACE_HALF_GIANT},
141 { "Abiemar the Peasant", 250, 170, 108, 5, 15, RACE_HUMAN},
142 { "Hurk the Poor", 500, 175, 108, 4, 12, RACE_HALF_ORC},
143 { "Soalin the Wretched", 750, 170, 107, 5, 15, RACE_ZOMBIE},
144 { "Merulla the Humble", 1000, 165, 107, 6, 18, RACE_ELF},
148 /* Armoury - 28 unique names */
150 { "醜悪コン=ダー", 5000, 210, 115, 5, 7, RACE_HALF_ORC},
151 { "頑固者ダーグ=ロウ", 10000, 190, 111, 4, 9, RACE_HUMAN},
152 { "賢者デカド", 25000, 200, 112, 4, 10, RACE_DUNADAN},
153 { "鍛冶屋のウィーランド", 30000, 200, 112, 4, 5, RACE_DWARF},
154 { "醜悪コン=ダー", 10000, 210, 115, 5, 7, RACE_HALF_ORC},
155 { "頑固者ダーグ=ロウ", 15000, 190, 111, 4, 9, RACE_HUMAN},
156 { "ハンサムなデカド", 25000, 200, 112, 4, 10, RACE_AMBERITE},
157 { "エロー・ドラゴンスケイル", 30000, 200, 112, 4, 5, RACE_ELF},
158 { "デリカトス", 10000, 210, 115, 5, 7, RACE_SPRITE},
159 { "巨大なグルース", 15000, 190, 111, 4, 9, RACE_HALF_GIANT},
160 { "アニムス", 25000, 200, 112, 4, 10, RACE_GOLEM},
161 { "マルヴァス", 30000, 200, 112, 4, 5, RACE_HALF_TITAN},
162 { "セラクシス", 10000, 210, 115, 5, 7, RACE_ZOMBIE},
163 { "デス・チル", 5000, 190, 111, 4, 9, RACE_SPECTRE},
164 { "微かなドリオス", 25000, 200, 112, 4, 10, RACE_SPECTRE},
165 { "冷たいバスリック", 30000, 200, 112, 4, 5, RACE_VAMPIRE},
166 { "冷酷ヴェンジェラ", 10000, 210, 115, 5, 7, RACE_HALF_TROLL},
167 { "強者ウィラナ", 15000, 190, 111, 4, 9, RACE_HUMAN},
168 { "ヨジョ二世", 25000, 200, 112, 4, 10, RACE_DWARF},
169 { "優しいラナラー", 30000, 200, 112, 4, 5, RACE_AMBERITE},
170 { "不浄のホルバグ", 5000, 210, 115, 5, 7, RACE_HALF_ORC},
171 { "テレパスのエレレン", 15000, 190, 111, 4, 9, RACE_DARK_ELF},
172 { "イスドリリアス", 25000, 200, 112, 4, 10, RACE_SPRITE},
173 { "一つ目ヴェグナー", 5000, 200, 112, 4, 5, RACE_CYCLOPS},
174 { "混沌のロディッシュ", 10000, 210, 115, 5, 7, RACE_BEASTMAN},
175 { "剣豪ヘジン", 15000, 190, 111, 4, 9, RACE_NIBELUNG},
176 { "ずる屋のエルベレリス", 10000, 200, 112, 4, 10, RACE_DARK_ELF},
177 { "インプのザサス", 30000, 200, 112, 4, 5, RACE_IMP},
178 { "醜悪コン=ダー", 5000, 210, 115, 5, 7, RACE_HALF_ORC},
179 { "頑固者ダーグ=ロウ", 10000, 190, 111, 4, 9, RACE_HUMAN},
180 { "ハンサムなデカド", 25000, 200, 112, 4, 10, RACE_AMBERITE},
181 { "鍛冶屋のウィーランド", 30000, 200, 112, 4, 5, RACE_DWARF},
183 { "Kon-Dar the Ugly", 5000, 210, 115, 5, 7, RACE_HALF_ORC},
184 { "Darg-Low the Grim", 10000, 190, 111, 4, 9, RACE_HUMAN},
185 { "Decado the Handsome", 25000, 200, 112, 4, 10, RACE_DUNADAN},
186 { "Wieland the Smith", 30000, 200, 112, 4, 5, RACE_DWARF},
187 { "Kon-Dar the Ugly", 10000, 210, 115, 5, 7, RACE_HALF_ORC},
188 { "Darg-Low the Grim", 15000, 190, 111, 4, 9, RACE_HUMAN},
189 { "Decado the Handsome", 25000, 200, 112, 4, 10, RACE_AMBERITE},
190 { "Elo Dragonscale", 30000, 200, 112, 4, 5, RACE_ELF},
191 { "Delicatus", 10000, 210, 115, 5, 7, RACE_SPRITE},
192 { "Gruce the Huge", 15000, 190, 111, 4, 9, RACE_HALF_GIANT},
193 { "Animus", 25000, 200, 112, 4, 10, RACE_GOLEM},
194 { "Malvus", 30000, 200, 112, 4, 5, RACE_HALF_TITAN},
195 { "Selaxis", 10000, 210, 115, 5, 7, RACE_ZOMBIE},
196 { "Deathchill", 5000, 190, 111, 4, 9, RACE_SPECTRE},
197 { "Drios the Faint", 25000, 200, 112, 4, 10, RACE_SPECTRE},
198 { "Bathric the Cold", 30000, 200, 112, 4, 5, RACE_VAMPIRE},
199 { "Vengella the Cruel", 10000, 210, 115, 5, 7, RACE_HALF_TROLL},
200 { "Wyrana the Mighty", 15000, 190, 111, 4, 9, RACE_HUMAN},
201 { "Yojo II", 25000, 200, 112, 4, 10, RACE_DWARF},
202 { "Ranalar the Sweet", 30000, 200, 112, 4, 5, RACE_AMBERITE},
203 { "Horbag the Unclean", 5000, 210, 115, 5, 7, RACE_HALF_ORC},
204 { "Elelen the Telepath", 15000, 190, 111, 4, 9, RACE_DARK_ELF},
205 { "Isedrelias", 25000, 200, 112, 4, 10, RACE_SPRITE},
206 { "Vegnar One-eye", 5000, 200, 112, 4, 5, RACE_CYCLOPS},
207 { "Rodish the Chaotic", 10000, 210, 115, 5, 7, RACE_BEASTMAN},
208 { "Hesin Swordmaster", 15000, 190, 111, 4, 9, RACE_NIBELUNG},
209 { "Elvererith the Cheat", 10000, 200, 112, 4, 10, RACE_DARK_ELF},
210 { "Zzathath the Imp", 30000, 200, 112, 4, 5, RACE_IMP},
211 { "Kon-Dar the Ugly", 5000, 210, 115, 5, 7, RACE_HALF_ORC},
212 { "Darg-Low the Grim", 10000, 190, 111, 4, 9, RACE_HUMAN},
213 { "Decado the Handsome", 25000, 200, 112, 4, 10, RACE_AMBERITE},
214 { "Wieland the Smith", 30000, 200, 112, 4, 5, RACE_DWARF},
219 /* Weapon Smith - 28 unique names */
221 { "残忍なるアーノルド", 5000, 210, 115, 6, 6, RACE_HALF_TROLL},
222 { "獣殺しのアーンダル", 10000, 185, 110, 5, 9, RACE_HALF_ELF},
223 { "獣マスターのエディー", 25000, 190, 115, 5, 7, RACE_HOBBIT},
224 { "竜殺しのオグライン", 30000, 195, 112, 4, 8, RACE_DWARF},
225 { "熟練者ドリュー", 10000, 210, 115, 6, 6, RACE_HUMAN},
226 { "龍の子オラックス", 15000, 185, 110, 5, 9, RACE_DRACONIAN},
227 { "病気持ちのアンスラックス", 25000, 190, 115, 5, 7, RACE_BEASTMAN},
228 { "頑丈者アルコス", 30000, 195, 112, 4, 8, RACE_DWARF},
229 { "腐れ者のサリアス", 5000, 210, 115, 6, 6, RACE_ZOMBIE},
230 { "晒し骨のトゥエシク", 15000, 185, 110, 5, 9, RACE_SKELETON},
231 { "ビリオス", 25000, 190, 115, 5, 7, RACE_BEASTMAN},
232 { "ファスガル", 30000, 195, 112, 4, 8, RACE_ZOMBIE},
233 { "パラディンのエレフリス", 10000, 210, 115, 6, 6, RACE_BARBARIAN},
234 { "キ'トリッ'ク", 15000, 185, 110, 5, 9, RACE_KLACKON},
235 { "蜘蛛の友ドゥロカス", 25000, 190, 115, 5, 7, RACE_DARK_ELF},
236 { "巨人殺しのフングス", 30000, 195, 112, 4, 8, RACE_DWARF},
237 { "デランサ", 10000, 210, 115, 6, 6, RACE_ELF},
238 { "レンジャーのソルビスタニ", 15000, 185, 110, 5, 9, RACE_HALF_ELF},
239 { "ノロマのゾリル", 25000, 190, 115, 5, 7, RACE_GOLEM},
240 { "イーオン・フラックス", 20000, 195, 112, 4, 8, RACE_HALF_ELF},
241 { "強者ナドック", 10000, 210, 115, 6, 6, RACE_HOBBIT},
242 { "弱虫エラモグ", 15000, 185, 110, 5, 9, RACE_KOBOLD},
243 { "公正なエオウィリス", 25000, 190, 115, 5, 7, RACE_VAMPIRE},
244 { "バルログ殺しのヒュイモグ", 30000, 195, 112, 4, 8, RACE_HALF_ORC},
245 { "冷酷ピーダス", 5000, 210, 115, 6, 6, RACE_HUMAN},
246 { "ヴァモグ スレイヤー", 15000, 185, 110, 5, 9, RACE_HALF_OGRE},
247 { "性悪フーシュナク", 25000, 190, 115, 5, 7, RACE_BEASTMAN},
248 { "舞闘バレン", 30000, 195, 112, 4, 8, RACE_BARBARIAN},
249 { "残忍なるアーノルド", 5000, 210, 115, 6, 6, RACE_BARBARIAN},
250 { "獣殺しのアーンダル", 10000, 185, 110, 5, 9, RACE_HALF_ELF},
251 { "ビーストマスター・エディー", 25000, 190, 115, 5, 7, RACE_HALF_ORC},
252 { "竜殺しのオグライン", 30000, 195, 112, 4, 8, RACE_DWARF},
254 { "Arnold the Beastly", 5000, 210, 115, 6, 6, RACE_BARBARIAN},
255 { "Arndal Beast-Slayer", 10000, 185, 110, 5, 9, RACE_HALF_ELF},
256 { "Eddie Beast-Master", 25000, 190, 115, 5, 7, RACE_HALF_ORC},
257 { "Oglign Dragon-Slayer", 30000, 195, 112, 4, 8, RACE_DWARF},
258 { "Drew the Skilled", 10000, 210, 115, 6, 6, RACE_HUMAN},
259 { "Orrax Dragonson", 15000, 185, 110, 5, 9, RACE_DRACONIAN},
260 { "Anthrax Disease-Carrier", 25000, 190, 115, 5, 7, RACE_BEASTMAN},
261 { "Arkhoth the Stout", 30000, 195, 112, 4, 8, RACE_DWARF},
262 { "Sarlyas the Rotten", 5000, 210, 115, 6, 6, RACE_ZOMBIE},
263 { "Tuethic Bare-Bones", 15000, 185, 110, 5, 9, RACE_SKELETON},
264 { "Bilious", 25000, 190, 115, 5, 7, RACE_BEASTMAN},
265 { "Fasgul", 30000, 195, 112, 4, 8, RACE_ZOMBIE},
266 { "Ellefris the Paladin", 10000, 210, 115, 6, 6, RACE_BARBARIAN},
267 { "K'trrik'k", 15000, 185, 110, 5, 9, RACE_KLACKON},
268 { "Drocus Spiderfriend", 25000, 190, 115, 5, 7, RACE_DARK_ELF},
269 { "Fungus Giant-Slayer", 30000, 195, 112, 4, 8, RACE_DWARF},
270 { "Delantha", 10000, 210, 115, 6, 6, RACE_ELF},
271 { "Solvistani the Ranger", 15000, 185, 110, 5, 9, RACE_HALF_ELF},
272 { "Xoril the Slow", 25000, 190, 115, 5, 7, RACE_GOLEM},
273 { "Aeon Flux", 20000, 195, 112, 4, 8, RACE_HALF_ELF},
274 { "Nadoc the Strong", 10000, 210, 115, 6, 6, RACE_HOBBIT},
275 { "Eramog the Weak", 15000, 185, 110, 5, 9, RACE_KOBOLD},
276 { "Eowilith the Fair", 25000, 190, 115, 5, 7, RACE_VAMPIRE},
277 { "Huimog Balrog-Slayer", 30000, 195, 112, 4, 8, RACE_HALF_ORC},
278 { "Peadus the Cruel", 5000, 210, 115, 6, 6, RACE_HUMAN},
279 { "Vamog Slayer", 15000, 185, 110, 5, 9, RACE_HALF_OGRE},
280 { "Hooshnak the Vicious", 25000, 190, 115, 5, 7, RACE_BEASTMAN},
281 { "Balenn War-Dancer", 30000, 195, 112, 4, 8, RACE_BARBARIAN},
282 { "Arnold the Beastly", 5000, 210, 115, 6, 6, RACE_BARBARIAN},
283 { "Arndal Beast-Slayer", 10000, 185, 110, 5, 9, RACE_HALF_ELF},
284 { "Eddie Beast-Master", 25000, 190, 115, 5, 7, RACE_HALF_ORC},
285 { "Oglign Dragon-Slayer", 30000, 195, 112, 4, 8, RACE_DWARF},
289 /* Temple - 22 unique names */
291 { "質素なルードヴィヒ", 5000, 175, 109, 6, 15, RACE_HUMAN},
292 { "パラディンのガンナー", 10000, 185, 110, 5, 23, RACE_HUMAN},
293 { "選ばれしトリン", 25000, 180, 107, 6, 20, RACE_ELF},
294 { "賢明なるサラストロ", 30000, 185, 109, 5, 15, RACE_DWARF},
295 { "パーシヴァル卿", 25000, 180, 107, 6, 20, RACE_HIGH_ELF},
296 { "神聖なるアセナス", 30000, 185, 109, 5, 15, RACE_HUMAN},
297 { "マッキノン", 10000, 175, 109, 6, 15, RACE_HUMAN},
298 { "謹み婦人", 15000, 185, 110, 5, 23, RACE_HIGH_ELF},
299 { "ドルイドのハシュニック", 25000, 180, 107, 6, 20, RACE_HOBBIT},
300 { "フィナク", 30000, 185, 109, 5, 15, RACE_YEEK},
301 { "クリキック", 10000, 175, 109, 6, 15, RACE_KLACKON},
302 { "荒くれ者モリヴァル", 15000, 185, 110, 5, 23, RACE_ELF},
303 { "暗きホシャック", 25000, 180, 107, 6, 20, RACE_IMP},
304 { "賢者アタール", 30000, 185, 109, 5, 15, RACE_HUMAN},
305 { "清きイベニッド", 10000, 175, 109, 6, 15, RACE_HUMAN},
306 { "エリディシュ", 15000, 185, 110, 5, 23, RACE_HALF_TROLL},
307 { "呪術師ヴルドゥシュ", 25000, 180, 107, 6, 20, RACE_HALF_OGRE},
308 { "狂戦士ハオブ", 30000, 185, 109, 5, 15, RACE_BARBARIAN},
309 { "若きプルーグディシュ", 10000, 175, 109, 6, 15, RACE_HALF_OGRE},
310 { "きちがいラムワイズ", 15000, 185, 110, 5, 23, RACE_YEEK},
311 { "有徳者ムワート", 25000, 180, 107, 6, 20, RACE_KOBOLD},
312 { "弱虫ダードバード", 30000, 185, 109, 5, 15, RACE_SPECTRE},
313 { "質素なルードヴィヒ", 5000, 175, 109, 6, 15, RACE_HUMAN},
314 { "パラディンのガンナー", 10000, 185, 110, 5, 23, RACE_HUMAN},
315 { "選ばれしトリン", 25000, 180, 107, 6, 20, RACE_ELF},
316 { "賢明なるサラストロ", 30000, 185, 109, 5, 15, RACE_DWARF},
317 { "パーシヴァル卿", 25000, 180, 107, 6, 20, RACE_HIGH_ELF},
318 { "神聖なるアセナス", 30000, 185, 109, 5, 15, RACE_HUMAN},
319 { "マッキノン", 10000, 175, 109, 6, 15, RACE_HUMAN},
320 { "謹み婦人", 15000, 185, 110, 5, 23, RACE_HIGH_ELF},
321 { "ドルイドのハシュニック", 25000, 180, 107, 6, 20, RACE_HOBBIT},
322 { "フィナク", 30000, 185, 109, 5, 15, RACE_YEEK},
324 { "Ludwig the Humble", 5000, 175, 109, 6, 15, RACE_DWARF},
325 { "Gunnar the Paladin", 10000, 185, 110, 5, 23, RACE_HALF_TROLL},
326 { "Torin the Chosen", 25000, 180, 107, 6, 20, RACE_HIGH_ELF},
327 { "Sarastro the Wise", 30000, 185, 109, 5, 15, RACE_HUMAN},
328 { "Sir Parsival the Pure", 25000, 180, 107, 6, 20, RACE_HIGH_ELF},
329 { "Asenath the Holy", 30000, 185, 109, 5, 15, RACE_HUMAN},
330 { "McKinnon", 10000, 175, 109, 6, 15, RACE_HUMAN},
331 { "Mistress Chastity", 15000, 185, 110, 5, 23, RACE_HIGH_ELF},
332 { "Hashnik the Druid", 25000, 180, 107, 6, 20, RACE_HOBBIT},
333 { "Finak", 30000, 185, 109, 5, 15, RACE_YEEK},
334 { "Krikkik", 10000, 175, 109, 6, 15, RACE_KLACKON},
335 { "Morival the Wild", 15000, 185, 110, 5, 23, RACE_ELF},
336 { "Hoshak the Dark", 25000, 180, 107, 6, 20, RACE_IMP},
337 { "Atal the Wise", 30000, 185, 109, 5, 15, RACE_HUMAN},
338 { "Ibenidd the Chaste", 10000, 175, 109, 6, 15, RACE_HUMAN},
339 { "Eridish", 15000, 185, 110, 5, 23, RACE_HALF_TROLL},
340 { "Vrudush the Shaman", 25000, 180, 107, 6, 20, RACE_HALF_OGRE},
341 { "Haob the Berserker", 30000, 185, 109, 5, 15, RACE_BARBARIAN},
342 { "Proogdish the Youthfull", 10000, 175, 109, 6, 15, RACE_HALF_OGRE},
343 { "Lumwise the Mad", 15000, 185, 110, 5, 23, RACE_YEEK},
344 { "Muirt the Virtuous", 25000, 180, 107, 6, 20, RACE_KOBOLD},
345 { "Dardobard the Weak", 30000, 185, 109, 5, 15, RACE_SPECTRE},
346 { "Ludwig the Humble", 5000, 175, 109, 6, 15, RACE_DWARF},
347 { "Gunnar the Paladin", 10000, 185, 110, 5, 23, RACE_HALF_TROLL},
348 { "Torin the Chosen", 25000, 180, 107, 6, 20, RACE_HIGH_ELF},
349 { "Sarastro the Wise", 30000, 185, 109, 5, 15, RACE_HUMAN},
350 { "Sir Parsival the Pure", 25000, 180, 107, 6, 20, RACE_HIGH_ELF},
351 { "Asenath the Holy", 30000, 185, 109, 5, 15, RACE_HUMAN},
352 { "McKinnon", 10000, 175, 109, 6, 15, RACE_HUMAN},
353 { "Mistress Chastity", 15000, 185, 110, 5, 23, RACE_HIGH_ELF},
354 { "Hashnik the Druid", 25000, 180, 107, 6, 20, RACE_HOBBIT},
355 { "Finak", 30000, 185, 109, 5, 15, RACE_YEEK},
359 /* Alchemist - 26 unique names */
361 { "化学者マウザー", 10000, 190, 111, 5, 8, RACE_HALF_ELF},
362 { "カオスのウィズル", 10000, 190, 110, 6, 8, RACE_HOBBIT},
363 { "強欲ミダス", 15000, 200, 116, 6, 9, RACE_GNOME},
364 { "貧弱ジャ=ファー", 15000, 220, 111, 4, 9, RACE_ELF},/*FIRST*/
365 { "カカルラカカル", 15000, 200, 116, 6, 9, RACE_KLACKON},
366 { "錬金術師ジャル=エス", 15000, 220, 111, 4, 9, RACE_ELF},
367 { "用心深いファネラス", 10000, 190, 111, 5, 8, RACE_DWARF},
368 { "キチガイのルンシー", 10000, 190, 110, 6, 8, RACE_HUMAN},
369 { "グランブルワース", 15000, 200, 116, 6, 9, RACE_GNOME},
370 { "フリッター", 15000, 220, 111, 4, 9, RACE_SPRITE},
371 { "ザリルス", 10000, 190, 111, 5, 8, RACE_HUMAN},
372 { "古きエグバート", 10000, 190, 110, 6, 8, RACE_DWARF},
373 { "誇り高きヴァリンドラ", 15000, 200, 116, 6, 9, RACE_HIGH_ELF},
374 { "錬金術師タエン", 15000, 220, 111, 4, 9, RACE_HUMAN},
375 { "巧言カイド", 10000, 190, 111, 5, 8, RACE_VAMPIRE},
376 { "暗きフリア", 10000, 190, 110, 6, 8, RACE_NIBELUNG},
377 { "質素なドムリ", 15000, 200, 116, 6, 9, RACE_DWARF},
378 { "魔の子ヤァジュッカ", 15000, 220, 111, 4, 9, RACE_IMP},
379 { "薬草師ジェララルドール", 10000, 190, 111, 5, 8, RACE_HIGH_ELF},
380 { "賢者オレラルダン", 10000, 190, 110, 6, 8, RACE_BARBARIAN},
381 { "デモニシストのフゾグロ", 15000, 200, 116, 6, 9, RACE_IMP},
382 { "錬金術師ドゥリアシュ", 15000, 220, 111, 4, 9, RACE_HALF_ORC},
383 { "強者ネリア", 10000, 190, 111, 5, 8, RACE_CYCLOPS},
384 { "辛口リグナス", 10000, 190, 110, 6, 8, RACE_HALF_ORC},
385 { "ティルバ", 15000, 200, 116, 6, 9, RACE_HOBBIT},
386 { "金持ちミリルドリック", 15000, 220, 111, 4, 9, RACE_HUMAN},
388 { "科学者マウザー", 10000, 190, 111, 5, 8, RACE_HALF_ELF},
389 { "カオスのウィズル", 10000, 190, 110, 6, 8, RACE_HOBBIT},
390 { "強欲ミダス", 15000, 200, 116, 6, 9, RACE_GNOME},
391 { "錬金術師ジャ=ファー", 15000, 220, 111, 4, 9, RACE_ELF},
392 { "カカルラカカル", 15000, 200, 116, 6, 9, RACE_KLACKON},
393 { "錬金術師ジャル=エス", 15000, 220, 111, 4, 9, RACE_ELF},
395 { "Mauser the Chemist", 10000, 190, 111, 5, 8, RACE_HALF_ELF},
396 { "Wizzle the Chaotic", 10000, 190, 110, 6, 8, RACE_HOBBIT},
397 { "Midas the Greedy", 15000, 200, 116, 6, 9, RACE_GNOME},
398 { "Ja-Far the Alchemist", 15000, 220, 111, 4, 9, RACE_ELF},
399 { "Kakalrakakal", 15000, 200, 116, 6, 9, RACE_KLACKON},
400 { "Jal-Eth the Alchemist", 15000, 220, 111, 4, 9, RACE_ELF},
401 { "Fanelath the Cautious", 10000, 190, 111, 5, 8, RACE_DWARF},
402 { "Runcie the Insane", 10000, 190, 110, 6, 8, RACE_HUMAN},
403 { "Grumbleworth", 15000, 200, 116, 6, 9, RACE_GNOME},
404 { "Flitter", 15000, 220, 111, 4, 9, RACE_SPRITE},
405 { "Xarillus", 10000, 190, 111, 5, 8, RACE_HUMAN},
406 { "Egbert the Old", 10000, 190, 110, 6, 8, RACE_DWARF},
407 { "Valindra the Proud", 15000, 200, 116, 6, 9, RACE_HIGH_ELF},
408 { "Taen the Alchemist", 15000, 220, 111, 4, 9, RACE_HUMAN},
409 { "Cayd the Sweet", 10000, 190, 111, 5, 8, RACE_VAMPIRE},
410 { "Fulir the Dark", 10000, 190, 110, 6, 8, RACE_NIBELUNG},
411 { "Domli the Humble", 15000, 200, 116, 6, 9, RACE_DWARF},
412 { "Yaarjukka Demonspawn", 15000, 220, 111, 4, 9, RACE_IMP},
413 { "Gelaraldor the Herbmaster", 10000, 190, 111, 5, 8, RACE_HIGH_ELF},
414 { "Olelaldan the Wise", 10000, 190, 110, 6, 8, RACE_BARBARIAN},
415 { "Fthoglo the Demonicist", 15000, 200, 116, 6, 9, RACE_IMP},
416 { "Dridash the Alchemist", 15000, 220, 111, 4, 9, RACE_HALF_ORC},
417 { "Nelir the Strong", 10000, 190, 111, 5, 8, RACE_CYCLOPS},
418 { "Lignus the Pungent", 10000, 190, 110, 6, 8, RACE_HALF_ORC},
419 { "Tilba", 15000, 200, 116, 6, 9, RACE_HOBBIT},
420 { "Myrildric the Wealthy", 15000, 220, 111, 4, 9, RACE_HUMAN},
422 { "Mauser the Chemist", 10000, 190, 111, 5, 8, RACE_HALF_ELF},
423 { "Wizzle the Chaotic", 10000, 190, 110, 6, 8, RACE_HOBBIT},
424 { "Midas the Greedy", 15000, 200, 116, 6, 9, RACE_GNOME},
425 { "Ja-Far the Alchemist", 15000, 220, 111, 4, 9, RACE_ELF},
426 { "Kakalrakakal", 15000, 200, 116, 6, 9, RACE_KLACKON},
427 { "Jal-Eth the Alchemist", 15000, 220, 111, 4, 9, RACE_ELF},
432 /* Magic Shop - 23 unique names */
434 { "ソーサラーのロ=パン", 20000, 200, 110, 7, 8, RACE_HALF_ELF},
435 { "偉大なるブガービイ", 20000, 215, 113, 6, 10, RACE_GNOME},
436 { "イェンダーの魔法使い", 30000, 200, 110, 7, 10, RACE_HUMAN},
437 { "死霊使いリャク",30000, 175, 110, 5, 11, RACE_HIGH_ELF},
438 { "魔術師スキドゥニー", 15000, 200, 110, 7, 8, RACE_HALF_ELF},
439 { "幻術師キリア", 30000, 200, 110, 7, 10, RACE_HUMAN},
440 { "死霊術師ニッキ", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
441 { "ソロストラン", 15000, 200, 110, 7, 8, RACE_SPRITE},
442 { "烏賊口アチシェ", 20000, 215, 113, 6, 10, RACE_MIND_FLAYER},
443 { "貴族のカザ", 30000, 200, 110, 7, 10, RACE_HIGH_ELF},
444 { "暗きファジル", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
445 { "偉大なるケルドーン", 15000, 200, 110, 7, 8, RACE_DWARF},
446 { "フィランスロプス", 20000, 215, 113, 6, 10, RACE_HOBBIT},
447 { "魔女のアグナー", 30000, 200, 110, 7, 10, RACE_HUMAN},
448 { "死霊術師ビュリアンス", 30000, 175, 110, 5, 11, RACE_BEASTMAN},
449 { "ハイメイジのヴイラク", 15000, 200, 110, 7, 8, RACE_BEASTMAN},
450 { "知恵者マディッシュ", 20000, 215, 113, 6, 10, RACE_BEASTMAN},
451 { "ファレブリンボール", 30000, 200, 110, 7, 10, RACE_HIGH_ELF},
452 { "陰険フェリル=ガンド", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
453 { "呪術師サレゴード", 15000, 200, 110, 7, 8, RACE_BARBARIAN},
454 { "神秘家クトゥアロス", 20000, 215, 113, 6, 10, RACE_MIND_FLAYER},
455 { "幻術師イベリ", 30000, 200, 110, 7, 10, RACE_SKELETON},
456 { "死霊術師ヘトー", 30000, 175, 110, 5, 11, RACE_YEEK},
457 { "魔術師ロ=パン", 20000, 200, 110, 7, 8, RACE_HALF_ELF},
458 { "偉大なるブガービイ", 20000, 215, 113, 6, 10, RACE_GNOME},
459 { "イェンダーの魔法使い", 30000, 200, 110, 7, 10, RACE_HUMAN},
460 { "死霊術師リャク", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
461 { "魔術師スキドゥニー", 15000, 200, 110, 7, 8, RACE_HALF_ELF},
462 { "幻術師キリア", 30000, 200, 110, 7, 10, RACE_HUMAN},
463 { "死霊術師ニッキ", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
464 { "ソロストラン", 15000, 200, 110, 7, 8, RACE_SPRITE},
465 { "烏賊口アチシェ", 20000, 215, 113, 6, 10, RACE_MIND_FLAYER},
467 { "Lo Pan the Sorcerer", 20000, 200, 110, 7, 8, RACE_HALF_ELF},
468 { "Buggerby the Great", 20000, 215, 113, 6, 10, RACE_GNOME},
469 { "The Wizard of Yendor", 30000, 200, 110, 7, 10, RACE_HUMAN},
470 { "Rjak the Necromancer", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
471 { "Skidney the Sorcerer", 15000, 200, 110, 7, 8, RACE_HALF_ELF},
472 { "Kyria the Illusionist", 30000, 200, 110, 7, 10, RACE_HUMAN},
473 { "Nikki the Necromancer", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
474 { "Solostoran", 15000, 200, 110, 7, 8, RACE_SPRITE},
475 { "Achshe the Tentacled", 20000, 215, 113, 6, 10, RACE_MIND_FLAYER},
476 { "Kaza the Noble", 30000, 200, 110, 7, 10, RACE_HIGH_ELF},
477 { "Fazzil the Dark", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
478 { "Keldorn the Grand", 15000, 200, 110, 7, 8, RACE_DWARF},
479 { "Philanthropus", 20000, 215, 113, 6, 10, RACE_HOBBIT},
480 { "Agnar the Enchantress", 30000, 200, 110, 7, 10, RACE_HUMAN},
481 { "Buliance the Necromancer", 30000, 175, 110, 5, 11, RACE_BEASTMAN},
482 { "Vuirak the High-Mage", 15000, 200, 110, 7, 8, RACE_BEASTMAN},
483 { "Madish the Smart", 20000, 215, 113, 6, 10, RACE_BEASTMAN},
484 { "Falebrimbor", 30000, 200, 110, 7, 10, RACE_HIGH_ELF},
485 { "Felil-Gand the Subtle", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
486 { "Thalegord the Shaman", 15000, 200, 110, 7, 8, RACE_BARBARIAN},
487 { "Cthoaloth the Mystic", 20000, 215, 113, 6, 10, RACE_MIND_FLAYER},
488 { "Ibeli the Illusionist", 30000, 200, 110, 7, 10, RACE_SKELETON},
489 { "Heto the Necromancer", 30000, 175, 110, 5, 11, RACE_YEEK},
490 { "Lo Pan the Sorcerer", 20000, 200, 110, 7, 8, RACE_HALF_ELF},
491 { "Buggerby the Great", 20000, 215, 113, 6, 10, RACE_GNOME},
492 { "The Wizard of Yendor", 30000, 200, 110, 7, 10, RACE_HUMAN},
493 { "Rjak the Necromancer", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
494 { "Skidney the Sorcerer", 15000, 200, 110, 7, 8, RACE_HALF_ELF},
495 { "Kyria the Illusionist", 30000, 200, 110, 7, 10, RACE_HUMAN},
496 { "Nikki the Necromancer", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
497 { "Solostoran", 15000, 200, 110, 7, 8, RACE_SPRITE},
498 { "Achshe the Tentacled", 20000, 215, 113, 6, 10, RACE_MIND_FLAYER},
502 /* Black Market - 32 unique names */
504 { "ガリー=ギガズ", 20000, 250, 150, 10, 5, RACE_HALF_TROLL},
505 { "ゴブリンのヒストーア", 20000, 250, 150, 10, 5, RACE_HALF_ORC},
506 { "フェレンギ人クアーク", 30000, 250, 150, 10, 5, RACE_HUMAN},
507 { "公正なる(?)トッピ", 30000, 250, 150, 10, 5, RACE_ELF},
508 { "死人ヴァッサ", 20000, 250, 150, 10, 5, RACE_ZOMBIE},
509 { "裏切り者カイン", 20000, 250, 150, 10, 5, RACE_VAMPIRE},
510 { "ブボニカス", 30000, 250, 150, 10, 5, RACE_BEASTMAN},
511 { "コープスライト", 30000, 250, 150, 10, 5, RACE_SPECTRE},
512 { "血に飢えしパリッシュ", 20000, 250, 150, 10, 5, RACE_VAMPIRE},
513 { "ヴァイル", 20000, 250, 150, 10, 5, RACE_SKELETON},
514 { "信頼のプレンティス", 30000, 250, 150, 10, 5, RACE_SKELETON},
515 { "人間殺しのグリエラ", 30000, 250, 150, 10, 5, RACE_IMP},
516 { "エンジェル", 20000, 250, 150, 10, 5, RACE_VAMPIRE},
517 { "水膨れフロツァム", 20000, 250, 150, 10, 5, RACE_ZOMBIE},
518 { "ニーヴァル", 30000, 250, 150, 10, 5, RACE_VAMPIRE},
519 { "明るいアナスタシア", 30000, 250, 150, 10, 5, RACE_SPECTRE},
520 { "死霊術師チャリティー", 20000, 250, 150, 10, 5, RACE_DARK_ELF},
521 { "ボクサーのプグナシオス", 20000, 250, 150, 10, 5, RACE_HALF_ORC},
522 { "幸運なフットソア", 30000, 250, 150, 10, 5, RACE_BEASTMAN},
523 { "光指のシドリア", 30000, 250, 150, 10, 5, RACE_HUMAN},
524 { "手品師リアソー", 20000, 250, 150, 10, 5, RACE_HOBBIT},
525 { "やりくり上手のジャナッカ", 20000, 250, 150, 10, 5, RACE_GNOME},
526 { "悪党シーナ", 30000, 250, 150, 10, 5, RACE_GNOME},
527 { "大爪アルニッキ", 30000, 250, 150, 10, 5, RACE_DRACONIAN},
528 { "貧乏チャエアンド", 20000, 250, 150, 10, 5, RACE_HUMAN},
529 { "山賊アファードーフ", 20000, 250, 150, 10, 5, RACE_BARBARIAN},
530 { "強欲ラザクスル", 30000, 250, 150, 10, 5, RACE_MIND_FLAYER},
531 { "ファラレウィン", 30000, 250, 150, 10, 5, RACE_SPRITE},
532 { "しわしわヴォスール", 20000, 250, 150, 10, 5, RACE_NIBELUNG},
533 { "ハンサムなアラオード", 20000, 250, 150, 10, 5, RACE_AMBERITE},
534 { "負け犬セラドフリド", 30000, 250, 150, 10, 5, RACE_HUMAN},
535 { "片足のエルーロ", 30000, 250, 150, 10, 5, RACE_HALF_OGRE},
537 { "Gary Gygaz", 20000, 250, 150, 10, 5, RACE_HALF_TROLL},
538 { "Histor the Goblin", 20000, 250, 150, 10, 5, RACE_HALF_ORC},
539 { "Quark the Ferengi", 30000, 250, 150, 10, 5, RACE_DWARF},
540 { "Topi the Fair(?)", 30000, 250, 150, 10, 5, RACE_HUMAN},
541 { "Vhassa the Dead", 20000, 250, 150, 10, 5, RACE_ZOMBIE},
542 { "Kyn the Treacherous", 20000, 250, 150, 10, 5, RACE_VAMPIRE},
543 { "Bubonicus", 30000, 250, 150, 10, 5, RACE_BEASTMAN},
544 { "Corpselight", 30000, 250, 150, 10, 5, RACE_SPECTRE},
545 { "Parrish the Bloodthirsty", 20000, 250, 150, 10, 5, RACE_VAMPIRE},
546 { "Vile", 20000, 250, 150, 10, 5, RACE_SKELETON},
547 { "Prentice the Trusted", 30000, 250, 150, 10, 5, RACE_SKELETON},
548 { "Griella Humanslayer", 30000, 250, 150, 10, 5, RACE_IMP},
549 { "Angel", 20000, 250, 150, 10, 5, RACE_VAMPIRE},
550 { "Flotsam the Bloated", 20000, 250, 150, 10, 5, RACE_ZOMBIE},
551 { "Nieval", 30000, 250, 150, 10, 5, RACE_VAMPIRE},
552 { "Anastasia the Luminous", 30000, 250, 150, 10, 5, RACE_SPECTRE},
553 { "Charity the Necromancer", 20000, 250, 150, 10, 5, RACE_DARK_ELF},
554 { "Pugnacious the Pugilist", 20000, 250, 150, 10, 5, RACE_HALF_ORC},
555 { "Footsore the Lucky", 30000, 250, 150, 10, 5, RACE_BEASTMAN},
556 { "Sidria Lighfingered", 30000, 250, 150, 10, 5, RACE_HUMAN},
557 { "Riatho the Juggler", 20000, 250, 150, 10, 5, RACE_HOBBIT},
558 { "Janaaka the Shifty", 20000, 250, 150, 10, 5, RACE_GNOME},
559 { "Cina the Rogue", 30000, 250, 150, 10, 5, RACE_GNOME},
560 { "Arunikki Greatclaw", 30000, 250, 150, 10, 5, RACE_DRACONIAN},
561 { "Chaeand the Poor", 20000, 250, 150, 10, 5, RACE_HUMAN},
562 { "Afardorf the Brigand", 20000, 250, 150, 10, 5, RACE_BARBARIAN},
563 { "Lathaxl the Greedy", 30000, 250, 150, 10, 5, RACE_MIND_FLAYER},
564 { "Falarewyn", 30000, 250, 150, 10, 5, RACE_SPRITE},
565 { "Vosur the Wrinkled", 20000, 250, 150, 10, 5, RACE_NIBELUNG},
566 { "Araord the Handsome", 20000, 250, 150, 10, 5, RACE_AMBERITE},
567 { "Theradfrid the Loser", 30000, 250, 150, 10, 5, RACE_HUMAN},
568 { "One-Legged Eroolo", 30000, 250, 150, 10, 5, RACE_HALF_OGRE},
574 { "我が家", 0, 100, 100, 0, 99, 99},
575 { "我が家", 0, 100, 100, 0, 99, 99},
576 { "我が家", 0, 100, 100, 0, 99, 99},
577 { "我が家", 0, 100, 100, 0, 99, 99},
578 { "我が家", 0, 100, 100, 0, 99, 99},
579 { "我が家", 0, 100, 100, 0, 99, 99},
580 { "我が家", 0, 100, 100, 0, 99, 99},
581 { "我が家", 0, 100, 100, 0, 99, 99},
582 { "我が家", 0, 100, 100, 0, 99, 99},
583 { "我が家", 0, 100, 100, 0, 99, 99},
584 { "我が家", 0, 100, 100, 0, 99, 99},
585 { "我が家", 0, 100, 100, 0, 99, 99},
586 { "我が家", 0, 100, 100, 0, 99, 99},
587 { "我が家", 0, 100, 100, 0, 99, 99},
588 { "我が家", 0, 100, 100, 0, 99, 99},
589 { "我が家", 0, 100, 100, 0, 99, 99},
590 { "我が家", 0, 100, 100, 0, 99, 99},
591 { "我が家", 0, 100, 100, 0, 99, 99},
592 { "我が家", 0, 100, 100, 0, 99, 99},
593 { "我が家", 0, 100, 100, 0, 99, 99},
594 { "我が家", 0, 100, 100, 0, 99, 99},
595 { "我が家", 0, 100, 100, 0, 99, 99},
596 { "我が家", 0, 100, 100, 0, 99, 99},
597 { "我が家", 0, 100, 100, 0, 99, 99},
598 { "我が家", 0, 100, 100, 0, 99, 99},
599 { "我が家", 0, 100, 100, 0, 99, 99},
600 { "我が家", 0, 100, 100, 0, 99, 99},
601 { "我が家", 0, 100, 100, 0, 99, 99},
602 { "我が家", 0, 100, 100, 0, 99, 99},
603 { "我が家", 0, 100, 100, 0, 99, 99},
604 { "我が家", 0, 100, 100, 0, 99, 99},
605 { "我が家", 0, 100, 100, 0, 99, 99},
607 { "Your home", 0, 100, 100, 0, 99, 99},
608 { "Your home", 0, 100, 100, 0, 99, 99},
609 { "Your home", 0, 100, 100, 0, 99, 99},
610 { "Your home", 0, 100, 100, 0, 99, 99},
611 { "Your home", 0, 100, 100, 0, 99, 99},
612 { "Your home", 0, 100, 100, 0, 99, 99},
613 { "Your home", 0, 100, 100, 0, 99, 99},
614 { "Your home", 0, 100, 100, 0, 99, 99},
615 { "Your home", 0, 100, 100, 0, 99, 99},
616 { "Your home", 0, 100, 100, 0, 99, 99},
617 { "Your home", 0, 100, 100, 0, 99, 99},
618 { "Your home", 0, 100, 100, 0, 99, 99},
619 { "Your home", 0, 100, 100, 0, 99, 99},
620 { "Your home", 0, 100, 100, 0, 99, 99},
621 { "Your home", 0, 100, 100, 0, 99, 99},
622 { "Your home", 0, 100, 100, 0, 99, 99},
623 { "Your home", 0, 100, 100, 0, 99, 99},
624 { "Your home", 0, 100, 100, 0, 99, 99},
625 { "Your home", 0, 100, 100, 0, 99, 99},
626 { "Your home", 0, 100, 100, 0, 99, 99},
627 { "Your home", 0, 100, 100, 0, 99, 99},
628 { "Your home", 0, 100, 100, 0, 99, 99},
629 { "Your home", 0, 100, 100, 0, 99, 99},
630 { "Your home", 0, 100, 100, 0, 99, 99},
631 { "Your home", 0, 100, 100, 0, 99, 99},
632 { "Your home", 0, 100, 100, 0, 99, 99},
633 { "Your home", 0, 100, 100, 0, 99, 99},
634 { "Your home", 0, 100, 100, 0, 99, 99},
635 { "Your home", 0, 100, 100, 0, 99, 99},
636 { "Your home", 0, 100, 100, 0, 99, 99},
637 { "Your home", 0, 100, 100, 0, 99, 99},
638 { "Your home", 0, 100, 100, 0, 99, 99},
644 /* Bookstore - 21 unique names */
646 { "強欲ドラフ", 10000, 175, 108, 4, 12, RACE_HUMAN},
647 { "賢者オドナー", 15000, 120, 105, 6, 16, RACE_HIGH_ELF},
648 { "中立のガンダー", 25000, 120, 110, 7, 19, RACE_DARK_ELF},
649 { "忍耐の人ロ=シャ", 30000, 140, 105, 6, 12, RACE_ELF},
650 { "ランドルフ・カーター", 15000, 175, 108, 4, 12, RACE_HUMAN},
651 { "隼のサライ", 15000, 175, 108, 4, 12, RACE_HUMAN},
652 { "千里眼ボドリル", 20000, 120, 105, 6, 16, RACE_HIGH_ELF},
653 { "沈黙のヴェオロイン", 25000, 120, 110, 7, 19, RACE_ZOMBIE},
654 { "学者のヴァンシラス", 30000, 140, 105, 6, 12, RACE_MIND_FLAYER},
655 { "物書きオセイン", 15000, 175, 108, 4, 12, RACE_SKELETON},
656 { "本の虫オルヴァー", 20000, 120, 105, 6, 16, RACE_VAMPIRE},
657 { "浅井墓男", 25000, 120, 110, 7, 19, RACE_ZOMBIE},
658 { "デスマスク", 30000, 140, 105, 6, 12, RACE_ZOMBIE},
659 { "学者のアスーヌ", 15000, 175, 108, 4, 12, RACE_MIND_FLAYER},
660 { "死人のプリランド", 20000, 120, 105, 6, 16, RACE_ZOMBIE},
661 { "鉄のロナール", 25000, 120, 110, 7, 19, RACE_GOLEM},
663 { "Dolaf the Greedy", 10000, 175, 108, 4, 12, RACE_HUMAN},
664 { "Odnar the Sage", 15000, 120, 105, 6, 16, RACE_HIGH_ELF},
665 { "Gandar the Neutral", 25000, 120, 110, 7, 19, RACE_DARK_ELF},
666 { "Ro-sha the Patient", 30000, 140, 105, 6, 12, RACE_ELF},
667 { "Randolph Carter", 15000, 175, 108, 4, 12, RACE_HUMAN},
668 { "Sarai the Swift", 15000, 175, 108, 4, 12, RACE_HUMAN},
669 { "Bodril the Seer", 20000, 120, 105, 6, 16, RACE_HIGH_ELF},
670 { "Veloin the Quiet", 25000, 120, 110, 7, 19, RACE_ZOMBIE},
671 { "Vanthylas the Learned", 30000, 140, 105, 6, 12, RACE_MIND_FLAYER},
672 { "Ossein the Literate", 15000, 175, 108, 4, 12, RACE_SKELETON},
673 { "Olvar Bookworm", 20000, 120, 105, 6, 16, RACE_VAMPIRE},
674 { "Shallowgrave", 25000, 120, 110, 7, 19, RACE_ZOMBIE},
675 { "Death Mask", 30000, 140, 105, 6, 12, RACE_ZOMBIE},
676 { "Asuunu the Learned", 15000, 175, 108, 4, 12, RACE_MIND_FLAYER},
677 { "Prirand the Dead", 20000, 120, 105, 6, 16, RACE_ZOMBIE},
678 { "Ronar the Iron", 25000, 120, 110, 7, 19, RACE_GOLEM},
681 { "ガリル=ガミル", 30000, 140, 105, 6, 12, RACE_ELF},
682 { "本食いローバグ", 15000, 175, 108, 4, 12, RACE_KOBOLD},
683 { "キリアリキーク", 20000, 120, 105, 6, 16, RACE_KLACKON},
684 { "静かなるリリン", 25000, 120, 110, 7, 19, RACE_DWARF},
685 { "王者イサング", 30000, 140, 105, 6, 12, RACE_HIGH_ELF},
686 { "強欲ドラフ", 10000, 175, 108, 4, 12, RACE_HUMAN},
687 { "賢者オドナー", 15000, 120, 105, 6, 16, RACE_HIGH_ELF},
688 { "中立のガンダー", 25000, 120, 110, 7, 19, RACE_DARK_ELF},
689 { "忍耐の人ロ=シャ", 30000, 140, 105, 6, 12, RACE_ELF},
690 { "ランドルフ・カーター", 15000, 175, 108, 4, 12, RACE_HUMAN},
691 { "隼サライ", 15000, 175, 108, 4, 12, RACE_HUMAN},
692 { "千里眼ボドリル", 20000, 120, 105, 6, 16, RACE_HIGH_ELF},
693 { "沈黙のヴェオロイン", 25000, 120, 110, 7, 19, RACE_ZOMBIE},
694 { "学者のヴァンシラス", 30000, 140, 105, 6, 12, RACE_MIND_FLAYER},
695 { "物書きオセイン", 15000, 175, 108, 4, 12, RACE_SKELETON},
696 { "本の虫オルヴァー", 20000, 120, 105, 6, 16, RACE_VAMPIRE},
698 { "Galil-Gamir", 30000, 140, 105, 6, 12, RACE_ELF},
699 { "Rorbag Book-Eater", 15000, 175, 108, 4, 12, RACE_KOBOLD},
700 { "Kiriarikirk", 20000, 120, 105, 6, 16, RACE_KLACKON},
701 { "Rilin the Quiet", 25000, 120, 110, 7, 19, RACE_DWARF},
702 { "Isung the Lord", 30000, 140, 105, 6, 12, RACE_HIGH_ELF},
703 { "Dolaf the Greedy", 10000, 175, 108, 4, 12, RACE_HUMAN},
704 { "Odnar the Sage", 15000, 120, 105, 6, 16, RACE_HIGH_ELF},
705 { "Gandar the Neutral", 25000, 120, 110, 7, 19, RACE_DARK_ELF},
706 { "Ro-sha the Patient", 30000, 140, 105, 6, 12, RACE_ELF},
707 { "Randolph Carter", 15000, 175, 108, 4, 12, RACE_HUMAN},
708 { "Sarai the Swift", 15000, 175, 108, 4, 12, RACE_HUMAN},
709 { "Bodril the Seer", 20000, 120, 105, 6, 16, RACE_HIGH_ELF},
710 { "Veloin the Quiet", 25000, 120, 110, 7, 19, RACE_ZOMBIE},
711 { "Vanthylas the Learned", 30000, 140, 105, 6, 12, RACE_MIND_FLAYER},
712 { "Ossein the Literate", 15000, 175, 108, 4, 12, RACE_SKELETON},
713 { "Olvar Bookworm", 20000, 120, 105, 6, 16, RACE_VAMPIRE},
720 { "博物館", 0, 100, 100, 0, 99, 99},
721 { "博物館", 0, 100, 100, 0, 99, 99},
722 { "博物館", 0, 100, 100, 0, 99, 99},
723 { "博物館", 0, 100, 100, 0, 99, 99},
724 { "博物館", 0, 100, 100, 0, 99, 99},
725 { "博物館", 0, 100, 100, 0, 99, 99},
726 { "博物館", 0, 100, 100, 0, 99, 99},
727 { "博物館", 0, 100, 100, 0, 99, 99},
728 { "博物館", 0, 100, 100, 0, 99, 99},
729 { "博物館", 0, 100, 100, 0, 99, 99},
730 { "博物館", 0, 100, 100, 0, 99, 99},
731 { "博物館", 0, 100, 100, 0, 99, 99},
732 { "博物館", 0, 100, 100, 0, 99, 99},
733 { "博物館", 0, 100, 100, 0, 99, 99},
734 { "博物館", 0, 100, 100, 0, 99, 99},
735 { "博物館", 0, 100, 100, 0, 99, 99},
736 { "博物館", 0, 100, 100, 0, 99, 99},
737 { "博物館", 0, 100, 100, 0, 99, 99},
738 { "博物館", 0, 100, 100, 0, 99, 99},
739 { "博物館", 0, 100, 100, 0, 99, 99},
740 { "博物館", 0, 100, 100, 0, 99, 99},
741 { "博物館", 0, 100, 100, 0, 99, 99},
742 { "博物館", 0, 100, 100, 0, 99, 99},
743 { "博物館", 0, 100, 100, 0, 99, 99},
744 { "博物館", 0, 100, 100, 0, 99, 99},
745 { "博物館", 0, 100, 100, 0, 99, 99},
746 { "博物館", 0, 100, 100, 0, 99, 99},
747 { "博物館", 0, 100, 100, 0, 99, 99},
748 { "博物館", 0, 100, 100, 0, 99, 99},
749 { "博物館", 0, 100, 100, 0, 99, 99},
750 { "博物館", 0, 100, 100, 0, 99, 99},
751 { "博物館", 0, 100, 100, 0, 99, 99},
753 { "Museum", 0, 100, 100, 0, 99, 99},
754 { "Museum", 0, 100, 100, 0, 99, 99},
755 { "Museum", 0, 100, 100, 0, 99, 99},
756 { "Museum", 0, 100, 100, 0, 99, 99},
757 { "Museum", 0, 100, 100, 0, 99, 99},
758 { "Museum", 0, 100, 100, 0, 99, 99},
759 { "Museum", 0, 100, 100, 0, 99, 99},
760 { "Museum", 0, 100, 100, 0, 99, 99},
761 { "Museum", 0, 100, 100, 0, 99, 99},
762 { "Museum", 0, 100, 100, 0, 99, 99},
763 { "Museum", 0, 100, 100, 0, 99, 99},
764 { "Museum", 0, 100, 100, 0, 99, 99},
765 { "Museum", 0, 100, 100, 0, 99, 99},
766 { "Museum", 0, 100, 100, 0, 99, 99},
767 { "Museum", 0, 100, 100, 0, 99, 99},
768 { "Museum", 0, 100, 100, 0, 99, 99},
769 { "Museum", 0, 100, 100, 0, 99, 99},
770 { "Museum", 0, 100, 100, 0, 99, 99},
771 { "Museum", 0, 100, 100, 0, 99, 99},
772 { "Museum", 0, 100, 100, 0, 99, 99},
773 { "Museum", 0, 100, 100, 0, 99, 99},
774 { "Museum", 0, 100, 100, 0, 99, 99},
775 { "Museum", 0, 100, 100, 0, 99, 99},
776 { "Museum", 0, 100, 100, 0, 99, 99},
777 { "Museum", 0, 100, 100, 0, 99, 99},
778 { "Museum", 0, 100, 100, 0, 99, 99},
779 { "Museum", 0, 100, 100, 0, 99, 99},
780 { "Museum", 0, 100, 100, 0, 99, 99},
781 { "Museum", 0, 100, 100, 0, 99, 99},
782 { "Museum", 0, 100, 100, 0, 99, 99},
783 { "Museum", 0, 100, 100, 0, 99, 99},
784 { "Museum", 0, 100, 100, 0, 99, 99},
791 static int cur_store_num = 0;
792 static int store_top = 0;
793 static int store_bottom = 0;
794 static int xtra_stock = 0;
795 static store_type *st_ptr = NULL;
796 static const owner_type *ot_ptr = NULL;
797 static s16b old_town_num = 0;
798 static s16b inner_town_num = 0;
799 #define RUMOR_CHANCE 8
801 #define MAX_COMMENT_1 6
803 static concptr comment_1[MAX_COMMENT_1] =
824 /*! ブラックマーケット追加メッセージ(承諾) */
825 static concptr comment_1_B[MAX_COMMENT_1] = {
834 #define MAX_COMMENT_2A 2
836 static concptr comment_2a[MAX_COMMENT_2A] =
839 "私の忍耐力を試しているのかい? $%s が最後だ。",
840 "我慢にも限度があるぞ。 $%s が最後だ。"
842 "You try my patience. %s is final.",
843 "My patience grows thin. %s is final."
848 #define MAX_COMMENT_2B 12
850 static concptr comment_2b[MAX_COMMENT_2B] =
853 " $%s ぐらいは出さなきゃダメだよ。",
856 "何て奴だ! $%s 以下はあり得ないぞ。",
857 "それじゃ少なすぎる! $%s は欲しいところだ。",
858 "バカにしている! $%s はもらわないと。",
860 "おいおい! $%s を考えてくれないか?",
861 "1000匹のオークのノミに苦しめられるがいい! $%s だ。",
862 "お前の大切なものに災いあれ! $%s でどうだ。",
863 "モルゴスに賞味されるがいい!本当は $%s なんだろう?",
864 "お前の母親はオーガか! $%s は出すつもりなんだろ?"
866 "I can take no less than %s gold pieces.",
867 "I will accept no less than %s gold pieces.",
868 "Ha! No less than %s gold pieces.",
869 "You knave! No less than %s gold pieces.",
870 "That's a pittance! I want %s gold pieces.",
871 "That's an insult! I want %s gold pieces.",
872 "As if! How about %s gold pieces?",
873 "My arse! How about %s gold pieces?",
874 "May the fleas of 1000 orcs molest you! Try %s gold pieces.",
875 "May your most favourite parts go moldy! Try %s gold pieces.",
876 "May Morgoth find you tasty! Perhaps %s gold pieces?",
877 "Your mother was an Ogre! Perhaps %s gold pieces?"
883 /*! ブラックマーケット用追加メッセージ(売るとき) */
884 static concptr comment_2b_B[MAX_COMMENT_2B] = {
885 "いくら俺様がお人好しとはいえ $%s が限界だね。嫌なら帰りな。",
886 "金がないのかい、あんた?まずは家に帰って $%s 揃えてきな。",
887 "物の価値が分からん奴だな。これは $%s が普通なんだよ。",
888 "俺の付けた値段に文句があるのか? $%s が限界だ。",
889 "ひょっとして新手の冗談かい? $%s 持ってないなら帰りな。",
890 "うちは他の店とは違うんだよ。$%s ぐらいは出しな。",
891 "買う気がないなら帰りな。 $%s だと言っているんだ。",
892 "話にならないね。 $%s くらい持っているんだろ?",
893 "は?なんだそりゃ? $%s の間違いか、ひょっとして?",
894 "出口はあっちだよ。それとも $%s 出せるのかい、あんたに。",
895 "命知らずな奴だな。 $%s 出せば今日の所は勘弁してやるよ。",
896 "うちの店は貧乏人お断りだ。 $%s ぐらい出せないのかい?"
899 #define MAX_COMMENT_3A 2
901 static concptr comment_3a[MAX_COMMENT_3A] =
904 "私の忍耐力を試しているのかい? $%s が最後だ。",
905 "我慢にも限度があるぞ。 $%s が最後だ。"
907 "You try my patience. %s is final.",
908 "My patience grows thin. %s is final."
913 #define MAX_COMMENT_3B 12
915 static concptr comment_3b[MAX_COMMENT_3B] =
918 "本音を言うと $%s でいいんだろ?",
920 " $%s ぐらいなら出してもいいが。",
921 " $%s 以上払うなんて考えられないね。",
922 "まあ落ちついて。 $%s でどうだい?",
923 "そのガラクタなら $%s で引き取るよ。",
924 "それじゃ高すぎる! $%s がいいとこだろ。",
925 "どうせいらないんだろ! $%s でいいだろ?",
926 "だめだめ! $%s がずっとお似合いだよ。",
927 "バカにしている! $%s がせいぜいだ。",
928 " $%s なら嬉しいところだがなあ。",
929 " $%s 、それ以上はビタ一文出さないよ!"
931 "Perhaps %s gold pieces?",
932 "How about %s gold pieces?",
933 "I will pay no more than %s gold pieces.",
934 "I can afford no more than %s gold pieces.",
935 "Be reasonable. How about %s gold pieces?",
936 "I'll buy it as scrap for %s gold pieces.",
937 "That is too much! How about %s gold pieces?",
938 "That looks war surplus! Say %s gold pieces?",
939 "Never! %s is more like it.",
940 "That's an insult! %s is more like it.",
941 "%s gold pieces and be thankful for it!",
942 "%s gold pieces and not a copper more!"
948 /*! ブラックマーケット用追加メッセージ(買い取り) */
949 static concptr comment_3b_B[MAX_COMMENT_3B] = {
950 " $%s ってところだね。そのどうしようもないガラクタは。",
951 "この俺が $%s って言っているんだから、その通りにした方が身のためだぞ。",
952 "俺の優しさに甘えるのもいい加減にしておけ。 $%s だ。",
953 "その品なら $%s で売ってくれているがね、常識ある紳士はみんな。",
954 "こりゃまた、がめつい奴だな。いくら俺が温厚とはいえ $%s が限界だ。",
955 " $%s だ。別に俺はそんなガラクタ欲しくはないんだから。",
956 "俺の鑑定額が気に入らないのか? $%s 、嫌なら帰りな。",
957 " $%s で引き取ってやるよ。喜んで受け取りな、貧乏人。",
958 "物の価値が分からん奴は始末におえんな。それは $%s なんだよ。",
959 "そんなに金が欲しいのか、あんた? $%s で満足できんのか?",
960 "入る店間違えてんじゃないのか? $%s で嫌なら他をあたってくれ。",
961 "俺の言い値にケチをつける奴がいるとは! その度胸に免じて $%s だ。"
964 #define MAX_COMMENT_4A 4
966 static concptr comment_4a[MAX_COMMENT_4A] =
969 "もうたくさんだ!何度も私をわずらわせないでくれ!",
970 "うがー!一日の我慢の限度を超えている!",
971 "もういい!時間の無駄以外のなにものでもない!",
972 "もうやってられないよ!顔も見たくない!"
974 "Enough! You have abused me once too often!",
975 "Arghhh! I have had enough abuse for one day!",
976 "That does it! You shall waste my time no more!",
977 "This is getting nowhere! I'm going to Londis!"
983 /*! ブラックマーケット用追加メッセージ(怒りの頂点) */
984 static concptr comment_4a_B[MAX_COMMENT_4A] = {
985 "なめやがって!温厚な俺様でも限界があるってことを知れ!",
986 "俺をここまで怒らせて...命があるだけでもありがたいと思え!",
987 "ふざけてるのか!冷やかしなら相手を見てからにしろ!",
988 "いいかげんにしろ!今度こんなまねしたらただじゃおかねえぞ!"
991 #define MAX_COMMENT_4B 4
993 static concptr comment_4b[MAX_COMMENT_4B] =
1002 "Get out of my sight!",
1003 "Begone, you scoundrel!",
1010 /*! ブラックマーケット用追加メッセージ(追い出し) */
1011 static concptr comment_4b_B[MAX_COMMENT_4B] = {
1018 #define MAX_COMMENT_5 8
1020 static concptr comment_5[MAX_COMMENT_5] =
1034 "You will have to do better than that!",
1035 "Do you wish to do business or not?",
1036 "You've got to be kidding!",
1037 "You'd better be kidding!",
1038 "You try my patience.",
1039 "Hmmm, nice weather we're having."
1045 /*! ブラックマーケット用追加メッセージ(怒り) */
1046 static concptr comment_5_B[MAX_COMMENT_5] = {
1057 #define MAX_COMMENT_6 4
1059 static concptr comment_6[MAX_COMMENT_6] =
1067 "I must have heard you wrong.",
1068 "I'm sorry, I missed that.",
1069 "I'm sorry, what was that?",
1070 "Sorry, what was that again?"
1075 /*** Initialize others ***/
1078 * 店舗で販売するオブジェクトを定義する / Hack -- Objects sold in the stores -- by tval/sval pair.
1080 byte store_table[MAX_STORES][STORE_CHOICES][2] =
1085 { TV_FOOD, SV_FOOD_RATION },
1086 { TV_FOOD, SV_FOOD_RATION },
1087 { TV_FOOD, SV_FOOD_RATION },
1088 { TV_FOOD, SV_FOOD_RATION },
1090 { TV_FOOD, SV_FOOD_RATION },
1091 { TV_FOOD, SV_FOOD_BISCUIT },
1092 { TV_FOOD, SV_FOOD_JERKY },
1093 { TV_FOOD, SV_FOOD_JERKY },
1095 { TV_FOOD, SV_FOOD_PINT_OF_WINE },
1096 { TV_FOOD, SV_FOOD_PINT_OF_ALE },
1097 { TV_LITE, SV_LITE_TORCH },
1098 { TV_LITE, SV_LITE_TORCH },
1100 { TV_LITE, SV_LITE_TORCH },
1101 { TV_LITE, SV_LITE_TORCH },
1102 { TV_LITE, SV_LITE_LANTERN },
1103 { TV_LITE, SV_LITE_LANTERN },
1115 { TV_SHOT, SV_AMMO_NORMAL },
1116 { TV_ARROW, SV_AMMO_NORMAL },
1117 { TV_BOLT, SV_AMMO_NORMAL },
1118 { TV_DIGGING, SV_SHOVEL },
1120 { TV_DIGGING, SV_PICK },
1121 { TV_CLOAK, SV_CLOAK },
1122 { TV_CLOAK, SV_CLOAK },
1123 { TV_CLOAK, SV_FUR_CLOAK },
1125 { TV_FOOD, SV_FOOD_RATION },
1126 { TV_FOOD, SV_FOOD_RATION },
1127 { TV_FOOD, SV_FOOD_RATION },
1128 { TV_FOOD, SV_FOOD_RATION },
1130 { TV_POTION, SV_POTION_WATER },
1131 { TV_POTION, SV_POTION_WATER },
1132 { TV_LITE, SV_LITE_LANTERN },
1133 { TV_LITE, SV_LITE_LANTERN },
1135 { TV_FOOD, SV_FOOD_WAYBREAD },
1136 { TV_FOOD, SV_FOOD_WAYBREAD },
1140 { TV_SHOT, SV_AMMO_NORMAL },
1141 { TV_ARROW, SV_AMMO_NORMAL },
1142 { TV_BOLT, SV_AMMO_NORMAL },
1143 { TV_DIGGING, SV_SHOVEL }
1149 { TV_BOOTS, SV_PAIR_OF_SOFT_LEATHER_BOOTS },
1150 { TV_BOOTS, SV_PAIR_OF_SOFT_LEATHER_BOOTS },
1151 { TV_BOOTS, SV_PAIR_OF_HARD_LEATHER_BOOTS },
1152 { TV_BOOTS, SV_PAIR_OF_HARD_LEATHER_BOOTS },
1154 { TV_HELM, SV_HARD_LEATHER_CAP },
1155 { TV_HELM, SV_HARD_LEATHER_CAP },
1156 { TV_HELM, SV_METAL_CAP },
1157 { TV_HELM, SV_IRON_HELM },
1159 { TV_SOFT_ARMOR, SV_ROBE },
1160 { TV_SOFT_ARMOR, SV_ROBE },
1161 { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR },
1162 { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR },
1164 { TV_SOFT_ARMOR, SV_HARD_LEATHER_ARMOR },
1165 { TV_SOFT_ARMOR, SV_HARD_LEATHER_ARMOR },
1166 { TV_SOFT_ARMOR, SV_HARD_STUDDED_LEATHER },
1167 { TV_SOFT_ARMOR, SV_HARD_STUDDED_LEATHER },
1169 { TV_SOFT_ARMOR, SV_RHINO_HIDE_ARMOR },
1170 { TV_SOFT_ARMOR, SV_LEATHER_SCALE_MAIL },
1171 { TV_HARD_ARMOR, SV_METAL_SCALE_MAIL },
1172 { TV_HARD_ARMOR, SV_CHAIN_MAIL },
1174 { TV_HARD_ARMOR, SV_DOUBLE_RING_MAIL },
1175 { TV_HARD_ARMOR, SV_AUGMENTED_CHAIN_MAIL },
1176 { TV_HARD_ARMOR, SV_BAR_CHAIN_MAIL },
1177 { TV_HARD_ARMOR, SV_DOUBLE_CHAIN_MAIL },
1179 { TV_HARD_ARMOR, SV_METAL_BRIGANDINE_ARMOUR },
1180 { TV_HARD_ARMOR, SV_SPLINT_MAIL },
1181 { TV_GLOVES, SV_SET_OF_LEATHER_GLOVES },
1182 { TV_GLOVES, SV_SET_OF_LEATHER_GLOVES },
1184 { TV_GLOVES, SV_SET_OF_GAUNTLETS },
1185 { TV_SHIELD, SV_SMALL_LEATHER_SHIELD },
1186 { TV_SHIELD, SV_LARGE_LEATHER_SHIELD },
1187 { TV_SHIELD, SV_SMALL_METAL_SHIELD },
1189 { TV_BOOTS, SV_PAIR_OF_HARD_LEATHER_BOOTS },
1190 { TV_BOOTS, SV_PAIR_OF_HARD_LEATHER_BOOTS },
1191 { TV_HELM, SV_HARD_LEATHER_CAP },
1192 { TV_HELM, SV_HARD_LEATHER_CAP },
1194 { TV_SOFT_ARMOR, SV_ROBE },
1195 { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR },
1196 { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR },
1197 { TV_SOFT_ARMOR, SV_HARD_LEATHER_ARMOR },
1199 { TV_SOFT_ARMOR, SV_LEATHER_JACK },
1200 { TV_HARD_ARMOR, SV_METAL_SCALE_MAIL },
1201 { TV_HARD_ARMOR, SV_CHAIN_MAIL },
1202 { TV_HARD_ARMOR, SV_CHAIN_MAIL },
1204 { TV_GLOVES, SV_SET_OF_LEATHER_GLOVES },
1205 { TV_GLOVES, SV_SET_OF_GAUNTLETS },
1206 { TV_SHIELD, SV_SMALL_LEATHER_SHIELD },
1207 { TV_SHIELD, SV_SMALL_LEATHER_SHIELD }
1213 { TV_SWORD, SV_DAGGER },
1214 { TV_SWORD, SV_MAIN_GAUCHE },
1215 { TV_SWORD, SV_RAPIER },
1216 { TV_SWORD, SV_SMALL_SWORD },
1218 { TV_SWORD, SV_SHORT_SWORD },
1219 { TV_SWORD, SV_SABRE },
1220 { TV_SWORD, SV_CUTLASS },
1221 { TV_SWORD, SV_TULWAR },
1223 { TV_SWORD, SV_BROAD_SWORD },
1224 { TV_SWORD, SV_LONG_SWORD },
1225 { TV_SWORD, SV_SCIMITAR },
1226 { TV_SWORD, SV_KATANA },
1228 { TV_SWORD, SV_BASTARD_SWORD },
1229 { TV_POLEARM, SV_SPEAR },
1230 { TV_POLEARM, SV_AWL_PIKE },
1231 { TV_POLEARM, SV_TRIDENT },
1233 { TV_POLEARM, SV_PIKE },
1234 { TV_POLEARM, SV_BEAKED_AXE },
1235 { TV_POLEARM, SV_BROAD_AXE },
1236 { TV_POLEARM, SV_LANCE },
1238 { TV_POLEARM, SV_BATTLE_AXE },
1239 { TV_POLEARM, SV_HATCHET },
1240 { TV_BOW, SV_SLING },
1241 { TV_BOW, SV_SHORT_BOW },
1243 { TV_BOW, SV_LIGHT_XBOW },
1244 { TV_SHOT, SV_AMMO_NORMAL },
1245 { TV_SHOT, SV_AMMO_NORMAL },
1246 { TV_ARROW, SV_AMMO_NORMAL },
1248 { TV_ARROW, SV_AMMO_NORMAL },
1249 { TV_BOLT, SV_AMMO_NORMAL },
1250 { TV_BOLT, SV_AMMO_NORMAL },
1251 { TV_BOW, SV_LIGHT_XBOW },
1253 { TV_ARROW, SV_AMMO_NORMAL },
1254 { TV_BOLT, SV_AMMO_NORMAL },
1255 { TV_BOW, SV_SHORT_BOW },
1256 { TV_BOW, SV_LIGHT_XBOW },
1258 { TV_SWORD, SV_DAGGER },
1259 { TV_SWORD, SV_TANTO },
1260 { TV_SWORD, SV_RAPIER },
1261 { TV_SWORD, SV_SMALL_SWORD },
1263 { TV_SWORD, SV_SHORT_SWORD },
1264 { TV_SWORD, SV_LONG_SWORD },
1265 { TV_SWORD, SV_SCIMITAR },
1266 { TV_SWORD, SV_BROAD_SWORD },
1268 { TV_HISSATSU_BOOK, 0 },
1269 { TV_HISSATSU_BOOK, 0 },
1270 { TV_HISSATSU_BOOK, 1 },
1271 { TV_HISSATSU_BOOK, 1 },
1277 { TV_HAFTED, SV_NUNCHAKU },
1278 { TV_HAFTED, SV_QUARTERSTAFF },
1279 { TV_HAFTED, SV_MACE },
1280 { TV_HAFTED, SV_BO_STAFF },
1282 { TV_HAFTED, SV_WAR_HAMMER },
1283 { TV_HAFTED, SV_WAR_HAMMER },
1284 { TV_HAFTED, SV_MORNING_STAR },
1285 { TV_HAFTED, SV_FLAIL },
1287 { TV_HAFTED, SV_LEAD_FILLED_MACE },
1288 { TV_SCROLL, SV_SCROLL_REMOVE_CURSE },
1289 { TV_SCROLL, SV_SCROLL_BLESSING },
1290 { TV_SCROLL, SV_SCROLL_HOLY_CHANT },
1292 { TV_POTION, SV_POTION_HEROISM },
1293 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1294 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1295 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1297 { TV_POTION, SV_POTION_CURE_LIGHT },
1298 { TV_POTION, SV_POTION_CURE_SERIOUS },
1299 { TV_POTION, SV_POTION_CURE_SERIOUS },
1300 { TV_POTION, SV_POTION_CURE_CRITICAL },
1302 { TV_POTION, SV_POTION_CURE_CRITICAL },
1303 { TV_POTION, SV_POTION_RESTORE_EXP },
1304 { TV_POTION, SV_POTION_RESTORE_EXP },
1305 { TV_POTION, SV_POTION_RESTORE_EXP },
1307 { TV_LIFE_BOOK, 0 },
1308 { TV_LIFE_BOOK, 0 },
1309 { TV_LIFE_BOOK, 1 },
1310 { TV_LIFE_BOOK, 1 },
1312 { TV_CRUSADE_BOOK, 0 },
1313 { TV_CRUSADE_BOOK, 0 },
1314 { TV_CRUSADE_BOOK, 1 },
1315 { TV_CRUSADE_BOOK, 1 },
1317 { TV_HAFTED, SV_WHIP },
1318 { TV_HAFTED, SV_MACE },
1319 { TV_HAFTED, SV_BALL_AND_CHAIN },
1320 { TV_HAFTED, SV_WAR_HAMMER },
1322 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1323 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1324 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1325 { TV_POTION, SV_POTION_CURE_CRITICAL },
1327 { TV_POTION, SV_POTION_CURE_CRITICAL },
1328 { TV_POTION, SV_POTION_RESTORE_EXP },
1331 { TV_STATUE, SV_ANY },
1333 { TV_SCROLL, SV_SCROLL_REMOVE_CURSE },
1334 { TV_SCROLL, SV_SCROLL_REMOVE_CURSE },
1335 { TV_SCROLL, SV_SCROLL_STAR_REMOVE_CURSE },
1336 { TV_SCROLL, SV_SCROLL_STAR_REMOVE_CURSE }
1342 { TV_SCROLL, SV_SCROLL_ENCHANT_WEAPON_TO_HIT },
1343 { TV_SCROLL, SV_SCROLL_ENCHANT_WEAPON_TO_DAM },
1344 { TV_SCROLL, SV_SCROLL_ENCHANT_ARMOR },
1345 { TV_SCROLL, SV_SCROLL_IDENTIFY },
1347 { TV_SCROLL, SV_SCROLL_IDENTIFY },
1348 { TV_SCROLL, SV_SCROLL_IDENTIFY },
1349 { TV_SCROLL, SV_SCROLL_IDENTIFY },
1350 { TV_SCROLL, SV_SCROLL_LIGHT },
1352 { TV_SCROLL, SV_SCROLL_PHASE_DOOR },
1353 { TV_SCROLL, SV_SCROLL_PHASE_DOOR },
1354 { TV_SCROLL, SV_SCROLL_TELEPORT },
1355 { TV_SCROLL, SV_SCROLL_MONSTER_CONFUSION },
1357 { TV_SCROLL, SV_SCROLL_MAPPING },
1358 { TV_SCROLL, SV_SCROLL_DETECT_GOLD },
1359 { TV_SCROLL, SV_SCROLL_DETECT_ITEM },
1360 { TV_SCROLL, SV_SCROLL_DETECT_TRAP },
1362 { TV_SCROLL, SV_SCROLL_DETECT_INVIS },
1363 { TV_SCROLL, SV_SCROLL_RECHARGING },
1364 { TV_SCROLL, SV_SCROLL_TELEPORT },
1365 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1367 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1368 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1369 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1370 { TV_SCROLL, SV_SCROLL_TELEPORT },
1372 { TV_SCROLL, SV_SCROLL_TELEPORT },
1373 { TV_POTION, SV_POTION_RES_STR },
1374 { TV_POTION, SV_POTION_RES_INT },
1375 { TV_POTION, SV_POTION_RES_WIS },
1377 { TV_POTION, SV_POTION_RES_DEX },
1378 { TV_POTION, SV_POTION_RES_CON },
1379 { TV_POTION, SV_POTION_RES_CHR },
1380 { TV_SCROLL, SV_SCROLL_IDENTIFY },
1382 { TV_SCROLL, SV_SCROLL_IDENTIFY },
1383 { TV_SCROLL, SV_SCROLL_STAR_IDENTIFY }, /* Yep, occasionally! */
1384 { TV_SCROLL, SV_SCROLL_STAR_IDENTIFY },
1385 { TV_SCROLL, SV_SCROLL_LIGHT },
1387 { TV_POTION, SV_POTION_RES_STR },
1388 { TV_POTION, SV_POTION_RES_INT },
1389 { TV_POTION, SV_POTION_RES_WIS },
1390 { TV_POTION, SV_POTION_RES_DEX },
1392 { TV_POTION, SV_POTION_RES_CON },
1393 { TV_POTION, SV_POTION_RES_CHR },
1394 { TV_SCROLL, SV_SCROLL_ENCHANT_ARMOR },
1395 { TV_SCROLL, SV_SCROLL_ENCHANT_ARMOR },
1397 { TV_SCROLL, SV_SCROLL_RECHARGING },
1398 { TV_SCROLL, SV_SCROLL_PHASE_DOOR },
1399 { TV_SCROLL, SV_SCROLL_ENCHANT_WEAPON_TO_HIT },
1400 { TV_SCROLL, SV_SCROLL_ENCHANT_WEAPON_TO_DAM },
1405 /* Magic-User store */
1407 { TV_RING, SV_RING_PROTECTION },
1408 { TV_RING, SV_RING_LEVITATION_FALL },
1409 { TV_RING, SV_RING_PROTECTION },
1410 { TV_RING, SV_RING_RESIST_FIRE },
1412 { TV_RING, SV_RING_RESIST_COLD },
1413 { TV_AMULET, SV_AMULET_CHARISMA },
1414 { TV_RING, SV_RING_WARNING },
1415 { TV_AMULET, SV_AMULET_RESIST_ACID },
1417 { TV_AMULET, SV_AMULET_SEARCHING },
1418 { TV_WAND, SV_WAND_SLOW_MONSTER },
1419 { TV_WAND, SV_WAND_CONFUSE_MONSTER },
1420 { TV_WAND, SV_WAND_SLEEP_MONSTER },
1422 { TV_WAND, SV_WAND_MAGIC_MISSILE },
1423 { TV_WAND, SV_WAND_STINKING_CLOUD },
1424 { TV_WAND, SV_WAND_WONDER },
1425 { TV_WAND, SV_WAND_DISARMING },
1427 { TV_STAFF, SV_STAFF_LITE },
1428 { TV_STAFF, SV_STAFF_MAPPING },
1429 { TV_STAFF, SV_STAFF_DETECT_TRAP },
1430 { TV_STAFF, SV_STAFF_DETECT_DOOR },
1432 { TV_STAFF, SV_STAFF_DETECT_GOLD },
1433 { TV_STAFF, SV_STAFF_DETECT_ITEM },
1434 { TV_STAFF, SV_STAFF_DETECT_INVIS },
1435 { TV_STAFF, SV_STAFF_DETECT_EVIL },
1437 { TV_STAFF, SV_STAFF_TELEPORTATION },
1438 { TV_STAFF, SV_STAFF_TELEPORTATION },
1439 { TV_STAFF, SV_STAFF_TELEPORTATION },
1440 { TV_STAFF, SV_STAFF_TELEPORTATION },
1442 { TV_STAFF, SV_STAFF_IDENTIFY },
1443 { TV_STAFF, SV_STAFF_IDENTIFY },
1444 { TV_STAFF, SV_STAFF_IDENTIFY },
1446 { TV_STAFF, SV_STAFF_IDENTIFY },
1447 { TV_STAFF, SV_STAFF_REMOVE_CURSE },
1448 { TV_STAFF, SV_STAFF_CURE_LIGHT },
1449 { TV_STAFF, SV_STAFF_PROBING },
1453 { TV_SORCERY_BOOK, 0 },
1454 { TV_SORCERY_BOOK, 0 },
1455 { TV_SORCERY_BOOK, 1 },
1456 { TV_SORCERY_BOOK, 1 },
1458 { TV_ARCANE_BOOK, 0 },
1459 { TV_ARCANE_BOOK, 0 },
1460 { TV_ARCANE_BOOK, 1 },
1461 { TV_ARCANE_BOOK, 1 },
1463 { TV_ARCANE_BOOK, 2 },
1464 { TV_ARCANE_BOOK, 2 },
1465 { TV_ARCANE_BOOK, 3 },
1466 { TV_ARCANE_BOOK, 3 },
1471 /* Black Market (unused) */
1544 { TV_SORCERY_BOOK, 0 },
1545 { TV_SORCERY_BOOK, 0 },
1546 { TV_SORCERY_BOOK, 1 },
1547 { TV_SORCERY_BOOK, 1 },
1549 { TV_NATURE_BOOK, 0 },
1550 { TV_NATURE_BOOK, 0 },
1551 { TV_NATURE_BOOK, 1 },
1552 { TV_NATURE_BOOK, 1 },
1554 { TV_CHAOS_BOOK, 0 },
1555 { TV_CHAOS_BOOK, 0 },
1556 { TV_CHAOS_BOOK, 1 },
1557 { TV_CHAOS_BOOK, 1 },
1559 { TV_DEATH_BOOK, 0 },
1560 { TV_DEATH_BOOK, 0 },
1561 { TV_DEATH_BOOK, 1 },
1562 { TV_DEATH_BOOK, 1 },
1564 { TV_TRUMP_BOOK, 0 }, /* +16 */
1565 { TV_TRUMP_BOOK, 0 },
1566 { TV_TRUMP_BOOK, 1 },
1567 { TV_TRUMP_BOOK, 1 },
1569 { TV_ARCANE_BOOK, 0 },
1570 { TV_ARCANE_BOOK, 1 },
1571 { TV_ARCANE_BOOK, 2 },
1572 { TV_ARCANE_BOOK, 3 },
1574 { TV_CRAFT_BOOK, 0 },
1575 { TV_CRAFT_BOOK, 0 },
1576 { TV_CRAFT_BOOK, 1 },
1577 { TV_CRAFT_BOOK, 1 },
1579 { TV_DAEMON_BOOK, 0 },
1580 { TV_DAEMON_BOOK, 0 },
1581 { TV_DAEMON_BOOK, 1 },
1582 { TV_DAEMON_BOOK, 1 },
1584 { TV_MUSIC_BOOK, 0 },
1585 { TV_MUSIC_BOOK, 0 },
1586 { TV_MUSIC_BOOK, 1 },
1587 { TV_MUSIC_BOOK, 1 },
1596 /* Museum (unused) */
1634 * @brief 取引成功時の店主のメッセージ処理 /
1635 * ブラックマーケットのときは別のメッセージを出す
1636 * Successful haggle.
1637 * @param player_ptr プレーヤーへの参照ポインタ
1640 static void say_comment_1(player_type *player_ptr)
1643 if (cur_store_num == STORE_BLACK)
1645 msg_print(comment_1_B[randint0(MAX_COMMENT_1)]);
1649 msg_print(comment_1[randint0(MAX_COMMENT_1)]);
1652 msg_print(comment_1[randint0(MAX_COMMENT_1)]);
1655 if (one_in_(RUMOR_CHANCE))
1658 msg_print("店主は耳うちした:");
1660 msg_print("The shopkeeper whispers something into your ear:");
1662 display_rumor(player_ptr, TRUE);
1668 * @brief プレイヤーがアイテムを買う時の価格代案メッセージ処理 /
1669 * Continue haggling (player is buying)
1670 * @param value 店主の提示価格
1671 * @param annoyed 店主のいらつき度
1674 static void say_comment_2(PRICE value, int annoyed)
1676 /* Prepare a string to insert */
1678 sprintf(tmp_val, "%ld", (long)value);
1682 msg_format(comment_2a[randint0(MAX_COMMENT_2A)], tmp_val);
1687 if (cur_store_num == STORE_BLACK)
1689 msg_format(comment_2b_B[randint0(MAX_COMMENT_2B)], tmp_val);
1693 msg_format(comment_2b[randint0(MAX_COMMENT_2B)], tmp_val);
1696 msg_format(comment_2b[randint0(MAX_COMMENT_2B)], tmp_val);
1702 * @brief プレイヤーがアイテムを売る時の価格代案メッセージ処理 /
1703 * ブラックマーケットのときは別のメッセージを出す
1704 * Continue haggling (player is selling)
1705 * @param value 店主の提示価格
1706 * @param annoyed 店主のいらつき度
1709 static void say_comment_3(PRICE value, int annoyed)
1712 sprintf(tmp_val, "%ld", (long)value);
1715 msg_format(comment_3a[randint0(MAX_COMMENT_3A)], tmp_val);
1720 /* ブラックマーケットの時は別のメッセージを出す */
1721 if (cur_store_num == STORE_BLACK)
1723 msg_format(comment_3b_B[randint0(MAX_COMMENT_3B)], tmp_val);
1727 msg_format(comment_3b[randint0(MAX_COMMENT_3B)], tmp_val);
1730 msg_format(comment_3b[randint0(MAX_COMMENT_3B)], tmp_val);
1737 * @brief 店主がプレイヤーを追い出す時のメッセージ処理 /
1738 * ブラックマーケットの時は別のメッセージを出す
1739 * Kick 'da bum out. -RAK-
1742 static void say_comment_4(void)
1745 if (cur_store_num == STORE_BLACK)
1747 msg_print(comment_4a_B[randint0(MAX_COMMENT_4A)]);
1748 msg_print(comment_4b_B[randint0(MAX_COMMENT_4B)]);
1752 msg_print(comment_4a[randint0(MAX_COMMENT_4A)]);
1753 msg_print(comment_4b[randint0(MAX_COMMENT_4B)]);
1756 msg_print(comment_4a[randint0(MAX_COMMENT_4A)]);
1757 msg_print(comment_4b[randint0(MAX_COMMENT_4B)]);
1764 * @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 /
1765 * ブラックマーケットの時は別のメッセージを出す
1766 * You are insulting me
1769 static void say_comment_5(void)
1772 if (cur_store_num == STORE_BLACK)
1774 msg_print(comment_5_B[randint0(MAX_COMMENT_5)]);
1778 msg_print(comment_5[randint0(MAX_COMMENT_5)]);
1781 msg_print(comment_5[randint0(MAX_COMMENT_5)]);
1788 * @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 /
1789 * That makes no sense.
1792 static void say_comment_6(void)
1794 msg_print(comment_6[randint0(MAX_COMMENT_6)]);
1797 #define MAX_COMMENT_7A 4
1799 static concptr comment_7a[MAX_COMMENT_7A] =
1804 "誰かがむせび泣く声が聞こえる...。",
1809 "You hear someone sobbing...",
1810 "The shopkeeper howls in agony!"
1815 #define MAX_COMMENT_7B 4
1817 static concptr comment_7b[MAX_COMMENT_7B] =
1827 "The shopkeeper curses at you.",
1828 "The shopkeeper glares at you."
1833 #define MAX_COMMENT_7C 4
1835 static concptr comment_7c[MAX_COMMENT_7C] =
1844 "You've made my day!",
1845 "The shopkeeper giggles.",
1846 "The shopkeeper laughs loudly."
1851 #define MAX_COMMENT_7D 4
1853 static concptr comment_7d[MAX_COMMENT_7D] =
1857 "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。",
1862 "I think I'll retire!",
1863 "The shopkeeper jumps for joy.",
1864 "The shopkeeper smiles gleefully."
1871 * @brief 店主が交渉を終えた際の反応を返す処理 /
1872 * Let a shop-keeper React to a purchase
1873 * @param price アイテムの取引額
1874 * @param value アイテムの実際価値
1875 * @param guess 店主が当初予想していた価値
1878 * We paid "price", it was worth "value", and we thought it was worth "guess"
1880 static void purchase_analyze(player_type *player_ptr, PRICE price, PRICE value, PRICE guess)
1882 /* Item was worthless, but we bought it */
1883 if ((value <= 0) && (price > value))
1885 msg_print(comment_7a[randint0(MAX_COMMENT_7A)]);
1886 chg_virtue(player_ptr, V_HONOUR, -1);
1887 chg_virtue(player_ptr, V_JUSTICE, -1);
1888 sound(SOUND_STORE1);
1892 /* Item was cheaper than we thought, and we paid more than necessary */
1893 if ((value < guess) && (price > value))
1895 msg_print(comment_7b[randint0(MAX_COMMENT_7B)]);
1896 chg_virtue(player_ptr, V_JUSTICE, -1);
1897 if (one_in_(4)) chg_virtue(player_ptr, V_HONOUR, -1);
1898 sound(SOUND_STORE2);
1902 /* Item was a good bargain, and we got away with it */
1903 if ((value > guess) && (value < (4 * guess)) && (price < value))
1905 msg_print(comment_7c[randint0(MAX_COMMENT_7C)]);
1906 if (one_in_(4)) chg_virtue(player_ptr, V_HONOUR, -1);
1907 else if (one_in_(4)) chg_virtue(player_ptr, V_HONOUR, 1);
1908 sound(SOUND_STORE3);
1912 /* Item was a great bargain, and we got away with it */
1913 if ((value > guess) && (price < value))
1915 msg_print(comment_7d[randint0(MAX_COMMENT_7D)]);
1916 if (one_in_(2)) chg_virtue(player_ptr, V_HONOUR, -1);
1917 if (one_in_(4)) chg_virtue(player_ptr, V_HONOUR, 1);
1918 if (10 * price < value) chg_virtue(player_ptr, V_SACRIFICE, 1);
1919 sound(SOUND_STORE4);
1925 * We store the current "store feat" here so everyone can access it
1927 static int cur_store_feat;
1930 * Buying and selling adjustments for race combinations.
1931 * Entry[owner][player] gives the basic "cost inflation".
1933 static byte rgold_adj[MAX_RACES][MAX_RACES] =
1935 /*Hum, HfE, Elf, Hal, Gno, Dwa, HfO, HfT, Dun, HiE, Barbarian,
1936 HfOg, HGn, HTn, Cyc, Yek, Klc, Kbd, Nbl, DkE, Drc, Mind Flayer,
1937 Imp, Glm, Skl, Zombie, Vampire, Spectre, Fairy, Beastman, Ent,
1938 Angel, Demon, Kutar, Android, Merfolk */
1941 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
1942 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
1943 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
1944 100, 120, 110, 105, 110 },
1947 { 110, 100, 100, 105, 110, 120, 125, 130, 110, 100, 110,
1948 120, 115, 108, 115, 110, 110, 120, 120, 115, 115, 110,
1949 120, 110, 110, 110, 120, 110, 100, 125, 100, 95, 140,
1950 110, 115, 110, 110, 110 },
1953 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
1954 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
1955 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
1956 110, 110, 105, 110, 110 },
1959 { 115, 110, 105, 95, 105, 110, 115, 130, 115, 105, 115,
1960 125, 120, 120, 125, 115, 110, 120, 120, 120, 115, 115,
1961 120, 110, 120, 120, 130, 110, 110, 130, 110, 95, 140,
1962 115, 120, 105, 115, 105 },
1965 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
1966 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
1967 120, 101, 110, 110, 120, 120, 115, 130, 115, 95, 140,
1968 115, 110, 110, 115, 110 },
1971 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
1972 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
1973 120, 105, 115, 115, 115, 115, 120, 130, 120, 95, 140,
1974 115, 110, 115, 115, 120 },
1977 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
1978 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
1979 115, 125, 120, 120, 115, 120, 125, 115, 125, 95, 140,
1980 115, 110, 115, 115, 125 },
1983 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
1984 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
1985 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
1986 110, 110, 115, 110, 130 },
1989 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
1990 120, 120, 105, 120, 115, 105, 115, 120, 110, 105, 105,
1991 120, 105, 120, 120, 125, 120, 105, 135, 105, 95, 140,
1992 100, 110, 110, 100, 110 },
1995 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
1996 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
1997 125, 115, 120, 120, 125, 120, 100, 125, 100, 95, 140,
1998 110, 110, 105, 110, 110 },
2000 /* Human / Barbarian (copied from human) */
2001 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
2002 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
2003 115, 105, 125, 125, 130, 125, 115, 120, 115, 95, 140,
2004 100, 120, 110, 100, 110 },
2006 /* Half-Ogre: theoretical, copied from half-troll */
2007 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
2008 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
2009 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
2010 110, 110, 115, 110, 120 },
2012 /* Half-Giant: theoretical, copied from half-troll */
2013 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
2014 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
2015 110, 115, 112, 112, 115, 112, 130, 120, 130, 95, 140,
2016 110, 110, 115, 110, 115 },
2018 /* Half-Titan: theoretical, copied from High_Elf */
2019 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
2020 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
2021 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
2022 110, 110, 115, 110, 108 },
2024 /* Cyclops: theoretical, copied from half-troll */
2025 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
2026 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
2027 110, 115, 112, 112, 115, 112, 130, 130, 130, 95, 140,
2028 110, 110, 115, 110, 115 },
2030 /* Yeek: theoretical, copied from Half-Orc */
2031 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
2032 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
2033 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
2034 115, 110, 115, 115, 110 },
2036 /* Klackon: theoretical, copied from Gnome */
2037 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
2038 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
2039 120, 101, 110, 110, 120, 120, 130, 130, 130, 95, 140,
2040 115, 110, 115, 115, 110 },
2042 /* Kobold: theoretical, copied from Half-Orc */
2043 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
2044 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
2045 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
2046 115, 110, 115, 115, 120 },
2048 /* Nibelung: theoretical, copied from Dwarf */
2049 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
2050 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
2051 120, 105, 115, 115, 120, 120, 130, 130, 130, 95, 140,
2052 115, 135, 115, 115, 120 },
2055 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
2056 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
2057 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
2058 110, 101, 115, 110, 115 },
2060 /* Draconian: theoretical, copied from High_Elf */
2061 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
2062 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
2063 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
2064 110, 110, 115, 110, 115 },
2066 /* Mind Flayer: theoretical, copied from High_Elf */
2067 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
2068 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
2069 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
2070 110, 110, 115, 110, 110 },
2072 /* Imp: theoretical, copied from High_Elf */
2073 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
2074 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
2075 125, 115, 120, 120, 120, 120, 130, 130, 130, 120, 120,
2076 110, 110, 115, 110, 120 },
2078 /* Golem: theoretical, copied from High_Elf */
2079 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
2080 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
2081 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
2082 110, 110, 115, 110, 110 },
2084 /* Skeleton: theoretical, copied from half-orc */
2085 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
2086 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
2087 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
2088 115, 110, 125, 115, 110 },
2090 /* Zombie: Theoretical, copied from half-orc */
2091 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
2092 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
2093 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
2094 115, 110, 125, 115, 110 },
2096 /* Vampire: Theoretical, copied from half-orc */
2097 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
2098 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
2099 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
2100 115, 110, 125, 115, 120 },
2102 /* Spectre: Theoretical, copied from half-orc */
2103 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
2104 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
2105 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
2106 115, 110, 125, 115, 110 },
2108 /* Sprite: Theoretical, copied from half-orc */
2109 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
2110 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
2111 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
2112 115, 110, 105, 115, 110 },
2114 /* Beastman: Theoretical, copied from half-orc */
2115 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
2116 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
2117 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
2118 115, 110, 115, 115, 125 },
2121 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
2122 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
2123 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
2124 110, 110, 105, 110, 110 },
2127 { 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
2128 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
2129 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 160,
2130 95, 95, 95, 95, 95 },
2133 { 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
2134 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
2135 140, 140, 140, 140, 140, 140, 140, 140, 140, 160, 120,
2136 140, 140, 140, 140, 140 },
2139 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
2140 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
2141 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
2142 100, 120, 110, 100, 110 },
2145 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
2146 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
2147 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
2148 110, 101, 115, 110, 115 },
2151 { 110, 110, 105, 105, 110, 115, 115, 115, 110, 105, 110,
2152 115, 115, 115, 115, 115, 115, 115, 115, 115, 115, 115,
2153 115, 115, 125, 125, 125, 125, 105, 115, 105, 95, 140,
2154 110, 115, 100, 110, 110 },
2157 { 105, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
2158 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
2159 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
2160 100, 120, 110, 100, 110 },
2163 { 110, 110, 110, 105, 110, 120, 125, 130, 110, 110, 110,
2164 120, 115, 108, 115, 110, 110, 120, 120, 115, 115, 110,
2165 120, 110, 110, 110, 120, 110, 110, 125, 110, 95, 140,
2166 110, 115, 110, 110, 100 },
2171 * @brief 店舗価格を決定する. 無料にはならない /
2172 * Determine the price of an item (qty one) in a store.
2173 * @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
2174 * @param greed 店主の強欲度
2175 * @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
2179 * This function takes into account the player's charisma, and the
2180 * shop-keepers friendliness, and the shop-keeper's base greed, but
2181 * never lets a shop-keeper lose money in a transaction.
2182 * The "greed" value should exceed 100 when the player is "buying" the
2183 * item, and should be less than 100 when the player is "selling" it.
2184 * Hack -- the black market always charges twice as much as it should.
2185 * Charisma adjustment runs from 80 to 130
2186 * Racial adjustment runs from 95 to 130
2187 * Since greed/charisma/racial adjustments are centered at 100, we need
2188 * to adjust (by 200) to extract a usable multiplier. Note that the
2189 * "greed" value is always something (?).
2192 static PRICE price_item(player_type *player_ptr, object_type *o_ptr, int greed, bool flip)
2194 PRICE price = object_value(o_ptr);
2195 if (price <= 0) return (0L);
2197 int factor = rgold_adj[ot_ptr->owner_race][player_ptr->prace];
2198 factor += adj_chr_gold[player_ptr->stat_ind[A_CHR]];
2202 adjust = 100 + (300 - (greed + factor));
2203 if (adjust > 100) adjust = 100;
2204 if (cur_store_num == STORE_BLACK)
2207 price = (price * adjust + 50L) / 100L;
2211 adjust = 100 + ((greed + factor) - 300);
2212 if (adjust < 100) adjust = 100;
2213 if (cur_store_num == STORE_BLACK)
2216 price = (s32b)(((u32b)price * (u32b)adjust + 50UL) / 100UL);
2219 if (price <= 0L) return (1L);
2225 * @brief 安価な消耗品の販売数を増やし、低確率で割引にする /
2226 * Certain "cheap" objects should be created in "piles"
2227 * @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
2231 * Some objects can be sold at a "discount" (in small piles)
2234 static void mass_produce(object_type *o_ptr)
2237 PRICE cost = object_value(o_ptr);
2238 switch (o_ptr->tval)
2244 if (cost <= 5L) size += damroll(3, 5);
2245 if (cost <= 20L) size += damroll(3, 5);
2246 if (cost <= 50L) size += damroll(2, 2);
2252 if (cost <= 60L) size += damroll(3, 5);
2253 if (cost <= 240L) size += damroll(1, 5);
2254 if (o_ptr->sval == SV_SCROLL_STAR_IDENTIFY) size += damroll(3, 5);
2255 if (o_ptr->sval == SV_SCROLL_STAR_REMOVE_CURSE) size += damroll(1, 4);
2259 case TV_SORCERY_BOOK:
2260 case TV_NATURE_BOOK:
2264 case TV_ARCANE_BOOK:
2266 case TV_DAEMON_BOOK:
2267 case TV_CRUSADE_BOOK:
2269 case TV_HISSATSU_BOOK:
2272 if (cost <= 50L) size += damroll(2, 3);
2273 if (cost <= 500L) size += damroll(1, 3);
2290 if (object_is_artifact(o_ptr)) break;
2291 if (object_is_ego(o_ptr)) break;
2292 if (cost <= 10L) size += damroll(3, 5);
2293 if (cost <= 100L) size += damroll(3, 5);
2301 if (cost <= 5L) size += damroll(5, 5);
2302 if (cost <= 50L) size += damroll(5, 5);
2303 if (cost <= 500L) size += damroll(5, 5);
2308 if (cost <= 100L) size += damroll(2, 2);
2309 if (cost <= 1000L) size += damroll(2, 2);
2321 * Because many rods (and a few wands and staffs) are useful mainly
2322 * in quantity, the Black Market will occasionally have a bunch of
2329 if ((cur_store_num == STORE_BLACK) && one_in_(3))
2331 if (cost < 1601L) size += damroll(1, 5);
2332 else if (cost < 3201L) size += damroll(1, 3);
2338 DISCOUNT_RATE discount = 0;
2343 else if (one_in_(25))
2347 else if (one_in_(150))
2351 else if (one_in_(300))
2355 else if (one_in_(500))
2360 if (o_ptr->art_name)
2365 o_ptr->discount = discount;
2366 o_ptr->number = size - (size * discount / 100);
2367 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
2369 o_ptr->pval *= (PARAMETER_VALUE)o_ptr->number;
2375 * @brief 店舗に並べた品を同一品であるかどうか判定する /
2376 * Determine if a store item can "absorb" another item
2377 * @param o_ptr 判定するオブジェクト構造体の参照ポインタ1
2378 * @param j_ptr 判定するオブジェクト構造体の参照ポインタ2
2379 * @return 同一扱いできるならTRUEを返す
2382 * See "object_similar()" for the same function for the "player"
2385 static bool store_object_similar(object_type *o_ptr, object_type *j_ptr)
2387 if (o_ptr == j_ptr) return 0;
2388 if (o_ptr->k_idx != j_ptr->k_idx) return 0;
2389 if ((o_ptr->pval != j_ptr->pval) && (o_ptr->tval != TV_WAND) && (o_ptr->tval != TV_ROD)) return 0;
2390 if (o_ptr->to_h != j_ptr->to_h) return 0;
2391 if (o_ptr->to_d != j_ptr->to_d) return 0;
2392 if (o_ptr->to_a != j_ptr->to_a) return 0;
2393 if (o_ptr->name2 != j_ptr->name2) return 0;
2394 if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return 0;
2395 for (int i = 0; i < TR_FLAG_SIZE; i++)
2396 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
2397 if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
2398 if (o_ptr->timeout || j_ptr->timeout) return 0;
2399 if (o_ptr->ac != j_ptr->ac) return 0;
2400 if (o_ptr->dd != j_ptr->dd) return 0;
2401 if (o_ptr->ds != j_ptr->ds) return 0;
2402 if (o_ptr->tval == TV_CHEST) return 0;
2403 if (o_ptr->tval == TV_STATUE) return 0;
2404 if (o_ptr->tval == TV_CAPTURE) return 0;
2405 if (o_ptr->discount != j_ptr->discount) return 0;
2411 * @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 /
2412 * Allow a store item to 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 重ね合わせできるならTRUEを返す
2418 * See "object_similar()" for the same function for the "player"
2421 static void store_object_absorb(object_type *o_ptr, object_type *j_ptr)
2423 int max_num = (o_ptr->tval == TV_ROD) ?
2424 MIN(99, MAX_SHORT / k_info[o_ptr->k_idx].pval) : 99;
2425 int total = o_ptr->number + j_ptr->number;
2426 int diff = (total > max_num) ? total - max_num : 0;
2427 o_ptr->number = (total > max_num) ? max_num : total;
2428 if (o_ptr->tval == TV_ROD)
2430 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
2433 if (o_ptr->tval == TV_WAND)
2435 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
2441 * @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 /
2442 * Check to see if the shop will be carrying too many objects -RAK-
2443 * @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
2444 * @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。
2447 * Note that the shop, just like a player, will not accept things
2448 * it cannot hold. Before, one could "nuke" potions this way.
2449 * Return value is now int:
2451 * -1 : Can be combined to existing slot.
2452 * 1 : Cannot be combined but there are empty spaces.
2455 static int store_check_num(object_type *o_ptr)
2458 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
2460 bool old_stack_force_notes = stack_force_notes;
2461 bool old_stack_force_costs = stack_force_costs;
2463 if (cur_store_num != STORE_HOME)
2465 stack_force_notes = FALSE;
2466 stack_force_costs = FALSE;
2469 for (int i = 0; i < st_ptr->stock_num; i++)
2471 j_ptr = &st_ptr->stock[i];
2472 if (object_similar(j_ptr, o_ptr))
2474 if (cur_store_num != STORE_HOME)
2476 stack_force_notes = old_stack_force_notes;
2477 stack_force_costs = old_stack_force_costs;
2484 if (cur_store_num != STORE_HOME)
2486 stack_force_notes = old_stack_force_notes;
2487 stack_force_costs = old_stack_force_costs;
2492 for (int i = 0; i < st_ptr->stock_num; i++)
2494 j_ptr = &st_ptr->stock[i];
2495 if (store_object_similar(j_ptr, o_ptr)) return -1;
2499 /* Free space is always usable */
2501 * オプション powerup_home が設定されていると
2504 if ((cur_store_num == STORE_HOME) && (powerup_home == FALSE))
2506 if (st_ptr->stock_num < ((st_ptr->stock_size) / 10))
2513 if (st_ptr->stock_num < st_ptr->stock_size)
2524 * @brief オブジェクトが祝福されているかの判定を返す /
2525 * @param o_ptr 判定したいオブジェクト構造体の参照ポインタ
2526 * @return アイテムが祝福されたアイテムならばTRUEを返す
2528 static bool is_blessed_item(object_type *o_ptr)
2530 BIT_FLAGS flgs[TR_FLAG_SIZE];
2531 object_flags(o_ptr, flgs);
2532 if (have_flag(flgs, TR_BLESSED)) return TRUE;
2538 * @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 /
2539 * Determine if the current store will purchase the given item
2540 * @param o_ptr 判定したいオブジェクト構造体の参照ポインタ
2541 * @return アイテムが買い取れるならばTRUEを返す
2543 * Note that a shop-keeper must refuse to buy "worthless" items
2545 static bool store_will_buy(object_type *o_ptr)
2547 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) return TRUE;
2548 switch (cur_store_num)
2552 switch (o_ptr->tval)
2555 if (o_ptr->sval != SV_POTION_WATER) return FALSE;
2581 switch (o_ptr->tval)
2601 switch (o_ptr->tval)
2610 case TV_HISSATSU_BOOK:
2614 if (o_ptr->sval == SV_WIZSTAFF) return FALSE;
2625 switch (o_ptr->tval)
2628 case TV_CRUSADE_BOOK:
2638 monster_race *r_ptr = &r_info[o_ptr->pval];
2639 if (!(r_ptr->flags3 & RF3_EVIL))
2641 if (r_ptr->flags3 & RF3_GOOD) break;
2642 if (r_ptr->flags3 & RF3_ANIMAL) break;
2643 if (my_strchr("?!", r_ptr->d_char)) break;
2649 if (is_blessed_item(o_ptr)) break;
2657 case STORE_ALCHEMIST:
2659 switch (o_ptr->tval)
2672 switch (o_ptr->tval)
2674 case TV_SORCERY_BOOK:
2675 case TV_NATURE_BOOK:
2679 case TV_ARCANE_BOOK:
2681 case TV_DAEMON_BOOK:
2695 if (o_ptr->sval == SV_WIZSTAFF) break;
2706 switch (o_ptr->tval)
2708 case TV_SORCERY_BOOK:
2709 case TV_NATURE_BOOK:
2714 case TV_ARCANE_BOOK:
2716 case TV_DAEMON_BOOK:
2717 case TV_CRUSADE_BOOK:
2729 if (object_value(o_ptr) <= 0) return FALSE;
2735 * @brief 現在の町の指定された店舗のアイテムを整理する /
2736 * Combine and reorder items in store.
2737 * @param store_num 店舗ID
2738 * @return 実際に整理が行われたならばTRUEを返す。
2740 bool combine_and_reorder_home(int store_num)
2742 store_type *old_st_ptr = st_ptr;
2743 st_ptr = &town_info[1].store[store_num];
2745 if (store_num != STORE_HOME)
2747 stack_force_notes = FALSE;
2748 stack_force_costs = FALSE;
2751 bool combined = TRUE;
2755 for (int i = st_ptr->stock_num - 1; i > 0; i--)
2758 o_ptr = &st_ptr->stock[i];
2759 if (!o_ptr->k_idx) continue;
2760 for (int j = 0; j < i; j++)
2763 j_ptr = &st_ptr->stock[j];
2764 if (!j_ptr->k_idx) continue;
2767 * Get maximum number of the stack if these
2768 * are similar, get zero otherwise.
2770 int max_num = object_similar_part(j_ptr, o_ptr);
2771 if (max_num == 0 || j_ptr->number >= max_num) continue;
2773 if (o_ptr->number + j_ptr->number <= max_num)
2775 object_absorb(j_ptr, o_ptr);
2776 st_ptr->stock_num--;
2778 for (k = i; k < st_ptr->stock_num; k++)
2780 st_ptr->stock[k] = st_ptr->stock[k + 1];
2783 object_wipe(&st_ptr->stock[k]);
2788 ITEM_NUMBER old_num = o_ptr->number;
2789 ITEM_NUMBER remain = j_ptr->number + o_ptr->number - max_num;
2790 object_absorb(j_ptr, o_ptr);
2791 o_ptr->number = remain;
2792 if (o_ptr->tval == TV_ROD)
2794 o_ptr->pval = o_ptr->pval * remain / old_num;
2795 o_ptr->timeout = o_ptr->timeout * remain / old_num;
2797 else if (o_ptr->tval == TV_WAND)
2799 o_ptr->pval = o_ptr->pval * remain / old_num;
2810 for (int i = 0; i < st_ptr->stock_num; i++)
2813 o_ptr = &st_ptr->stock[i];
2814 if (!o_ptr->k_idx) continue;
2816 s32b o_value = object_value(o_ptr);
2818 for (j = 0; j < st_ptr->stock_num; j++)
2820 if (object_sort_comp(o_ptr, o_value, &st_ptr->stock[j])) break;
2823 if (j >= i) continue;
2829 object_copy(j_ptr, &st_ptr->stock[i]);
2830 for (int k = i; k > j; k--)
2832 object_copy(&st_ptr->stock[k], &st_ptr->stock[k - 1]);
2835 object_copy(&st_ptr->stock[j], j_ptr);
2838 st_ptr = old_st_ptr;
2839 bool old_stack_force_notes = stack_force_notes;
2840 bool old_stack_force_costs = stack_force_costs;
2841 if (store_num != STORE_HOME)
2843 stack_force_notes = old_stack_force_notes;
2844 stack_force_costs = old_stack_force_costs;
2852 * @brief 我が家にオブジェクトを加える /
2853 * Add the item "o_ptr" to the inventory of the "Home"
2854 * @param o_ptr 加えたいオブジェクトの構造体参照ポインタ
2858 * In all cases, return the slot (or -1) where the object was placed
2859 * Note that this is a hacked up version of "inven_carry()".
2860 * Also note that it may not correctly "adapt" to "knowledge" bacoming
2861 * known, the player may have to pick stuff up and drop it again.
2864 static int home_carry(player_type *player_ptr, object_type *o_ptr)
2866 if (cur_store_num != STORE_HOME)
2868 stack_force_notes = FALSE;
2869 stack_force_costs = FALSE;
2872 bool old_stack_force_notes = stack_force_notes;
2873 bool old_stack_force_costs = stack_force_costs;
2874 for (int slot = 0; slot < st_ptr->stock_num; slot++)
2877 j_ptr = &st_ptr->stock[slot];
2878 if (object_similar(j_ptr, o_ptr))
2880 object_absorb(j_ptr, o_ptr);
2881 if (cur_store_num != STORE_HOME)
2883 stack_force_notes = old_stack_force_notes;
2884 stack_force_costs = old_stack_force_costs;
2891 if (cur_store_num != STORE_HOME)
2893 stack_force_notes = old_stack_force_notes;
2894 stack_force_costs = old_stack_force_costs;
2899 * 隠し機能: オプション powerup_home が設定されていると
2902 if ((cur_store_num != STORE_HOME) || (powerup_home == TRUE))
2904 if (st_ptr->stock_num >= st_ptr->stock_size)
2911 if (st_ptr->stock_num >= ((st_ptr->stock_size) / 10))
2917 PRICE value = object_value(o_ptr);
2919 for (slot = 0; slot < st_ptr->stock_num; slot++)
2921 if (object_sort_comp(o_ptr, value, &st_ptr->stock[slot])) break;
2924 for (int i = st_ptr->stock_num; i > slot; i--)
2926 st_ptr->stock[i] = st_ptr->stock[i - 1];
2929 st_ptr->stock_num++;
2930 st_ptr->stock[slot] = *o_ptr;
2931 chg_virtue(player_ptr, V_SACRIFICE, -1);
2932 (void)combine_and_reorder_home(cur_store_num);
2938 * @brief 店舗にオブジェクトを加える /
2939 * Add the item "o_ptr" to a real stores inventory.
2940 * @param o_ptr 加えたいオブジェクトの構造体参照ポインタ
2944 * In all cases, return the slot (or -1) where the object was placed
2945 * Note that this is a hacked up version of "inven_carry()".
2946 * Also note that it may not correctly "adapt" to "knowledge" bacoming
2947 * known, the player may have to pick stuff up and drop it again.
2950 static int store_carry(object_type *o_ptr)
2952 PRICE value = object_value(o_ptr);
2953 if (value <= 0) return -1;
2954 o_ptr->ident |= IDENT_MENTAL;
2955 o_ptr->inscription = 0;
2956 o_ptr->feeling = FEEL_NONE;
2958 for (slot = 0; slot < st_ptr->stock_num; slot++)
2961 j_ptr = &st_ptr->stock[slot];
2962 if (store_object_similar(j_ptr, o_ptr))
2964 store_object_absorb(j_ptr, o_ptr);
2969 if (st_ptr->stock_num >= st_ptr->stock_size) return -1;
2971 for (slot = 0; slot < st_ptr->stock_num; slot++)
2974 j_ptr = &st_ptr->stock[slot];
2975 if (o_ptr->tval > j_ptr->tval) break;
2976 if (o_ptr->tval < j_ptr->tval) continue;
2977 if (o_ptr->sval < j_ptr->sval) break;
2978 if (o_ptr->sval > j_ptr->sval) continue;
2979 if (o_ptr->tval == TV_ROD)
2981 if (o_ptr->pval < j_ptr->pval) break;
2982 if (o_ptr->pval > j_ptr->pval) continue;
2985 PRICE j_value = object_value(j_ptr);
2986 if (value > j_value) break;
2987 if (value < j_value) continue;
2990 for (int i = st_ptr->stock_num; i > slot; i--)
2992 st_ptr->stock[i] = st_ptr->stock[i - 1];
2995 st_ptr->stock_num++;
2996 st_ptr->stock[slot] = *o_ptr;
3002 * @brief 店舗のオブジェクト数を増やす /
3003 * Add the item "o_ptr" to a real stores inventory.
3004 * @param item 増やしたいアイテムのID
3009 * Increase, by a given amount, the number of a certain item
3010 * in a certain store. This can result in zero items.
3012 * @todo numは本来ITEM_NUMBER型にしたい。
3014 static void store_item_increase(INVENTORY_IDX item, int num)
3017 o_ptr = &st_ptr->stock[item];
3018 int cnt = o_ptr->number + num;
3019 if (cnt > 255) cnt = 255;
3020 else if (cnt < 0) cnt = 0;
3022 num = cnt - o_ptr->number;
3023 o_ptr->number += (ITEM_NUMBER)num;
3028 * @brief 店舗のオブジェクト数を削除する /
3029 * Remove a slot if it is empty
3030 * @param item 削除したいアイテムのID
3033 static void store_item_optimize(INVENTORY_IDX item)
3036 o_ptr = &st_ptr->stock[item];
3037 if (!o_ptr->k_idx) return;
3038 if (o_ptr->number) return;
3040 st_ptr->stock_num--;
3041 for (int j = item; j < st_ptr->stock_num; j++)
3043 st_ptr->stock[j] = st_ptr->stock[j + 1];
3046 object_wipe(&st_ptr->stock[st_ptr->stock_num]);
3051 * @brief ブラックマーケット用の無価値品の排除判定 /
3052 * This function will keep 'crap' out of the black market.
3053 * @param player_ptr プレーヤーへの参照ポインタ
3054 * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
3055 * @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
3058 * Crap is defined as any item that is "available" elsewhere
3059 * Based on a suggestion by "Lee Vogt" <lvogt@cig.mcel.mot.com>
3062 static bool black_market_crap(player_type *player_ptr, object_type *o_ptr)
3064 if (object_is_ego(o_ptr)) return FALSE;
3066 if (o_ptr->to_a > 0) return FALSE;
3067 if (o_ptr->to_h > 0) return FALSE;
3068 if (o_ptr->to_d > 0) return FALSE;
3070 for (int i = 0; i < MAX_STORES; i++)
3072 if (i == STORE_HOME) continue;
3073 if (i == STORE_MUSEUM) continue;
3075 for (int j = 0; j < town_info[player_ptr->town_num].store[i].stock_num; j++)
3077 object_type *j_ptr = &town_info[player_ptr->town_num].store[i].stock[j];
3078 if (o_ptr->k_idx == j_ptr->k_idx) return TRUE;
3087 * @brief 店舗の品揃え変化のためにアイテムを削除する /
3088 * Attempt to delete (some of) a random item from the store
3092 * Hack -- we attempt to "maintain" piles of items when possible.
3095 static void store_delete(void)
3097 INVENTORY_IDX what = (INVENTORY_IDX)randint0(st_ptr->stock_num);
3098 int num = st_ptr->stock[what].number;
3099 if (randint0(100) < 50) num = (num + 1) / 2;
3100 if (randint0(100) < 50) num = 1;
3101 if ((st_ptr->stock[what].tval == TV_ROD) || (st_ptr->stock[what].tval == TV_WAND))
3103 st_ptr->stock[what].pval -= num * st_ptr->stock[what].pval / st_ptr->stock[what].number;
3106 store_item_increase(what, -num);
3107 store_item_optimize(what);
3112 * @brief 店舗の品揃え変化のためにアイテムを追加する /
3113 * Creates a random item and gives it to a store
3114 * @param player_ptr プレーヤーへの参照ポインタ
3118 * This algorithm needs to be rethought. A lot.
3119 * Currently, "normal" stores use a pre-built array.
3120 * Note -- the "level" given to "obj_get_num()" is a "favored"
3121 * level, that is, there is a much higher chance of getting
3122 * items with a level approaching that of the given level...
3123 * Should we check for "permission" to have the given item?
3126 static void store_create(player_type *player_ptr)
3128 if (st_ptr->stock_num >= st_ptr->stock_size) return;
3130 for (int tries = 0; tries < 4; tries++)
3134 if (cur_store_num == STORE_BLACK)
3136 /* Pick a level for object/magic */
3137 level = 25 + randint0(25);
3139 /* Random item (usually of given level) */
3140 i = get_obj_num(player_ptr, level, 0x00000000);
3142 /* Handle failure */
3143 if (i == 0) continue;
3147 i = st_ptr->table[randint0(st_ptr->table_num)];
3148 level = rand_range(1, STORE_OBJ_LEVEL);
3154 object_prep(q_ptr, i);
3155 apply_magic(player_ptr, q_ptr, level, AM_NO_FIXED_ART);
3156 if (!store_will_buy(q_ptr)) continue;
3158 if (q_ptr->tval == TV_LITE)
3160 if (q_ptr->sval == SV_LITE_TORCH) q_ptr->xtra4 = FUEL_TORCH / 2;
3161 if (q_ptr->sval == SV_LITE_LANTERN) q_ptr->xtra4 = FUEL_LAMP / 2;
3164 object_known(q_ptr);
3165 q_ptr->ident |= IDENT_STORE;
3166 if (q_ptr->tval == TV_CHEST) continue;
3168 if (cur_store_num == STORE_BLACK)
3170 if (black_market_crap(player_ptr, q_ptr)) continue;
3171 if (object_value(q_ptr) < 10) continue;
3175 if (object_value(q_ptr) <= 0) continue;
3178 mass_produce(q_ptr);
3179 (void)store_carry(q_ptr);
3186 * @brief 店舗の割引対象外にするかどうかを判定 /
3187 * Eliminate need to bargain if player has haggled well in the past
3188 * @param minprice アイテムの最低販売価格
3189 * @return 割引を禁止するならTRUEを返す。
3191 static bool noneedtobargain(PRICE minprice)
3193 PRICE good = st_ptr->good_buy;
3194 PRICE bad = st_ptr->bad_buy;
3195 if (minprice < 10L) return TRUE;
3196 if (good == MAX_SHORT) return TRUE;
3197 if (good > ((3 * bad) + (5 + (minprice / 50)))) return TRUE;
3204 * @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 /
3205 * Update the bargain info
3206 * @param price 実際の取引価格
3207 * @param minprice 店主の提示した価格
3211 static void updatebargain(PRICE price, PRICE minprice, int num)
3213 if (!manual_haggle) return;
3214 if ((minprice / num) < 10L) return;
3215 if (price == minprice)
3217 if (st_ptr->good_buy < MAX_SHORT)
3224 if (st_ptr->bad_buy < MAX_SHORT)
3233 * @brief 店の商品リストを再表示する /
3234 * Re-displays a single store entry
3235 * @param player_ptr プレーヤーへの参照ポインタ
3239 static void display_entry(player_type *player_ptr, int pos)
3242 o_ptr = &st_ptr->stock[pos];
3243 int i = (pos % store_bottom);
3245 /* Label it, clear the line --(-- */
3247 (void)sprintf(out_val, "%c) ", ((i > 25) ? toupper(I2A(i - 26)) : I2A(i)));
3248 prt(out_val, i + 6, 0);
3251 if (show_item_graph)
3253 TERM_COLOR a = object_attr(o_ptr);
3254 SYMBOL_CODE c = object_char(o_ptr);
3256 Term_queue_bigchar(cur_col, i + 6, a, c, 0, 0);
3257 if (use_bigtile) cur_col++;
3262 /* Describe an item in the home */
3264 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
3267 if (show_weights) maxwid -= 10;
3269 GAME_TEXT o_name[MAX_NLEN];
3270 object_desc(player_ptr, o_name, o_ptr, 0);
3271 o_name[maxwid] = '\0';
3272 c_put_str(tval_to_attr[o_ptr->tval], o_name, i + 6, cur_col);
3275 WEIGHT wgt = o_ptr->weight;
3277 sprintf(out_val, "%3d.%1d kg", lbtokg1(wgt), lbtokg2(wgt));
3278 put_str(out_val, i + 6, 67);
3280 (void)sprintf(out_val, "%3d.%d lb", wgt / 10, wgt % 10);
3281 put_str(out_val, i + 6, 68);
3290 if (show_weights) maxwid -= 7;
3292 GAME_TEXT o_name[MAX_NLEN];
3293 object_desc(player_ptr, o_name, o_ptr, 0);
3294 o_name[maxwid] = '\0';
3295 c_put_str(tval_to_attr[o_ptr->tval], o_name, i + 6, cur_col);
3299 int wgt = o_ptr->weight;
3301 sprintf(out_val, "%3d.%1d", lbtokg1(wgt), lbtokg2(wgt));
3302 put_str(out_val, i + 6, 60);
3304 (void)sprintf(out_val, "%3d.%d", wgt / 10, wgt % 10);
3305 put_str(out_val, i + 6, 61);
3311 if (o_ptr->ident & (IDENT_FIXED))
3313 x = price_item(player_ptr, o_ptr, ot_ptr->min_inflate, FALSE);
3315 (void)sprintf(out_val, "%9ld固", (long)x);
3317 (void)sprintf(out_val, "%9ld F", (long)x);
3319 put_str(out_val, i + 6, 68);
3325 x = price_item(player_ptr, o_ptr, ot_ptr->min_inflate, FALSE);
3326 if (!noneedtobargain(x)) x += x / 10;
3328 (void)sprintf(out_val, "%9ld ", (long)x);
3329 put_str(out_val, i + 6, 68);
3333 x = price_item(player_ptr, o_ptr, ot_ptr->max_inflate, FALSE);
3334 (void)sprintf(out_val, "%9ld ", (long)x);
3335 put_str(out_val, i + 6, 68);
3340 * @brief 店の商品リストを表示する /
3341 * Displays a store's inventory -RAK-
3342 * @param player_ptr プレーヤーへの参照ポインタ
3345 * All prices are listed as "per individual object". -BEN-
3347 static void display_store_inventory(player_type *player_ptr)
3350 for (k = 0; k < store_bottom; k++)
3352 if (store_top + k >= st_ptr->stock_num) break;
3354 display_entry(player_ptr, store_top + k);
3357 for (int i = k; i < store_bottom + 1; i++)
3361 put_str(" ", 5, 20);
3363 put_str(" ", 5, 22);
3366 if (st_ptr->stock_num > store_bottom)
3368 prt(_("-続く-", "-more-"), k + 6, 3);
3369 put_str(format(_("(%dページ) ", "(Page %d) "), store_top / store_bottom + 1), 5, _(20, 22));
3372 if (cur_store_num == STORE_HOME || cur_store_num == STORE_MUSEUM)
3374 k = st_ptr->stock_size;
3375 if (cur_store_num == STORE_HOME && !powerup_home) k /= 10;
3377 put_str(format("アイテム数: %4d/%4d", st_ptr->stock_num, k), 19 + xtra_stock, 27);
3379 put_str(format("Objects: %4d/%4d", st_ptr->stock_num, k), 19 + xtra_stock, 30);
3386 * @brief プレイヤーの所持金を表示する /
3387 * Displays players gold -RAK-
3388 * @param player_ptr プレーヤーへの参照ポインタ
3392 static void store_prt_gold(player_type *player_ptr)
3394 prt(_("手持ちのお金: ", "Gold Remaining: "), 19 + xtra_stock, 53);
3396 sprintf(out_val, "%9ld", (long)player_ptr->au);
3397 prt(out_val, 19 + xtra_stock, 68);
3402 * @brief 店舗情報全体を表示するメインルーチン /
3403 * Displays store (after clearing screen) -RAK-
3404 * @param player_ptr プレーヤーへの参照ポインタ
3408 static void display_store(player_type *player_ptr)
3411 if (cur_store_num == STORE_HOME)
3413 put_str(_("我が家", "Your Home"), 3, 31);
3414 put_str(_("アイテムの一覧", "Item Description"), 5, 4);
3417 put_str(_(" 重さ", "Weight"), 5, 70);
3420 store_prt_gold(player_ptr);
3421 display_store_inventory(player_ptr);
3425 if (cur_store_num == STORE_MUSEUM)
3427 put_str(_("博物館", "Museum"), 3, 31);
3428 put_str(_("アイテムの一覧", "Item Description"), 5, 4);
3431 put_str(_(" 重さ", "Weight"), 5, 70);
3434 store_prt_gold(player_ptr);
3435 display_store_inventory(player_ptr);
3439 concptr store_name = (f_name + f_info[cur_store_feat].name);
3440 concptr owner_name = (ot_ptr->owner_name);
3441 concptr race_name = race_info[ot_ptr->owner_race].title;
3443 sprintf(buf, "%s (%s)", owner_name, race_name);
3444 put_str(buf, 3, 10);
3446 sprintf(buf, "%s (%ld)", store_name, (long)(ot_ptr->max_cost));
3449 put_str(_("商品の一覧", "Item Description"), 5, 5);
3452 put_str(_(" 重さ", "Weight"), 5, 60);
3455 put_str(_(" 価格", "Price"), 5, 72);
3456 store_prt_gold(player_ptr);
3457 display_store_inventory(player_ptr);
3462 * @brief 店舗からアイテムを選択する /
3463 * Get the ID of a store item and return its value -RAK-
3464 * @param com_val 選択IDを返す参照ポインタ
3465 * @param pmt メッセージキャプション
3468 * @return 実際に選択したらTRUE、キャンセルしたらFALSE
3470 static int get_stock(COMMAND_CODE *com_val, concptr pmt, int i, int j)
3472 if (repeat_pull(com_val) && (*com_val >= i) && (*com_val <= j))
3480 char hi = (j > 25) ? toupper(I2A(j - 26)) : I2A(j);
3483 (void)sprintf(out_val, "(%s:%c-%c, ESCで中断) %s",
3484 (((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) ? "アイテム" : "商品"),
3487 (void)sprintf(out_val, "(Items %c-%c, ESC to exit) %s",
3494 if (!get_com(out_val, &command, FALSE)) break;
3497 if (islower(command))
3499 else if (isupper(command))
3500 k = A2I(tolower(command)) + 26;
3504 if ((k >= i) && (k <= j))
3514 if (command == ESCAPE) return FALSE;
3516 repeat_push(*com_val);
3522 * @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 /
3523 * Increase the insult counter and get angry if too many -RAK-
3524 * @return プレイヤーを締め出す場合TRUEを返す
3526 static int increase_insults(void)
3528 st_ptr->insult_cur++;
3529 if (st_ptr->insult_cur <= ot_ptr->insult_max) return FALSE;
3533 st_ptr->insult_cur = 0;
3534 st_ptr->good_buy = 0;
3535 st_ptr->bad_buy = 0;
3536 st_ptr->store_open = current_world_ptr->game_turn + TURNS_PER_TICK * TOWN_DAWN / 8 + randint1(TURNS_PER_TICK*TOWN_DAWN / 8);
3543 * @brief 店主の不満度を減らす /
3544 * Decrease insults -RAK-
3545 * @return プレイヤーを締め出す場合TRUEを返す
3547 static void decrease_insults(void)
3549 if (st_ptr->insult_cur) st_ptr->insult_cur--;
3554 * @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 /
3555 * Have insulted while haggling -RAK-
3556 * @return プレイヤーを締め出す場合TRUEを返す
3558 static int haggle_insults(void)
3560 if (increase_insults()) return TRUE;
3567 * Mega-Hack -- Enable "increments"
3569 static bool allow_inc = FALSE;
3572 * Mega-Hack -- Last "increment" during haggling
3574 static s32b last_inc = 0L;
3577 * @brief 交渉価格を確認と認証の是非を行う /
3580 * @param poffer 別途価格提示をした場合の値を返す参照ポインタ
3581 * @param price 現在の交渉価格
3582 * @param final 最終確定価格ならばTRUE
3583 * @return プレイヤーを締め出す場合TRUEを返す
3585 static int get_haggle(concptr pmt, s32b *poffer, PRICE price, int final)
3588 if (!allow_inc) last_inc = 0L;
3592 sprintf(buf, _("%s [承諾] ", "%s [accept] "), pmt);
3594 else if (last_inc < 0)
3596 sprintf(buf, _("%s [-$%ld] ", "%s [-%ld] "), pmt, (long)(ABS(last_inc)));
3598 else if (last_inc > 0)
3600 sprintf(buf, _("%s [+$%ld] ", "%s [+%ld] "), pmt, (long)(ABS(last_inc)));
3604 sprintf(buf, "%s ", pmt);
3608 GAME_TEXT out_val[160];
3613 strcpy(out_val, "");
3616 * Ask the user for a response.
3617 * Don't allow to use numpad as cursor key.
3619 res = askfor_aux(out_val, 32, FALSE);
3621 if (!res) return FALSE;
3624 for (p = out_val; *p == ' '; p++) /* loop */;
3635 if (allow_inc && last_inc)
3637 *poffer += last_inc;
3641 msg_print(_("値がおかしいです。", "Invalid response."));
3646 if ((*p == '+' || *p == '-'))
3668 * @brief 店主がプレイヤーからの交渉価格を判断する /
3669 * Receive an offer (from the player)
3671 * @param poffer 店主からの交渉価格を返す参照ポインタ
3672 * @param last_offer 現在の交渉価格
3673 * @param factor 店主の価格基準倍率
3674 * @param price アイテムの実価値
3675 * @param final 最終価格確定ならばTRUE
3676 * @return プレイヤーの価格に対して不服ならばTRUEを返す /
3677 * Return TRUE if offer is NOT okay
3679 static bool receive_offer(concptr pmt, s32b *poffer, s32b last_offer, int factor, PRICE price, int final)
3683 if (!get_haggle(pmt, poffer, price, final)) return TRUE;
3684 if (((*poffer) * factor) >= (last_offer * factor)) break;
3685 if (haggle_insults()) return TRUE;
3687 (*poffer) = last_offer;
3695 * @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 /
3696 * Haggling routine -RAK-
3697 * @param player_ptr プレーヤーへの参照ポインタ
3698 * @param o_ptr オブジェクトの構造体参照ポインタ
3699 * @param price 最終価格を返す参照ポインタ
3700 * @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 /
3701 * Return TRUE if purchase is NOT successful
3703 static bool purchase_haggle(player_type *player_ptr, object_type *o_ptr, s32b *price)
3705 s32b cur_ask = price_item(player_ptr, o_ptr, ot_ptr->max_inflate, FALSE);
3706 s32b final_ask = price_item(player_ptr, o_ptr, ot_ptr->min_inflate, FALSE);
3707 int noneed = noneedtobargain(final_ask);
3709 concptr pmt = _("提示価格", "Asking");
3710 if (noneed || !manual_haggle)
3714 msg_print(_("結局この金額にまとまった。", "You eventually agree upon the price."));
3719 msg_print(_("すんなりとこの金額にまとまった。", "You quickly agree upon the price."));
3721 final_ask += final_ask / 10;
3724 cur_ask = final_ask;
3725 pmt = _("最終提示価格", "Final Offer");
3729 cur_ask *= o_ptr->number;
3730 final_ask *= o_ptr->number;
3731 s32b min_per = ot_ptr->haggle_per;
3732 s32b max_per = min_per * 3;
3733 s32b last_offer = object_value(o_ptr) * o_ptr->number;
3734 last_offer = last_offer * (200 - (int)(ot_ptr->max_inflate)) / 100L;
3735 if (last_offer <= 0) last_offer = 1;
3741 bool cancel = FALSE;
3745 bool loop_flag = TRUE;
3747 while (!flag && loop_flag)
3750 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
3751 put_str(out_val, 1, 0);
3752 cancel = receive_offer(_("提示する金額? ", "What do you offer? "), &offer, last_offer, 1, cur_ask, final);
3757 else if (offer > cur_ask)
3762 else if (offer == cur_ask)
3775 s32b x1 = 100 * (offer - last_offer) / (cur_ask - last_offer);
3778 if (haggle_insults())
3784 else if (x1 > max_per)
3787 if (x1 < max_per) x1 = max_per;
3790 s32b x2 = rand_range(x1 - 2, x1 + 2);
3791 s32b x3 = ((cur_ask - offer) * x2 / 100L) + 1;
3795 if (cur_ask < final_ask)
3798 cur_ask = final_ask;
3799 pmt = _("最終提示価格", "What do you offer? ");
3803 (void)(increase_insults());
3808 else if (offer >= cur_ask)
3818 (void)sprintf(out_val, _("前回の提示金額: $%ld", "Your last offer: %ld"), (long)last_offer);
3819 put_str(out_val, 1, 39);
3820 say_comment_2(cur_ask, annoyed);
3823 if (cancel) return TRUE;
3825 updatebargain(*price, final_ask, o_ptr->number);
3831 * @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 /
3832 * Haggling routine -RAK-
3833 * @param player_ptr プレーヤーへの参照ポインタ
3834 * @param o_ptr オブジェクトの構造体参照ポインタ
3835 * @param price 最終価格を返す参照ポインタ
3836 * @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 /
3837 * Return TRUE if purchase is NOT successful
3839 static bool sell_haggle(player_type *player_ptr, object_type *o_ptr, s32b *price)
3841 s32b cur_ask = price_item(player_ptr, o_ptr, ot_ptr->max_inflate, TRUE);
3842 s32b final_ask = price_item(player_ptr, o_ptr, ot_ptr->min_inflate, TRUE);
3843 int noneed = noneedtobargain(final_ask);
3844 s32b purse = (s32b)(ot_ptr->max_cost);
3846 concptr pmt = _("提示金額", "Offer");
3847 if (noneed || !manual_haggle || (final_ask >= purse))
3849 if (!manual_haggle && !noneed)
3851 final_ask -= final_ask / 10;
3854 if (final_ask >= purse)
3856 msg_print(_("即座にこの金額にまとまった。", "You instantly agree upon the price."));
3862 msg_print(_("結局この金額にまとまった。", "You eventually agree upon the price."));
3867 msg_print(_("すんなりとこの金額にまとまった。", "You quickly agree upon the price."));
3871 cur_ask = final_ask;
3873 pmt = _("最終提示金額", "Final Offer");
3876 cur_ask *= o_ptr->number;
3877 final_ask *= o_ptr->number;
3879 s32b min_per = ot_ptr->haggle_per;
3880 s32b max_per = min_per * 3;
3881 s32b last_offer = object_value(o_ptr) * o_ptr->number;
3882 last_offer = last_offer * ot_ptr->max_inflate / 100L;
3888 bool cancel = FALSE;
3897 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
3898 put_str(out_val, 1, 0);
3899 cancel = receive_offer(_("提示する価格? ", "What price do you ask? "),
3900 &offer, last_offer, -1, cur_ask, final);
3906 else if (offer < cur_ask)
3911 else if (offer == cur_ask)
3921 if (flag || !loop_flag) break;
3926 s32b x1 = 100 * (last_offer - offer) / (last_offer - cur_ask);
3929 if (haggle_insults())
3935 else if (x1 > max_per)
3938 if (x1 < max_per) x1 = max_per;
3941 s32b x2 = rand_range(x1 - 2, x1 + 2);
3942 s32b x3 = ((offer - cur_ask) * x2 / 100L) + 1;
3946 if (cur_ask > final_ask)
3948 cur_ask = final_ask;
3950 pmt = _("最終提示金額", "Final Offer");
3957 /* 追加 $0 で買い取られてしまうのを防止 By FIRST*/
3960 (void)(increase_insults());
3963 else if (offer <= cur_ask)
3973 (void)sprintf(out_val, _("前回の提示価格 $%ld", "Your last bid %ld"), (long)last_offer);
3974 put_str(out_val, 1, 39);
3975 say_comment_3(cur_ask, annoyed);
3978 if (cancel) return TRUE;
3980 updatebargain(*price, final_ask, o_ptr->number);
3986 * @brief 店からの購入処理のメインルーチン /
3987 * Buy an item from a store -RAK-
3988 * @param player_ptr プレーヤーへの参照ポインタ
3991 static void store_purchase(player_type *player_ptr)
3993 if (cur_store_num == STORE_MUSEUM)
3995 msg_print(_("博物館から取り出すことはできません。", "Museum."));
3999 if (st_ptr->stock_num <= 0)
4001 if (cur_store_num == STORE_HOME)
4002 msg_print(_("我が家には何も置いてありません。", "Your home is empty."));
4004 msg_print(_("現在商品の在庫を切らしています。", "I am currently out of stock."));
4008 int i = (st_ptr->stock_num - store_top);
4009 if (i > store_bottom) i = store_bottom;
4013 /* ブラックマーケットの時は別のメッセージ */
4014 switch (cur_store_num) {
4016 sprintf(out_val, "どのアイテムを取りますか? ");
4019 sprintf(out_val, "どれ? ");
4022 sprintf(out_val, "どの品物が欲しいんだい? ");
4026 if (cur_store_num == STORE_HOME)
4028 sprintf(out_val, "Which item do you want to take? ");
4032 sprintf(out_val, "Which item are you interested in? ");
4037 if (!get_stock(&item, out_val, 0, i - 1)) return;
4039 item = item + store_top;
4041 o_ptr = &st_ptr->stock[item];
4042 ITEM_NUMBER amt = 1;
4046 object_copy(j_ptr, o_ptr);
4049 * If a rod or wand, allocate total maximum timeouts or charges
4050 * between those purchased and left on the shelf.
4052 reduce_charges(j_ptr, o_ptr->number - amt);
4053 j_ptr->number = amt;
4054 if (!inven_carry_okay(j_ptr))
4056 msg_print(_("そんなにアイテムを持てない。", "You cannot carry that many different items."));
4060 PRICE best = price_item(player_ptr, j_ptr, ot_ptr->min_inflate, FALSE);
4061 if (o_ptr->number > 1)
4063 if ((cur_store_num != STORE_HOME) &&
4064 (o_ptr->ident & IDENT_FIXED))
4066 msg_format(_("一つにつき $%ldです。", "That costs %ld gold per item."), (long)(best));
4069 amt = get_quantity(NULL, o_ptr->number);
4070 if (amt <= 0) return;
4074 object_copy(j_ptr, o_ptr);
4077 * If a rod or wand, allocate total maximum timeouts or charges
4078 * between those purchased and left on the shelf.
4080 reduce_charges(j_ptr, o_ptr->number - amt);
4081 j_ptr->number = amt;
4082 if (!inven_carry_okay(j_ptr))
4084 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."));
4089 COMMAND_CODE item_new;
4091 if (cur_store_num == STORE_HOME)
4093 bool combined_or_reordered;
4094 distribute_charges(o_ptr, j_ptr, amt);
4095 item_new = inven_carry(player_ptr, j_ptr);
4096 GAME_TEXT o_name[MAX_NLEN];
4097 object_desc(player_ptr, o_name, &player_ptr->inventory_list[item_new], 0);
4099 msg_format(_("%s(%c)を取った。", "You have %s (%c)."), o_name, index_to_label(item_new));
4100 handle_stuff(player_ptr);
4102 i = st_ptr->stock_num;
4103 store_item_increase(item, -amt);
4104 store_item_optimize(item);
4105 combined_or_reordered = combine_and_reorder_home(STORE_HOME);
4106 if (i == st_ptr->stock_num)
4108 if (combined_or_reordered) display_store_inventory(player_ptr);
4109 else display_entry(player_ptr, item);
4113 if (st_ptr->stock_num == 0) store_top = 0;
4114 else if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
4115 display_store_inventory(player_ptr);
4117 chg_virtue(player_ptr, V_SACRIFICE, 1);
4123 if (o_ptr->ident & (IDENT_FIXED))
4126 price = (best * j_ptr->number);
4130 GAME_TEXT o_name[MAX_NLEN];
4131 object_desc(player_ptr, o_name, j_ptr, 0);
4132 msg_format(_("%s(%c)を購入する。", "Buying %s (%c)."), o_name, I2A(item));
4134 choice = purchase_haggle(player_ptr, j_ptr, &price);
4135 if (st_ptr->store_open >= current_world_ptr->game_turn) return;
4138 if (choice != 0) return;
4139 if (price == (best * j_ptr->number)) o_ptr->ident |= (IDENT_FIXED);
4140 if (player_ptr->au < price)
4142 msg_print(_("お金が足りません。", "You do not have enough gold."));
4146 say_comment_1(player_ptr);
4147 if (cur_store_num == STORE_BLACK)
4148 chg_virtue(player_ptr, V_JUSTICE, -1);
4149 if ((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
4150 chg_virtue(player_ptr, V_NATURE, -1);
4154 player_ptr->au -= price;
4155 store_prt_gold(player_ptr);
4156 object_aware(player_ptr, j_ptr);
4157 j_ptr->ident &= ~(IDENT_FIXED);
4158 GAME_TEXT o_name[MAX_NLEN];
4159 object_desc(player_ptr, o_name, j_ptr, 0);
4161 msg_format(_("%sを $%ldで購入しました。", "You bought %s for %ld gold."), o_name, (long)price);
4163 strcpy(record_o_name, o_name);
4164 record_turn = current_world_ptr->game_turn;
4166 if (record_buy) exe_write_diary(player_ptr, DIARY_BUY, 0, o_name);
4167 object_desc(player_ptr, o_name, o_ptr, OD_NAME_ONLY);
4168 if (record_rand_art && o_ptr->art_name)
4169 exe_write_diary(player_ptr, DIARY_ART, 0, o_name);
4171 j_ptr->inscription = 0;
4172 j_ptr->feeling = FEEL_NONE;
4173 j_ptr->ident &= ~(IDENT_STORE);
4174 item_new = inven_carry(player_ptr, j_ptr);
4176 object_desc(player_ptr, o_name, &player_ptr->inventory_list[item_new], 0);
4177 msg_format(_("%s(%c)を手に入れた。", "You have %s (%c)."), o_name, index_to_label(item_new));
4178 autopick_alter_item(player_ptr, item_new, FALSE);
4179 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
4181 o_ptr->pval -= j_ptr->pval;
4184 handle_stuff(player_ptr);
4185 i = st_ptr->stock_num;
4186 store_item_increase(item, -amt);
4187 store_item_optimize(item);
4188 if (st_ptr->stock_num == 0)
4190 if (one_in_(STORE_SHUFFLE))
4193 msg_print(_("店主は引退した。", "The shopkeeper retires."));
4194 store_shuffle(player_ptr, cur_store_num);
4197 sprintf(buf, "%s (%s)",
4198 ot_ptr->owner_name, race_info[ot_ptr->owner_race].title);
4199 put_str(buf, 3, 10);
4200 sprintf(buf, "%s (%ld)",
4201 (f_name + f_info[cur_store_feat].name), (long)(ot_ptr->max_cost));
4206 msg_print(_("店主は新たな在庫を取り出した。", "The shopkeeper brings out some new stock."));
4209 for (i = 0; i < 10; i++)
4211 store_maint(player_ptr, player_ptr->town_num, cur_store_num);
4215 display_store_inventory(player_ptr);
4217 else if (st_ptr->stock_num != i)
4219 if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
4220 display_store_inventory(player_ptr);
4224 display_entry(player_ptr, item);
4230 * @brief 店からの売却処理のメインルーチン /
4231 * Sell an item to the store (or home)
4232 * @param owner_ptr プレーヤーへの参照ポインタ
4235 static void store_sell(player_type *owner_ptr)
4238 if (cur_store_num == STORE_HOME)
4239 q = _("どのアイテムを置きますか? ", "Drop which item? ");
4240 else if (cur_store_num == STORE_MUSEUM)
4241 q = _("どのアイテムを寄贈しますか? ", "Give which item? ");
4243 q = _("どのアイテムを売りますか? ", "Sell which item? ");
4245 item_tester_hook = store_will_buy;
4247 /* 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 */
4249 if (cur_store_num == STORE_HOME)
4251 s = _("置けるアイテムを持っていません。", "You don't have any item to drop.");
4253 else if (cur_store_num == STORE_MUSEUM)
4255 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.");
4259 s = _("欲しい物がないですねえ。", "You have nothing that I want.");
4264 o_ptr = choose_object(owner_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
4267 if ((item >= INVEN_RARM) && object_is_cursed(o_ptr))
4269 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."));
4274 if (o_ptr->number > 1)
4276 amt = get_quantity(NULL, o_ptr->number);
4277 if (amt <= 0) return;
4283 object_copy(q_ptr, o_ptr);
4284 q_ptr->number = amt;
4287 * Hack -- If a rod or wand, allocate total maximum
4288 * timeouts or charges to those being sold. -LM-
4290 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
4292 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
4295 GAME_TEXT o_name[MAX_NLEN];
4296 object_desc(owner_ptr, o_name, q_ptr, 0);
4298 /* Remove any inscription, feeling for stores */
4299 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
4301 q_ptr->inscription = 0;
4302 q_ptr->feeling = FEEL_NONE;
4305 /* Is there room in the store (or the home?) */
4306 if (!store_check_num(q_ptr))
4308 if (cur_store_num == STORE_HOME)
4309 msg_print(_("我が家にはもう置く場所がない。", "Your home is full."));
4311 else if (cur_store_num == STORE_MUSEUM)
4312 msg_print(_("博物館はもう満杯だ。", "Museum is full."));
4315 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."));
4321 PRICE price, value, dummy;
4322 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
4324 msg_format(_("%s(%c)を売却する。", "Selling %s (%c)."), o_name, index_to_label(item));
4327 choice = sell_haggle(owner_ptr, q_ptr, &price);
4328 if (st_ptr->store_open >= current_world_ptr->game_turn) return;
4332 say_comment_1(owner_ptr);
4334 if (cur_store_num == STORE_BLACK)
4335 chg_virtue(owner_ptr, V_JUSTICE, -1);
4337 if ((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
4338 chg_virtue(owner_ptr, V_NATURE, 1);
4341 owner_ptr->au += price;
4342 store_prt_gold(owner_ptr);
4343 dummy = object_value(q_ptr) * q_ptr->number;
4345 identify_item(owner_ptr, o_ptr);
4347 object_copy(q_ptr, o_ptr);
4348 q_ptr->number = amt;
4349 q_ptr->ident |= IDENT_STORE;
4352 * Hack -- If a rod or wand, let the shopkeeper know just
4353 * how many charges he really paid for. -LM-
4355 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
4357 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
4360 value = object_value(q_ptr) * q_ptr->number;
4361 object_desc(owner_ptr, o_name, q_ptr, 0);
4362 msg_format(_("%sを $%ldで売却しました。", "You sold %s for %ld gold."), o_name, (long)price);
4364 if (record_sell) exe_write_diary(owner_ptr, DIARY_SELL, 0, o_name);
4366 if (!((o_ptr->tval == TV_FIGURINE) && (value > 0)))
4368 purchase_analyze(owner_ptr, price, value, dummy);
4372 * Hack -- Allocate charges between those wands or rods sold
4373 * and retained, unless all are being sold. -LM-
4375 distribute_charges(o_ptr, q_ptr, amt);
4377 inven_item_increase(owner_ptr, item, -amt);
4378 inven_item_describe(owner_ptr, item);
4379 if (o_ptr->number > 0)
4380 autopick_alter_item(owner_ptr, item, FALSE);
4382 inven_item_optimize(owner_ptr, item);
4383 handle_stuff(owner_ptr);
4384 int item_pos = store_carry(q_ptr);
4387 store_top = (item_pos / store_bottom) * store_bottom;
4388 display_store_inventory(owner_ptr);
4392 else if (cur_store_num == STORE_MUSEUM)
4394 char o2_name[MAX_NLEN];
4395 object_desc(owner_ptr, o2_name, q_ptr, OD_NAME_ONLY);
4397 if (-1 == store_check_num(q_ptr))
4399 msg_print(_("それと同じ品物は既に博物館にあるようです。", "The Museum already has one of those items."));
4403 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 back items which have been donated to the Museum!!"));
4406 if (!get_check(format(_("本当に%sを寄贈しますか?", "Really give %s to the Museum? "), o2_name))) return;
4408 identify_item(owner_ptr, q_ptr);
4409 q_ptr->ident |= IDENT_MENTAL;
4411 distribute_charges(o_ptr, q_ptr, amt);
4412 msg_format(_("%sを置いた。(%c)", "You drop %s (%c)."), o_name, index_to_label(item));
4415 vary_item(owner_ptr, item, -amt);
4416 handle_stuff(owner_ptr);
4418 int item_pos = home_carry(owner_ptr, q_ptr);
4421 store_top = (item_pos / store_bottom) * store_bottom;
4422 display_store_inventory(owner_ptr);
4427 distribute_charges(o_ptr, q_ptr, amt);
4428 msg_format(_("%sを置いた。(%c)", "You drop %s (%c)."), o_name, index_to_label(item));
4430 vary_item(owner_ptr, item, -amt);
4431 handle_stuff(owner_ptr);
4432 int item_pos = home_carry(owner_ptr, q_ptr);
4435 store_top = (item_pos / store_bottom) * store_bottom;
4436 display_store_inventory(owner_ptr);
4440 if ((choice == 0) && (item >= INVEN_RARM))
4442 calc_android_exp(owner_ptr);
4443 verify_equip_slot(owner_ptr, item);
4449 * @brief 店のアイテムを調べるコマンドのメインルーチン /
4450 * Examine an item in a store -JDL-
4453 static void store_examine(player_type *player_ptr)
4455 if (st_ptr->stock_num <= 0)
4457 if (cur_store_num == STORE_HOME)
4458 msg_print(_("我が家には何も置いてありません。", "Your home is empty."));
4459 else if (cur_store_num == STORE_MUSEUM)
4460 msg_print(_("博物館には何も置いてありません。", "Museum is empty."));
4462 msg_print(_("現在商品の在庫を切らしています。", "I am currently out of stock."));
4466 int i = (st_ptr->stock_num - store_top);
4467 if (i > store_bottom) i = store_bottom;
4470 sprintf(out_val, _("どれを調べますか?", "Which item do you want to examine? "));
4473 if (!get_stock(&item, out_val, 0, i - 1)) return;
4474 item = item + store_top;
4476 o_ptr = &st_ptr->stock[item];
4477 if (!(o_ptr->ident & IDENT_MENTAL))
4479 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."));
4483 GAME_TEXT o_name[MAX_NLEN];
4484 object_desc(player_ptr, o_name, o_ptr, 0);
4485 msg_format(_("%sを調べている...", "Examining %s..."), o_name);
4487 if (!screen_object(player_ptr, o_ptr, SCROBJ_FORCE_DETAIL))
4488 msg_print(_("特に変わったところはないようだ。", "You see nothing special."));
4495 * @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 /
4496 * Remove an item from museum (Originally from TOband)
4497 * @param player_ptr プレーヤーへの参照ポインタ
4500 static void museum_remove_object(player_type *player_ptr)
4502 if (st_ptr->stock_num <= 0)
4504 msg_print(_("博物館には何も置いてありません。", "Museum is empty."));
4508 int i = st_ptr->stock_num - store_top;
4509 if (i > store_bottom) i = store_bottom;
4512 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? "));
4515 if (!get_stock(&item, out_val, 0, i - 1)) return;
4517 item = item + store_top;
4519 o_ptr = &st_ptr->stock[item];
4521 GAME_TEXT o_name[MAX_NLEN];
4522 object_desc(player_ptr, o_name, o_ptr, 0);
4524 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!", "Once removed from the Museum, an item will be gone forever!"));
4525 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;
4527 msg_format(_("%sの展示をやめさせた。", "You ordered to remove %s."), o_name);
4529 store_item_increase(item, -o_ptr->number);
4530 store_item_optimize(item);
4532 (void)combine_and_reorder_home(STORE_MUSEUM);
4533 if (st_ptr->stock_num == 0) store_top = 0;
4535 else if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
4536 display_store_inventory(player_ptr);
4541 * Hack -- set this to leave the store
4543 static bool leave_store = FALSE;
4547 * @brief 店舗処理コマンド選択のメインルーチン /
4548 * Process a command in a store
4549 * @param client_ptr 顧客となるクリーチャーの参照ポインタ
4553 * Note that we must allow the use of a few "special" commands
4554 * in the stores which are not allowed in the dungeon, and we
4555 * must disable some commands which are allowed in the dungeon
4556 * but not in the stores, to prevent chaos.
4559 static void store_process_command(player_type *client_ptr)
4562 if (rogue_like_commands && command_cmd == 'l')
4567 switch (command_cmd)
4577 /* 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 */
4578 if (st_ptr->stock_num <= store_bottom) {
4579 msg_print(_("これで全部です。", "Entire inventory is shown."));
4582 store_top -= store_bottom;
4584 store_top = ((st_ptr->stock_num - 1) / store_bottom) * store_bottom;
4585 if ((cur_store_num == STORE_HOME) && (powerup_home == FALSE))
4586 if (store_top >= store_bottom) store_top = store_bottom;
4587 display_store_inventory(client_ptr);
4594 if (st_ptr->stock_num <= store_bottom)
4596 msg_print(_("これで全部です。", "Entire inventory is shown."));
4600 store_top += store_bottom;
4602 * 隠しオプション(powerup_home)がセットされていないときは
4603 * 我が家では 2 ページまでしか表示しない
4605 if ((cur_store_num == STORE_HOME) &&
4606 (powerup_home == FALSE) &&
4607 (st_ptr->stock_num >= STORE_INVEN_MAX))
4609 if (store_top >= (STORE_INVEN_MAX - 1))
4616 if (store_top >= st_ptr->stock_num) store_top = 0;
4619 display_store_inventory(client_ptr);
4626 do_cmd_redraw(client_ptr);
4627 display_store(client_ptr);
4632 store_purchase(client_ptr);
4637 store_sell(client_ptr);
4642 store_examine(client_ptr);
4651 do_cmd_wield(client_ptr);
4656 do_cmd_takeoff(client_ptr);
4661 do_cmd_destroy(client_ptr);
4666 do_cmd_equip(client_ptr);
4671 do_cmd_inven(client_ptr);
4676 do_cmd_observe(client_ptr);
4681 toggle_inventory_equipment(client_ptr);
4686 if ((client_ptr->pclass == CLASS_MINDCRAFTER) ||
4687 (client_ptr->pclass == CLASS_BERSERKER) ||
4688 (client_ptr->pclass == CLASS_NINJA) ||
4689 (client_ptr->pclass == CLASS_MIRROR_MASTER)
4690 ) do_cmd_mind_browse(client_ptr);
4691 else if (client_ptr->pclass == CLASS_SMITH)
4692 do_cmd_kaji(client_ptr, TRUE);
4693 else if (client_ptr->pclass == CLASS_MAGIC_EATER)
4694 do_cmd_magic_eater(client_ptr, TRUE, FALSE);
4695 else if (client_ptr->pclass == CLASS_SNIPER)
4696 do_cmd_snipe_browse(client_ptr);
4697 else do_cmd_browse(client_ptr);
4702 do_cmd_inscribe(client_ptr);
4707 do_cmd_uninscribe(client_ptr);
4712 do_cmd_help(client_ptr);
4717 do_cmd_query_symbol(client_ptr);
4722 client_ptr->town_num = old_town_num;
4723 do_cmd_player_status(client_ptr);
4724 client_ptr->town_num = inner_town_num;
4725 display_store(client_ptr);
4735 client_ptr->town_num = old_town_num;
4736 do_cmd_pref(client_ptr);
4737 client_ptr->town_num = inner_town_num;
4742 client_ptr->town_num = old_town_num;
4743 do_cmd_macros(client_ptr);
4744 client_ptr->town_num = inner_town_num;
4749 client_ptr->town_num = old_town_num;
4750 do_cmd_visuals(client_ptr);
4751 client_ptr->town_num = inner_town_num;
4756 client_ptr->town_num = old_town_num;
4757 do_cmd_colors(client_ptr);
4758 client_ptr->town_num = inner_town_num;
4764 (void)combine_and_reorder_home(STORE_HOME);
4765 do_cmd_redraw(client_ptr);
4766 display_store(client_ptr);
4781 do_cmd_feeling(client_ptr);
4786 do_cmd_message_one();
4796 do_cmd_diary(client_ptr);
4801 do_cmd_knowledge(client_ptr);
4806 do_cmd_load_screen();
4811 do_cmd_save_screen(client_ptr);
4816 if ((cur_store_num == STORE_MUSEUM) && (command_cmd == 'r'))
4818 museum_remove_object(client_ptr);
4822 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."));
4832 * @brief 店舗処理全体のメインルーチン /
4833 * Enter a store, and interact with it. *
4834 * @param player_ptr プレーヤーへの参照ポインタ
4838 * Note that we use the standard "request_command()" function
4839 * to get a command, allowing us to use "command_arg" and all
4840 * command macros and other nifty stuff, but we use the special
4841 * "shopping" argument, to force certain commands to be converted
4842 * into other commands, normally, we convert "p" (pray) and "m"
4843 * (cast magic) into "g" (get), and "s" (search) into "d" (drop).
4846 void do_cmd_store(player_type *player_ptr)
4848 if (player_ptr->wild_mode) return;
4850 Term_get_size(&w, &h);
4852 xtra_stock = MIN(14 + 26, ((h > 24) ? (h - 24) : 0));
4853 store_bottom = MIN_STOCK + xtra_stock;
4856 g_ptr = &player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x];
4858 if (!cave_have_flag_grid(g_ptr, FF_STORE))
4860 msg_print(_("ここには店がありません。", "You see no store here."));
4864 int which = f_info[g_ptr->feat].subtype;
4865 old_town_num = player_ptr->town_num;
4866 if ((which == STORE_HOME) || (which == STORE_MUSEUM)) player_ptr->town_num = 1;
4867 if (player_ptr->current_floor_ptr->dun_level) player_ptr->town_num = NO_TOWN;
4868 inner_town_num = player_ptr->town_num;
4870 if ((town_info[player_ptr->town_num].store[which].store_open >= current_world_ptr->game_turn) ||
4873 msg_print(_("ドアに鍵がかかっている。", "The doors are locked."));
4874 player_ptr->town_num = old_town_num;
4878 int maintain_num = (current_world_ptr->game_turn - town_info[player_ptr->town_num].store[which].last_visit) / (TURNS_PER_TICK * STORE_TICKS);
4879 if (maintain_num > 10)
4883 for (int i = 0; i < maintain_num; i++)
4884 store_maint(player_ptr, player_ptr->town_num, which);
4886 town_info[player_ptr->town_num].store[which].last_visit = current_world_ptr->game_turn;
4889 forget_lite(player_ptr->current_floor_ptr);
4890 forget_view(player_ptr->current_floor_ptr);
4891 current_world_ptr->character_icky = TRUE;
4895 get_com_no_macros = TRUE;
4896 cur_store_num = which;
4897 cur_store_feat = g_ptr->feat;
4898 st_ptr = &town_info[player_ptr->town_num].store[cur_store_num];
4899 ot_ptr = &owners[cur_store_num][st_ptr->owner];
4901 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4902 display_store(player_ptr);
4903 leave_store = FALSE;
4905 while (!leave_store)
4908 clear_from(20 + xtra_stock);
4909 prt(_(" ESC) 建物から出る", " ESC) Exit from Building."), 21 + xtra_stock, 0);
4910 if (st_ptr->stock_num > store_bottom)
4912 prt(_(" -)前ページ", " -) Previous page"), 22 + xtra_stock, 0);
4913 prt(_(" スペース) 次ページ", " SPACE) Next page"), 23 + xtra_stock, 0);
4916 if (cur_store_num == STORE_HOME)
4918 prt(_("g) アイテムを取る", "g) Get an item."), 21 + xtra_stock, 27);
4919 prt(_("d) アイテムを置く", "d) Drop an item."), 22 + xtra_stock, 27);
4920 prt(_("x) 家のアイテムを調べる", "x) eXamine an item in the home."), 23 + xtra_stock, 27);
4922 else if (cur_store_num == STORE_MUSEUM)
4924 prt(_("d) アイテムを置く", "d) Drop an item."), 21 + xtra_stock, 27);
4925 prt(_("r) アイテムの展示をやめる", "r) order to Remove an item."), 22 + xtra_stock, 27);
4926 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);
4930 prt(_("p) 商品を買う", "p) Purchase an item."), 21 + xtra_stock, 30);
4931 prt(_("s) アイテムを売る", "s) Sell an item."), 22 + xtra_stock, 30);
4932 prt(_("x) 商品を調べる", "x) eXamine an item in the shop"), 23 + xtra_stock, 30);
4935 prt(_("i/e) 持ち物/装備の一覧", "i/e) Inventry/Equipment list"), 21 + xtra_stock, 56);
4936 if (rogue_like_commands)
4938 prt(_("w/T) 装備する/はずす", "w/T) Wear/Take off equipment"), 22 + xtra_stock, 56);
4942 prt(_("w/t) 装備する/はずす", "w/t) Wear/Take off equipment"), 22 + xtra_stock, 56);
4945 prt(_("コマンド:", "You may: "), 20 + xtra_stock, 0);
4946 request_command(player_ptr, TRUE);
4947 store_process_command(player_ptr);
4950 * Hack -- To redraw missiles damage and prices in store
4951 * If player's charisma changes, or if player changes a bow, PU_BONUS is set
4953 bool need_redraw_store_inv = (player_ptr->update & PU_BONUS) ? TRUE : FALSE;
4954 current_world_ptr->character_icky = TRUE;
4955 handle_stuff(player_ptr);
4956 if (player_ptr->inventory_list[INVEN_PACK].k_idx)
4958 INVENTORY_IDX item = INVEN_PACK;
4959 object_type *o_ptr = &player_ptr->inventory_list[item];
4960 if (cur_store_num != STORE_HOME)
4962 if (cur_store_num == STORE_MUSEUM)
4963 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..."));
4965 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..."));
4969 else if (!store_check_num(o_ptr))
4971 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..."));
4979 GAME_TEXT o_name[MAX_NLEN];
4980 msg_print(_("ザックからアイテムがあふれてしまった!", "Your pack overflows!"));
4982 object_copy(q_ptr, o_ptr);
4983 object_desc(player_ptr, o_name, q_ptr, 0);
4984 msg_format(_("%sが落ちた。(%c)", "You drop %s (%c)."), o_name, index_to_label(item));
4985 vary_item(player_ptr, item, -255);
4986 handle_stuff(player_ptr);
4988 item_pos = home_carry(player_ptr, q_ptr);
4991 store_top = (item_pos / store_bottom) * store_bottom;
4992 display_store_inventory(player_ptr);
4997 if (need_redraw_store_inv) display_store_inventory(player_ptr);
4999 if (st_ptr->store_open >= current_world_ptr->game_turn) leave_store = TRUE;
5002 select_floor_music(player_ptr);
5003 player_ptr->town_num = old_town_num;
5004 take_turn(player_ptr, 100);
5005 current_world_ptr->character_icky = FALSE;
5007 command_see = FALSE;
5008 get_com_no_macros = FALSE;
5013 player_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
5014 player_ptr->update |= (PU_MONSTERS);
5015 player_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY);
5016 player_ptr->redraw |= (PR_MAP);
5017 player_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5022 * @brief 現在の町の店主を交代させる /
5023 * Shuffle one of the stores.
5024 * @param which 店舗種類のID
5027 void store_shuffle(player_type *player_ptr, int which)
5029 if (which == STORE_HOME) return;
5030 if (which == STORE_MUSEUM) return;
5032 cur_store_num = which;
5033 st_ptr = &town_info[player_ptr->town_num].store[cur_store_num];
5034 int j = st_ptr->owner;
5037 st_ptr->owner = (byte)randint0(MAX_OWNERS);
5038 if (j == st_ptr->owner) continue;
5040 for (i = 1; i < max_towns; i++)
5042 if (i == player_ptr->town_num) continue;
5043 if (st_ptr->owner == town_info[i].store[cur_store_num].owner) break;
5046 if (i == max_towns) break;
5049 ot_ptr = &owners[cur_store_num][st_ptr->owner];
5050 st_ptr->insult_cur = 0;
5051 st_ptr->store_open = 0;
5052 st_ptr->good_buy = 0;
5053 st_ptr->bad_buy = 0;
5054 for (int i = 0; i < st_ptr->stock_num; i++)
5057 o_ptr = &st_ptr->stock[i];
5058 if (object_is_artifact(o_ptr)) continue;
5060 o_ptr->discount = 50;
5061 o_ptr->ident &= ~(IDENT_FIXED);
5062 o_ptr->inscription = quark_add(_("売出中", "on sale"));
5068 * @brief 店の品揃えを変化させる /
5069 * Maintain the inventory at the stores.
5070 * @param player_ptr プレーヤーへの参照ポインタ
5071 * @param town_num 町のID
5072 * @param store_num 店舗種類のID
5075 void store_maint(player_type *player_ptr, int town_num, int store_num)
5077 cur_store_num = store_num;
5078 if (store_num == STORE_HOME) return;
5079 if (store_num == STORE_MUSEUM) return;
5081 st_ptr = &town_info[town_num].store[store_num];
5082 ot_ptr = &owners[store_num][st_ptr->owner];
5083 st_ptr->insult_cur = 0;
5084 if (store_num == STORE_BLACK)
5086 for (INVENTORY_IDX j = st_ptr->stock_num - 1; j >= 0; j--)
5088 object_type *o_ptr = &st_ptr->stock[j];
5089 if (black_market_crap(player_ptr, o_ptr))
5091 store_item_increase(j, 0 - o_ptr->number);
5092 store_item_optimize(j);
5097 INVENTORY_IDX j = st_ptr->stock_num;
5098 j = j - randint1(STORE_TURNOVER);
5099 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
5100 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
5103 while (st_ptr->stock_num > j)
5106 j = st_ptr->stock_num;
5107 j = j + randint1(STORE_TURNOVER);
5108 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
5109 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
5110 if (j >= st_ptr->stock_size) j = st_ptr->stock_size - 1;
5112 while (st_ptr->stock_num < j) store_create(player_ptr);
5117 * @brief 店舗情報を初期化する /
5118 * Initialize the stores
5119 * @param town_num 町のID
5120 * @param store_num 店舗種類のID
5123 void store_init(int town_num, int store_num)
5125 cur_store_num = store_num;
5126 st_ptr = &town_info[town_num].store[store_num];
5129 st_ptr->owner = (byte)randint0(MAX_OWNERS);
5131 for (i = 1; i < max_towns; i++)
5133 if (i == town_num) continue;
5134 if (st_ptr->owner == town_info[i].store[store_num].owner) break;
5137 if (i == max_towns) break;
5140 ot_ptr = &owners[store_num][st_ptr->owner];
5142 st_ptr->store_open = 0;
5143 st_ptr->insult_cur = 0;
5144 st_ptr->good_buy = 0;
5145 st_ptr->bad_buy = 0;
5146 st_ptr->stock_num = 0;
5149 * MEGA-HACK - Last visit to store is
5150 * BEFORE player birth to enable store restocking
5152 st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
5153 for (int k = 0; k < st_ptr->stock_size; k++)
5155 object_wipe(&st_ptr->stock[k]);