3 * @brief 店の処理 / Store commands
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research, and\n
8 * not for profit purposes provided that this copyright and statement are\n
9 * included in all such copies.\n
10 * 2014 Deskull rearranged comment for Doxygen.
19 #include "cmd-basic.h"
22 #include "cmd-smith.h"
23 #include "cmd-zapwand.h"
24 #include "cmd-magiceat.h"
28 #include "cmd-spell.h"
30 #include "player-status.h"
31 #include "player-class.h"
32 #include "player-inventory.h"
33 #include "object-flavor.h"
34 #include "object-hook.h"
35 #include "floor-events.h"
38 #include "player-effects.h"
39 #include "player-race.h"
42 #include "objectkind.h"
44 #include "floor-town.h"
46 #include "view-mainwindow.h"
52 * @brief 闘技場のモンスターID及び報酬アイテムテーブル /
53 * Store owners (exactly four "possible" owners per store, chosen randomly)
56 * { name, purse, max greed, min greed, haggle_per, tolerance, race, unused }
58 * Lifted extra shopkeepers from CthAngband (don't you just love open source
59 * development? ;-)). Since this gave less than 32 unique names for some
60 * shops, those have their first x names copied to reach 32.
62 * For the weapon and armour shops, several owners have a limit of 5k.
64 * I want to do 50k owners, but the purse is currently s16b. Perhaps
65 * we should just store 1/10th of the purse?
68 const owner_type owners[MAX_STORES][MAX_OWNERS] =
71 /* General store - 32 unique names */
73 Raistlin は dragonlance の powerful wizard 。
74 Rincewind the Chicken は Terry Pratchett の Discworld の登場人物 上記のパロディ?、
75 { "憶病者ラストリン", 200, 175, 108, 4, 12, RACE_HUMAN},
76 { "Raistlin the Chicken", 200, 175, 108, 4, 12, RACE_HUMAN},
80 { "フレンドリーなビルボ", 200, 170, 108, 5, 15, RACE_HOBBIT},
81 { "憶病者リンスウィンド", 200, 175, 108, 4, 12, RACE_HUMAN},
82 { "背の低いサルタン", 300, 170, 107, 5, 15, RACE_GNOME},
83 { "ハンサムなライア=エル", 300, 165, 107, 6, 18, RACE_ELF},
84 { "親切なファリルマウエン", 250, 170, 108, 5, 15, RACE_HOBBIT},
85 { "臆病者ヴォワラン", 500, 175, 108, 4, 12, RACE_HUMAN},
86 { "チビのエラシュナク", 750, 170, 107, 5, 15, RACE_BEASTMAN},
87 { "ハンサムなグラッグ", 1000, 165, 107, 6, 18, RACE_HALF_TITAN},
88 { "ケチなフォロビア", 250, 170, 108, 5, 15, RACE_HUMAN},
89 { "馬鹿のエリス", 500, 175, 108, 4, 12, RACE_HUMAN},
90 { "腹ペコのフィルバート", 750, 170, 107, 5, 15, RACE_VAMPIRE},
91 { "スナーグル・サシグア", 1000, 165, 107, 6, 18, RACE_MIND_FLAYER},
92 { "長死きエロワーズ", 250, 170, 108, 5, 15, RACE_SPECTRE},
93 { "ノロマのフンディ", 500, 175, 108, 4, 12, RACE_ZOMBIE},
94 { "グランサス", 750, 170, 107, 5, 15, RACE_SKELETON},
95 { "丁寧なロラックス", 1000, 165, 107, 6, 18, RACE_VAMPIRE},
96 { "ブッチ", 250, 170, 108, 5, 15, RACE_HALF_ORC},
97 { "美しきエルベレス", 500, 175, 108, 4, 12, RACE_HIGH_ELF},
98 { "こそこそサーレス", 750, 170, 107, 5, 15, RACE_GNOME},
99 { "ナーロック", 1000, 165, 107, 6, 18, RACE_DWARF},
100 { "チビのヘイネッカ", 250, 170, 108, 5, 15, RACE_GNOME},
101 { "きちがいロワラン", 500, 175, 108, 4, 12, RACE_HALF_GIANT},
102 { "毒息のウート", 750, 170, 107, 5, 15, RACE_DRACONIAN},
103 { "でぶっちょアラァカ", 1000, 165, 107, 6, 18, RACE_DRACONIAN},
104 { "低能なプーゴー", 250, 170, 108, 5, 15, RACE_BEASTMAN},
105 { "フェロールフィリアン", 500, 175, 108, 4, 12, RACE_ELF},
106 { "年寄りマロカ", 750, 170, 107, 5, 15, RACE_GNOME},
107 { "勇敢なサシン", 1000, 165, 107, 6, 18, RACE_HALF_GIANT},
108 { "田舎者アビエマール", 250, 170, 108, 5, 15, RACE_HUMAN},
109 { "貧乏なハーク", 500, 175, 108, 4, 12, RACE_HALF_ORC},
110 { "みじめなソアリン", 750, 170, 107, 5, 15, RACE_ZOMBIE},
111 { "質素なメルラ", 1000, 165, 107, 6, 18, RACE_ELF},
113 { "Bilbo the Friendly", 200, 170, 108, 5, 15, RACE_HOBBIT},
114 { "Rincewind the Chicken", 200, 175, 108, 4, 12, RACE_HUMAN},
115 { "Sultan the Midget", 300, 170, 107, 5, 15, RACE_GNOME},
116 { "Lyar-el the Comely", 300, 165, 107, 6, 18, RACE_ELF},
117 { "Falilmawen the Friendly", 250, 170, 108, 5, 15, RACE_HOBBIT},
118 { "Voirin the Cowardly", 500, 175, 108, 4, 12, RACE_HUMAN},
119 { "Erashnak the Midget", 750, 170, 107, 5, 15, RACE_BEASTMAN},
120 { "Grug the Comely", 1000, 165, 107, 6, 18, RACE_HALF_TITAN},
121 { "Forovir the Cheap", 250, 170, 108, 5, 15, RACE_HUMAN},
122 { "Ellis the Fool", 500, 175, 108, 4, 12, RACE_HUMAN},
123 { "Filbert the Hungry", 750, 170, 107, 5, 15, RACE_VAMPIRE},
124 { "Fthnargl Psathiggua", 1000, 165, 107, 6, 18, RACE_MIND_FLAYER},
125 { "Eloise Long-Dead", 250, 170, 108, 5, 15, RACE_SPECTRE},
126 { "Fundi the Slow", 500, 175, 108, 4, 12, RACE_ZOMBIE},
127 { "Granthus", 750, 170, 107, 5, 15, RACE_SKELETON},
128 { "Lorax the Suave", 1000, 165, 107, 6, 18, RACE_VAMPIRE},
129 { "Butch", 250, 170, 108, 5, 15, RACE_HALF_ORC},
130 { "Elbereth the Beautiful", 500, 175, 108, 4, 12, RACE_HIGH_ELF},
131 { "Sarleth the Sneaky", 750, 170, 107, 5, 15, RACE_GNOME},
132 { "Narlock", 1000, 165, 107, 6, 18, RACE_DWARF},
133 { "Haneka the Small", 250, 170, 108, 5, 15, RACE_GNOME},
134 { "Loirin the Mad", 500, 175, 108, 4, 12, RACE_HALF_GIANT},
135 { "Wuto Poisonbreath", 750, 170, 107, 5, 15, RACE_DRACONIAN},
136 { "Araaka the Rotund", 1000, 165, 107, 6, 18, RACE_DRACONIAN},
137 { "Poogor the Dumb", 250, 170, 108, 5, 15, RACE_BEASTMAN},
138 { "Felorfiliand", 500, 175, 108, 4, 12, RACE_ELF},
139 { "Maroka the Aged", 750, 170, 107, 5, 15, RACE_GNOME},
140 { "Sasin the Bold", 1000, 165, 107, 6, 18, RACE_HALF_GIANT},
141 { "Abiemar the Peasant", 250, 170, 108, 5, 15, RACE_HUMAN},
142 { "Hurk the Poor", 500, 175, 108, 4, 12, RACE_HALF_ORC},
143 { "Soalin the Wretched", 750, 170, 107, 5, 15, RACE_ZOMBIE},
144 { "Merulla the Humble", 1000, 165, 107, 6, 18, RACE_ELF},
148 /* Armoury - 28 unique names */
150 { "醜悪コン=ダー", 5000, 210, 115, 5, 7, RACE_HALF_ORC},
151 { "頑固者ダーグ=ロウ", 10000, 190, 111, 4, 9, RACE_HUMAN},
152 { "賢者デカド", 25000, 200, 112, 4, 10, RACE_DUNADAN},
153 { "鍛冶屋のウィーランド", 30000, 200, 112, 4, 5, RACE_DWARF},
154 { "醜悪コン=ダー", 10000, 210, 115, 5, 7, RACE_HALF_ORC},
155 { "頑固者ダーグ=ロウ", 15000, 190, 111, 4, 9, RACE_HUMAN},
156 { "ハンサムなデカド", 25000, 200, 112, 4, 10, RACE_AMBERITE},
157 { "エロー・ドラゴンスケイル", 30000, 200, 112, 4, 5, RACE_ELF},
158 { "デリカトス", 10000, 210, 115, 5, 7, RACE_SPRITE},
159 { "巨大なグルース", 15000, 190, 111, 4, 9, RACE_HALF_GIANT},
160 { "アニムス", 25000, 200, 112, 4, 10, RACE_GOLEM},
161 { "マルヴァス", 30000, 200, 112, 4, 5, RACE_HALF_TITAN},
162 { "セラクシス", 10000, 210, 115, 5, 7, RACE_ZOMBIE},
163 { "デス・チル", 5000, 190, 111, 4, 9, RACE_SPECTRE},
164 { "微かなドリオス", 25000, 200, 112, 4, 10, RACE_SPECTRE},
165 { "冷たいバスリック", 30000, 200, 112, 4, 5, RACE_VAMPIRE},
166 { "冷酷ヴェンジェラ", 10000, 210, 115, 5, 7, RACE_HALF_TROLL},
167 { "強者ウィラナ", 15000, 190, 111, 4, 9, RACE_HUMAN},
168 { "ヨジョ二世", 25000, 200, 112, 4, 10, RACE_DWARF},
169 { "優しいラナラー", 30000, 200, 112, 4, 5, RACE_AMBERITE},
170 { "不浄のホルバグ", 5000, 210, 115, 5, 7, RACE_HALF_ORC},
171 { "テレパスのエレレン", 15000, 190, 111, 4, 9, RACE_DARK_ELF},
172 { "イスドリリアス", 25000, 200, 112, 4, 10, RACE_SPRITE},
173 { "一つ目ヴェグナー", 5000, 200, 112, 4, 5, RACE_CYCLOPS},
174 { "混沌のロディッシュ", 10000, 210, 115, 5, 7, RACE_BEASTMAN},
175 { "剣豪ヘジン", 15000, 190, 111, 4, 9, RACE_NIBELUNG},
176 { "ずる屋のエルベレリス", 10000, 200, 112, 4, 10, RACE_DARK_ELF},
177 { "インプのザサス", 30000, 200, 112, 4, 5, RACE_IMP},
178 { "醜悪コン=ダー", 5000, 210, 115, 5, 7, RACE_HALF_ORC},
179 { "頑固者ダーグ=ロウ", 10000, 190, 111, 4, 9, RACE_HUMAN},
180 { "ハンサムなデカド", 25000, 200, 112, 4, 10, RACE_AMBERITE},
181 { "鍛冶屋のウィーランド", 30000, 200, 112, 4, 5, RACE_DWARF},
183 { "Kon-Dar the Ugly", 5000, 210, 115, 5, 7, RACE_HALF_ORC},
184 { "Darg-Low the Grim", 10000, 190, 111, 4, 9, RACE_HUMAN},
185 { "Decado the Handsome", 25000, 200, 112, 4, 10, RACE_DUNADAN},
186 { "Wieland the Smith", 30000, 200, 112, 4, 5, RACE_DWARF},
187 { "Kon-Dar the Ugly", 10000, 210, 115, 5, 7, RACE_HALF_ORC},
188 { "Darg-Low the Grim", 15000, 190, 111, 4, 9, RACE_HUMAN},
189 { "Decado the Handsome", 25000, 200, 112, 4, 10, RACE_AMBERITE},
190 { "Elo Dragonscale", 30000, 200, 112, 4, 5, RACE_ELF},
191 { "Delicatus", 10000, 210, 115, 5, 7, RACE_SPRITE},
192 { "Gruce the Huge", 15000, 190, 111, 4, 9, RACE_HALF_GIANT},
193 { "Animus", 25000, 200, 112, 4, 10, RACE_GOLEM},
194 { "Malvus", 30000, 200, 112, 4, 5, RACE_HALF_TITAN},
195 { "Selaxis", 10000, 210, 115, 5, 7, RACE_ZOMBIE},
196 { "Deathchill", 5000, 190, 111, 4, 9, RACE_SPECTRE},
197 { "Drios the Faint", 25000, 200, 112, 4, 10, RACE_SPECTRE},
198 { "Bathric the Cold", 30000, 200, 112, 4, 5, RACE_VAMPIRE},
199 { "Vengella the Cruel", 10000, 210, 115, 5, 7, RACE_HALF_TROLL},
200 { "Wyrana the Mighty", 15000, 190, 111, 4, 9, RACE_HUMAN},
201 { "Yojo II", 25000, 200, 112, 4, 10, RACE_DWARF},
202 { "Ranalar the Sweet", 30000, 200, 112, 4, 5, RACE_AMBERITE},
203 { "Horbag the Unclean", 5000, 210, 115, 5, 7, RACE_HALF_ORC},
204 { "Elelen the Telepath", 15000, 190, 111, 4, 9, RACE_DARK_ELF},
205 { "Isedrelias", 25000, 200, 112, 4, 10, RACE_SPRITE},
206 { "Vegnar One-eye", 5000, 200, 112, 4, 5, RACE_CYCLOPS},
207 { "Rodish the Chaotic", 10000, 210, 115, 5, 7, RACE_BEASTMAN},
208 { "Hesin Swordmaster", 15000, 190, 111, 4, 9, RACE_NIBELUNG},
209 { "Elvererith the Cheat", 10000, 200, 112, 4, 10, RACE_DARK_ELF},
210 { "Zzathath the Imp", 30000, 200, 112, 4, 5, RACE_IMP},
211 { "Kon-Dar the Ugly", 5000, 210, 115, 5, 7, RACE_HALF_ORC},
212 { "Darg-Low the Grim", 10000, 190, 111, 4, 9, RACE_HUMAN},
213 { "Decado the Handsome", 25000, 200, 112, 4, 10, RACE_AMBERITE},
214 { "Wieland the Smith", 30000, 200, 112, 4, 5, RACE_DWARF},
219 /* Weapon Smith - 28 unique names */
221 { "残忍なるアーノルド", 5000, 210, 115, 6, 6, RACE_HALF_TROLL},
222 { "獣殺しのアーンダル", 10000, 185, 110, 5, 9, RACE_HALF_ELF},
223 { "獣マスターのエディー", 25000, 190, 115, 5, 7, RACE_HOBBIT},
224 { "竜殺しのオグライン", 30000, 195, 112, 4, 8, RACE_DWARF},
225 { "熟練者ドリュー", 10000, 210, 115, 6, 6, RACE_HUMAN},
226 { "龍の子オラックス", 15000, 185, 110, 5, 9, RACE_DRACONIAN},
227 { "病気持ちのアンスラックス", 25000, 190, 115, 5, 7, RACE_BEASTMAN},
228 { "頑丈者アルコス", 30000, 195, 112, 4, 8, RACE_DWARF},
229 { "腐れ者のサリアス", 5000, 210, 115, 6, 6, RACE_ZOMBIE},
230 { "晒し骨のトゥエシク", 15000, 185, 110, 5, 9, RACE_SKELETON},
231 { "ビリオス", 25000, 190, 115, 5, 7, RACE_BEASTMAN},
232 { "ファスガル", 30000, 195, 112, 4, 8, RACE_ZOMBIE},
233 { "パラディンのエレフリス", 10000, 210, 115, 6, 6, RACE_BARBARIAN},
234 { "キ'トリッ'ク", 15000, 185, 110, 5, 9, RACE_KLACKON},
235 { "蜘蛛の友ドゥロカス", 25000, 190, 115, 5, 7, RACE_DARK_ELF},
236 { "巨人殺しのフングス", 30000, 195, 112, 4, 8, RACE_DWARF},
237 { "デランサ", 10000, 210, 115, 6, 6, RACE_ELF},
238 { "レンジャーのソルビスタニ", 15000, 185, 110, 5, 9, RACE_HALF_ELF},
239 { "ノロマのゾリル", 25000, 190, 115, 5, 7, RACE_GOLEM},
240 { "イーオン・フラックス", 20000, 195, 112, 4, 8, RACE_HALF_ELF},
241 { "強者ナドック", 10000, 210, 115, 6, 6, RACE_HOBBIT},
242 { "弱虫エラモグ", 15000, 185, 110, 5, 9, RACE_KOBOLD},
243 { "公正なエオウィリス", 25000, 190, 115, 5, 7, RACE_VAMPIRE},
244 { "バルログ殺しのヒュイモグ", 30000, 195, 112, 4, 8, RACE_HALF_ORC},
245 { "冷酷ピーダス", 5000, 210, 115, 6, 6, RACE_HUMAN},
246 { "ヴァモグ スレイヤー", 15000, 185, 110, 5, 9, RACE_HALF_OGRE},
247 { "性悪フーシュナク", 25000, 190, 115, 5, 7, RACE_BEASTMAN},
248 { "舞闘バレン", 30000, 195, 112, 4, 8, RACE_BARBARIAN},
249 { "残忍なるアーノルド", 5000, 210, 115, 6, 6, RACE_BARBARIAN},
250 { "獣殺しのアーンダル", 10000, 185, 110, 5, 9, RACE_HALF_ELF},
251 { "ビーストマスター・エディー", 25000, 190, 115, 5, 7, RACE_HALF_ORC},
252 { "竜殺しのオグライン", 30000, 195, 112, 4, 8, RACE_DWARF},
254 { "Arnold the Beastly", 5000, 210, 115, 6, 6, RACE_BARBARIAN},
255 { "Arndal Beast-Slayer", 10000, 185, 110, 5, 9, RACE_HALF_ELF},
256 { "Eddie Beast-Master", 25000, 190, 115, 5, 7, RACE_HALF_ORC},
257 { "Oglign Dragon-Slayer", 30000, 195, 112, 4, 8, RACE_DWARF},
258 { "Drew the Skilled", 10000, 210, 115, 6, 6, RACE_HUMAN},
259 { "Orrax Dragonson", 15000, 185, 110, 5, 9, RACE_DRACONIAN},
260 { "Anthrax Disease-Carrier", 25000, 190, 115, 5, 7, RACE_BEASTMAN},
261 { "Arkhoth the Stout", 30000, 195, 112, 4, 8, RACE_DWARF},
262 { "Sarlyas the Rotten", 5000, 210, 115, 6, 6, RACE_ZOMBIE},
263 { "Tuethic Bare-Bones", 15000, 185, 110, 5, 9, RACE_SKELETON},
264 { "Bilious", 25000, 190, 115, 5, 7, RACE_BEASTMAN},
265 { "Fasgul", 30000, 195, 112, 4, 8, RACE_ZOMBIE},
266 { "Ellefris the Paladin", 10000, 210, 115, 6, 6, RACE_BARBARIAN},
267 { "K'trrik'k", 15000, 185, 110, 5, 9, RACE_KLACKON},
268 { "Drocus Spiderfriend", 25000, 190, 115, 5, 7, RACE_DARK_ELF},
269 { "Fungus Giant-Slayer", 30000, 195, 112, 4, 8, RACE_DWARF},
270 { "Delantha", 10000, 210, 115, 6, 6, RACE_ELF},
271 { "Solvistani the Ranger", 15000, 185, 110, 5, 9, RACE_HALF_ELF},
272 { "Xoril the Slow", 25000, 190, 115, 5, 7, RACE_GOLEM},
273 { "Aeon Flux", 20000, 195, 112, 4, 8, RACE_HALF_ELF},
274 { "Nadoc the Strong", 10000, 210, 115, 6, 6, RACE_HOBBIT},
275 { "Eramog the Weak", 15000, 185, 110, 5, 9, RACE_KOBOLD},
276 { "Eowilith the Fair", 25000, 190, 115, 5, 7, RACE_VAMPIRE},
277 { "Huimog Balrog-Slayer", 30000, 195, 112, 4, 8, RACE_HALF_ORC},
278 { "Peadus the Cruel", 5000, 210, 115, 6, 6, RACE_HUMAN},
279 { "Vamog Slayer", 15000, 185, 110, 5, 9, RACE_HALF_OGRE},
280 { "Hooshnak the Vicious", 25000, 190, 115, 5, 7, RACE_BEASTMAN},
281 { "Balenn War-Dancer", 30000, 195, 112, 4, 8, RACE_BARBARIAN},
282 { "Arnold the Beastly", 5000, 210, 115, 6, 6, RACE_BARBARIAN},
283 { "Arndal Beast-Slayer", 10000, 185, 110, 5, 9, RACE_HALF_ELF},
284 { "Eddie Beast-Master", 25000, 190, 115, 5, 7, RACE_HALF_ORC},
285 { "Oglign Dragon-Slayer", 30000, 195, 112, 4, 8, RACE_DWARF},
289 /* Temple - 22 unique names */
291 { "質素なルードヴィヒ", 5000, 175, 109, 6, 15, RACE_HUMAN},
292 { "パラディンのガンナー", 10000, 185, 110, 5, 23, RACE_HUMAN},
293 { "選ばれしトリン", 25000, 180, 107, 6, 20, RACE_ELF},
294 { "賢明なるサラストロ", 30000, 185, 109, 5, 15, RACE_DWARF},
295 { "パーシヴァル卿", 25000, 180, 107, 6, 20, RACE_HIGH_ELF},
296 { "神聖なるアセナス", 30000, 185, 109, 5, 15, RACE_HUMAN},
297 { "マッキノン", 10000, 175, 109, 6, 15, RACE_HUMAN},
298 { "謹み婦人", 15000, 185, 110, 5, 23, RACE_HIGH_ELF},
299 { "ドルイドのハシュニック", 25000, 180, 107, 6, 20, RACE_HOBBIT},
300 { "フィナク", 30000, 185, 109, 5, 15, RACE_YEEK},
301 { "クリキック", 10000, 175, 109, 6, 15, RACE_KLACKON},
302 { "荒くれ者モリヴァル", 15000, 185, 110, 5, 23, RACE_ELF},
303 { "暗きホシャック", 25000, 180, 107, 6, 20, RACE_IMP},
304 { "賢者アタール", 30000, 185, 109, 5, 15, RACE_HUMAN},
305 { "清きイベニッド", 10000, 175, 109, 6, 15, RACE_HUMAN},
306 { "エリディシュ", 15000, 185, 110, 5, 23, RACE_HALF_TROLL},
307 { "呪術師ヴルドゥシュ", 25000, 180, 107, 6, 20, RACE_HALF_OGRE},
308 { "狂戦士ハオブ", 30000, 185, 109, 5, 15, RACE_BARBARIAN},
309 { "若きプルーグディシュ", 10000, 175, 109, 6, 15, RACE_HALF_OGRE},
310 { "きちがいラムワイズ", 15000, 185, 110, 5, 23, RACE_YEEK},
311 { "有徳者ムワート", 25000, 180, 107, 6, 20, RACE_KOBOLD},
312 { "弱虫ダードバード", 30000, 185, 109, 5, 15, RACE_SPECTRE},
313 { "質素なルードヴィヒ", 5000, 175, 109, 6, 15, RACE_HUMAN},
314 { "パラディンのガンナー", 10000, 185, 110, 5, 23, RACE_HUMAN},
315 { "選ばれしトリン", 25000, 180, 107, 6, 20, RACE_ELF},
316 { "賢明なるサラストロ", 30000, 185, 109, 5, 15, RACE_DWARF},
317 { "パーシヴァル卿", 25000, 180, 107, 6, 20, RACE_HIGH_ELF},
318 { "神聖なるアセナス", 30000, 185, 109, 5, 15, RACE_HUMAN},
319 { "マッキノン", 10000, 175, 109, 6, 15, RACE_HUMAN},
320 { "謹み婦人", 15000, 185, 110, 5, 23, RACE_HIGH_ELF},
321 { "ドルイドのハシュニック", 25000, 180, 107, 6, 20, RACE_HOBBIT},
322 { "フィナク", 30000, 185, 109, 5, 15, RACE_YEEK},
324 { "Ludwig the Humble", 5000, 175, 109, 6, 15, RACE_DWARF},
325 { "Gunnar the Paladin", 10000, 185, 110, 5, 23, RACE_HALF_TROLL},
326 { "Torin the Chosen", 25000, 180, 107, 6, 20, RACE_HIGH_ELF},
327 { "Sarastro the Wise", 30000, 185, 109, 5, 15, RACE_HUMAN},
328 { "Sir Parsival the Pure", 25000, 180, 107, 6, 20, RACE_HIGH_ELF},
329 { "Asenath the Holy", 30000, 185, 109, 5, 15, RACE_HUMAN},
330 { "McKinnon", 10000, 175, 109, 6, 15, RACE_HUMAN},
331 { "Mistress Chastity", 15000, 185, 110, 5, 23, RACE_HIGH_ELF},
332 { "Hashnik the Druid", 25000, 180, 107, 6, 20, RACE_HOBBIT},
333 { "Finak", 30000, 185, 109, 5, 15, RACE_YEEK},
334 { "Krikkik", 10000, 175, 109, 6, 15, RACE_KLACKON},
335 { "Morival the Wild", 15000, 185, 110, 5, 23, RACE_ELF},
336 { "Hoshak the Dark", 25000, 180, 107, 6, 20, RACE_IMP},
337 { "Atal the Wise", 30000, 185, 109, 5, 15, RACE_HUMAN},
338 { "Ibenidd the Chaste", 10000, 175, 109, 6, 15, RACE_HUMAN},
339 { "Eridish", 15000, 185, 110, 5, 23, RACE_HALF_TROLL},
340 { "Vrudush the Shaman", 25000, 180, 107, 6, 20, RACE_HALF_OGRE},
341 { "Haob the Berserker", 30000, 185, 109, 5, 15, RACE_BARBARIAN},
342 { "Proogdish the Youthfull", 10000, 175, 109, 6, 15, RACE_HALF_OGRE},
343 { "Lumwise the Mad", 15000, 185, 110, 5, 23, RACE_YEEK},
344 { "Muirt the Virtuous", 25000, 180, 107, 6, 20, RACE_KOBOLD},
345 { "Dardobard the Weak", 30000, 185, 109, 5, 15, RACE_SPECTRE},
346 { "Ludwig the Humble", 5000, 175, 109, 6, 15, RACE_DWARF},
347 { "Gunnar the Paladin", 10000, 185, 110, 5, 23, RACE_HALF_TROLL},
348 { "Torin the Chosen", 25000, 180, 107, 6, 20, RACE_HIGH_ELF},
349 { "Sarastro the Wise", 30000, 185, 109, 5, 15, RACE_HUMAN},
350 { "Sir Parsival the Pure", 25000, 180, 107, 6, 20, RACE_HIGH_ELF},
351 { "Asenath the Holy", 30000, 185, 109, 5, 15, RACE_HUMAN},
352 { "McKinnon", 10000, 175, 109, 6, 15, RACE_HUMAN},
353 { "Mistress Chastity", 15000, 185, 110, 5, 23, RACE_HIGH_ELF},
354 { "Hashnik the Druid", 25000, 180, 107, 6, 20, RACE_HOBBIT},
355 { "Finak", 30000, 185, 109, 5, 15, RACE_YEEK},
359 /* Alchemist - 26 unique names */
361 { "化学者マウザー", 10000, 190, 111, 5, 8, RACE_HALF_ELF},
362 { "カオスのウィズル", 10000, 190, 110, 6, 8, RACE_HOBBIT},
363 { "強欲ミダス", 15000, 200, 116, 6, 9, RACE_GNOME},
364 { "貧弱ジャ=ファー", 15000, 220, 111, 4, 9, RACE_ELF},/*FIRST*/
365 { "カカルラカカル", 15000, 200, 116, 6, 9, RACE_KLACKON},
366 { "錬金術師ジャル=エス", 15000, 220, 111, 4, 9, RACE_ELF},
367 { "用心深いファネラス", 10000, 190, 111, 5, 8, RACE_DWARF},
368 { "キチガイのルンシー", 10000, 190, 110, 6, 8, RACE_HUMAN},
369 { "グランブルワース", 15000, 200, 116, 6, 9, RACE_GNOME},
370 { "フリッター", 15000, 220, 111, 4, 9, RACE_SPRITE},
371 { "ザリルス", 10000, 190, 111, 5, 8, RACE_HUMAN},
372 { "古きエグバート", 10000, 190, 110, 6, 8, RACE_DWARF},
373 { "誇り高きヴァリンドラ", 15000, 200, 116, 6, 9, RACE_HIGH_ELF},
374 { "錬金術師タエン", 15000, 220, 111, 4, 9, RACE_HUMAN},
375 { "巧言カイド", 10000, 190, 111, 5, 8, RACE_VAMPIRE},
376 { "暗きフリア", 10000, 190, 110, 6, 8, RACE_NIBELUNG},
377 { "質素なドムリ", 15000, 200, 116, 6, 9, RACE_DWARF},
378 { "魔の子ヤァジュッカ", 15000, 220, 111, 4, 9, RACE_IMP},
379 { "薬草師ジェララルドール", 10000, 190, 111, 5, 8, RACE_HIGH_ELF},
380 { "賢者オレラルダン", 10000, 190, 110, 6, 8, RACE_BARBARIAN},
381 { "デモニシストのフゾグロ", 15000, 200, 116, 6, 9, RACE_IMP},
382 { "錬金術師ドゥリアシュ", 15000, 220, 111, 4, 9, RACE_HALF_ORC},
383 { "強者ネリア", 10000, 190, 111, 5, 8, RACE_CYCLOPS},
384 { "辛口リグナス", 10000, 190, 110, 6, 8, RACE_HALF_ORC},
385 { "ティルバ", 15000, 200, 116, 6, 9, RACE_HOBBIT},
386 { "金持ちミリルドリック", 15000, 220, 111, 4, 9, RACE_HUMAN},
388 { "科学者マウザー", 10000, 190, 111, 5, 8, RACE_HALF_ELF},
389 { "カオスのウィズル", 10000, 190, 110, 6, 8, RACE_HOBBIT},
390 { "強欲ミダス", 15000, 200, 116, 6, 9, RACE_GNOME},
391 { "錬金術師ジャ=ファー", 15000, 220, 111, 4, 9, RACE_ELF},
392 { "カカルラカカル", 15000, 200, 116, 6, 9, RACE_KLACKON},
393 { "錬金術師ジャル=エス", 15000, 220, 111, 4, 9, RACE_ELF},
395 { "Mauser the Chemist", 10000, 190, 111, 5, 8, RACE_HALF_ELF},
396 { "Wizzle the Chaotic", 10000, 190, 110, 6, 8, RACE_HOBBIT},
397 { "Midas the Greedy", 15000, 200, 116, 6, 9, RACE_GNOME},
398 { "Ja-Far the Alchemist", 15000, 220, 111, 4, 9, RACE_ELF},
399 { "Kakalrakakal", 15000, 200, 116, 6, 9, RACE_KLACKON},
400 { "Jal-Eth the Alchemist", 15000, 220, 111, 4, 9, RACE_ELF},
401 { "Fanelath the Cautious", 10000, 190, 111, 5, 8, RACE_DWARF},
402 { "Runcie the Insane", 10000, 190, 110, 6, 8, RACE_HUMAN},
403 { "Grumbleworth", 15000, 200, 116, 6, 9, RACE_GNOME},
404 { "Flitter", 15000, 220, 111, 4, 9, RACE_SPRITE},
405 { "Xarillus", 10000, 190, 111, 5, 8, RACE_HUMAN},
406 { "Egbert the Old", 10000, 190, 110, 6, 8, RACE_DWARF},
407 { "Valindra the Proud", 15000, 200, 116, 6, 9, RACE_HIGH_ELF},
408 { "Taen the Alchemist", 15000, 220, 111, 4, 9, RACE_HUMAN},
409 { "Cayd the Sweet", 10000, 190, 111, 5, 8, RACE_VAMPIRE},
410 { "Fulir the Dark", 10000, 190, 110, 6, 8, RACE_NIBELUNG},
411 { "Domli the Humble", 15000, 200, 116, 6, 9, RACE_DWARF},
412 { "Yaarjukka Demonspawn", 15000, 220, 111, 4, 9, RACE_IMP},
413 { "Gelaraldor the Herbmaster", 10000, 190, 111, 5, 8, RACE_HIGH_ELF},
414 { "Olelaldan the Wise", 10000, 190, 110, 6, 8, RACE_BARBARIAN},
415 { "Fthoglo the Demonicist", 15000, 200, 116, 6, 9, RACE_IMP},
416 { "Dridash the Alchemist", 15000, 220, 111, 4, 9, RACE_HALF_ORC},
417 { "Nelir the Strong", 10000, 190, 111, 5, 8, RACE_CYCLOPS},
418 { "Lignus the Pungent", 10000, 190, 110, 6, 8, RACE_HALF_ORC},
419 { "Tilba", 15000, 200, 116, 6, 9, RACE_HOBBIT},
420 { "Myrildric the Wealthy", 15000, 220, 111, 4, 9, RACE_HUMAN},
422 { "Mauser the Chemist", 10000, 190, 111, 5, 8, RACE_HALF_ELF},
423 { "Wizzle the Chaotic", 10000, 190, 110, 6, 8, RACE_HOBBIT},
424 { "Midas the Greedy", 15000, 200, 116, 6, 9, RACE_GNOME},
425 { "Ja-Far the Alchemist", 15000, 220, 111, 4, 9, RACE_ELF},
426 { "Kakalrakakal", 15000, 200, 116, 6, 9, RACE_KLACKON},
427 { "Jal-Eth the Alchemist", 15000, 220, 111, 4, 9, RACE_ELF},
432 /* Magic Shop - 23 unique names */
434 { "ソーサラーのロ=パン", 20000, 200, 110, 7, 8, RACE_HALF_ELF},
435 { "偉大なるブガービイ", 20000, 215, 113, 6, 10, RACE_GNOME},
436 { "イェンダーの魔法使い", 30000, 200, 110, 7, 10, RACE_HUMAN},
437 { "死霊使いリャク",30000, 175, 110, 5, 11, RACE_HIGH_ELF},
438 { "魔術師スキドゥニー", 15000, 200, 110, 7, 8, RACE_HALF_ELF},
439 { "幻術師キリア", 30000, 200, 110, 7, 10, RACE_HUMAN},
440 { "死霊術師ニッキ", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
441 { "ソロストラン", 15000, 200, 110, 7, 8, RACE_SPRITE},
442 { "烏賊口アチシェ", 20000, 215, 113, 6, 10, RACE_MIND_FLAYER},
443 { "貴族のカザ", 30000, 200, 110, 7, 10, RACE_HIGH_ELF},
444 { "暗きファジル", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
445 { "偉大なるケルドーン", 15000, 200, 110, 7, 8, RACE_DWARF},
446 { "フィランスロプス", 20000, 215, 113, 6, 10, RACE_HOBBIT},
447 { "魔女のアグナー", 30000, 200, 110, 7, 10, RACE_HUMAN},
448 { "死霊術師ビュリアンス", 30000, 175, 110, 5, 11, RACE_BEASTMAN},
449 { "ハイメイジのヴイラク", 15000, 200, 110, 7, 8, RACE_BEASTMAN},
450 { "知恵者マディッシュ", 20000, 215, 113, 6, 10, RACE_BEASTMAN},
451 { "ファレブリンボール", 30000, 200, 110, 7, 10, RACE_HIGH_ELF},
452 { "陰険フェリル=ガンド", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
453 { "呪術師サレゴード", 15000, 200, 110, 7, 8, RACE_BARBARIAN},
454 { "神秘家クトゥアロス", 20000, 215, 113, 6, 10, RACE_MIND_FLAYER},
455 { "幻術師イベリ", 30000, 200, 110, 7, 10, RACE_SKELETON},
456 { "死霊術師ヘトー", 30000, 175, 110, 5, 11, RACE_YEEK},
457 { "魔術師ロ=パン", 20000, 200, 110, 7, 8, RACE_HALF_ELF},
458 { "偉大なるブガービイ", 20000, 215, 113, 6, 10, RACE_GNOME},
459 { "イェンダーの魔法使い", 30000, 200, 110, 7, 10, RACE_HUMAN},
460 { "死霊術師リャク", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
461 { "魔術師スキドゥニー", 15000, 200, 110, 7, 8, RACE_HALF_ELF},
462 { "幻術師キリア", 30000, 200, 110, 7, 10, RACE_HUMAN},
463 { "死霊術師ニッキ", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
464 { "ソロストラン", 15000, 200, 110, 7, 8, RACE_SPRITE},
465 { "烏賊口アチシェ", 20000, 215, 113, 6, 10, RACE_MIND_FLAYER},
467 { "Lo Pan the Sorcerer", 20000, 200, 110, 7, 8, RACE_HALF_ELF},
468 { "Buggerby the Great", 20000, 215, 113, 6, 10, RACE_GNOME},
469 { "The Wizard of Yendor", 30000, 200, 110, 7, 10, RACE_HUMAN},
470 { "Rjak the Necromancer", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
471 { "Skidney the Sorcerer", 15000, 200, 110, 7, 8, RACE_HALF_ELF},
472 { "Kyria the Illusionist", 30000, 200, 110, 7, 10, RACE_HUMAN},
473 { "Nikki the Necromancer", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
474 { "Solostoran", 15000, 200, 110, 7, 8, RACE_SPRITE},
475 { "Achshe the Tentacled", 20000, 215, 113, 6, 10, RACE_MIND_FLAYER},
476 { "Kaza the Noble", 30000, 200, 110, 7, 10, RACE_HIGH_ELF},
477 { "Fazzil the Dark", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
478 { "Keldorn the Grand", 15000, 200, 110, 7, 8, RACE_DWARF},
479 { "Philanthropus", 20000, 215, 113, 6, 10, RACE_HOBBIT},
480 { "Agnar the Enchantress", 30000, 200, 110, 7, 10, RACE_HUMAN},
481 { "Buliance the Necromancer", 30000, 175, 110, 5, 11, RACE_BEASTMAN},
482 { "Vuirak the High-Mage", 15000, 200, 110, 7, 8, RACE_BEASTMAN},
483 { "Madish the Smart", 20000, 215, 113, 6, 10, RACE_BEASTMAN},
484 { "Falebrimbor", 30000, 200, 110, 7, 10, RACE_HIGH_ELF},
485 { "Felil-Gand the Subtle", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
486 { "Thalegord the Shaman", 15000, 200, 110, 7, 8, RACE_BARBARIAN},
487 { "Cthoaloth the Mystic", 20000, 215, 113, 6, 10, RACE_MIND_FLAYER},
488 { "Ibeli the Illusionist", 30000, 200, 110, 7, 10, RACE_SKELETON},
489 { "Heto the Necromancer", 30000, 175, 110, 5, 11, RACE_YEEK},
490 { "Lo Pan the Sorcerer", 20000, 200, 110, 7, 8, RACE_HALF_ELF},
491 { "Buggerby the Great", 20000, 215, 113, 6, 10, RACE_GNOME},
492 { "The Wizard of Yendor", 30000, 200, 110, 7, 10, RACE_HUMAN},
493 { "Rjak the Necromancer", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
494 { "Skidney the Sorcerer", 15000, 200, 110, 7, 8, RACE_HALF_ELF},
495 { "Kyria the Illusionist", 30000, 200, 110, 7, 10, RACE_HUMAN},
496 { "Nikki the Necromancer", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
497 { "Solostoran", 15000, 200, 110, 7, 8, RACE_SPRITE},
498 { "Achshe the Tentacled", 20000, 215, 113, 6, 10, RACE_MIND_FLAYER},
502 /* Black Market - 32 unique names */
504 { "ガリー=ギガズ", 20000, 250, 150, 10, 5, RACE_HALF_TROLL},
505 { "ゴブリンのヒストーア", 20000, 250, 150, 10, 5, RACE_HALF_ORC},
506 { "フェレンギ人クアーク", 30000, 250, 150, 10, 5, RACE_HUMAN},
507 { "公正なる(?)トッピ", 30000, 250, 150, 10, 5, RACE_ELF},
508 { "死人ヴァッサ", 20000, 250, 150, 10, 5, RACE_ZOMBIE},
509 { "裏切り者カイン", 20000, 250, 150, 10, 5, RACE_VAMPIRE},
510 { "ブボニカス", 30000, 250, 150, 10, 5, RACE_BEASTMAN},
511 { "コープスライト", 30000, 250, 150, 10, 5, RACE_SPECTRE},
512 { "血に飢えしパリッシュ", 20000, 250, 150, 10, 5, RACE_VAMPIRE},
513 { "ヴァイル", 20000, 250, 150, 10, 5, RACE_SKELETON},
514 { "信頼のプレンティス", 30000, 250, 150, 10, 5, RACE_SKELETON},
515 { "人間殺しのグリエラ", 30000, 250, 150, 10, 5, RACE_IMP},
516 { "エンジェル", 20000, 250, 150, 10, 5, RACE_VAMPIRE},
517 { "水膨れフロツァム", 20000, 250, 150, 10, 5, RACE_ZOMBIE},
518 { "ニーヴァル", 30000, 250, 150, 10, 5, RACE_VAMPIRE},
519 { "明るいアナスタシア", 30000, 250, 150, 10, 5, RACE_SPECTRE},
520 { "死霊術師チャリティー", 20000, 250, 150, 10, 5, RACE_DARK_ELF},
521 { "ボクサーのプグナシオス", 20000, 250, 150, 10, 5, RACE_HALF_ORC},
522 { "幸運なフットソア", 30000, 250, 150, 10, 5, RACE_BEASTMAN},
523 { "光指のシドリア", 30000, 250, 150, 10, 5, RACE_HUMAN},
524 { "手品師リアソー", 20000, 250, 150, 10, 5, RACE_HOBBIT},
525 { "やりくり上手のジャナッカ", 20000, 250, 150, 10, 5, RACE_GNOME},
526 { "悪党シーナ", 30000, 250, 150, 10, 5, RACE_GNOME},
527 { "大爪アルニッキ", 30000, 250, 150, 10, 5, RACE_DRACONIAN},
528 { "貧乏チャエアンド", 20000, 250, 150, 10, 5, RACE_HUMAN},
529 { "山賊アファードーフ", 20000, 250, 150, 10, 5, RACE_BARBARIAN},
530 { "強欲ラザクスル", 30000, 250, 150, 10, 5, RACE_MIND_FLAYER},
531 { "ファラレウィン", 30000, 250, 150, 10, 5, RACE_SPRITE},
532 { "しわしわヴォスール", 20000, 250, 150, 10, 5, RACE_NIBELUNG},
533 { "ハンサムなアラオード", 20000, 250, 150, 10, 5, RACE_AMBERITE},
534 { "負け犬セラドフリド", 30000, 250, 150, 10, 5, RACE_HUMAN},
535 { "片足のエルーロ", 30000, 250, 150, 10, 5, RACE_HALF_OGRE},
537 { "Gary Gygaz", 20000, 250, 150, 10, 5, RACE_HALF_TROLL},
538 { "Histor the Goblin", 20000, 250, 150, 10, 5, RACE_HALF_ORC},
539 { "Quark the Ferengi", 30000, 250, 150, 10, 5, RACE_DWARF},
540 { "Topi the Fair(?)", 30000, 250, 150, 10, 5, RACE_HUMAN},
541 { "Vhassa the Dead", 20000, 250, 150, 10, 5, RACE_ZOMBIE},
542 { "Kyn the Treacherous", 20000, 250, 150, 10, 5, RACE_VAMPIRE},
543 { "Bubonicus", 30000, 250, 150, 10, 5, RACE_BEASTMAN},
544 { "Corpselight", 30000, 250, 150, 10, 5, RACE_SPECTRE},
545 { "Parrish the Bloodthirsty", 20000, 250, 150, 10, 5, RACE_VAMPIRE},
546 { "Vile", 20000, 250, 150, 10, 5, RACE_SKELETON},
547 { "Prentice the Trusted", 30000, 250, 150, 10, 5, RACE_SKELETON},
548 { "Griella Humanslayer", 30000, 250, 150, 10, 5, RACE_IMP},
549 { "Angel", 20000, 250, 150, 10, 5, RACE_VAMPIRE},
550 { "Flotsam the Bloated", 20000, 250, 150, 10, 5, RACE_ZOMBIE},
551 { "Nieval", 30000, 250, 150, 10, 5, RACE_VAMPIRE},
552 { "Anastasia the Luminous", 30000, 250, 150, 10, 5, RACE_SPECTRE},
553 { "Charity the Necromancer", 20000, 250, 150, 10, 5, RACE_DARK_ELF},
554 { "Pugnacious the Pugilist", 20000, 250, 150, 10, 5, RACE_HALF_ORC},
555 { "Footsore the Lucky", 30000, 250, 150, 10, 5, RACE_BEASTMAN},
556 { "Sidria Lighfingered", 30000, 250, 150, 10, 5, RACE_HUMAN},
557 { "Riatho the Juggler", 20000, 250, 150, 10, 5, RACE_HOBBIT},
558 { "Janaaka the Shifty", 20000, 250, 150, 10, 5, RACE_GNOME},
559 { "Cina the Rogue", 30000, 250, 150, 10, 5, RACE_GNOME},
560 { "Arunikki Greatclaw", 30000, 250, 150, 10, 5, RACE_DRACONIAN},
561 { "Chaeand the Poor", 20000, 250, 150, 10, 5, RACE_HUMAN},
562 { "Afardorf the Brigand", 20000, 250, 150, 10, 5, RACE_BARBARIAN},
563 { "Lathaxl the Greedy", 30000, 250, 150, 10, 5, RACE_MIND_FLAYER},
564 { "Falarewyn", 30000, 250, 150, 10, 5, RACE_SPRITE},
565 { "Vosur the Wrinkled", 20000, 250, 150, 10, 5, RACE_NIBELUNG},
566 { "Araord the Handsome", 20000, 250, 150, 10, 5, RACE_AMBERITE},
567 { "Theradfrid the Loser", 30000, 250, 150, 10, 5, RACE_HUMAN},
568 { "One-Legged Eroolo", 30000, 250, 150, 10, 5, RACE_HALF_OGRE},
574 { "我が家", 0, 100, 100, 0, 99, 99},
575 { "我が家", 0, 100, 100, 0, 99, 99},
576 { "我が家", 0, 100, 100, 0, 99, 99},
577 { "我が家", 0, 100, 100, 0, 99, 99},
578 { "我が家", 0, 100, 100, 0, 99, 99},
579 { "我が家", 0, 100, 100, 0, 99, 99},
580 { "我が家", 0, 100, 100, 0, 99, 99},
581 { "我が家", 0, 100, 100, 0, 99, 99},
582 { "我が家", 0, 100, 100, 0, 99, 99},
583 { "我が家", 0, 100, 100, 0, 99, 99},
584 { "我が家", 0, 100, 100, 0, 99, 99},
585 { "我が家", 0, 100, 100, 0, 99, 99},
586 { "我が家", 0, 100, 100, 0, 99, 99},
587 { "我が家", 0, 100, 100, 0, 99, 99},
588 { "我が家", 0, 100, 100, 0, 99, 99},
589 { "我が家", 0, 100, 100, 0, 99, 99},
590 { "我が家", 0, 100, 100, 0, 99, 99},
591 { "我が家", 0, 100, 100, 0, 99, 99},
592 { "我が家", 0, 100, 100, 0, 99, 99},
593 { "我が家", 0, 100, 100, 0, 99, 99},
594 { "我が家", 0, 100, 100, 0, 99, 99},
595 { "我が家", 0, 100, 100, 0, 99, 99},
596 { "我が家", 0, 100, 100, 0, 99, 99},
597 { "我が家", 0, 100, 100, 0, 99, 99},
598 { "我が家", 0, 100, 100, 0, 99, 99},
599 { "我が家", 0, 100, 100, 0, 99, 99},
600 { "我が家", 0, 100, 100, 0, 99, 99},
601 { "我が家", 0, 100, 100, 0, 99, 99},
602 { "我が家", 0, 100, 100, 0, 99, 99},
603 { "我が家", 0, 100, 100, 0, 99, 99},
604 { "我が家", 0, 100, 100, 0, 99, 99},
605 { "我が家", 0, 100, 100, 0, 99, 99},
607 { "Your home", 0, 100, 100, 0, 99, 99},
608 { "Your home", 0, 100, 100, 0, 99, 99},
609 { "Your home", 0, 100, 100, 0, 99, 99},
610 { "Your home", 0, 100, 100, 0, 99, 99},
611 { "Your home", 0, 100, 100, 0, 99, 99},
612 { "Your home", 0, 100, 100, 0, 99, 99},
613 { "Your home", 0, 100, 100, 0, 99, 99},
614 { "Your home", 0, 100, 100, 0, 99, 99},
615 { "Your home", 0, 100, 100, 0, 99, 99},
616 { "Your home", 0, 100, 100, 0, 99, 99},
617 { "Your home", 0, 100, 100, 0, 99, 99},
618 { "Your home", 0, 100, 100, 0, 99, 99},
619 { "Your home", 0, 100, 100, 0, 99, 99},
620 { "Your home", 0, 100, 100, 0, 99, 99},
621 { "Your home", 0, 100, 100, 0, 99, 99},
622 { "Your home", 0, 100, 100, 0, 99, 99},
623 { "Your home", 0, 100, 100, 0, 99, 99},
624 { "Your home", 0, 100, 100, 0, 99, 99},
625 { "Your home", 0, 100, 100, 0, 99, 99},
626 { "Your home", 0, 100, 100, 0, 99, 99},
627 { "Your home", 0, 100, 100, 0, 99, 99},
628 { "Your home", 0, 100, 100, 0, 99, 99},
629 { "Your home", 0, 100, 100, 0, 99, 99},
630 { "Your home", 0, 100, 100, 0, 99, 99},
631 { "Your home", 0, 100, 100, 0, 99, 99},
632 { "Your home", 0, 100, 100, 0, 99, 99},
633 { "Your home", 0, 100, 100, 0, 99, 99},
634 { "Your home", 0, 100, 100, 0, 99, 99},
635 { "Your home", 0, 100, 100, 0, 99, 99},
636 { "Your home", 0, 100, 100, 0, 99, 99},
637 { "Your home", 0, 100, 100, 0, 99, 99},
638 { "Your home", 0, 100, 100, 0, 99, 99},
644 /* Bookstore - 21 unique names */
646 { "強欲ドラフ", 10000, 175, 108, 4, 12, RACE_HUMAN},
647 { "賢者オドナー", 15000, 120, 105, 6, 16, RACE_HIGH_ELF},
648 { "中立のガンダー", 25000, 120, 110, 7, 19, RACE_DARK_ELF},
649 { "忍耐の人ロ=シャ", 30000, 140, 105, 6, 12, RACE_ELF},
650 { "ランドルフ・カーター", 15000, 175, 108, 4, 12, RACE_HUMAN},
651 { "隼のサライ", 15000, 175, 108, 4, 12, RACE_HUMAN},
652 { "千里眼ボドリル", 20000, 120, 105, 6, 16, RACE_HIGH_ELF},
653 { "沈黙のヴェオロイン", 25000, 120, 110, 7, 19, RACE_ZOMBIE},
654 { "学者のヴァンシラス", 30000, 140, 105, 6, 12, RACE_MIND_FLAYER},
655 { "物書きオセイン", 15000, 175, 108, 4, 12, RACE_SKELETON},
656 { "本の虫オルヴァー", 20000, 120, 105, 6, 16, RACE_VAMPIRE},
657 { "浅井墓男", 25000, 120, 110, 7, 19, RACE_ZOMBIE},
658 { "デスマスク", 30000, 140, 105, 6, 12, RACE_ZOMBIE},
659 { "学者のアスーヌ", 15000, 175, 108, 4, 12, RACE_MIND_FLAYER},
660 { "死人のプリランド", 20000, 120, 105, 6, 16, RACE_ZOMBIE},
661 { "鉄のロナール", 25000, 120, 110, 7, 19, RACE_GOLEM},
663 { "Dolaf the Greedy", 10000, 175, 108, 4, 12, RACE_HUMAN},
664 { "Odnar the Sage", 15000, 120, 105, 6, 16, RACE_HIGH_ELF},
665 { "Gandar the Neutral", 25000, 120, 110, 7, 19, RACE_DARK_ELF},
666 { "Ro-sha the Patient", 30000, 140, 105, 6, 12, RACE_ELF},
667 { "Randolph Carter", 15000, 175, 108, 4, 12, RACE_HUMAN},
668 { "Sarai the Swift", 15000, 175, 108, 4, 12, RACE_HUMAN},
669 { "Bodril the Seer", 20000, 120, 105, 6, 16, RACE_HIGH_ELF},
670 { "Veloin the Quiet", 25000, 120, 110, 7, 19, RACE_ZOMBIE},
671 { "Vanthylas the Learned", 30000, 140, 105, 6, 12, RACE_MIND_FLAYER},
672 { "Ossein the Literate", 15000, 175, 108, 4, 12, RACE_SKELETON},
673 { "Olvar Bookworm", 20000, 120, 105, 6, 16, RACE_VAMPIRE},
674 { "Shallowgrave", 25000, 120, 110, 7, 19, RACE_ZOMBIE},
675 { "Death Mask", 30000, 140, 105, 6, 12, RACE_ZOMBIE},
676 { "Asuunu the Learned", 15000, 175, 108, 4, 12, RACE_MIND_FLAYER},
677 { "Prirand the Dead", 20000, 120, 105, 6, 16, RACE_ZOMBIE},
678 { "Ronar the Iron", 25000, 120, 110, 7, 19, RACE_GOLEM},
681 { "ガリル=ガミル", 30000, 140, 105, 6, 12, RACE_ELF},
682 { "本食いローバグ", 15000, 175, 108, 4, 12, RACE_KOBOLD},
683 { "キリアリキーク", 20000, 120, 105, 6, 16, RACE_KLACKON},
684 { "静かなるリリン", 25000, 120, 110, 7, 19, RACE_DWARF},
685 { "王者イサング", 30000, 140, 105, 6, 12, RACE_HIGH_ELF},
686 { "強欲ドラフ", 10000, 175, 108, 4, 12, RACE_HUMAN},
687 { "賢者オドナー", 15000, 120, 105, 6, 16, RACE_HIGH_ELF},
688 { "中立のガンダー", 25000, 120, 110, 7, 19, RACE_DARK_ELF},
689 { "忍耐の人ロ=シャ", 30000, 140, 105, 6, 12, RACE_ELF},
690 { "ランドルフ・カーター", 15000, 175, 108, 4, 12, RACE_HUMAN},
691 { "隼サライ", 15000, 175, 108, 4, 12, RACE_HUMAN},
692 { "千里眼ボドリル", 20000, 120, 105, 6, 16, RACE_HIGH_ELF},
693 { "沈黙のヴェオロイン", 25000, 120, 110, 7, 19, RACE_ZOMBIE},
694 { "学者のヴァンシラス", 30000, 140, 105, 6, 12, RACE_MIND_FLAYER},
695 { "物書きオセイン", 15000, 175, 108, 4, 12, RACE_SKELETON},
696 { "本の虫オルヴァー", 20000, 120, 105, 6, 16, RACE_VAMPIRE},
698 { "Galil-Gamir", 30000, 140, 105, 6, 12, RACE_ELF},
699 { "Rorbag Book-Eater", 15000, 175, 108, 4, 12, RACE_KOBOLD},
700 { "Kiriarikirk", 20000, 120, 105, 6, 16, RACE_KLACKON},
701 { "Rilin the Quiet", 25000, 120, 110, 7, 19, RACE_DWARF},
702 { "Isung the Lord", 30000, 140, 105, 6, 12, RACE_HIGH_ELF},
703 { "Dolaf the Greedy", 10000, 175, 108, 4, 12, RACE_HUMAN},
704 { "Odnar the Sage", 15000, 120, 105, 6, 16, RACE_HIGH_ELF},
705 { "Gandar the Neutral", 25000, 120, 110, 7, 19, RACE_DARK_ELF},
706 { "Ro-sha the Patient", 30000, 140, 105, 6, 12, RACE_ELF},
707 { "Randolph Carter", 15000, 175, 108, 4, 12, RACE_HUMAN},
708 { "Sarai the Swift", 15000, 175, 108, 4, 12, RACE_HUMAN},
709 { "Bodril the Seer", 20000, 120, 105, 6, 16, RACE_HIGH_ELF},
710 { "Veloin the Quiet", 25000, 120, 110, 7, 19, RACE_ZOMBIE},
711 { "Vanthylas the Learned", 30000, 140, 105, 6, 12, RACE_MIND_FLAYER},
712 { "Ossein the Literate", 15000, 175, 108, 4, 12, RACE_SKELETON},
713 { "Olvar Bookworm", 20000, 120, 105, 6, 16, RACE_VAMPIRE},
720 { "博物館", 0, 100, 100, 0, 99, 99},
721 { "博物館", 0, 100, 100, 0, 99, 99},
722 { "博物館", 0, 100, 100, 0, 99, 99},
723 { "博物館", 0, 100, 100, 0, 99, 99},
724 { "博物館", 0, 100, 100, 0, 99, 99},
725 { "博物館", 0, 100, 100, 0, 99, 99},
726 { "博物館", 0, 100, 100, 0, 99, 99},
727 { "博物館", 0, 100, 100, 0, 99, 99},
728 { "博物館", 0, 100, 100, 0, 99, 99},
729 { "博物館", 0, 100, 100, 0, 99, 99},
730 { "博物館", 0, 100, 100, 0, 99, 99},
731 { "博物館", 0, 100, 100, 0, 99, 99},
732 { "博物館", 0, 100, 100, 0, 99, 99},
733 { "博物館", 0, 100, 100, 0, 99, 99},
734 { "博物館", 0, 100, 100, 0, 99, 99},
735 { "博物館", 0, 100, 100, 0, 99, 99},
736 { "博物館", 0, 100, 100, 0, 99, 99},
737 { "博物館", 0, 100, 100, 0, 99, 99},
738 { "博物館", 0, 100, 100, 0, 99, 99},
739 { "博物館", 0, 100, 100, 0, 99, 99},
740 { "博物館", 0, 100, 100, 0, 99, 99},
741 { "博物館", 0, 100, 100, 0, 99, 99},
742 { "博物館", 0, 100, 100, 0, 99, 99},
743 { "博物館", 0, 100, 100, 0, 99, 99},
744 { "博物館", 0, 100, 100, 0, 99, 99},
745 { "博物館", 0, 100, 100, 0, 99, 99},
746 { "博物館", 0, 100, 100, 0, 99, 99},
747 { "博物館", 0, 100, 100, 0, 99, 99},
748 { "博物館", 0, 100, 100, 0, 99, 99},
749 { "博物館", 0, 100, 100, 0, 99, 99},
750 { "博物館", 0, 100, 100, 0, 99, 99},
751 { "博物館", 0, 100, 100, 0, 99, 99},
753 { "Museum", 0, 100, 100, 0, 99, 99},
754 { "Museum", 0, 100, 100, 0, 99, 99},
755 { "Museum", 0, 100, 100, 0, 99, 99},
756 { "Museum", 0, 100, 100, 0, 99, 99},
757 { "Museum", 0, 100, 100, 0, 99, 99},
758 { "Museum", 0, 100, 100, 0, 99, 99},
759 { "Museum", 0, 100, 100, 0, 99, 99},
760 { "Museum", 0, 100, 100, 0, 99, 99},
761 { "Museum", 0, 100, 100, 0, 99, 99},
762 { "Museum", 0, 100, 100, 0, 99, 99},
763 { "Museum", 0, 100, 100, 0, 99, 99},
764 { "Museum", 0, 100, 100, 0, 99, 99},
765 { "Museum", 0, 100, 100, 0, 99, 99},
766 { "Museum", 0, 100, 100, 0, 99, 99},
767 { "Museum", 0, 100, 100, 0, 99, 99},
768 { "Museum", 0, 100, 100, 0, 99, 99},
769 { "Museum", 0, 100, 100, 0, 99, 99},
770 { "Museum", 0, 100, 100, 0, 99, 99},
771 { "Museum", 0, 100, 100, 0, 99, 99},
772 { "Museum", 0, 100, 100, 0, 99, 99},
773 { "Museum", 0, 100, 100, 0, 99, 99},
774 { "Museum", 0, 100, 100, 0, 99, 99},
775 { "Museum", 0, 100, 100, 0, 99, 99},
776 { "Museum", 0, 100, 100, 0, 99, 99},
777 { "Museum", 0, 100, 100, 0, 99, 99},
778 { "Museum", 0, 100, 100, 0, 99, 99},
779 { "Museum", 0, 100, 100, 0, 99, 99},
780 { "Museum", 0, 100, 100, 0, 99, 99},
781 { "Museum", 0, 100, 100, 0, 99, 99},
782 { "Museum", 0, 100, 100, 0, 99, 99},
783 { "Museum", 0, 100, 100, 0, 99, 99},
784 { "Museum", 0, 100, 100, 0, 99, 99},
791 static int cur_store_num = 0;
792 static int store_top = 0;
793 static int store_bottom = 0;
794 static int xtra_stock = 0;
795 static store_type *st_ptr = NULL;
796 static const owner_type *ot_ptr = NULL;
797 static s16b old_town_num = 0;
798 static s16b inner_town_num = 0;
799 #define RUMOR_CHANCE 8
801 #define MAX_COMMENT_1 6
803 static concptr comment_1[MAX_COMMENT_1] =
824 /*! ブラックマーケット追加メッセージ(承諾) */
825 static concptr comment_1_B[MAX_COMMENT_1] = {
834 #define MAX_COMMENT_2A 2
836 static concptr comment_2a[MAX_COMMENT_2A] =
839 "私の忍耐力を試しているのかい? $%s が最後だ。",
840 "我慢にも限度があるぞ。 $%s が最後だ。"
842 "You try my patience. %s is final.",
843 "My patience grows thin. %s is final."
848 #define MAX_COMMENT_2B 12
850 static concptr comment_2b[MAX_COMMENT_2B] =
853 " $%s ぐらいは出さなきゃダメだよ。",
856 "何て奴だ! $%s 以下はあり得ないぞ。",
857 "それじゃ少なすぎる! $%s は欲しいところだ。",
858 "バカにしている! $%s はもらわないと。",
860 "おいおい! $%s を考えてくれないか?",
861 "1000匹のオークのノミに苦しめられるがいい! $%s だ。",
862 "お前の大切なものに災いあれ! $%s でどうだ。",
863 "モルゴスに賞味されるがいい!本当は $%s なんだろう?",
864 "お前の母親はオーガか! $%s は出すつもりなんだろ?"
866 "I can take no less than %s gold pieces.",
867 "I will accept no less than %s gold pieces.",
868 "Ha! No less than %s gold pieces.",
869 "You knave! No less than %s gold pieces.",
870 "That's a pittance! I want %s gold pieces.",
871 "That's an insult! I want %s gold pieces.",
872 "As if! How about %s gold pieces?",
873 "My arse! How about %s gold pieces?",
874 "May the fleas of 1000 orcs molest you! Try %s gold pieces.",
875 "May your most favourite parts go moldy! Try %s gold pieces.",
876 "May Morgoth find you tasty! Perhaps %s gold pieces?",
877 "Your mother was an Ogre! Perhaps %s gold pieces?"
883 /*! ブラックマーケット用追加メッセージ(売るとき) */
884 static concptr comment_2b_B[MAX_COMMENT_2B] = {
885 "いくら俺様がお人好しとはいえ $%s が限界だね。嫌なら帰りな。",
886 "金がないのかい、あんた?まずは家に帰って $%s 揃えてきな。",
887 "物の価値が分からん奴だな。これは $%s が普通なんだよ。",
888 "俺の付けた値段に文句があるのか? $%s が限界だ。",
889 "ひょっとして新手の冗談かい? $%s 持ってないなら帰りな。",
890 "うちは他の店とは違うんだよ。$%s ぐらいは出しな。",
891 "買う気がないなら帰りな。 $%s だと言っているんだ。",
892 "話にならないね。 $%s くらい持っているんだろ?",
893 "は?なんだそりゃ? $%s の間違いか、ひょっとして?",
894 "出口はあっちだよ。それとも $%s 出せるのかい、あんたに。",
895 "命知らずな奴だな。 $%s 出せば今日の所は勘弁してやるよ。",
896 "うちの店は貧乏人お断りだ。 $%s ぐらい出せないのかい?"
899 #define MAX_COMMENT_3A 2
901 static concptr comment_3a[MAX_COMMENT_3A] =
904 "私の忍耐力を試しているのかい? $%s が最後だ。",
905 "我慢にも限度があるぞ。 $%s が最後だ。"
907 "You try my patience. %s is final.",
908 "My patience grows thin. %s is final."
914 #define MAX_COMMENT_3B 12
916 static concptr comment_3b[MAX_COMMENT_3B] =
919 "本音を言うと $%s でいいんだろ?",
921 " $%s ぐらいなら出してもいいが。",
922 " $%s 以上払うなんて考えられないね。",
923 "まあ落ちついて。 $%s でどうだい?",
924 "そのガラクタなら $%s で引き取るよ。",
925 "それじゃ高すぎる! $%s がいいとこだろ。",
926 "どうせいらないんだろ! $%s でいいだろ?",
927 "だめだめ! $%s がずっとお似合いだよ。",
928 "バカにしている! $%s がせいぜいだ。",
929 " $%s なら嬉しいところだがなあ。",
930 " $%s 、それ以上はビタ一文出さないよ!"
932 "Perhaps %s gold pieces?",
933 "How about %s gold pieces?",
934 "I will pay no more than %s gold pieces.",
935 "I can afford no more than %s gold pieces.",
936 "Be reasonable. How about %s gold pieces?",
937 "I'll buy it as scrap for %s gold pieces.",
938 "That is too much! How about %s gold pieces?",
939 "That looks war surplus! Say %s gold pieces?",
940 "Never! %s is more like it.",
941 "That's an insult! %s is more like it.",
942 "%s gold pieces and be thankful for it!",
943 "%s gold pieces and not a copper more!"
949 /*! ブラックマーケット用追加メッセージ(買い取り) */
950 static concptr comment_3b_B[MAX_COMMENT_3B] = {
951 " $%s ってところだね。そのどうしようもないガラクタは。",
952 "この俺が $%s って言っているんだから、その通りにした方が身のためだぞ。",
953 "俺の優しさに甘えるのもいい加減にしておけ。 $%s だ。",
954 "その品なら $%s で売ってくれているがね、常識ある紳士はみんな。",
955 "こりゃまた、がめつい奴だな。いくら俺が温厚とはいえ $%s が限界だ。",
956 " $%s だ。別に俺はそんなガラクタ欲しくはないんだから。",
957 "俺の鑑定額が気に入らないのか? $%s 、嫌なら帰りな。",
958 " $%s で引き取ってやるよ。喜んで受け取りな、貧乏人。",
959 "物の価値が分からん奴は始末におえんな。それは $%s なんだよ。",
960 "そんなに金が欲しいのか、あんた? $%s で満足できんのか?",
961 "入る店間違えてんじゃないのか? $%s で嫌なら他をあたってくれ。",
962 "俺の言い値にケチをつける奴がいるとは! その度胸に免じて $%s だ。"
965 #define MAX_COMMENT_4A 4
967 static concptr comment_4a[MAX_COMMENT_4A] =
970 "もうたくさんだ!何度も私をわずらわせないでくれ!",
971 "うがー!一日の我慢の限度を超えている!",
972 "もういい!時間の無駄以外のなにものでもない!",
973 "もうやってられないよ!顔も見たくない!"
975 "Enough! You have abused me once too often!",
976 "Arghhh! I have had enough abuse for one day!",
977 "That does it! You shall waste my time no more!",
978 "This is getting nowhere! I'm going to Londis!"
984 /*! ブラックマーケット用追加メッセージ(怒りの頂点) */
985 static concptr comment_4a_B[MAX_COMMENT_4A] = {
986 "なめやがって!温厚な俺様でも限界があるってことを知れ!",
987 "俺をここまで怒らせて...命があるだけでもありがたいと思え!",
988 "ふざけてるのか!冷やかしなら相手を見てからにしろ!",
989 "いいかげんにしろ!今度こんなまねしたらただじゃおかねえぞ!"
992 #define MAX_COMMENT_4B 4
994 static concptr comment_4b[MAX_COMMENT_4B] =
1003 "Get out of my sight!",
1004 "Begone, you scoundrel!",
1011 /*! ブラックマーケット用追加メッセージ(追い出し) */
1012 static concptr comment_4b_B[MAX_COMMENT_4B] = {
1019 #define MAX_COMMENT_5 8
1021 static concptr comment_5[MAX_COMMENT_5] =
1035 "You will have to do better than that!",
1036 "Do you wish to do business or not?",
1037 "You've got to be kidding!",
1038 "You'd better be kidding!",
1039 "You try my patience.",
1040 "Hmmm, nice weather we're having."
1046 /*! ブラックマーケット用追加メッセージ(怒り) */
1047 static concptr comment_5_B[MAX_COMMENT_5] = {
1058 #define MAX_COMMENT_6 4
1060 static concptr comment_6[MAX_COMMENT_6] =
1068 "I must have heard you wrong.",
1069 "I'm sorry, I missed that.",
1070 "I'm sorry, what was that?",
1071 "Sorry, what was that again?"
1076 /*** Initialize others ***/
1079 * 店舗で販売するオブジェクトを定義する / Hack -- Objects sold in the stores -- by tval/sval pair.
1081 byte store_table[MAX_STORES][STORE_CHOICES][2] =
1086 { TV_FOOD, SV_FOOD_RATION },
1087 { TV_FOOD, SV_FOOD_RATION },
1088 { TV_FOOD, SV_FOOD_RATION },
1089 { TV_FOOD, SV_FOOD_RATION },
1091 { TV_FOOD, SV_FOOD_RATION },
1092 { TV_FOOD, SV_FOOD_BISCUIT },
1093 { TV_FOOD, SV_FOOD_JERKY },
1094 { TV_FOOD, SV_FOOD_JERKY },
1096 { TV_FOOD, SV_FOOD_PINT_OF_WINE },
1097 { TV_FOOD, SV_FOOD_PINT_OF_ALE },
1098 { TV_LITE, SV_LITE_TORCH },
1099 { TV_LITE, SV_LITE_TORCH },
1101 { TV_LITE, SV_LITE_TORCH },
1102 { TV_LITE, SV_LITE_TORCH },
1103 { TV_LITE, SV_LITE_LANTERN },
1104 { TV_LITE, SV_LITE_LANTERN },
1116 { TV_SHOT, SV_AMMO_NORMAL },
1117 { TV_ARROW, SV_AMMO_NORMAL },
1118 { TV_BOLT, SV_AMMO_NORMAL },
1119 { TV_DIGGING, SV_SHOVEL },
1121 { TV_DIGGING, SV_PICK },
1122 { TV_CLOAK, SV_CLOAK },
1123 { TV_CLOAK, SV_CLOAK },
1124 { TV_CLOAK, SV_FUR_CLOAK },
1126 { TV_FOOD, SV_FOOD_RATION },
1127 { TV_FOOD, SV_FOOD_RATION },
1128 { TV_FOOD, SV_FOOD_RATION },
1129 { TV_FOOD, SV_FOOD_RATION },
1131 { TV_POTION, SV_POTION_WATER },
1132 { TV_POTION, SV_POTION_WATER },
1133 { TV_LITE, SV_LITE_LANTERN },
1134 { TV_LITE, SV_LITE_LANTERN },
1136 { TV_FOOD, SV_FOOD_WAYBREAD },
1137 { TV_FOOD, SV_FOOD_WAYBREAD },
1141 { TV_SHOT, SV_AMMO_NORMAL },
1142 { TV_ARROW, SV_AMMO_NORMAL },
1143 { TV_BOLT, SV_AMMO_NORMAL },
1144 { TV_DIGGING, SV_SHOVEL }
1150 { TV_BOOTS, SV_PAIR_OF_SOFT_LEATHER_BOOTS },
1151 { TV_BOOTS, SV_PAIR_OF_SOFT_LEATHER_BOOTS },
1152 { TV_BOOTS, SV_PAIR_OF_HARD_LEATHER_BOOTS },
1153 { TV_BOOTS, SV_PAIR_OF_HARD_LEATHER_BOOTS },
1155 { TV_HELM, SV_HARD_LEATHER_CAP },
1156 { TV_HELM, SV_HARD_LEATHER_CAP },
1157 { TV_HELM, SV_METAL_CAP },
1158 { TV_HELM, SV_IRON_HELM },
1160 { TV_SOFT_ARMOR, SV_ROBE },
1161 { TV_SOFT_ARMOR, SV_ROBE },
1162 { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR },
1163 { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR },
1165 { TV_SOFT_ARMOR, SV_HARD_LEATHER_ARMOR },
1166 { TV_SOFT_ARMOR, SV_HARD_LEATHER_ARMOR },
1167 { TV_SOFT_ARMOR, SV_HARD_STUDDED_LEATHER },
1168 { TV_SOFT_ARMOR, SV_HARD_STUDDED_LEATHER },
1170 { TV_SOFT_ARMOR, SV_RHINO_HIDE_ARMOR },
1171 { TV_SOFT_ARMOR, SV_LEATHER_SCALE_MAIL },
1172 { TV_HARD_ARMOR, SV_METAL_SCALE_MAIL },
1173 { TV_HARD_ARMOR, SV_CHAIN_MAIL },
1175 { TV_HARD_ARMOR, SV_DOUBLE_RING_MAIL },
1176 { TV_HARD_ARMOR, SV_AUGMENTED_CHAIN_MAIL },
1177 { TV_HARD_ARMOR, SV_BAR_CHAIN_MAIL },
1178 { TV_HARD_ARMOR, SV_DOUBLE_CHAIN_MAIL },
1180 { TV_HARD_ARMOR, SV_METAL_BRIGANDINE_ARMOUR },
1181 { TV_HARD_ARMOR, SV_SPLINT_MAIL },
1182 { TV_GLOVES, SV_SET_OF_LEATHER_GLOVES },
1183 { TV_GLOVES, SV_SET_OF_LEATHER_GLOVES },
1185 { TV_GLOVES, SV_SET_OF_GAUNTLETS },
1186 { TV_SHIELD, SV_SMALL_LEATHER_SHIELD },
1187 { TV_SHIELD, SV_LARGE_LEATHER_SHIELD },
1188 { TV_SHIELD, SV_SMALL_METAL_SHIELD },
1190 { TV_BOOTS, SV_PAIR_OF_HARD_LEATHER_BOOTS },
1191 { TV_BOOTS, SV_PAIR_OF_HARD_LEATHER_BOOTS },
1192 { TV_HELM, SV_HARD_LEATHER_CAP },
1193 { TV_HELM, SV_HARD_LEATHER_CAP },
1195 { TV_SOFT_ARMOR, SV_ROBE },
1196 { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR },
1197 { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR },
1198 { TV_SOFT_ARMOR, SV_HARD_LEATHER_ARMOR },
1200 { TV_SOFT_ARMOR, SV_LEATHER_JACK },
1201 { TV_HARD_ARMOR, SV_METAL_SCALE_MAIL },
1202 { TV_HARD_ARMOR, SV_CHAIN_MAIL },
1203 { TV_HARD_ARMOR, SV_CHAIN_MAIL },
1205 { TV_GLOVES, SV_SET_OF_LEATHER_GLOVES },
1206 { TV_GLOVES, SV_SET_OF_GAUNTLETS },
1207 { TV_SHIELD, SV_SMALL_LEATHER_SHIELD },
1208 { TV_SHIELD, SV_SMALL_LEATHER_SHIELD }
1214 { TV_SWORD, SV_DAGGER },
1215 { TV_SWORD, SV_MAIN_GAUCHE },
1216 { TV_SWORD, SV_RAPIER },
1217 { TV_SWORD, SV_SMALL_SWORD },
1219 { TV_SWORD, SV_SHORT_SWORD },
1220 { TV_SWORD, SV_SABRE },
1221 { TV_SWORD, SV_CUTLASS },
1222 { TV_SWORD, SV_TULWAR },
1224 { TV_SWORD, SV_BROAD_SWORD },
1225 { TV_SWORD, SV_LONG_SWORD },
1226 { TV_SWORD, SV_SCIMITAR },
1227 { TV_SWORD, SV_KATANA },
1229 { TV_SWORD, SV_BASTARD_SWORD },
1230 { TV_POLEARM, SV_SPEAR },
1231 { TV_POLEARM, SV_AWL_PIKE },
1232 { TV_POLEARM, SV_TRIDENT },
1234 { TV_POLEARM, SV_PIKE },
1235 { TV_POLEARM, SV_BEAKED_AXE },
1236 { TV_POLEARM, SV_BROAD_AXE },
1237 { TV_POLEARM, SV_LANCE },
1239 { TV_POLEARM, SV_BATTLE_AXE },
1240 { TV_POLEARM, SV_HATCHET },
1241 { TV_BOW, SV_SLING },
1242 { TV_BOW, SV_SHORT_BOW },
1244 { TV_BOW, SV_LIGHT_XBOW },
1245 { TV_SHOT, SV_AMMO_NORMAL },
1246 { TV_SHOT, SV_AMMO_NORMAL },
1247 { TV_ARROW, SV_AMMO_NORMAL },
1249 { TV_ARROW, SV_AMMO_NORMAL },
1250 { TV_BOLT, SV_AMMO_NORMAL },
1251 { TV_BOLT, SV_AMMO_NORMAL },
1252 { TV_BOW, SV_LIGHT_XBOW },
1254 { TV_ARROW, SV_AMMO_NORMAL },
1255 { TV_BOLT, SV_AMMO_NORMAL },
1256 { TV_BOW, SV_SHORT_BOW },
1257 { TV_BOW, SV_LIGHT_XBOW },
1259 { TV_SWORD, SV_DAGGER },
1260 { TV_SWORD, SV_TANTO },
1261 { TV_SWORD, SV_RAPIER },
1262 { TV_SWORD, SV_SMALL_SWORD },
1264 { TV_SWORD, SV_SHORT_SWORD },
1265 { TV_SWORD, SV_LONG_SWORD },
1266 { TV_SWORD, SV_SCIMITAR },
1267 { TV_SWORD, SV_BROAD_SWORD },
1269 { TV_HISSATSU_BOOK, 0 },
1270 { TV_HISSATSU_BOOK, 0 },
1271 { TV_HISSATSU_BOOK, 1 },
1272 { TV_HISSATSU_BOOK, 1 },
1278 { TV_HAFTED, SV_NUNCHAKU },
1279 { TV_HAFTED, SV_QUARTERSTAFF },
1280 { TV_HAFTED, SV_MACE },
1281 { TV_HAFTED, SV_BO_STAFF },
1283 { TV_HAFTED, SV_WAR_HAMMER },
1284 { TV_HAFTED, SV_WAR_HAMMER },
1285 { TV_HAFTED, SV_MORNING_STAR },
1286 { TV_HAFTED, SV_FLAIL },
1288 { TV_HAFTED, SV_LEAD_FILLED_MACE },
1289 { TV_SCROLL, SV_SCROLL_REMOVE_CURSE },
1290 { TV_SCROLL, SV_SCROLL_BLESSING },
1291 { TV_SCROLL, SV_SCROLL_HOLY_CHANT },
1293 { TV_POTION, SV_POTION_HEROISM },
1294 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1295 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1296 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1298 { TV_POTION, SV_POTION_CURE_LIGHT },
1299 { TV_POTION, SV_POTION_CURE_SERIOUS },
1300 { TV_POTION, SV_POTION_CURE_SERIOUS },
1301 { TV_POTION, SV_POTION_CURE_CRITICAL },
1303 { TV_POTION, SV_POTION_CURE_CRITICAL },
1304 { TV_POTION, SV_POTION_RESTORE_EXP },
1305 { TV_POTION, SV_POTION_RESTORE_EXP },
1306 { TV_POTION, SV_POTION_RESTORE_EXP },
1308 { TV_LIFE_BOOK, 0 },
1309 { TV_LIFE_BOOK, 0 },
1310 { TV_LIFE_BOOK, 1 },
1311 { TV_LIFE_BOOK, 1 },
1313 { TV_CRUSADE_BOOK, 0 },
1314 { TV_CRUSADE_BOOK, 0 },
1315 { TV_CRUSADE_BOOK, 1 },
1316 { TV_CRUSADE_BOOK, 1 },
1318 { TV_HAFTED, SV_WHIP },
1319 { TV_HAFTED, SV_MACE },
1320 { TV_HAFTED, SV_BALL_AND_CHAIN },
1321 { TV_HAFTED, SV_WAR_HAMMER },
1323 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1324 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1325 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1326 { TV_POTION, SV_POTION_CURE_CRITICAL },
1328 { TV_POTION, SV_POTION_CURE_CRITICAL },
1329 { TV_POTION, SV_POTION_RESTORE_EXP },
1332 { TV_STATUE, SV_ANY },
1334 { TV_SCROLL, SV_SCROLL_REMOVE_CURSE },
1335 { TV_SCROLL, SV_SCROLL_REMOVE_CURSE },
1336 { TV_SCROLL, SV_SCROLL_STAR_REMOVE_CURSE },
1337 { TV_SCROLL, SV_SCROLL_STAR_REMOVE_CURSE }
1343 { TV_SCROLL, SV_SCROLL_ENCHANT_WEAPON_TO_HIT },
1344 { TV_SCROLL, SV_SCROLL_ENCHANT_WEAPON_TO_DAM },
1345 { TV_SCROLL, SV_SCROLL_ENCHANT_ARMOR },
1346 { TV_SCROLL, SV_SCROLL_IDENTIFY },
1348 { TV_SCROLL, SV_SCROLL_IDENTIFY },
1349 { TV_SCROLL, SV_SCROLL_IDENTIFY },
1350 { TV_SCROLL, SV_SCROLL_IDENTIFY },
1351 { TV_SCROLL, SV_SCROLL_LIGHT },
1353 { TV_SCROLL, SV_SCROLL_PHASE_DOOR },
1354 { TV_SCROLL, SV_SCROLL_PHASE_DOOR },
1355 { TV_SCROLL, SV_SCROLL_TELEPORT },
1356 { TV_SCROLL, SV_SCROLL_MONSTER_CONFUSION },
1358 { TV_SCROLL, SV_SCROLL_MAPPING },
1359 { TV_SCROLL, SV_SCROLL_DETECT_GOLD },
1360 { TV_SCROLL, SV_SCROLL_DETECT_ITEM },
1361 { TV_SCROLL, SV_SCROLL_DETECT_TRAP },
1363 { TV_SCROLL, SV_SCROLL_DETECT_INVIS },
1364 { TV_SCROLL, SV_SCROLL_RECHARGING },
1365 { TV_SCROLL, SV_SCROLL_TELEPORT },
1366 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1368 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1369 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1370 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1371 { TV_SCROLL, SV_SCROLL_TELEPORT },
1373 { TV_SCROLL, SV_SCROLL_TELEPORT },
1374 { TV_POTION, SV_POTION_RES_STR },
1375 { TV_POTION, SV_POTION_RES_INT },
1376 { TV_POTION, SV_POTION_RES_WIS },
1378 { TV_POTION, SV_POTION_RES_DEX },
1379 { TV_POTION, SV_POTION_RES_CON },
1380 { TV_POTION, SV_POTION_RES_CHR },
1381 { TV_SCROLL, SV_SCROLL_IDENTIFY },
1383 { TV_SCROLL, SV_SCROLL_IDENTIFY },
1384 { TV_SCROLL, SV_SCROLL_STAR_IDENTIFY }, /* Yep, occasionally! */
1385 { TV_SCROLL, SV_SCROLL_STAR_IDENTIFY },
1386 { TV_SCROLL, SV_SCROLL_LIGHT },
1388 { TV_POTION, SV_POTION_RES_STR },
1389 { TV_POTION, SV_POTION_RES_INT },
1390 { TV_POTION, SV_POTION_RES_WIS },
1391 { TV_POTION, SV_POTION_RES_DEX },
1393 { TV_POTION, SV_POTION_RES_CON },
1394 { TV_POTION, SV_POTION_RES_CHR },
1395 { TV_SCROLL, SV_SCROLL_ENCHANT_ARMOR },
1396 { TV_SCROLL, SV_SCROLL_ENCHANT_ARMOR },
1398 { TV_SCROLL, SV_SCROLL_RECHARGING },
1399 { TV_SCROLL, SV_SCROLL_PHASE_DOOR },
1400 { TV_SCROLL, SV_SCROLL_ENCHANT_WEAPON_TO_HIT },
1401 { TV_SCROLL, SV_SCROLL_ENCHANT_WEAPON_TO_DAM },
1406 /* Magic-User store */
1408 { TV_RING, SV_RING_PROTECTION },
1409 { TV_RING, SV_RING_LEVITATION_FALL },
1410 { TV_RING, SV_RING_PROTECTION },
1411 { TV_RING, SV_RING_RESIST_FIRE },
1413 { TV_RING, SV_RING_RESIST_COLD },
1414 { TV_AMULET, SV_AMULET_CHARISMA },
1415 { TV_RING, SV_RING_WARNING },
1416 { TV_AMULET, SV_AMULET_RESIST_ACID },
1418 { TV_AMULET, SV_AMULET_SEARCHING },
1419 { TV_WAND, SV_WAND_SLOW_MONSTER },
1420 { TV_WAND, SV_WAND_CONFUSE_MONSTER },
1421 { TV_WAND, SV_WAND_SLEEP_MONSTER },
1423 { TV_WAND, SV_WAND_MAGIC_MISSILE },
1424 { TV_WAND, SV_WAND_STINKING_CLOUD },
1425 { TV_WAND, SV_WAND_WONDER },
1426 { TV_WAND, SV_WAND_DISARMING },
1428 { TV_STAFF, SV_STAFF_LITE },
1429 { TV_STAFF, SV_STAFF_MAPPING },
1430 { TV_STAFF, SV_STAFF_DETECT_TRAP },
1431 { TV_STAFF, SV_STAFF_DETECT_DOOR },
1433 { TV_STAFF, SV_STAFF_DETECT_GOLD },
1434 { TV_STAFF, SV_STAFF_DETECT_ITEM },
1435 { TV_STAFF, SV_STAFF_DETECT_INVIS },
1436 { TV_STAFF, SV_STAFF_DETECT_EVIL },
1438 { TV_STAFF, SV_STAFF_TELEPORTATION },
1439 { TV_STAFF, SV_STAFF_TELEPORTATION },
1440 { TV_STAFF, SV_STAFF_TELEPORTATION },
1441 { TV_STAFF, SV_STAFF_TELEPORTATION },
1443 { TV_STAFF, SV_STAFF_IDENTIFY },
1444 { TV_STAFF, SV_STAFF_IDENTIFY },
1445 { TV_STAFF, SV_STAFF_IDENTIFY },
1447 { TV_STAFF, SV_STAFF_IDENTIFY },
1448 { TV_STAFF, SV_STAFF_REMOVE_CURSE },
1449 { TV_STAFF, SV_STAFF_CURE_LIGHT },
1450 { TV_STAFF, SV_STAFF_PROBING },
1454 { TV_SORCERY_BOOK, 0 },
1455 { TV_SORCERY_BOOK, 0 },
1456 { TV_SORCERY_BOOK, 1 },
1457 { TV_SORCERY_BOOK, 1 },
1459 { TV_ARCANE_BOOK, 0 },
1460 { TV_ARCANE_BOOK, 0 },
1461 { TV_ARCANE_BOOK, 1 },
1462 { TV_ARCANE_BOOK, 1 },
1464 { TV_ARCANE_BOOK, 2 },
1465 { TV_ARCANE_BOOK, 2 },
1466 { TV_ARCANE_BOOK, 3 },
1467 { TV_ARCANE_BOOK, 3 },
1472 /* Black Market (unused) */
1545 { TV_SORCERY_BOOK, 0 },
1546 { TV_SORCERY_BOOK, 0 },
1547 { TV_SORCERY_BOOK, 1 },
1548 { TV_SORCERY_BOOK, 1 },
1550 { TV_NATURE_BOOK, 0 },
1551 { TV_NATURE_BOOK, 0 },
1552 { TV_NATURE_BOOK, 1 },
1553 { TV_NATURE_BOOK, 1 },
1555 { TV_CHAOS_BOOK, 0 },
1556 { TV_CHAOS_BOOK, 0 },
1557 { TV_CHAOS_BOOK, 1 },
1558 { TV_CHAOS_BOOK, 1 },
1560 { TV_DEATH_BOOK, 0 },
1561 { TV_DEATH_BOOK, 0 },
1562 { TV_DEATH_BOOK, 1 },
1563 { TV_DEATH_BOOK, 1 },
1565 { TV_TRUMP_BOOK, 0 }, /* +16 */
1566 { TV_TRUMP_BOOK, 0 },
1567 { TV_TRUMP_BOOK, 1 },
1568 { TV_TRUMP_BOOK, 1 },
1570 { TV_ARCANE_BOOK, 0 },
1571 { TV_ARCANE_BOOK, 1 },
1572 { TV_ARCANE_BOOK, 2 },
1573 { TV_ARCANE_BOOK, 3 },
1575 { TV_CRAFT_BOOK, 0 },
1576 { TV_CRAFT_BOOK, 0 },
1577 { TV_CRAFT_BOOK, 1 },
1578 { TV_CRAFT_BOOK, 1 },
1580 { TV_DAEMON_BOOK, 0 },
1581 { TV_DAEMON_BOOK, 0 },
1582 { TV_DAEMON_BOOK, 1 },
1583 { TV_DAEMON_BOOK, 1 },
1585 { TV_MUSIC_BOOK, 0 },
1586 { TV_MUSIC_BOOK, 0 },
1587 { TV_MUSIC_BOOK, 1 },
1588 { TV_MUSIC_BOOK, 1 },
1597 /* Museum (unused) */
1636 * @brief 取引成功時の店主のメッセージ処理 /
1637 * Successful haggle.
1638 * @param player_ptr プレーヤーへの参照ポインタ
1641 static void say_comment_1(player_type *player_ptr)
1644 /* ブラックマーケットのときは別のメッセージを出す */
1645 if ( cur_store_num == STORE_BLACK ) {
1646 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)]);
1656 if (one_in_(RUMOR_CHANCE))
1659 msg_print("店主は耳うちした:");
1661 msg_print("The shopkeeper whispers something into your ear:");
1663 display_rumor(player_ptr, TRUE);
1669 * @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 /
1670 * Continue haggling (player is buying)
1671 * @param value 店主の提示価格
1672 * @param annoyed 店主のいらつき度
1675 static void say_comment_2(PRICE value, int annoyed)
1679 /* Prepare a string to insert */
1680 sprintf(tmp_val, "%ld", (long)value);
1685 /* Formatted message */
1686 msg_format(comment_2a[randint0(MAX_COMMENT_2A)], tmp_val);
1692 /* Formatted message */
1694 /* ブラックマーケットの時は別のメッセージを出す */
1695 if ( cur_store_num == STORE_BLACK ){
1696 msg_format(comment_2b_B[randint0(MAX_COMMENT_2B)], tmp_val);
1699 msg_format(comment_2b[randint0(MAX_COMMENT_2B)], tmp_val);
1702 msg_format(comment_2b[randint0(MAX_COMMENT_2B)], tmp_val);
1710 * @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 /
1711 * Continue haggling (player is selling)
1712 * @param value 店主の提示価格
1713 * @param annoyed 店主のいらつき度
1716 static void say_comment_3(PRICE value, int annoyed)
1720 /* Prepare a string to insert */
1721 sprintf(tmp_val, "%ld", (long)value);
1726 /* Formatted message */
1727 msg_format(comment_3a[randint0(MAX_COMMENT_3A)], tmp_val);
1733 /* Formatted message */
1735 /* ブラックマーケットの時は別のメッセージを出す */
1736 if ( cur_store_num == STORE_BLACK ){
1737 msg_format(comment_3b_B[randint0(MAX_COMMENT_3B)], tmp_val);
1740 msg_format(comment_3b[randint0(MAX_COMMENT_3B)], tmp_val);
1743 msg_format(comment_3b[randint0(MAX_COMMENT_3B)], tmp_val);
1751 * @brief 店主がプレイヤーを追い出す時のメッセージ処理 /
1752 * Kick 'da bum out. -RAK-
1755 static void say_comment_4(void)
1758 /* ブラックマーケットの時は別のメッセージを出す */
1759 if ( cur_store_num == STORE_BLACK ){
1760 msg_print(comment_4a_B[randint0(MAX_COMMENT_4A)]);
1761 msg_print(comment_4b_B[randint0(MAX_COMMENT_4B)]);
1764 msg_print(comment_4a[randint0(MAX_COMMENT_4A)]);
1765 msg_print(comment_4b[randint0(MAX_COMMENT_4B)]);
1768 msg_print(comment_4a[randint0(MAX_COMMENT_4A)]);
1769 msg_print(comment_4b[randint0(MAX_COMMENT_4B)]);
1776 * @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 /
1777 * You are insulting me
1780 static void say_comment_5(void)
1783 /* ブラックマーケットの時は別のメッセージを出す */
1784 if ( cur_store_num == STORE_BLACK ){
1785 msg_print(comment_5_B[randint0(MAX_COMMENT_5)]);
1788 msg_print(comment_5[randint0(MAX_COMMENT_5)]);
1791 msg_print(comment_5[randint0(MAX_COMMENT_5)]);
1798 * @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 /
1799 * That makes no sense.
1802 static void say_comment_6(void)
1804 msg_print(comment_6[randint0(MAX_COMMENT_6)]);
1808 #define MAX_COMMENT_7A 4
1810 static concptr comment_7a[MAX_COMMENT_7A] =
1815 "誰かがむせび泣く声が聞こえる...。",
1820 "You hear someone sobbing...",
1821 "The shopkeeper howls in agony!"
1826 #define MAX_COMMENT_7B 4
1828 static concptr comment_7b[MAX_COMMENT_7B] =
1838 "The shopkeeper curses at you.",
1839 "The shopkeeper glares at you."
1844 #define MAX_COMMENT_7C 4
1846 static concptr comment_7c[MAX_COMMENT_7C] =
1855 "You've made my day!",
1856 "The shopkeeper giggles.",
1857 "The shopkeeper laughs loudly."
1862 #define MAX_COMMENT_7D 4
1864 static concptr comment_7d[MAX_COMMENT_7D] =
1868 "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。",
1873 "I think I'll retire!",
1874 "The shopkeeper jumps for joy.",
1875 "The shopkeeper smiles gleefully."
1882 * @brief 店主が交渉を終えた際の反応を返す処理 /
1883 * Let a shop-keeper React to a purchase
1884 * @param price アイテムの取引額
1885 * @param value アイテムの実際価値
1886 * @param guess 店主が当初予想していた価値
1889 * We paid "price", it was worth "value", and we thought it was worth "guess"
1891 static void purchase_analyze(player_type *player_ptr, PRICE price, PRICE value, PRICE guess)
1893 /* Item was worthless, but we bought it */
1894 if ((value <= 0) && (price > value))
1896 msg_print(comment_7a[randint0(MAX_COMMENT_7A)]);
1897 chg_virtue(player_ptr, V_HONOUR, -1);
1898 chg_virtue(player_ptr, V_JUSTICE, -1);
1899 sound(SOUND_STORE1);
1902 /* Item was cheaper than we thought, and we paid more than necessary */
1903 else if ((value < guess) && (price > value))
1905 msg_print(comment_7b[randint0(MAX_COMMENT_7B)]);
1906 chg_virtue(player_ptr, V_JUSTICE, -1);
1907 if (one_in_(4)) chg_virtue(player_ptr, V_HONOUR, -1);
1908 sound(SOUND_STORE2);
1911 /* Item was a good bargain, and we got away with it */
1912 else if ((value > guess) && (value < (4 * guess)) && (price < value))
1914 msg_print(comment_7c[randint0(MAX_COMMENT_7C)]);
1915 if (one_in_(4)) chg_virtue(player_ptr, V_HONOUR, -1);
1916 else if (one_in_(4)) chg_virtue(player_ptr, V_HONOUR, 1);
1917 sound(SOUND_STORE3);
1920 /* Item was a great bargain, and we got away with it */
1921 else if ((value > guess) && (price < value))
1923 msg_print(comment_7d[randint0(MAX_COMMENT_7D)]);
1924 if (one_in_(2)) chg_virtue(player_ptr, V_HONOUR, -1);
1925 if (one_in_(4)) chg_virtue(player_ptr, V_HONOUR, 1);
1926 if (10 * price < value) chg_virtue(player_ptr, V_SACRIFICE, 1);
1927 sound(SOUND_STORE4);
1934 * We store the current "store feat" here so everyone can access it
1936 static int cur_store_feat;
1940 * Buying and selling adjustments for race combinations.
1941 * Entry[owner][player] gives the basic "cost inflation".
1943 static byte rgold_adj[MAX_RACES][MAX_RACES] =
1945 /*Hum, HfE, Elf, Hal, Gno, Dwa, HfO, HfT, Dun, HiE, Barbarian,
1946 HfOg, HGn, HTn, Cyc, Yek, Klc, Kbd, Nbl, DkE, Drc, Mind Flayer,
1947 Imp, Glm, Skl, Zombie, Vampire, Spectre, Fairy, Beastman, Ent,
1948 Angel, Demon, Kutar, Android, Merfolk */
1951 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
1952 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
1953 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
1954 100, 120, 110, 105, 110 },
1957 { 110, 100, 100, 105, 110, 120, 125, 130, 110, 100, 110,
1958 120, 115, 108, 115, 110, 110, 120, 120, 115, 115, 110,
1959 120, 110, 110, 110, 120, 110, 100, 125, 100, 95, 140,
1960 110, 115, 110, 110, 110 },
1963 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
1964 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
1965 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
1966 110, 110, 105, 110, 110 },
1969 { 115, 110, 105, 95, 105, 110, 115, 130, 115, 105, 115,
1970 125, 120, 120, 125, 115, 110, 120, 120, 120, 115, 115,
1971 120, 110, 120, 120, 130, 110, 110, 130, 110, 95, 140,
1972 115, 120, 105, 115, 105 },
1975 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
1976 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
1977 120, 101, 110, 110, 120, 120, 115, 130, 115, 95, 140,
1978 115, 110, 110, 115, 110 },
1981 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
1982 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
1983 120, 105, 115, 115, 115, 115, 120, 130, 120, 95, 140,
1984 115, 110, 115, 115, 120 },
1987 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
1988 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
1989 115, 125, 120, 120, 115, 120, 125, 115, 125, 95, 140,
1990 115, 110, 115, 115, 125 },
1993 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
1994 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
1995 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
1996 110, 110, 115, 110, 130 },
1999 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
2000 120, 120, 105, 120, 115, 105, 115, 120, 110, 105, 105,
2001 120, 105, 120, 120, 125, 120, 105, 135, 105, 95, 140,
2002 100, 110, 110, 100, 110 },
2005 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
2006 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
2007 125, 115, 120, 120, 125, 120, 100, 125, 100, 95, 140,
2008 110, 110, 105, 110, 110 },
2010 /* Human / Barbarian (copied from human) */
2011 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
2012 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
2013 115, 105, 125, 125, 130, 125, 115, 120, 115, 95, 140,
2014 100, 120, 110, 100, 110 },
2016 /* Half-Ogre: theoretical, copied from half-troll */
2017 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
2018 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
2019 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
2020 110, 110, 115, 110, 120 },
2022 /* Half-Giant: theoretical, copied from half-troll */
2023 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
2024 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
2025 110, 115, 112, 112, 115, 112, 130, 120, 130, 95, 140,
2026 110, 110, 115, 110, 115 },
2028 /* Half-Titan: theoretical, copied from High_Elf */
2029 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
2030 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
2031 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
2032 110, 110, 115, 110, 108 },
2034 /* Cyclops: theoretical, copied from half-troll */
2035 { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
2036 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
2037 110, 115, 112, 112, 115, 112, 130, 130, 130, 95, 140,
2038 110, 110, 115, 110, 115 },
2040 /* Yeek: theoretical, copied from Half-Orc */
2041 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
2042 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
2043 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
2044 115, 110, 115, 115, 110 },
2046 /* Klackon: theoretical, copied from Gnome */
2047 { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
2048 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
2049 120, 101, 110, 110, 120, 120, 130, 130, 130, 95, 140,
2050 115, 110, 115, 115, 110 },
2052 /* Kobold: theoretical, copied from Half-Orc */
2053 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
2054 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
2055 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
2056 115, 110, 115, 115, 120 },
2058 /* Nibelung: theoretical, copied from Dwarf */
2059 { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
2060 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
2061 120, 105, 115, 115, 120, 120, 130, 130, 130, 95, 140,
2062 115, 135, 115, 115, 120 },
2065 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
2066 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
2067 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
2068 110, 101, 115, 110, 115 },
2070 /* Draconian: theoretical, copied from High_Elf */
2071 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
2072 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
2073 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
2074 110, 110, 115, 110, 115 },
2076 /* Mind Flayer: theoretical, copied from High_Elf */
2077 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
2078 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
2079 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
2080 110, 110, 115, 110, 110 },
2082 /* Imp: theoretical, copied from High_Elf */
2083 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
2084 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
2085 125, 115, 120, 120, 120, 120, 130, 130, 130, 120, 120,
2086 110, 110, 115, 110, 120 },
2088 /* Golem: theoretical, copied from High_Elf */
2089 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
2090 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
2091 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
2092 110, 110, 115, 110, 110 },
2094 /* Skeleton: theoretical, copied from half-orc */
2095 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
2096 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
2097 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
2098 115, 110, 125, 115, 110 },
2100 /* Zombie: Theoretical, copied from half-orc */
2101 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
2102 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
2103 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
2104 115, 110, 125, 115, 110 },
2106 /* Vampire: Theoretical, copied from half-orc */
2107 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
2108 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
2109 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
2110 115, 110, 125, 115, 120 },
2112 /* Spectre: Theoretical, copied from half-orc */
2113 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
2114 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
2115 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
2116 115, 110, 125, 115, 110 },
2118 /* Sprite: Theoretical, copied from half-orc */
2119 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
2120 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
2121 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
2122 115, 110, 105, 115, 110 },
2124 /* Beastman: Theoretical, copied from half-orc */
2125 { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
2126 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
2127 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
2128 115, 110, 115, 115, 125 },
2131 { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
2132 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
2133 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
2134 110, 110, 105, 110, 110 },
2137 { 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
2138 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
2139 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 160,
2140 95, 95, 95, 95, 95 },
2143 { 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
2144 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
2145 140, 140, 140, 140, 140, 140, 140, 140, 140, 160, 120,
2146 140, 140, 140, 140, 140 },
2149 { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
2150 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
2151 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
2152 100, 120, 110, 100, 110 },
2155 { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
2156 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
2157 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
2158 110, 101, 115, 110, 115 },
2161 { 110, 110, 105, 105, 110, 115, 115, 115, 110, 105, 110,
2162 115, 115, 115, 115, 115, 115, 115, 115, 115, 115, 115,
2163 115, 115, 125, 125, 125, 125, 105, 115, 105, 95, 140,
2164 110, 115, 100, 110, 110 },
2167 { 105, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
2168 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
2169 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
2170 100, 120, 110, 100, 110 },
2173 { 110, 110, 110, 105, 110, 120, 125, 130, 110, 110, 110,
2174 120, 115, 108, 115, 110, 110, 120, 120, 115, 115, 110,
2175 120, 110, 110, 110, 120, 110, 110, 125, 110, 95, 140,
2176 110, 115, 110, 110, 100 },
2182 * @brief 店舗価格を決定する /
2183 * Determine the price of an item (qty one) in a store.
2184 * @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
2185 * @param greed 店主の強欲度
2186 * @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
2190 * This function takes into account the player's charisma, and the
2191 * shop-keepers friendliness, and the shop-keeper's base greed, but
2192 * never lets a shop-keeper lose money in a transaction.
2193 * The "greed" value should exceed 100 when the player is "buying" the
2194 * item, and should be less than 100 when the player is "selling" it.
2195 * Hack -- the black market always charges twice as much as it should.
2196 * Charisma adjustment runs from 80 to 130
2197 * Racial adjustment runs from 95 to 130
2198 * Since greed/charisma/racial adjustments are centered at 100, we need
2199 * to adjust (by 200) to extract a usable multiplier. Note that the
2200 * "greed" value is always something (?).
2203 static PRICE price_item(player_type *player_ptr, object_type *o_ptr, int greed, bool flip)
2209 /* Get the value of one of the items */
2210 price = object_value(o_ptr);
2212 /* Worthless items */
2213 if (price <= 0) return (0L);
2215 /* Compute the racial factor */
2216 factor = rgold_adj[ot_ptr->owner_race][player_ptr->prace];
2218 /* Add in the charisma factor */
2219 factor += adj_chr_gold[player_ptr->stat_ind[A_CHR]];
2222 /* Shop is buying */
2225 /* Adjust for greed */
2226 adjust = 100 + (300 - (greed + factor));
2228 /* Never get "silly" */
2229 if (adjust > 100) adjust = 100;
2231 /* Mega-Hack -- Black market sucks */
2232 if (cur_store_num == STORE_BLACK)
2235 /* Compute the final price (with rounding) */
2236 /* Hack -- prevent underflow */
2237 price = (price * adjust + 50L) / 100L;
2240 /* Shop is selling */
2243 /* Adjust for greed */
2244 adjust = 100 + ((greed + factor) - 300);
2246 /* Never get "silly" */
2247 if (adjust < 100) adjust = 100;
2249 /* Mega-Hack -- Black market sucks */
2250 if (cur_store_num == STORE_BLACK)
2253 /* Compute the final price (with rounding) */
2254 /* Hack -- prevent overflow */
2255 price = (s32b)(((u32b)price * (u32b)adjust + 50UL) / 100UL);
2258 /* Note -- Never become "free" */
2259 if (price <= 0L) return (1L);
2261 /* Return the price */
2267 * @brief 安価な消耗品の販売数を増やし、低確率で割引にする /
2268 * Certain "cheap" objects should be created in "piles"
2269 * @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
2273 * Some objects can be sold at a "discount" (in small piles)
2276 static void mass_produce(object_type *o_ptr)
2279 DISCOUNT_RATE discount = 0;
2281 PRICE cost = object_value(o_ptr);
2284 /* Analyze the type */
2285 switch (o_ptr->tval)
2287 /* Food, Flasks, and Lites */
2292 if (cost <= 5L) size += damroll(3, 5);
2293 if (cost <= 20L) size += damroll(3, 5);
2294 if (cost <= 50L) size += damroll(2, 2);
2301 if (cost <= 60L) size += damroll(3, 5);
2302 if (cost <= 240L) size += damroll(1, 5);
2303 if (o_ptr->sval == SV_SCROLL_STAR_IDENTIFY) size += damroll(3, 5);
2304 if (o_ptr->sval == SV_SCROLL_STAR_REMOVE_CURSE) size += damroll(1, 4);
2309 case TV_SORCERY_BOOK:
2310 case TV_NATURE_BOOK:
2314 case TV_ARCANE_BOOK:
2316 case TV_DAEMON_BOOK:
2317 case TV_CRUSADE_BOOK:
2319 case TV_HISSATSU_BOOK:
2322 if (cost <= 50L) size += damroll(2, 3);
2323 if (cost <= 500L) size += damroll(1, 3);
2341 if (object_is_artifact(o_ptr)) break;
2342 if (object_is_ego(o_ptr)) break;
2343 if (cost <= 10L) size += damroll(3, 5);
2344 if (cost <= 100L) size += damroll(3, 5);
2353 if (cost <= 5L) size += damroll(5, 5);
2354 if (cost <= 50L) size += damroll(5, 5);
2355 if (cost <= 500L) size += damroll(5, 5);
2361 if (cost <= 100L) size += damroll(2, 2);
2362 if (cost <= 1000L) size += damroll(2, 2);
2375 * Because many rods (and a few wands and staffs) are useful mainly
2376 * in quantity, the Black Market will occasionally have a bunch of
2383 if ((cur_store_num == STORE_BLACK) && one_in_(3))
2385 if (cost < 1601L) size += damroll(1, 5);
2386 else if (cost < 3201L) size += damroll(1, 3);
2393 /* Pick a discount */
2398 else if (one_in_(25))
2402 else if (one_in_(150))
2406 else if (one_in_(300))
2410 else if (one_in_(500))
2415 if (o_ptr->art_name)
2420 /* Save the discount */
2421 o_ptr->discount = discount;
2423 /* Save the total pile size */
2424 o_ptr->number = size - (size * discount / 100);
2426 /* Ensure that mass-produced rods and wands get the correct pvals. */
2427 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
2429 o_ptr->pval *= (PARAMETER_VALUE)o_ptr->number;
2436 * @brief 店舗に並べた品を同一品であるかどうか判定する /
2437 * Determine if a store item can "absorb" another item
2438 * @param o_ptr 判定するオブジェクト構造体の参照ポインタ1
2439 * @param j_ptr 判定するオブジェクト構造体の参照ポインタ2
2440 * @return 同一扱いできるならTRUEを返す
2443 * See "object_similar()" for the same function for the "player"
2446 static bool store_object_similar(object_type *o_ptr, object_type *j_ptr)
2450 /* Hack -- Identical items cannot be stacked */
2451 if (o_ptr == j_ptr) return 0;
2453 /* Different objects cannot be stacked */
2454 if (o_ptr->k_idx != j_ptr->k_idx) return 0;
2456 /* Different charges (etc) cannot be stacked, unless wands or rods. */
2457 if ((o_ptr->pval != j_ptr->pval) && (o_ptr->tval != TV_WAND) && (o_ptr->tval != TV_ROD)) return 0;
2459 /* Require many identical values */
2460 if (o_ptr->to_h != j_ptr->to_h) return 0;
2461 if (o_ptr->to_d != j_ptr->to_d) return 0;
2462 if (o_ptr->to_a != j_ptr->to_a) return 0;
2464 /* Require identical "ego-item" names */
2465 if (o_ptr->name2 != j_ptr->name2) return 0;
2467 /* Artifacts don't stack! */
2468 if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return 0;
2470 /* Hack -- Identical art_flags! */
2471 for (i = 0; i < TR_FLAG_SIZE; i++)
2472 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
2474 /* Hack -- Never stack "powerful" items */
2475 if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
2477 /* Hack -- Never stack recharging items */
2478 if (o_ptr->timeout || j_ptr->timeout) return 0;
2480 /* Require many identical values */
2481 if (o_ptr->ac != j_ptr->ac) return 0;
2482 if (o_ptr->dd != j_ptr->dd) return 0;
2483 if (o_ptr->ds != j_ptr->ds) return 0;
2485 /* Hack -- Never stack chests */
2486 if (o_ptr->tval == TV_CHEST) return 0;
2487 if (o_ptr->tval == TV_STATUE) return 0;
2488 if (o_ptr->tval == TV_CAPTURE) return 0;
2490 /* Require matching discounts */
2491 if (o_ptr->discount != j_ptr->discount) return 0;
2493 /* They match, so they must be similar */
2499 * @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 /
2500 * Allow a store item to absorb another item
2501 * @param o_ptr 判定するオブジェクト構造体の参照ポインタ1
2502 * @param j_ptr 判定するオブジェクト構造体の参照ポインタ2
2503 * @return 重ね合わせできるならTRUEを返す
2506 * See "object_similar()" for the same function for the "player"
2509 static void store_object_absorb(object_type *o_ptr, object_type *j_ptr)
2511 int max_num = (o_ptr->tval == TV_ROD) ?
2512 MIN(99, MAX_SHORT / k_info[o_ptr->k_idx].pval) : 99;
2513 int total = o_ptr->number + j_ptr->number;
2514 int diff = (total > max_num) ? total - max_num : 0;
2516 /* Combine quantity, lose excess items */
2517 o_ptr->number = (total > max_num) ? max_num : total;
2519 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) together. -LM- */
2520 if (o_ptr->tval == TV_ROD)
2522 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
2525 /* Hack -- if wands are stacking, combine the charges. -LM- */
2526 if (o_ptr->tval == TV_WAND)
2528 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
2534 * @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 /
2535 * Check to see if the shop will be carrying too many objects -RAK-
2536 * @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
2537 * @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。
2540 * Note that the shop, just like a player, will not accept things
2541 * it cannot hold. Before, one could "nuke" potions this way.
2542 * Return value is now int:
2544 * -1 : Can be combined to existing slot.
2545 * 1 : Cannot be combined but there are empty spaces.
2548 static int store_check_num(object_type *o_ptr)
2553 /* The "home" acts like the player */
2554 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
2556 bool old_stack_force_notes = stack_force_notes;
2557 bool old_stack_force_costs = stack_force_costs;
2559 if (cur_store_num != STORE_HOME)
2561 stack_force_notes = FALSE;
2562 stack_force_costs = FALSE;
2565 /* Check all the items */
2566 for (i = 0; i < st_ptr->stock_num; i++)
2568 /* Get the existing item */
2569 j_ptr = &st_ptr->stock[i];
2571 /* Can the new object be combined with the old one? */
2572 if (object_similar(j_ptr, o_ptr))
2574 if (cur_store_num != STORE_HOME)
2576 stack_force_notes = old_stack_force_notes;
2577 stack_force_costs = old_stack_force_costs;
2584 if (cur_store_num != STORE_HOME)
2586 stack_force_notes = old_stack_force_notes;
2587 stack_force_costs = old_stack_force_costs;
2591 /* Normal stores do special stuff */
2594 /* Check all the items */
2595 for (i = 0; i < st_ptr->stock_num; i++)
2597 /* Get the existing item */
2598 j_ptr = &st_ptr->stock[i];
2600 /* Can the new object be combined with the old one? */
2601 if (store_object_similar(j_ptr, o_ptr)) return -1;
2605 /* Free space is always usable */
2607 * オプション powerup_home が設定されていると
2610 if ((cur_store_num == STORE_HOME) && ( powerup_home == FALSE )) {
2611 if (st_ptr->stock_num < ((st_ptr->stock_size) / 10)) {
2616 if (st_ptr->stock_num < st_ptr->stock_size) {
2621 /* But there was no room at the inn... */
2626 * @brief オブジェクトが祝福されているかの判定を返す /
2627 * @param o_ptr 判定したいオブジェクト構造体の参照ポインタ
2628 * @return アイテムが祝福されたアイテムならばTRUEを返す
2630 static bool is_blessed_item(object_type *o_ptr)
2632 BIT_FLAGS flgs[TR_FLAG_SIZE];
2633 object_flags(o_ptr, flgs);
2634 if (have_flag(flgs, TR_BLESSED)) return TRUE;
2641 * @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 /
2642 * Determine if the current store will purchase the given item
2643 * @param o_ptr 判定したいオブジェクト構造体の参照ポインタ
2644 * @return アイテムが買い取れるならばTRUEを返す
2646 * Note that a shop-keeper must refuse to buy "worthless" items
2648 static bool store_will_buy(object_type *o_ptr)
2650 /* Hack -- The Home is simple */
2651 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) return TRUE;
2653 /* Switch on the store */
2654 switch (cur_store_num)
2659 /* Analyze the type */
2660 switch (o_ptr->tval)
2663 if (o_ptr->sval != SV_POTION_WATER) return FALSE;
2675 case TV_BOTTLE: /* 'Green', recycling Angband */
2690 /* Analyze the type */
2691 switch (o_ptr->tval)
2712 /* Analyze the type */
2713 switch (o_ptr->tval)
2722 case TV_HISSATSU_BOOK:
2726 if(o_ptr->sval == SV_WIZSTAFF) return FALSE;
2738 /* Analyze the type */
2739 switch (o_ptr->tval)
2742 case TV_CRUSADE_BOOK:
2752 monster_race *r_ptr = &r_info[o_ptr->pval];
2755 if (!(r_ptr->flags3 & RF3_EVIL))
2758 if (r_ptr->flags3 & RF3_GOOD) break;
2760 /* Accept animals */
2761 if (r_ptr->flags3 & RF3_ANIMAL) break;
2764 if (my_strchr("?!", r_ptr->d_char)) break;
2770 if (is_blessed_item(o_ptr)) break;
2779 case STORE_ALCHEMIST:
2781 /* Analyze the type */
2782 switch (o_ptr->tval)
2796 /* Analyze the type */
2797 switch (o_ptr->tval)
2799 case TV_SORCERY_BOOK:
2800 case TV_NATURE_BOOK:
2804 case TV_ARCANE_BOOK:
2806 case TV_DAEMON_BOOK:
2820 if(o_ptr->sval == SV_WIZSTAFF) break;
2828 /* Bookstore Shop */
2831 /* Analyze the type */
2832 switch (o_ptr->tval)
2834 case TV_SORCERY_BOOK:
2835 case TV_NATURE_BOOK:
2840 case TV_ARCANE_BOOK:
2842 case TV_DAEMON_BOOK:
2843 case TV_CRUSADE_BOOK:
2854 /* Ignore "worthless" items */
2855 if (object_value(o_ptr) <= 0) return FALSE;
2863 * @brief 現在の町の指定された店舗のアイテムを整理する /
2864 * Combine and reorder items in store.
2865 * @param store_num 店舗ID
2866 * @return 実際に整理が行われたならばTRUEを返す。
2868 bool combine_and_reorder_home(int store_num)
2872 object_type forge, *o_ptr, *j_ptr;
2873 bool flag = FALSE, combined;
2874 store_type *old_st_ptr = st_ptr;
2875 bool old_stack_force_notes = stack_force_notes;
2876 bool old_stack_force_costs = stack_force_costs;
2878 st_ptr = &town_info[1].store[store_num];
2879 if (store_num != STORE_HOME)
2881 stack_force_notes = FALSE;
2882 stack_force_costs = FALSE;
2889 /* Combine the items in the home (backwards) */
2890 for (i = st_ptr->stock_num - 1; i > 0; i--)
2892 o_ptr = &st_ptr->stock[i];
2894 /* Skip empty items */
2895 if (!o_ptr->k_idx) continue;
2897 /* Scan the items above that item */
2898 for (j = 0; j < i; j++)
2902 j_ptr = &st_ptr->stock[j];
2904 /* Skip empty items */
2905 if (!j_ptr->k_idx) continue;
2908 * Get maximum number of the stack if these
2909 * are similar, get zero otherwise.
2911 max_num = object_similar_part(j_ptr, o_ptr);
2913 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
2914 if (max_num && j_ptr->number < max_num)
2916 if (o_ptr->number + j_ptr->number <= max_num)
2918 /* Add together the item counts */
2919 object_absorb(j_ptr, o_ptr);
2921 /* One object is gone */
2922 st_ptr->stock_num--;
2924 /* Slide everything down */
2925 for (k = i; k < st_ptr->stock_num; k++)
2927 /* Structure copy */
2928 st_ptr->stock[k] = st_ptr->stock[k + 1];
2931 /* Erase the "final" slot */
2932 object_wipe(&st_ptr->stock[k]);
2936 ITEM_NUMBER old_num = o_ptr->number;
2937 ITEM_NUMBER remain = j_ptr->number + o_ptr->number - max_num;
2939 /* Add together the item counts */
2940 object_absorb(j_ptr, o_ptr);
2942 o_ptr->number = remain;
2944 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
2945 if (o_ptr->tval == TV_ROD)
2947 o_ptr->pval = o_ptr->pval * remain / old_num;
2948 o_ptr->timeout = o_ptr->timeout * remain / old_num;
2951 /* Hack -- if wands are stacking, combine the charges. -LM- */
2952 else if (o_ptr->tval == TV_WAND)
2954 o_ptr->pval = o_ptr->pval * remain / old_num;
2969 /* Re-order the items in the home (forwards) */
2970 for (i = 0; i < st_ptr->stock_num; i++)
2972 o_ptr = &st_ptr->stock[i];
2974 /* Skip empty slots */
2975 if (!o_ptr->k_idx) continue;
2977 /* Get the "value" of the item */
2978 o_value = object_value(o_ptr);
2980 /* Scan every occupied slot */
2981 for (j = 0; j < st_ptr->stock_num; j++)
2983 if (object_sort_comp(o_ptr, o_value, &st_ptr->stock[j])) break;
2986 /* Never move down */
2987 if (j >= i) continue;
2993 /* Save a copy of the moving item */
2994 object_copy(j_ptr, &st_ptr->stock[i]);
2996 /* Slide the objects */
2997 for (k = i; k > j; k--)
2999 /* Slide the item */
3000 object_copy(&st_ptr->stock[k], &st_ptr->stock[k - 1]);
3003 /* Insert the moving item */
3004 object_copy(&st_ptr->stock[j], j_ptr);
3007 st_ptr = old_st_ptr;
3008 if (store_num != STORE_HOME)
3010 stack_force_notes = old_stack_force_notes;
3011 stack_force_costs = old_stack_force_costs;
3019 * @brief 我が家にオブジェクトを加える /
3020 * Add the item "o_ptr" to the inventory of the "Home"
3021 * @param o_ptr 加えたいオブジェクトの構造体参照ポインタ
3025 * In all cases, return the slot (or -1) where the object was placed
3026 * Note that this is a hacked up version of "inven_carry()".
3027 * Also note that it may not correctly "adapt" to "knowledge" bacoming
3028 * known, the player may have to pick stuff up and drop it again.
3031 static int home_carry(player_type *player_ptr, object_type *o_ptr)
3037 bool old_stack_force_notes = stack_force_notes;
3038 bool old_stack_force_costs = stack_force_costs;
3040 if (cur_store_num != STORE_HOME)
3042 stack_force_notes = FALSE;
3043 stack_force_costs = FALSE;
3046 /* Check each existing item (try to combine) */
3047 for (slot = 0; slot < st_ptr->stock_num; slot++)
3049 /* Get the existing item */
3050 j_ptr = &st_ptr->stock[slot];
3052 /* The home acts just like the player */
3053 if (object_similar(j_ptr, o_ptr))
3055 /* Save the new number of items */
3056 object_absorb(j_ptr, o_ptr);
3058 if (cur_store_num != STORE_HOME)
3060 stack_force_notes = old_stack_force_notes;
3061 stack_force_costs = old_stack_force_costs;
3069 if (cur_store_num != STORE_HOME)
3071 stack_force_notes = old_stack_force_notes;
3072 stack_force_costs = old_stack_force_costs;
3077 * 隠し機能: オプション powerup_home が設定されていると
3081 if ((cur_store_num != STORE_HOME) || (powerup_home == TRUE)) {
3082 if (st_ptr->stock_num >= st_ptr->stock_size) {
3087 if (st_ptr->stock_num >= ((st_ptr->stock_size) / 10)) {
3093 /* Determine the "value" of the item */
3094 value = object_value(o_ptr);
3096 /* Check existing slots to see if we must "slide" */
3097 for (slot = 0; slot < st_ptr->stock_num; slot++)
3099 if (object_sort_comp(o_ptr, value, &st_ptr->stock[slot])) break;
3102 /* Slide the others up */
3103 for (i = st_ptr->stock_num; i > slot; i--)
3105 st_ptr->stock[i] = st_ptr->stock[i-1];
3108 /* More stuff now */
3109 st_ptr->stock_num++;
3111 /* Insert the new item */
3112 st_ptr->stock[slot] = *o_ptr;
3114 chg_virtue(player_ptr, V_SACRIFICE, -1);
3116 (void)combine_and_reorder_home(cur_store_num);
3118 /* Return the location */
3124 * @brief 店舗にオブジェクトを加える /
3125 * Add the item "o_ptr" to a real stores inventory.
3126 * @param o_ptr 加えたいオブジェクトの構造体参照ポインタ
3130 * In all cases, return the slot (or -1) where the object was placed
3131 * Note that this is a hacked up version of "inven_carry()".
3132 * Also note that it may not correctly "adapt" to "knowledge" bacoming
3133 * known, the player may have to pick stuff up and drop it again.
3136 static int store_carry(object_type *o_ptr)
3139 PRICE value, j_value;
3143 /* Evaluate the object */
3144 value = object_value(o_ptr);
3146 /* Cursed/Worthless items "disappear" when sold */
3147 if (value <= 0) return -1;
3149 /* All store items are fully *identified* */
3150 o_ptr->ident |= IDENT_MENTAL;
3152 /* Erase the inscription */
3153 o_ptr->inscription = 0;
3155 /* Erase the "feeling" */
3156 o_ptr->feeling = FEEL_NONE;
3158 /* Check each existing item (try to combine) */
3159 for (slot = 0; slot < st_ptr->stock_num; slot++)
3161 /* Get the existing item */
3162 j_ptr = &st_ptr->stock[slot];
3164 /* Can the existing items be incremented? */
3165 if (store_object_similar(j_ptr, o_ptr))
3167 /* Hack -- extra items disappear */
3168 store_object_absorb(j_ptr, o_ptr);
3176 if (st_ptr->stock_num >= st_ptr->stock_size) return -1;
3179 /* Check existing slots to see if we must "slide" */
3180 for (slot = 0; slot < st_ptr->stock_num; slot++)
3183 j_ptr = &st_ptr->stock[slot];
3185 /* Objects sort by decreasing type */
3186 if (o_ptr->tval > j_ptr->tval) break;
3187 if (o_ptr->tval < j_ptr->tval) continue;
3189 /* Objects sort by increasing sval */
3190 if (o_ptr->sval < j_ptr->sval) break;
3191 if (o_ptr->sval > j_ptr->sval) continue;
3194 * Hack: otherwise identical rods sort by
3195 * increasing recharge time --dsb
3197 if (o_ptr->tval == TV_ROD)
3199 if (o_ptr->pval < j_ptr->pval) break;
3200 if (o_ptr->pval > j_ptr->pval) continue;
3203 /* Evaluate that slot */
3204 j_value = object_value(j_ptr);
3206 /* Objects sort by decreasing value */
3207 if (value > j_value) break;
3208 if (value < j_value) continue;
3211 /* Slide the others up */
3212 for (i = st_ptr->stock_num; i > slot; i--)
3214 st_ptr->stock[i] = st_ptr->stock[i-1];
3217 /* More stuff now */
3218 st_ptr->stock_num++;
3220 /* Insert the new item */
3221 st_ptr->stock[slot] = *o_ptr;
3223 /* Return the location */
3229 * @brief 店舗のオブジェクト数を増やす /
3230 * Add the item "o_ptr" to a real stores inventory.
3231 * @param item 増やしたいアイテムのID
3236 * Increase, by a given amount, the number of a certain item
3237 * in a certain store. This can result in zero items.
3239 * @todo numは本来ITEM_NUMBER型にしたい。
3241 static void store_item_increase(INVENTORY_IDX item, int num)
3246 o_ptr = &st_ptr->stock[item];
3248 /* Verify the number */
3249 cnt = o_ptr->number + num;
3250 if (cnt > 255) cnt = 255;
3251 else if (cnt < 0) cnt = 0;
3252 num = cnt - o_ptr->number;
3254 /* Save the new number */
3255 o_ptr->number += (ITEM_NUMBER)num;
3260 * @brief 店舗のオブジェクト数を削除する /
3261 * Remove a slot if it is empty
3262 * @param item 削除したいアイテムのID
3265 static void store_item_optimize(INVENTORY_IDX item)
3270 o_ptr = &st_ptr->stock[item];
3273 if (!o_ptr->k_idx) return;
3275 /* Must have no items */
3276 if (o_ptr->number) return;
3279 st_ptr->stock_num--;
3281 /* Slide everyone */
3282 for (j = item; j < st_ptr->stock_num; j++)
3284 st_ptr->stock[j] = st_ptr->stock[j + 1];
3287 /* Nuke the final slot */
3288 object_wipe(&st_ptr->stock[j]);
3292 * @brief ブラックマーケット用の無価値品の排除判定 /
3293 * This function will keep 'crap' out of the black market.
3294 * @param player_ptr プレーヤーへの参照ポインタ
3295 * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
3296 * @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
3299 * Crap is defined as any item that is "available" elsewhere
3300 * Based on a suggestion by "Lee Vogt" <lvogt@cig.mcel.mot.com>
3303 static bool black_market_crap(player_type *player_ptr, object_type *o_ptr)
3307 /* Ego items are never crap */
3308 if (object_is_ego(o_ptr)) return FALSE;
3310 /* Good items are never crap */
3311 if (o_ptr->to_a > 0) return FALSE;
3312 if (o_ptr->to_h > 0) return FALSE;
3313 if (o_ptr->to_d > 0) return FALSE;
3315 /* Check all stores */
3316 for (i = 0; i < MAX_STORES; i++)
3318 if (i == STORE_HOME) continue;
3319 if (i == STORE_MUSEUM) continue;
3321 /* Check every item in the store */
3322 for (j = 0; j < town_info[player_ptr->town_num].store[i].stock_num; j++)
3324 object_type *j_ptr = &town_info[player_ptr->town_num].store[i].stock[j];
3326 /* Duplicate item "type", assume crappy */
3327 if (o_ptr->k_idx == j_ptr->k_idx) return TRUE;
3337 * @brief 店舗の品揃え変化のためにアイテムを削除する /
3338 * Attempt to delete (some of) a random item from the store
3342 * Hack -- we attempt to "maintain" piles of items when possible.
3345 static void store_delete(void)
3350 /* Pick a random slot */
3351 what = (INVENTORY_IDX)randint0(st_ptr->stock_num);
3353 /* Determine how many items are here */
3354 num = st_ptr->stock[what].number;
3356 /* Hack -- sometimes, only destroy half the items */
3357 if (randint0(100) < 50) num = (num + 1) / 2;
3359 /* Hack -- sometimes, only destroy a single item */
3360 if (randint0(100) < 50) num = 1;
3362 /* Hack -- decrement the maximum timeouts and total charges of rods and wands. -LM- */
3363 if ((st_ptr->stock[what].tval == TV_ROD) || (st_ptr->stock[what].tval == TV_WAND))
3365 st_ptr->stock[what].pval -= num * st_ptr->stock[what].pval / st_ptr->stock[what].number;
3368 /* Actually destroy (part of) the item */
3369 store_item_increase(what, -num);
3370 store_item_optimize(what);
3375 * @brief 店舗の品揃え変化のためにアイテムを追加する /
3376 * Creates a random item and gives it to a store
3377 * @param player_ptr プレーヤーへの参照ポインタ
3381 * This algorithm needs to be rethought. A lot.
3382 * Currently, "normal" stores use a pre-built array.
3383 * Note -- the "level" given to "obj_get_num()" is a "favored"
3384 * level, that is, there is a much higher chance of getting
3385 * items with a level approaching that of the given level...
3386 * Should we check for "permission" to have the given item?
3389 static void store_create(player_type *player_ptr)
3398 /* Paranoia -- no room left */
3399 if (st_ptr->stock_num >= st_ptr->stock_size) return;
3401 /* Hack -- consider up to four items */
3402 for (tries = 0; tries < 4; tries++)
3405 if (cur_store_num == STORE_BLACK)
3407 /* Pick a level for object/magic */
3408 level = 25 + randint0(25);
3410 /* Random item (usually of given level) */
3411 i = get_obj_num(player_ptr, level, 0x00000000);
3413 /* Handle failure */
3420 /* Hack -- Pick an item to sell */
3421 i = st_ptr->table[randint0(st_ptr->table_num)];
3423 /* Hack -- fake level for apply_magic() */
3424 level = rand_range(1, STORE_OBJ_LEVEL);
3429 /* Create a new object of the chosen kind */
3430 object_prep(q_ptr, i);
3432 /* Apply some "low-level" magic (no artifacts) */
3433 apply_magic(player_ptr, q_ptr, level, AM_NO_FIXED_ART);
3435 /* Require valid object */
3436 if (!store_will_buy(q_ptr)) continue;
3438 /* Hack -- Charge lite's */
3439 if (q_ptr->tval == TV_LITE)
3441 if (q_ptr->sval == SV_LITE_TORCH) q_ptr->xtra4 = FUEL_TORCH / 2;
3442 if (q_ptr->sval == SV_LITE_LANTERN) q_ptr->xtra4 = FUEL_LAMP / 2;
3446 /* The item is "known" */
3447 object_known(q_ptr);
3449 /* Mark it storebought */
3450 q_ptr->ident |= IDENT_STORE;
3452 /* Mega-Hack -- no chests in stores */
3453 if (q_ptr->tval == TV_CHEST) continue;
3455 /* Prune the black market */
3456 if (cur_store_num == STORE_BLACK)
3458 /* Hack -- No "crappy" items */
3459 if (black_market_crap(player_ptr, q_ptr)) continue;
3461 /* Hack -- No "cheap" items */
3462 if (object_value(q_ptr) < 10) continue;
3464 /* No "worthless" items */
3465 /* if (object_value(q_ptr) <= 0) continue; */
3468 /* Prune normal stores */
3471 /* No "worthless" items */
3472 if (object_value(q_ptr) <= 0) continue;
3476 /* Mass produce and/or Apply discount */
3477 mass_produce(q_ptr);
3479 /* Attempt to carry the (known) item */
3480 (void)store_carry(q_ptr);
3482 /* Definitely done */
3489 * @brief 店舗の割引対象外にするかどうかを判定 /
3490 * Eliminate need to bargain if player has haggled well in the past
3491 * @param minprice アイテムの最低販売価格
3492 * @return 割引を禁止するならTRUEを返す。
3494 static bool noneedtobargain(PRICE minprice)
3496 PRICE good = st_ptr->good_buy;
3497 PRICE bad = st_ptr->bad_buy;
3499 /* Cheap items are "boring" */
3500 if (minprice < 10L) return TRUE;
3502 /* Perfect haggling */
3503 if (good == MAX_SHORT) return TRUE;
3505 /* Reward good haggles, punish bad haggles, notice price */
3506 if (good > ((3 * bad) + (5 + (minprice/50)))) return TRUE;
3508 /* Return the flag */
3514 * @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 /
3515 * Update the bargain info
3516 * @param price 実際の取引価格
3517 * @param minprice 店主の提示した価格
3521 static void updatebargain(PRICE price, PRICE minprice, int num)
3523 /* Hack -- auto-haggle */
3524 if (!manual_haggle) return;
3526 /* Cheap items are "boring" */
3527 if ((minprice/num) < 10L) return;
3529 /* Count the successful haggles */
3530 if (price == minprice)
3532 /* Just count the good haggles */
3533 if (st_ptr->good_buy < MAX_SHORT)
3539 /* Count the failed haggles */
3542 /* Just count the bad haggles */
3543 if (st_ptr->bad_buy < MAX_SHORT)
3552 * @brief 店の商品リストを再表示する /
3553 * Re-displays a single store entry
3554 * @param player_ptr プレーヤーへの参照ポインタ
3558 static void display_entry(player_type *player_ptr, int pos)
3564 GAME_TEXT o_name[MAX_NLEN];
3569 o_ptr = &st_ptr->stock[pos];
3571 /* Get the "offset" */
3572 i = (pos % store_bottom);
3574 /* Label it, clear the line --(-- */
3575 (void)sprintf(out_val, "%c) ", ((i > 25) ? toupper(I2A(i - 26)) : I2A(i)));
3576 prt(out_val, i+6, 0);
3579 if (show_item_graph)
3581 TERM_COLOR a = object_attr(o_ptr);
3582 SYMBOL_CODE c = object_char(o_ptr);
3584 Term_queue_bigchar(cur_col, i + 6, a, c, 0, 0);
3585 if (use_bigtile) cur_col++;
3590 /* Describe an item in the home */
3591 if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
3595 /* Leave room for weights, if necessary -DRS- */
3596 if (show_weights) maxwid -= 10;
3598 object_desc(o_name, o_ptr, 0);
3599 o_name[maxwid] = '\0';
3600 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, cur_col);
3605 /* Only show the weight of an individual item */
3606 WEIGHT wgt = o_ptr->weight;
3608 sprintf(out_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt));
3609 put_str(out_val, i+6, 67);
3611 (void)sprintf(out_val, "%3d.%d lb", wgt / 10, wgt % 10);
3612 put_str(out_val, i+6, 68);
3618 /* Describe an item (fully) in a store */
3621 /* Must leave room for the "price" */
3624 /* Leave room for weights, if necessary -DRS- */
3625 if (show_weights) maxwid -= 7;
3627 /* Describe the object (fully) */
3628 object_desc(o_name, o_ptr, 0);
3629 o_name[maxwid] = '\0';
3630 c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, cur_col);
3635 /* Only show the weight of an individual item */
3636 int wgt = o_ptr->weight;
3638 sprintf(out_val, "%3d.%1d", lbtokg1(wgt) , lbtokg2(wgt) );
3639 put_str(out_val, i+6, 60);
3641 (void)sprintf(out_val, "%3d.%d", wgt / 10, wgt % 10);
3642 put_str(out_val, i+6, 61);
3647 /* Display a "fixed" cost */
3648 if (o_ptr->ident & (IDENT_FIXED))
3650 /* Extract the "minimum" price */
3651 x = price_item(player_ptr, o_ptr, ot_ptr->min_inflate, FALSE);
3653 /* Actually draw the price (not fixed) */
3655 (void)sprintf(out_val, "%9ld固", (long)x);
3657 (void)sprintf(out_val, "%9ld F", (long)x);
3659 put_str(out_val, i+6, 68);
3662 /* Display a "taxed" cost */
3663 else if (!manual_haggle)
3665 /* Extract the "minimum" price */
3666 x = price_item(player_ptr, o_ptr, ot_ptr->min_inflate, FALSE);
3668 /* Hack -- Apply Sales Tax if needed */
3669 if (!noneedtobargain(x)) x += x / 10;
3671 /* Actually draw the price (with tax) */
3672 (void)sprintf(out_val, "%9ld ", (long)x);
3673 put_str(out_val, i+6, 68);
3676 /* Display a "haggle" cost */
3679 /* Extrect the "maximum" price */
3680 x = price_item(player_ptr, o_ptr, ot_ptr->max_inflate, FALSE);
3682 /* Actually draw the price (not fixed) */
3683 (void)sprintf(out_val, "%9ld ", (long)x);
3684 put_str(out_val, i+6, 68);
3691 * @brief 店の商品リストを表示する /
3692 * Displays a store's inventory -RAK-
3693 * @param player_ptr プレーヤーへの参照ポインタ
3696 * All prices are listed as "per individual object". -BEN-
3698 static void display_inventory(player_type *player_ptr)
3702 /* Display the next 12 items */
3703 for (k = 0; k < store_bottom; k++)
3705 /* Do not display "dead" items */
3706 if (store_top + k >= st_ptr->stock_num) break;
3708 /* Display that line */
3709 display_entry(player_ptr, store_top + k);
3712 /* Erase the extra lines and the "more" prompt */
3713 for (i = k; i < store_bottom + 1; i++) prt("", i + 6, 0);
3715 /* Assume "no current page" */
3717 put_str(" ", 5, 20);
3719 put_str(" ", 5, 20);
3723 /* Visual reminder of "more items" */
3724 if (st_ptr->stock_num > store_bottom)
3726 /* Show "more" reminder (after the last item) */
3727 prt(_("-続く-", "-more-"), k + 6, 3);
3729 /* Indicate the "current page" */
3730 /* Trailing spaces are to display (Page xx) and (Page x) */
3731 put_str(format(_("(%dページ) ", "(Page %d) "), store_top/store_bottom + 1), 5, 20);
3734 if (cur_store_num == STORE_HOME || cur_store_num == STORE_MUSEUM)
3736 k = st_ptr->stock_size;
3738 if (cur_store_num == STORE_HOME && !powerup_home) k /= 10;
3740 put_str(format("アイテム数: %4d/%4d", st_ptr->stock_num, k), 19 + xtra_stock, 27);
3742 put_str(format("Objects: %4d/%4d", st_ptr->stock_num, k), 19 + xtra_stock, 30);
3749 * @brief プレイヤーの所持金を表示する /
3750 * Displays players gold -RAK-
3751 * @param player_ptr プレーヤーへの参照ポインタ
3755 static void store_prt_gold(player_type *player_ptr)
3759 prt(_("手持ちのお金: ", "Gold Remaining: "), 19 + xtra_stock, 53);
3760 sprintf(out_val, "%9ld", (long)player_ptr->au);
3761 prt(out_val, 19 + xtra_stock, 68);
3765 * @brief 店舗情報全体を表示するメインルーチン /
3766 * Displays store (after clearing screen) -RAK-
3767 * @param player_ptr プレーヤーへの参照ポインタ
3771 static void display_store(player_type *player_ptr)
3777 /* The "Home" is special */
3778 if (cur_store_num == STORE_HOME)
3780 /* Put the owner name */
3781 put_str(_("我が家", "Your Home"), 3, 31);
3783 /* Label the item descriptions */
3784 put_str(_("アイテムの一覧", "Item Description"), 5, 4);
3786 /* If showing weights, show label */
3789 put_str(_(" 重さ", "Weight"), 5, 70);
3793 /* The "Home" is special */
3794 else if (cur_store_num == STORE_MUSEUM)
3796 /* Put the owner name */
3797 put_str(_("博物館", "Museum"), 3, 31);
3799 /* Label the item descriptions */
3800 put_str(_("アイテムの一覧", "Item Description"), 5, 4);
3802 /* If showing weights, show label */
3805 put_str(_(" 重さ", "Weight"), 5, 70);
3812 concptr store_name = (f_name + f_info[cur_store_feat].name);
3813 concptr owner_name = (ot_ptr->owner_name);
3814 concptr race_name = race_info[ot_ptr->owner_race].title;
3816 /* Put the owner name and race */
3817 sprintf(buf, "%s (%s)", owner_name, race_name);
3818 put_str(buf, 3, 10);
3820 /* Show the max price in the store (above prices) */
3821 sprintf(buf, "%s (%ld)", store_name, (long)(ot_ptr->max_cost));
3824 /* Label the item descriptions */
3825 put_str(_("商品の一覧", "Item Description"), 5, 5);
3828 /* If showing weights, show label */
3831 put_str(_(" 重さ", "Weight"), 5, 60);
3834 /* Label the asking price (in stores) */
3835 put_str(_(" 価格", "Price"), 5, 72);
3838 /* Display the current gold */
3839 store_prt_gold(player_ptr);
3840 display_inventory(player_ptr);
3846 * @brief 店舗からアイテムを選択する /
3847 * Get the ID of a store item and return its value -RAK-
3848 * @param com_val 選択IDを返す参照ポインタ
3849 * @param pmt メッセージキャプション
3852 * @return 実際に選択したらTRUE、キャンセルしたらFALSE
3854 static int get_stock(COMMAND_CODE *com_val, concptr pmt, int i, int j)
3860 /* Get the item index */
3861 if (repeat_pull(com_val))
3863 /* Verify the item */
3864 if ((*com_val >= i) && (*com_val <= j))
3872 /* Assume failure */
3875 /* Build the prompt */
3877 hi = (j > 25) ? toupper(I2A(j - 26)) : I2A(j);
3879 (void)sprintf(out_val, "(%s:%c-%c, ESCで中断) %s",
3880 (((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) ? "アイテム" : "商品"),
3883 (void)sprintf(out_val, "(Items %c-%c, ESC to exit) %s",
3888 /* Ask until done */
3894 if (!get_com(out_val, &command, FALSE)) break;
3897 if (islower(command))
3899 else if (isupper(command))
3900 k = A2I(tolower(command)) + 26;
3904 /* Legal responses */
3905 if ((k >= i) && (k <= j))
3914 /* Clear the prompt */
3917 if (command == ESCAPE) return FALSE;
3919 repeat_push(*com_val);
3927 * @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 /
3928 * Increase the insult counter and get angry if too many -RAK-
3929 * @return プレイヤーを締め出す場合TRUEを返す
3931 static int increase_insults(void)
3933 /* Increase insults */
3934 st_ptr->insult_cur++;
3936 /* Become insulted */
3937 if (st_ptr->insult_cur > ot_ptr->insult_max)
3943 st_ptr->insult_cur = 0;
3944 st_ptr->good_buy = 0;
3945 st_ptr->bad_buy = 0;
3948 st_ptr->store_open = current_world_ptr->game_turn + TURNS_PER_TICK*TOWN_DAWN/8 + randint1(TURNS_PER_TICK*TOWN_DAWN/8);
3960 * @brief 店主の不満度を減らす /
3961 * Decrease insults -RAK-
3962 * @return プレイヤーを締め出す場合TRUEを返す
3964 static void decrease_insults(void)
3966 /* Decrease insults */
3967 if (st_ptr->insult_cur) st_ptr->insult_cur--;
3972 * @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 /
3973 * Have insulted while haggling -RAK-
3974 * @return プレイヤーを締め出す場合TRUEを返す
3976 static int haggle_insults(void)
3978 /* Increase insults */
3979 if (increase_insults()) return TRUE;
3981 /* Display and flush insult */
3990 * Mega-Hack -- Enable "increments"
3992 static bool allow_inc = FALSE;
3995 * Mega-Hack -- Last "increment" during haggling
3997 static s32b last_inc = 0L;
4001 * @brief 交渉価格を確認と認証の是非を行う /
4004 * @param poffer 別途価格提示をした場合の値を返す参照ポインタ
4005 * @param price 現在の交渉価格
4006 * @param final 最終確定価格ならばTRUE
4007 * @return プレイヤーを締め出す場合TRUEを返す
4009 static int get_haggle(concptr pmt, s32b *poffer, PRICE price, int final)
4014 GAME_TEXT out_val[160];
4016 /* Clear old increment if necessary */
4017 if (!allow_inc) last_inc = 0L;
4022 sprintf(buf, _("%s [承諾] ", "%s [accept] "), pmt);
4025 /* Old (negative) increment, and not final */
4026 else if (last_inc < 0)
4028 sprintf(buf, _("%s [-$%ld] ", "%s [-%ld] "), pmt, (long)(ABS(last_inc)));
4031 /* Old (positive) increment, and not final */
4032 else if (last_inc > 0)
4034 sprintf(buf, _("%s [+$%ld] ", "%s [+%ld] "), pmt, (long)(ABS(last_inc)));
4040 sprintf(buf, "%s ", pmt);
4044 /* Ask until done */
4049 /* Display prompt */
4053 strcpy(out_val, "");
4056 * Ask the user for a response.
4057 * Don't allow to use numpad as cursor key.
4059 res = askfor_aux(out_val, 32, FALSE);
4065 if (!res) return FALSE;
4067 /* Skip leading spaces */
4068 for (p = out_val; *p == ' '; p++) /* loop */;
4070 /* Empty response */
4073 /* Accept current price */
4081 /* Use previous increment */
4082 if (allow_inc && last_inc)
4084 *poffer += last_inc;
4089 /* Normal response */
4092 /* Extract a number */
4095 /* Handle "incremental" number */
4096 if ((*p == '+' || *p == '-'))
4098 /* Allow increments */
4101 /* Use the given "increment" */
4108 /* Handle normal number */
4111 /* Use the given "number" */
4119 msg_print(_("値がおかしいです。", "Invalid response."));
4129 * @brief 店主がプレイヤーからの交渉価格を判断する /
4130 * Receive an offer (from the player)
4132 * @param poffer 店主からの交渉価格を返す参照ポインタ
4133 * @param last_offer 現在の交渉価格
4134 * @param factor 店主の価格基準倍率
4135 * @param price アイテムの実価値
4136 * @param final 最終価格確定ならばTRUE
4137 * @return プレイヤーの価格に対して不服ならばTRUEを返す /
4138 * Return TRUE if offer is NOT okay
4140 static bool receive_offer(concptr pmt, s32b *poffer,
4141 s32b last_offer, int factor,
4142 PRICE price, int final)
4144 /* Haggle till done */
4147 /* Get a haggle (or cancel) */
4148 if (!get_haggle(pmt, poffer, price, final)) return TRUE;
4150 /* Acceptable offer */
4151 if (((*poffer) * factor) >= (last_offer * factor)) break;
4153 /* Insult, and check for kicked out */
4154 if (haggle_insults()) return TRUE;
4156 /* Reject offer (correctly) */
4157 (*poffer) = last_offer;
4166 * @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 /
4167 * Haggling routine -RAK-
4168 * @param player_ptr プレーヤーへの参照ポインタ
4169 * @param o_ptr オブジェクトの構造体参照ポインタ
4170 * @param price 最終価格を返す参照ポインタ
4171 * @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 /
4172 * Return TRUE if purchase is NOT successful
4174 static bool purchase_haggle(player_type *player_ptr, object_type *o_ptr, s32b *price)
4176 s32b cur_ask, final_ask;
4177 s32b last_offer, offer;
4179 s32b min_per, max_per;
4180 int flag, loop_flag, noneed;
4181 int annoyed = 0, final = FALSE;
4182 bool cancel = FALSE;
4186 concptr pmt = _("提示価格", "Asking");
4188 /* Extract the starting offer and the final offer */
4189 cur_ask = price_item(player_ptr, o_ptr, ot_ptr->max_inflate, FALSE);
4190 final_ask = price_item(player_ptr, o_ptr, ot_ptr->min_inflate, FALSE);
4192 /* Determine if haggling is necessary */
4193 noneed = noneedtobargain(final_ask);
4195 /* No need to haggle */
4196 if (noneed || !manual_haggle)
4198 /* No need to haggle */
4201 /* Message summary */
4202 msg_print(_("結局この金額にまとまった。", "You eventually agree upon the price."));
4206 /* No haggle option */
4209 /* Message summary */
4210 msg_print(_("すんなりとこの金額にまとまった。", "You quickly agree upon the price."));
4213 /* Apply Sales Tax */
4214 final_ask += final_ask / 10;
4218 cur_ask = final_ask;
4220 /* Go to final offer */
4221 pmt = _("最終提示価格", "Final Offer");
4226 /* Haggle for the whole pile */
4227 cur_ask *= o_ptr->number;
4228 final_ask *= o_ptr->number;
4231 /* Haggle parameters */
4232 min_per = ot_ptr->haggle_per;
4233 max_per = min_per * 3;
4235 /* Mega-Hack -- artificial "last offer" value */
4236 last_offer = object_value(o_ptr) * o_ptr->number;
4237 last_offer = last_offer * (200 - (int)(ot_ptr->max_inflate)) / 100L;
4238 if (last_offer <= 0) last_offer = 1;
4243 /* No incremental haggling yet */
4246 /* Haggle until done */
4247 for (flag = FALSE; !flag; )
4251 while (!flag && loop_flag)
4253 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
4254 put_str(out_val, 1, 0);
4255 cancel = receive_offer(_("提示する金額? ", "What do you offer? "), &offer, last_offer, 1, cur_ask, final);
4260 else if (offer > cur_ask)
4265 else if (offer == cur_ask)
4278 x1 = 100 * (offer - last_offer) / (cur_ask - last_offer);
4281 if (haggle_insults())
4287 else if (x1 > max_per)
4290 if (x1 < max_per) x1 = max_per;
4292 x2 = rand_range(x1-2, x1+2);
4293 x3 = ((cur_ask - offer) * x2 / 100L) + 1;
4294 /* don't let the price go up */
4299 if (cur_ask < final_ask)
4302 cur_ask = final_ask;
4303 pmt = _("最終提示価格", "What do you offer? ");
4307 (void)(increase_insults());
4312 else if (offer >= cur_ask)
4323 (void)sprintf(out_val, _("前回の提示金額: $%ld", "Your last offer: %ld"), (long)last_offer);
4324 put_str(out_val, 1, 39);
4325 say_comment_2(cur_ask, annoyed);
4330 if (cancel) return TRUE;
4332 updatebargain(*price, final_ask, o_ptr->number);
4340 * @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 /
4341 * Haggling routine -RAK-
4342 * @param player_ptr プレーヤーへの参照ポインタ
4343 * @param o_ptr オブジェクトの構造体参照ポインタ
4344 * @param price 最終価格を返す参照ポインタ
4345 * @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 /
4346 * Return TRUE if purchase is NOT successful
4348 static bool sell_haggle(player_type *player_ptr, object_type *o_ptr, s32b *price)
4350 s32b purse, cur_ask, final_ask;
4351 s32b last_offer = 0, offer = 0;
4353 s32b min_per, max_per;
4354 int flag, loop_flag, noneed;
4355 int annoyed = 0, final = FALSE;
4356 bool cancel = FALSE;
4357 concptr pmt = _("提示金額", "Offer");
4363 /* Obtain the starting offer and the final offer */
4364 cur_ask = price_item(player_ptr, o_ptr, ot_ptr->max_inflate, TRUE);
4365 final_ask = price_item(player_ptr, o_ptr, ot_ptr->min_inflate, TRUE);
4367 /* Determine if haggling is necessary */
4368 noneed = noneedtobargain(final_ask);
4370 /* Get the owner's payout limit */
4371 purse = (s32b)(ot_ptr->max_cost);
4373 /* No need to haggle */
4374 if (noneed || !manual_haggle || (final_ask >= purse))
4376 /* Apply Sales Tax (if needed) */
4377 if (!manual_haggle && !noneed)
4379 final_ask -= final_ask / 10;
4382 /* No reason to haggle */
4383 if (final_ask >= purse)
4385 msg_print(_("即座にこの金額にまとまった。", "You instantly agree upon the price."));
4388 /* Offer full purse */
4392 /* No need to haggle */
4395 msg_print(_("結局この金額にまとまった。", "You eventually agree upon the price."));
4399 /* No haggle option */
4402 /* Message summary */
4403 msg_print(_("すんなりとこの金額にまとまった。", "You quickly agree upon the price."));
4408 cur_ask = final_ask;
4412 pmt = _("最終提示金額", "Final Offer");
4415 /* Haggle for the whole pile */
4416 cur_ask *= o_ptr->number;
4417 final_ask *= o_ptr->number;
4420 /* Display commands */
4422 /* Haggling parameters */
4423 min_per = ot_ptr->haggle_per;
4424 max_per = min_per * 3;
4426 /* Mega-Hack -- artificial "last offer" value */
4427 last_offer = object_value(o_ptr) * o_ptr->number;
4428 last_offer = last_offer * ot_ptr->max_inflate / 100L;
4433 /* No incremental haggling yet */
4437 for (flag = FALSE; !flag; )
4443 (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
4444 put_str(out_val, 1, 0);
4445 cancel = receive_offer(_("提示する価格? ", "What price do you ask? "),
4446 &offer, last_offer, -1, cur_ask, final);
4452 else if (offer < cur_ask)
4455 /* rejected, reset offer for incremental haggling */
4458 else if (offer == cur_ask)
4469 if (flag || !loop_flag) break;
4474 x1 = 100 * (last_offer - offer) / (last_offer - cur_ask);
4477 if (haggle_insults())
4483 else if (x1 > max_per)
4486 if (x1 < max_per) x1 = max_per;
4488 x2 = rand_range(x1-2, x1+2);
4489 x3 = ((offer - cur_ask) * x2 / 100L) + 1;
4490 /* don't let the price go down */
4494 if (cur_ask > final_ask)
4496 cur_ask = final_ask;
4498 pmt = _("最終提示金額", "Final Offer");
4505 /* 追加 $0 で買い取られてしまうのを防止 By FIRST*/
4508 (void)(increase_insults());
4511 else if (offer <= cur_ask)
4522 (void)sprintf(out_val,
4523 _("前回の提示価格 $%ld", "Your last bid %ld"), (long)last_offer);
4524 put_str(out_val, 1, 39);
4525 say_comment_3(cur_ask, annoyed);
4530 if (cancel) return TRUE;
4532 updatebargain(*price, final_ask, o_ptr->number);
4540 * @brief 店からの購入処理のメインルーチン /
4541 * Buy an item from a store -RAK-
4542 * @param player_ptr プレーヤーへの参照ポインタ
4545 static void store_purchase(player_type *player_ptr)
4548 COMMAND_CODE item, item_new;
4559 GAME_TEXT o_name[MAX_NLEN];
4563 if (cur_store_num == STORE_MUSEUM)
4565 msg_print(_("博物館から取り出すことはできません。", "Museum."));
4570 if (st_ptr->stock_num <= 0)
4572 if (cur_store_num == STORE_HOME)
4573 msg_print(_("我が家には何も置いてありません。", "Your home is empty."));
4575 msg_print(_("現在商品の在庫を切らしています。", "I am currently out of stock."));
4579 /* Find the number of objects on this and following pages */
4580 i = (st_ptr->stock_num - store_top);
4582 /* And then restrict it to the current page */
4583 if (i > store_bottom) i = store_bottom;
4587 /* ブラックマーケットの時は別のメッセージ */
4588 switch( cur_store_num ) {
4590 sprintf(out_val, "どのアイテムを取りますか? ");
4593 sprintf(out_val, "どれ? ");
4596 sprintf(out_val, "どの品物が欲しいんだい? ");
4600 if (cur_store_num == STORE_HOME)
4602 sprintf(out_val, "Which item do you want to take? ");
4606 sprintf(out_val, "Which item are you interested in? ");
4611 /* Get the item number to be bought */
4612 if (!get_stock(&item, out_val, 0, i - 1)) return;
4614 /* Get the actual index */
4615 item = item + store_top;
4617 /* Get the actual item */
4618 o_ptr = &st_ptr->stock[item];
4620 /* Assume the player wants just one of them */
4624 /* Get a copy of the object */
4625 object_copy(j_ptr, o_ptr);
4628 * If a rod or wand, allocate total maximum timeouts or charges
4629 * between those purchased and left on the shelf.
4631 reduce_charges(j_ptr, o_ptr->number - amt);
4633 /* Modify quantity */
4634 j_ptr->number = amt;
4636 /* Hack -- require room in pack */
4637 if (!inven_carry_okay(j_ptr))
4639 msg_print(_("そんなにアイテムを持てない。", "You cannot carry that many different items."));
4643 /* Determine the "best" price (per item) */
4644 best = price_item(player_ptr, j_ptr, ot_ptr->min_inflate, FALSE);
4646 /* Find out how many the player wants */
4647 if (o_ptr->number > 1)
4649 /* Hack -- note cost of "fixed" items */
4650 if ((cur_store_num != STORE_HOME) &&
4651 (o_ptr->ident & IDENT_FIXED))
4653 msg_format(_("一つにつき $%ldです。", "That costs %ld gold per item."), (long)(best));
4655 amt = get_quantity(NULL, o_ptr->number);
4656 if (amt <= 0) return;
4660 /* Get desired object */
4661 object_copy(j_ptr, o_ptr);
4664 * If a rod or wand, allocate total maximum timeouts or charges
4665 * between those purchased and left on the shelf.
4667 reduce_charges(j_ptr, o_ptr->number - amt);
4669 /* Modify quantity */
4670 j_ptr->number = amt;
4672 /* Hack -- require room in pack */
4673 if (!inven_carry_okay(j_ptr))
4675 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."));
4679 /* Attempt to buy it */
4680 if (cur_store_num != STORE_HOME)
4682 /* Fixed price, quick buy */
4683 if (o_ptr->ident & (IDENT_FIXED))
4688 /* Go directly to the "best" deal */
4689 price = (best * j_ptr->number);
4695 /* Describe the object (fully) */
4696 object_desc(o_name, j_ptr, 0);
4697 msg_format(_("%s(%c)を購入する。", "Buying %s (%c)."), o_name, I2A(item));
4700 /* Haggle for a final price */
4701 choice = purchase_haggle(player_ptr, j_ptr, &price);
4703 /* Hack -- Got kicked out */
4704 if (st_ptr->store_open >= current_world_ptr->game_turn) return;
4707 /* Player wants it */
4710 /* Fix the item price (if "correctly" haggled) */
4711 if (price == (best * j_ptr->number)) o_ptr->ident |= (IDENT_FIXED);
4713 /* Player can afford it */
4714 if (player_ptr->au >= price)
4717 say_comment_1(player_ptr);
4719 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
4720 chg_virtue(player_ptr, V_JUSTICE, -1);
4721 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
4722 chg_virtue(player_ptr, V_NATURE, -1);
4730 /* Spend the money */
4731 player_ptr->au -= price;
4733 /* Update the display */
4734 store_prt_gold(player_ptr);
4736 /* Hack -- buying an item makes you aware of it */
4737 object_aware(player_ptr, j_ptr);
4739 /* Hack -- clear the "fixed" flag from the item */
4740 j_ptr->ident &= ~(IDENT_FIXED);
4742 /* Describe the transaction */
4743 object_desc(o_name, j_ptr, 0);
4745 msg_format(_("%sを $%ldで購入しました。", "You bought %s for %ld gold."), o_name, (long)price);
4747 strcpy(record_o_name, o_name);
4748 record_turn = current_world_ptr->game_turn;
4750 if (record_buy) exe_write_diary(player_ptr, NIKKI_BUY, 0, o_name);
4751 object_desc(o_name, o_ptr, OD_NAME_ONLY);
4752 if(record_rand_art && o_ptr->art_name)
4753 exe_write_diary(player_ptr, NIKKI_ART, 0, o_name);
4755 /* Erase the inscription */
4756 j_ptr->inscription = 0;
4758 /* Erase the "feeling" */
4759 j_ptr->feeling = FEEL_NONE;
4760 j_ptr->ident &= ~(IDENT_STORE);
4761 /* Give it to the player */
4762 item_new = inven_carry(player_ptr, j_ptr);
4764 /* Describe the final result */
4765 object_desc(o_name, &player_ptr->inventory_list[item_new], 0);
4766 msg_format(_("%s(%c)を手に入れた。", "You have %s (%c)."), o_name, index_to_label(item_new));
4768 /* Auto-inscription */
4769 autopick_alter_item(player_ptr, item_new, FALSE);
4771 /* Now, reduce the original stack's pval. */
4772 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
4774 o_ptr->pval -= j_ptr->pval;
4777 handle_stuff(player_ptr);
4779 /* Note how many slots the store used to have */
4780 i = st_ptr->stock_num;
4782 /* Remove the bought items from the store */
4783 store_item_increase(item, -amt);
4784 store_item_optimize(item);
4786 /* Store is empty */
4787 if (st_ptr->stock_num == 0)
4790 if (one_in_(STORE_SHUFFLE))
4793 msg_print(_("店主は引退した。", "The shopkeeper retires."));
4795 /* Shuffle the store */
4796 store_shuffle(player_ptr, cur_store_num);
4799 sprintf(buf, "%s (%s)",
4800 ot_ptr->owner_name, race_info[ot_ptr->owner_race].title);
4801 put_str(buf, 3, 10);
4802 sprintf(buf, "%s (%ld)",
4803 (f_name + f_info[cur_store_feat].name), (long)(ot_ptr->max_cost));
4810 msg_print(_("店主は新たな在庫を取り出した。", "The shopkeeper brings out some new stock."));
4813 for (i = 0; i < 10; i++)
4815 /* Maintain the store */
4816 store_maint(player_ptr, player_ptr->town_num, cur_store_num);
4821 display_inventory(player_ptr);
4824 /* The item is gone */
4825 else if (st_ptr->stock_num != i)
4827 /* Pick the correct screen */
4828 if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
4829 display_inventory(player_ptr);
4832 /* Item is still here */
4835 /* Redraw the item */
4836 display_entry(player_ptr, item);
4840 /* Player cannot afford it */
4843 /* Simple message (no insult) */
4844 msg_print(_("お金が足りません。", "You do not have enough gold."));
4849 /* Home is much easier */
4852 bool combined_or_reordered;
4854 /* Distribute charges of wands/rods */
4855 distribute_charges(o_ptr, j_ptr, amt);
4857 /* Give it to the player */
4858 item_new = inven_carry(player_ptr, j_ptr);
4860 /* Describe just the result */
4861 object_desc(o_name, &player_ptr->inventory_list[item_new], 0);
4863 msg_format(_("%s(%c)を取った。", "You have %s (%c)."), o_name, index_to_label(item_new));
4864 handle_stuff(player_ptr);
4866 /* Take note if we take the last one */
4867 i = st_ptr->stock_num;
4869 /* Remove the items from the home */
4870 store_item_increase(item, -amt);
4871 store_item_optimize(item);
4873 combined_or_reordered = combine_and_reorder_home(STORE_HOME);
4875 /* Hack -- Item is still here */
4876 if (i == st_ptr->stock_num)
4878 if (combined_or_reordered) display_inventory(player_ptr);
4880 /* Redraw the item */
4881 else display_entry(player_ptr, item);
4884 /* The item is gone */
4888 if (st_ptr->stock_num == 0) store_top = 0;
4890 /* Nothing left on that screen */
4891 else if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
4892 display_inventory(player_ptr);
4894 chg_virtue(player_ptr, V_SACRIFICE, 1);
4901 * @brief 店からの売却処理のメインルーチン /
4902 * Sell an item to the store (or home)
4903 * @param owner_ptr プレーヤーへの参照ポインタ
4906 static void store_sell(player_type *owner_ptr)
4913 PRICE price, value, dummy;
4921 GAME_TEXT o_name[MAX_NLEN];
4924 /* Prepare a prompt */
4925 if (cur_store_num == STORE_HOME)
4926 q = _("どのアイテムを置きますか? ", "Drop which item? ");
4928 else if (cur_store_num == STORE_MUSEUM)
4929 q = _("どのアイテムを寄贈しますか? ", "Give which item? ");
4932 q = _("どのアイテムを売りますか? ", "Sell which item? ");
4934 /* Only allow items the store will buy */
4935 item_tester_hook = store_will_buy;
4937 /* 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 */
4938 if (cur_store_num == STORE_HOME)
4940 s = _("置けるアイテムを持っていません。", "You don't have any item to drop.");
4942 else if (cur_store_num == STORE_MUSEUM)
4944 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.");
4948 s = _("欲しい物がないですねえ。", "You have nothing that I want.");
4951 o_ptr = choose_object(owner_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
4954 /* Hack -- Cannot remove cursed items */
4955 if ((item >= INVEN_RARM) && object_is_cursed(o_ptr))
4957 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."));
4961 /* Assume one item */
4964 if (o_ptr->number > 1)
4966 amt = get_quantity(NULL, o_ptr->number);
4967 if (amt <= 0) return;
4971 /* Get a copy of the object */
4972 object_copy(q_ptr, o_ptr);
4974 /* Modify quantity */
4975 q_ptr->number = amt;
4978 * Hack -- If a rod or wand, allocate total maximum
4979 * timeouts or charges to those being sold. -LM-
4981 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
4983 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
4986 /* Get a full description */
4987 object_desc(o_name, q_ptr, 0);
4989 /* Remove any inscription, feeling for stores */
4990 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
4992 q_ptr->inscription = 0;
4993 q_ptr->feeling = FEEL_NONE;
4996 /* Is there room in the store (or the home?) */
4997 if (!store_check_num(q_ptr))
4999 if (cur_store_num == STORE_HOME)
5000 msg_print(_("我が家にはもう置く場所がない。", "Your home is full."));
5002 else if (cur_store_num == STORE_MUSEUM)
5003 msg_print(_("博物館はもう満杯だ。", "Museum is full."));
5006 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."));
5012 if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
5014 /* Describe the transaction */
5015 msg_format(_("%s(%c)を売却する。", "Selling %s (%c)."), o_name, index_to_label(item));
5020 choice = sell_haggle(owner_ptr, q_ptr, &price);
5023 if (st_ptr->store_open >= current_world_ptr->game_turn) return;
5029 say_comment_1(owner_ptr);
5035 if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
5036 chg_virtue(owner_ptr, V_JUSTICE, -1);
5038 if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
5039 chg_virtue(owner_ptr, V_NATURE, 1);
5042 /* Get some money */
5043 owner_ptr->au += price;
5045 /* Update the display */
5046 store_prt_gold(owner_ptr);
5048 /* Get the "apparent" value */
5049 dummy = object_value(q_ptr) * q_ptr->number;
5051 identify_item(owner_ptr, o_ptr);
5054 /* Get a copy of the object */
5055 object_copy(q_ptr, o_ptr);
5057 /* Modify quantity */
5058 q_ptr->number = amt;
5060 /* Make it look like to be known */
5061 q_ptr->ident |= IDENT_STORE;
5064 * Hack -- If a rod or wand, let the shopkeeper know just
5065 * how many charges he really paid for. -LM-
5067 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
5069 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
5072 /* Get the "actual" value */
5073 value = object_value(q_ptr) * q_ptr->number;
5075 /* Get the description all over again */
5076 object_desc(o_name, q_ptr, 0);
5078 /* Describe the result (in message buffer) */
5079 msg_format(_("%sを $%ldで売却しました。", "You sold %s for %ld gold."), o_name, (long)price);
5081 if (record_sell) exe_write_diary(owner_ptr, NIKKI_SELL, 0, o_name);
5083 if (!((o_ptr->tval == TV_FIGURINE) && (value > 0)))
5085 /* Analyze the prices (and comment verbally) unless a figurine*/
5086 purchase_analyze(owner_ptr, price, value, dummy);
5090 * Hack -- Allocate charges between those wands or rods sold
5091 * and retained, unless all are being sold. -LM-
5093 distribute_charges(o_ptr, q_ptr, amt);
5095 /* Reset timeouts of the sold items */
5098 /* Take the item from the player, describe the result */
5099 inven_item_increase(owner_ptr, item, -amt);
5100 inven_item_describe(owner_ptr, item);
5102 /* If items remain, auto-inscribe before optimizing */
5103 if (o_ptr->number > 0)
5104 autopick_alter_item(owner_ptr, item, FALSE);
5106 inven_item_optimize(owner_ptr, item);
5107 handle_stuff(owner_ptr);
5109 /* The store gets that (known) item */
5110 item_pos = store_carry(q_ptr);
5112 /* Re-display if item is now in store */
5115 store_top = (item_pos / store_bottom) * store_bottom;
5116 display_inventory(owner_ptr);
5121 /* Player is at museum */
5122 else if (cur_store_num == STORE_MUSEUM)
5124 char o2_name[MAX_NLEN];
5125 object_desc(o2_name, q_ptr, OD_NAME_ONLY);
5127 if (-1 == store_check_num(q_ptr))
5129 msg_print(_("それと同じ品物は既に博物館にあるようです。", "The same object as it is already in the Museum."));
5133 msg_print(_("博物館に寄贈したものは取り出すことができません!!", "You cannot take items which is given to the Museum back!!"));
5136 if (!get_check(format(_("本当に%sを寄贈しますか?", "Really give %s to the Museum? "), o2_name))) return;
5138 identify_item(owner_ptr, q_ptr);
5139 q_ptr->ident |= IDENT_MENTAL;
5141 /* Distribute charges of wands/rods */
5142 distribute_charges(o_ptr, q_ptr, amt);
5143 msg_format(_("%sを置いた。(%c)", "You drop %s (%c)."), o_name, index_to_label(item));
5146 vary_item(owner_ptr, item, -amt);
5147 handle_stuff(owner_ptr);
5149 /* Let the home carry it */
5150 item_pos = home_carry(owner_ptr, q_ptr);
5152 /* Update store display */
5155 store_top = (item_pos / store_bottom) * store_bottom;
5156 display_inventory(owner_ptr);
5159 /* Player is at home */
5162 /* Distribute charges of wands/rods */
5163 distribute_charges(o_ptr, q_ptr, amt);
5164 msg_format(_("%sを置いた。(%c)", "You drop %s (%c)."), o_name, index_to_label(item));
5168 vary_item(owner_ptr, item, -amt);
5169 handle_stuff(owner_ptr);
5171 /* Let the home carry it */
5172 item_pos = home_carry(owner_ptr, q_ptr);
5174 /* Update store display */
5177 store_top = (item_pos / store_bottom) * store_bottom;
5178 display_inventory(owner_ptr);
5182 if ((choice == 0) && (item >= INVEN_RARM))
5184 calc_android_exp(owner_ptr);
5185 verify_equip_slot(owner_ptr, item);
5191 * @brief 店のアイテムを調べるコマンドのメインルーチン /
5192 * Examine an item in a store -JDL-
5195 static void store_examine(void)
5200 GAME_TEXT o_name[MAX_NLEN];
5204 if (st_ptr->stock_num <= 0)
5206 if (cur_store_num == STORE_HOME)
5207 msg_print(_("我が家には何も置いてありません。", "Your home is empty."));
5208 else if (cur_store_num == STORE_MUSEUM)
5209 msg_print(_("博物館には何も置いてありません。", "Museum is empty."));
5211 msg_print(_("現在商品の在庫を切らしています。", "I am currently out of stock."));
5215 /* Find the number of objects on this and following pages */
5216 i = (st_ptr->stock_num - store_top);
5218 /* And then restrict it to the current page */
5219 if (i > store_bottom) i = store_bottom;
5222 sprintf(out_val, _("どれを調べますか?", "Which item do you want to examine? "));
5224 /* Get the item number to be examined */
5225 if (!get_stock(&item, out_val, 0, i - 1)) return;
5227 /* Get the actual index */
5228 item = item + store_top;
5230 /* Get the actual item */
5231 o_ptr = &st_ptr->stock[item];
5233 /* Require full knowledge */
5234 if (!(o_ptr->ident & IDENT_MENTAL))
5236 /* This can only happen in the home */
5237 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."));
5241 object_desc(o_name, o_ptr, 0);
5242 msg_format(_("%sを調べている...", "Examining %s..."), o_name);
5244 if (!screen_object(o_ptr, SCROBJ_FORCE_DETAIL))
5245 msg_print(_("特に変わったところはないようだ。", "You see nothing special."));
5252 * @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 /
5253 * Remove an item from museum (Originally from TOband)
5254 * @param player_ptr プレーヤーへの参照ポインタ
5257 static void museum_remove_object(player_type *player_ptr)
5262 GAME_TEXT o_name[MAX_NLEN];
5266 if (st_ptr->stock_num <= 0)
5268 msg_print(_("博物館には何も置いてありません。", "Museum is empty."));
5272 /* Find the number of objects on this and following pages */
5273 i = st_ptr->stock_num - store_top;
5275 /* And then restrict it to the current page */
5276 if (i > store_bottom) i = store_bottom;
5279 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? "));
5281 /* Get the item number to be removed */
5282 if (!get_stock(&item, out_val, 0, i - 1)) return;
5284 /* Get the actual index */
5285 item = item + store_top;
5287 /* Get the actual item */
5288 o_ptr = &st_ptr->stock[item];
5290 object_desc(o_name, o_ptr, 0);
5292 msg_print(_("展示をやめさせたアイテムは二度と見ることはできません!", "You cannot see items which is removed from the Museum!"));
5293 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;
5295 msg_format(_("%sの展示をやめさせた。", "You ordered to remove %s."), o_name);
5297 /* Remove the items from the home */
5298 store_item_increase(item, -o_ptr->number);
5299 store_item_optimize(item);
5301 (void)combine_and_reorder_home(STORE_MUSEUM);
5303 /* The item is gone */
5306 if (st_ptr->stock_num == 0) store_top = 0;
5308 /* Nothing left on that screen */
5309 else if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
5310 display_inventory(player_ptr);
5317 * Hack -- set this to leave the store
5319 static bool leave_store = FALSE;
5323 * @brief 店舗処理コマンド選択のメインルーチン /
5324 * Process a command in a store
5325 * @param client_ptr 顧客となるクリーチャーの参照ポインタ
5329 * Note that we must allow the use of a few "special" commands
5330 * in the stores which are not allowed in the dungeon, and we
5331 * must disable some commands which are allowed in the dungeon
5332 * but not in the stores, to prevent chaos.
5335 static void store_process_command(player_type *client_ptr)
5337 /* Handle repeating the last command */
5340 if (rogue_like_commands && command_cmd == 'l')
5342 command_cmd = 'x'; /* hack! */
5345 /* Parse the command */
5346 switch (command_cmd)
5356 /* 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 */
5359 if (st_ptr->stock_num <= store_bottom) {
5360 msg_print(_("これで全部です。", "Entire client_ptr->inventory_list is shown."));
5363 store_top -= store_bottom;
5364 if ( store_top < 0 )
5365 store_top = ((st_ptr->stock_num - 1 )/store_bottom) * store_bottom;
5366 if ( (cur_store_num == STORE_HOME) && (powerup_home == FALSE) )
5367 if ( store_top >= store_bottom ) store_top = store_bottom;
5368 display_inventory(client_ptr);
5376 if (st_ptr->stock_num <= store_bottom)
5378 msg_print(_("これで全部です。", "Entire client_ptr->inventory_list is shown."));
5382 store_top += store_bottom;
5384 * 隠しオプション(powerup_home)がセットされていないときは
5385 * 我が家では 2 ページまでしか表示しない
5387 if ((cur_store_num == STORE_HOME) &&
5388 (powerup_home == FALSE) &&
5389 (st_ptr->stock_num >= STORE_INVEN_MAX))
5391 if (store_top >= (STORE_INVEN_MAX - 1))
5398 if (store_top >= st_ptr->stock_num) store_top = 0;
5401 display_inventory(client_ptr);
5408 do_cmd_redraw(client_ptr);
5409 display_store(client_ptr);
5413 /* Get (purchase) */
5416 store_purchase(client_ptr);
5423 store_sell(client_ptr);
5440 /*** Inventory Commands ***/
5442 /* Wear/wield equipment */
5445 do_cmd_wield(client_ptr);
5449 /* Take off equipment */
5452 do_cmd_takeoff(client_ptr);
5456 /* Destroy an item */
5459 do_cmd_destroy(client_ptr);
5463 /* Equipment list */
5466 do_cmd_equip(client_ptr);
5470 /* Inventory list */
5473 do_cmd_inven(client_ptr);
5478 /*** Various commands ***/
5480 /* Identify an object */
5483 do_cmd_observe(client_ptr);
5489 toggle_inven_equip(client_ptr);
5493 /*** Use various objects ***/
5498 if ( (client_ptr->pclass == CLASS_MINDCRAFTER) ||
5499 (client_ptr->pclass == CLASS_BERSERKER) ||
5500 (client_ptr->pclass == CLASS_NINJA) ||
5501 (client_ptr->pclass == CLASS_MIRROR_MASTER)
5502 ) do_cmd_mind_browse(client_ptr);
5503 else if (client_ptr->pclass == CLASS_SMITH)
5504 do_cmd_kaji(client_ptr, TRUE);
5505 else if (client_ptr->pclass == CLASS_MAGIC_EATER)
5506 do_cmd_magic_eater(client_ptr, TRUE, FALSE);
5507 else if (client_ptr->pclass == CLASS_SNIPER)
5508 do_cmd_snipe_browse(client_ptr);
5509 else do_cmd_browse(client_ptr);
5513 /* Inscribe an object */
5516 do_cmd_inscribe(client_ptr);
5520 /* Uninscribe an object */
5523 do_cmd_uninscribe(client_ptr);
5527 /*** Help and Such ***/
5532 do_cmd_help(client_ptr);
5536 /* Identify symbol */
5539 do_cmd_query_symbol(client_ptr);
5543 /* Character description */
5546 client_ptr->town_num = old_town_num;
5547 do_cmd_player_status(client_ptr);
5548 client_ptr->town_num = inner_town_num;
5549 display_store(client_ptr);
5553 /*** System Commands ***/
5555 /* Hack -- User interface */
5562 /* Single line from a pref file */
5565 client_ptr->town_num = old_town_num;
5566 do_cmd_pref(client_ptr);
5567 client_ptr->town_num = inner_town_num;
5571 /* Interact with macros */
5574 client_ptr->town_num = old_town_num;
5575 do_cmd_macros(client_ptr);
5576 client_ptr->town_num = inner_town_num;
5580 /* Interact with visuals */
5583 client_ptr->town_num = old_town_num;
5584 do_cmd_visuals(client_ptr);
5585 client_ptr->town_num = inner_town_num;
5589 /* Interact with colors */
5592 client_ptr->town_num = old_town_num;
5593 do_cmd_colors(client_ptr);
5594 client_ptr->town_num = inner_town_num;
5598 /* Interact with options */
5602 (void)combine_and_reorder_home(STORE_HOME);
5603 do_cmd_redraw(client_ptr);
5604 display_store(client_ptr);
5608 /*** Misc Commands ***/
5624 /* Repeat level feeling */
5627 do_cmd_feeling(client_ptr);
5631 /* Show previous message */
5634 do_cmd_message_one();
5638 /* Show previous messages */
5647 do_cmd_diary(client_ptr);
5651 /* Check artifacts, uniques etc. */
5654 do_cmd_knowledge(client_ptr);
5658 /* Load "screen dump" */
5661 do_cmd_load_screen();
5665 /* Save "screen dump" */
5668 do_cmd_save_screen(client_ptr);
5672 /* Hack -- Unknown command */
5675 if ((cur_store_num == STORE_MUSEUM) && (command_cmd == 'r'))
5677 museum_remove_object(client_ptr);
5681 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."));
5690 * @brief 店舗処理全体のメインルーチン /
5691 * Enter a store, and interact with it. *
5692 * @param player_ptr プレーヤーへの参照ポインタ
5696 * Note that we use the standard "request_command()" function
5697 * to get a command, allowing us to use "command_arg" and all
5698 * command macros and other nifty stuff, but we use the special
5699 * "shopping" argument, to force certain commands to be converted
5700 * into other commands, normally, we convert "p" (pray) and "m"
5701 * (cast magic) into "g" (get), and "s" (search) into "d" (drop).
5704 void do_cmd_store(player_type *player_ptr)
5710 bool need_redraw_store_inv; /* To redraw missiles damage and prices in store */
5713 if(player_ptr->wild_mode) return;
5714 Term_get_size(&w, &h);
5716 /* Calculate stocks per 1 page */
5717 xtra_stock = MIN(14+26, ((h > 24) ? (h - 24) : 0));
5718 store_bottom = MIN_STOCK + xtra_stock;
5720 /* Access the player grid */
5721 g_ptr = &player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x];
5723 /* Verify a store */
5724 if (!cave_have_flag_grid(g_ptr, FF_STORE))
5726 msg_print(_("ここには店がありません。", "You see no store here."));
5730 /* Extract the store code */
5731 which = f_info[g_ptr->feat].subtype;
5733 old_town_num = player_ptr->town_num;
5734 if ((which == STORE_HOME) || (which == STORE_MUSEUM)) player_ptr->town_num = 1;
5735 if (player_ptr->current_floor_ptr->dun_level) player_ptr->town_num = NO_TOWN;
5736 inner_town_num = player_ptr->town_num;
5738 /* Hack -- Check the "locked doors" */
5739 if ((town_info[player_ptr->town_num].store[which].store_open >= current_world_ptr->game_turn) ||
5742 msg_print(_("ドアに鍵がかかっている。", "The doors are locked."));
5743 player_ptr->town_num = old_town_num;
5747 /* Calculate the number of store maintainances since the last visit */
5748 maintain_num = (current_world_ptr->game_turn - town_info[player_ptr->town_num].store[which].last_visit) / (TURNS_PER_TICK * STORE_TICKS);
5750 /* Maintain the store max. 10 times */
5751 if (maintain_num > 10) maintain_num = 10;
5755 /* Maintain the store */
5756 for (i = 0; i < maintain_num; i++)
5757 store_maint(player_ptr, player_ptr->town_num, which);
5759 /* Save the visit */
5760 town_info[player_ptr->town_num].store[which].last_visit = current_world_ptr->game_turn;
5763 forget_lite(player_ptr->current_floor_ptr);
5764 forget_view(player_ptr->current_floor_ptr);
5766 /* Hack -- Character is in "icky" mode */
5767 current_world_ptr->character_icky = TRUE;
5774 /* Do not expand macros */
5775 get_com_no_macros = TRUE;
5777 /* Save the store number */
5778 cur_store_num = which;
5780 /* Hack -- save the store feature */
5781 cur_store_feat = g_ptr->feat;
5783 /* Save the store and owner pointers */
5784 st_ptr = &town_info[player_ptr->town_num].store[cur_store_num];
5785 ot_ptr = &owners[cur_store_num][st_ptr->owner];
5787 /* Start at the beginning */
5790 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
5792 display_store(player_ptr);
5795 leave_store = FALSE;
5797 /* Interact with player */
5798 while (!leave_store)
5800 /* Hack -- Clear line 1 */
5802 clear_from(20 + xtra_stock);
5804 /* Basic commands */
5805 prt(_(" ESC) 建物から出る", " ESC) Exit from Building."), 21 + xtra_stock, 0);
5807 /* Browse if necessary */
5808 if (st_ptr->stock_num > store_bottom)
5810 prt(_(" -)前ページ", " -) Previous page"), 22 + xtra_stock, 0);
5811 prt(_(" スペース) 次ページ", " SPACE) Next page"), 23 + xtra_stock, 0);
5815 if (cur_store_num == STORE_HOME)
5817 prt(_("g) アイテムを取る", "g) Get an item."), 21 + xtra_stock, 27);
5818 prt(_("d) アイテムを置く", "d) Drop an item."), 22 + xtra_stock, 27);
5819 prt(_("x) 家のアイテムを調べる", "x) eXamine an item in the home."), 23 + xtra_stock, 27);
5822 /* Museum commands */
5823 else if (cur_store_num == STORE_MUSEUM)
5825 prt(_("d) アイテムを置く", "d) Drop an item."), 21 + xtra_stock, 27);
5826 prt(_("r) アイテムの展示をやめる", "r) order to Remove an item."), 22 + xtra_stock, 27);
5827 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);
5833 prt(_("p) 商品を買う", "p) Purchase an item."), 21 + xtra_stock, 30);
5834 prt(_("s) アイテムを売る", "s) Sell an item."), 22 + xtra_stock, 30);
5835 prt(_("x) 商品を調べる", "x) eXamine an item in the shop"), 23 + xtra_stock,30);
5839 prt(_("i/e) 持ち物/装備の一覧", "i/e) Inventry/Equipment list"), 21 + xtra_stock, 56);
5841 if (rogue_like_commands)
5843 prt(_("w/T) 装備する/はずす", "w/T) Wear/Take off equipment"), 22 + xtra_stock, 56);
5847 prt(_("w/t) 装備する/はずす", "w/t) Wear/Take off equipment"), 22 + xtra_stock, 56);
5851 prt(_("コマンド:", "You may: "), 20 + xtra_stock, 0);
5853 request_command(TRUE);
5855 /* Process the command */
5856 store_process_command(player_ptr);
5859 * Hack -- To redraw missiles damage and prices in store
5860 * If player's charisma changes, or if player changes a bow, PU_BONUS is set
5862 need_redraw_store_inv = (player_ptr->update & PU_BONUS) ? TRUE : FALSE;
5864 /* Hack -- Character is still in "icky" mode */
5865 current_world_ptr->character_icky = TRUE;
5867 handle_stuff(player_ptr);
5870 if (player_ptr->inventory_list[INVEN_PACK].k_idx)
5872 INVENTORY_IDX item = INVEN_PACK;
5874 object_type *o_ptr = &player_ptr->inventory_list[item];
5876 /* Hack -- Flee from the store */
5877 if (cur_store_num != STORE_HOME)
5879 if (cur_store_num == STORE_MUSEUM)
5880 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..."));
5882 msg_print(_("ザックからアイテムがあふれそうなので、あわてて店から出た...", "Your pack is so full that you flee the store..."));
5888 /* Hack -- Flee from the home */
5889 else if (!store_check_num(o_ptr))
5891 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..."));
5896 /* Hack -- Drop items into the home */
5904 GAME_TEXT o_name[MAX_NLEN];
5906 /* Give a message */
5907 msg_print(_("ザックからアイテムがあふれてしまった!", "Your pack overflows!"));
5911 object_copy(q_ptr, o_ptr);
5912 object_desc(o_name, q_ptr, 0);
5914 msg_format(_("%sが落ちた。(%c)", "You drop %s (%c)."), o_name, index_to_label(item));
5916 vary_item(player_ptr, item, -255);
5917 handle_stuff(player_ptr);
5919 /* Let the home carry it */
5920 item_pos = home_carry(player_ptr, q_ptr);
5922 /* Redraw the home */
5925 store_top = (item_pos / store_bottom) * store_bottom;
5926 display_inventory(player_ptr);
5931 /* Hack -- Redisplay store prices if charisma changes */
5932 /* Hack -- Redraw missiles damage if player changes bow */
5933 if (need_redraw_store_inv) display_inventory(player_ptr);
5935 /* Hack -- get kicked out of the store */
5936 if (st_ptr->store_open >= current_world_ptr->game_turn) leave_store = TRUE;
5939 select_floor_music(player_ptr);
5941 player_ptr->town_num = old_town_num;
5943 take_turn(player_ptr, 100);
5945 /* Hack -- Character is no longer in "icky" mode */
5946 current_world_ptr->character_icky = FALSE;
5948 /* Hack -- Cancel automatic command */
5951 /* Hack -- Cancel "see" mode */
5952 command_see = FALSE;
5954 /* Allow expanding macros */
5955 get_com_no_macros = FALSE;
5960 /* Update everything */
5961 player_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
5962 player_ptr->update |= (PU_MONSTERS);
5964 /* Redraw entire screen */
5965 player_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY);
5966 player_ptr->redraw |= (PR_MAP);
5967 player_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5973 * @brief 現在の町の店主を交代させる /
5974 * Shuffle one of the stores.
5975 * @param which 店舗種類のID
5978 void store_shuffle(player_type *player_ptr, int which)
5984 if (which == STORE_HOME) return;
5985 if (which == STORE_MUSEUM) return;
5988 /* Save the store index */
5989 cur_store_num = which;
5991 /* Activate that store */
5992 st_ptr = &town_info[player_ptr->town_num].store[cur_store_num];
5995 /* Pick a new owner */
5998 st_ptr->owner = (byte)randint0(MAX_OWNERS);
5999 if (j == st_ptr->owner) continue;
6000 for (i = 1;i < max_towns; i++)
6002 if (i == player_ptr->town_num) continue;
6003 if (st_ptr->owner == town_info[i].store[cur_store_num].owner) break;
6005 if (i == max_towns) break;
6008 /* Activate the new owner */
6009 ot_ptr = &owners[cur_store_num][st_ptr->owner];
6012 /* Reset the owner data */
6013 st_ptr->insult_cur = 0;
6014 st_ptr->store_open = 0;
6015 st_ptr->good_buy = 0;
6016 st_ptr->bad_buy = 0;
6019 /* Hack -- discount all the items */
6020 for (i = 0; i < st_ptr->stock_num; i++)
6024 o_ptr = &st_ptr->stock[i];
6026 if (!object_is_artifact(o_ptr))
6028 /* Hack -- Sell all non-artifact old items for "half price" */
6029 o_ptr->discount = 50;
6031 /* Hack -- Items are no longer "fixed price" */
6032 o_ptr->ident &= ~(IDENT_FIXED);
6034 /* Mega-Hack -- Note that the item is "on sale" */
6035 o_ptr->inscription = quark_add(_("売出中", "on sale"));
6042 * @brief 店の品揃えを変化させる /
6043 * Maintain the inventory at the stores.
6044 * @param player_ptr プレーヤーへの参照ポインタ
6045 * @param town_num 町のID
6046 * @param store_num 店舗種類のID
6049 void store_maint(player_type *player_ptr, int town_num, int store_num)
6053 cur_store_num = store_num;
6056 if (store_num == STORE_HOME) return;
6057 if (store_num == STORE_MUSEUM) return;
6059 /* Activate that store */
6060 st_ptr = &town_info[town_num].store[store_num];
6062 /* Activate the owner */
6063 ot_ptr = &owners[store_num][st_ptr->owner];
6065 /* Store keeper forgives the player */
6066 st_ptr->insult_cur = 0;
6068 /* Mega-Hack -- prune the black market */
6069 if (store_num == STORE_BLACK)
6071 /* Destroy crappy black market items */
6072 for (j = st_ptr->stock_num - 1; j >= 0; j--)
6074 object_type *o_ptr = &st_ptr->stock[j];
6076 /* Destroy crappy items */
6077 if (black_market_crap(player_ptr, o_ptr))
6079 /* Destroy the item */
6080 store_item_increase(j, 0 - o_ptr->number);
6081 store_item_optimize(j);
6086 /* Choose the number of slots to keep */
6087 j = st_ptr->stock_num;
6089 /* Sell a few items */
6090 j = j - randint1(STORE_TURNOVER);
6092 /* Never keep more than "STORE_MAX_KEEP" slots */
6093 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
6095 /* Always "keep" at least "STORE_MIN_KEEP" items */
6096 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
6098 /* Hack -- prevent "underflow" */
6101 /* Destroy objects until only "j" slots are left */
6102 while (st_ptr->stock_num > j) store_delete();
6105 /* Choose the number of slots to fill */
6106 j = st_ptr->stock_num;
6108 /* Buy some more items */
6109 j = j + randint1(STORE_TURNOVER);
6111 /* Never keep more than "STORE_MAX_KEEP" slots */
6112 if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
6114 /* Always "keep" at least "STORE_MIN_KEEP" items */
6115 if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
6117 /* Hack -- prevent "overflow" */
6118 if (j >= st_ptr->stock_size) j = st_ptr->stock_size - 1;
6120 /* Acquire some new items */
6121 while (st_ptr->stock_num < j) store_create(player_ptr);
6126 * @brief 店舗情報を初期化する /
6127 * Initialize the stores
6128 * @param town_num 町のID
6129 * @param store_num 店舗種類のID
6132 void store_init(int town_num, int store_num)
6135 cur_store_num = store_num;
6137 /* Activate that store */
6138 st_ptr = &town_info[town_num].store[store_num];
6146 st_ptr->owner = (byte)randint0(MAX_OWNERS);
6147 for (i = 1;i < max_towns; i++)
6149 if (i == town_num) continue;
6150 if (st_ptr->owner == town_info[i].store[store_num].owner) break;
6152 if (i == max_towns) break;
6155 /* Activate the new owner */
6156 ot_ptr = &owners[store_num][st_ptr->owner];
6159 /* Initialize the store */
6160 st_ptr->store_open = 0;
6161 st_ptr->insult_cur = 0;
6162 st_ptr->good_buy = 0;
6163 st_ptr->bad_buy = 0;
6165 /* Nothing in stock */
6166 st_ptr->stock_num = 0;
6169 * MEGA-HACK - Last visit to store is
6170 * BEFORE player birth to enable store restocking
6172 st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
6174 /* Clear any old items */
6175 for (k = 0; k < st_ptr->stock_size; k++)
6177 object_wipe(&st_ptr->stock[k]);
6183 * @brief アイテムを町のブラックマーケットに移動させる /
6184 * @param o_ptr 移動させたいオブジェクトの構造体参照ポインタ
6187 void move_to_black_market(object_type *o_ptr)
6190 if (!p_ptr->town_num) return;
6192 st_ptr = &town_info[p_ptr->town_num].store[STORE_BLACK];
6194 o_ptr->ident |= IDENT_STORE;
6196 (void)store_carry(o_ptr);
6198 object_wipe(o_ptr); /* Don't leave a bogus object behind... */