+++ /dev/null
-/*!
- * @file store.c
- * @brief 店の処理 / Store commands
- * @date 2014/02/02
- * @author
- * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
- * This software may be copied and distributed for educational, research, and\n
- * not for profit purposes provided that this copyright and statement are\n
- * included in all such copies.\n
- * 2014 Deskull rearranged comment for Doxygen.
- */
-
-#include "angband.h"
-#include "core.h"
-#include "util.h"
-#include "term.h"
-
-#include "floor.h"
-#include "cmd-basic.h"
-#include "cmd-dump.h"
-#include "cmd-item.h"
-#include "cmd-smith.h"
-#include "cmd-zapwand.h"
-#include "cmd-magiceat.h"
-#include "spells.h"
-#include "store.h"
-#include "avatar.h"
-#include "cmd-spell.h"
-#include "rumor.h"
-#include "player-status.h"
-#include "player-class.h"
-#include "player-inventory.h"
-#include "object-flavor.h"
-#include "object-hook.h"
-#include "floor-events.h"
-#include "snipe.h"
-#include "files.h"
-#include "player-effects.h"
-#include "player-race.h"
-#include "mind.h"
-#include "world.h"
-#include "objectkind.h"
-#include "autopick.h"
-#include "floor-town.h"
-#include "japanese.h"
-#include "view-mainwindow.h"
-#include "wild.h"
-
-#define MIN_STOCK 12
-
- /*!
- * @brief 闘技場のモンスターID及び報酬アイテムテーブル /
- * Store owners (exactly four "possible" owners per store, chosen randomly)
- * @details
- * <pre>
- * { name, purse, max greed, min greed, haggle_per, tolerance, race, unused }
- *
- * Lifted extra shopkeepers from CthAngband (don't you just love open source
- * development? ;-)). Since this gave less than 32 unique names for some
- * shops, those have their first x names copied to reach 32.
- *
- * For the weapon and armour shops, several owners have a limit of 5k.
- *
- * I want to do 50k owners, but the purse is currently s16b. Perhaps
- * we should just store 1/10th of the purse?
- * </pre>
- */
-const owner_type owners[MAX_STORES][MAX_OWNERS] =
-{
- {
- /* General store - 32 unique names */
- /*
- Raistlin は dragonlance の powerful wizard 。
- Rincewind the Chicken は Terry Pratchett の Discworld の登場人物 上記のパロディ?、
- { "憶病者ラストリン", 200, 175, 108, 4, 12, RACE_HUMAN},
- { "Raistlin the Chicken", 200, 175, 108, 4, 12, RACE_HUMAN},
- */
-
-#ifdef JP
- { "フレンドリーなビルボ", 200, 170, 108, 5, 15, RACE_HOBBIT},
- { "憶病者リンスウィンド", 200, 175, 108, 4, 12, RACE_HUMAN},
- { "背の低いサルタン", 300, 170, 107, 5, 15, RACE_GNOME},
- { "ハンサムなライア=エル", 300, 165, 107, 6, 18, RACE_ELF},
- { "親切なファリルマウエン", 250, 170, 108, 5, 15, RACE_HOBBIT},
- { "臆病者ヴォワラン", 500, 175, 108, 4, 12, RACE_HUMAN},
- { "チビのエラシュナク", 750, 170, 107, 5, 15, RACE_BEASTMAN},
- { "ハンサムなグラッグ", 1000, 165, 107, 6, 18, RACE_HALF_TITAN},
- { "ケチなフォロビア", 250, 170, 108, 5, 15, RACE_HUMAN},
- { "馬鹿のエリス", 500, 175, 108, 4, 12, RACE_HUMAN},
- { "腹ペコのフィルバート", 750, 170, 107, 5, 15, RACE_VAMPIRE},
- { "スナーグル・サシグア", 1000, 165, 107, 6, 18, RACE_MIND_FLAYER},
- { "長死きエロワーズ", 250, 170, 108, 5, 15, RACE_SPECTRE},
- { "ノロマのフンディ", 500, 175, 108, 4, 12, RACE_ZOMBIE},
- { "グランサス", 750, 170, 107, 5, 15, RACE_SKELETON},
- { "丁寧なロラックス", 1000, 165, 107, 6, 18, RACE_VAMPIRE},
- { "ブッチ", 250, 170, 108, 5, 15, RACE_HALF_ORC},
- { "美しきエルベレス", 500, 175, 108, 4, 12, RACE_HIGH_ELF},
- { "こそこそサーレス", 750, 170, 107, 5, 15, RACE_GNOME},
- { "ナーロック", 1000, 165, 107, 6, 18, RACE_DWARF},
- { "チビのヘイネッカ", 250, 170, 108, 5, 15, RACE_GNOME},
- { "きちがいロワラン", 500, 175, 108, 4, 12, RACE_HALF_GIANT},
- { "毒息のウート", 750, 170, 107, 5, 15, RACE_DRACONIAN},
- { "でぶっちょアラァカ", 1000, 165, 107, 6, 18, RACE_DRACONIAN},
- { "低能なプーゴー", 250, 170, 108, 5, 15, RACE_BEASTMAN},
- { "フェロールフィリアン", 500, 175, 108, 4, 12, RACE_ELF},
- { "年寄りマロカ", 750, 170, 107, 5, 15, RACE_GNOME},
- { "勇敢なサシン", 1000, 165, 107, 6, 18, RACE_HALF_GIANT},
- { "田舎者アビエマール", 250, 170, 108, 5, 15, RACE_HUMAN},
- { "貧乏なハーク", 500, 175, 108, 4, 12, RACE_HALF_ORC},
- { "みじめなソアリン", 750, 170, 107, 5, 15, RACE_ZOMBIE},
- { "質素なメルラ", 1000, 165, 107, 6, 18, RACE_ELF},
-#else
- { "Bilbo the Friendly", 200, 170, 108, 5, 15, RACE_HOBBIT},
- { "Rincewind the Chicken", 200, 175, 108, 4, 12, RACE_HUMAN},
- { "Sultan the Midget", 300, 170, 107, 5, 15, RACE_GNOME},
- { "Lyar-el the Comely", 300, 165, 107, 6, 18, RACE_ELF},
- { "Falilmawen the Friendly", 250, 170, 108, 5, 15, RACE_HOBBIT},
- { "Voirin the Cowardly", 500, 175, 108, 4, 12, RACE_HUMAN},
- { "Erashnak the Midget", 750, 170, 107, 5, 15, RACE_BEASTMAN},
- { "Grug the Comely", 1000, 165, 107, 6, 18, RACE_HALF_TITAN},
- { "Forovir the Cheap", 250, 170, 108, 5, 15, RACE_HUMAN},
- { "Ellis the Fool", 500, 175, 108, 4, 12, RACE_HUMAN},
- { "Filbert the Hungry", 750, 170, 107, 5, 15, RACE_VAMPIRE},
- { "Fthnargl Psathiggua", 1000, 165, 107, 6, 18, RACE_MIND_FLAYER},
- { "Eloise Long-Dead", 250, 170, 108, 5, 15, RACE_SPECTRE},
- { "Fundi the Slow", 500, 175, 108, 4, 12, RACE_ZOMBIE},
- { "Granthus", 750, 170, 107, 5, 15, RACE_SKELETON},
- { "Lorax the Suave", 1000, 165, 107, 6, 18, RACE_VAMPIRE},
- { "Butch", 250, 170, 108, 5, 15, RACE_HALF_ORC},
- { "Elbereth the Beautiful", 500, 175, 108, 4, 12, RACE_HIGH_ELF},
- { "Sarleth the Sneaky", 750, 170, 107, 5, 15, RACE_GNOME},
- { "Narlock", 1000, 165, 107, 6, 18, RACE_DWARF},
- { "Haneka the Small", 250, 170, 108, 5, 15, RACE_GNOME},
- { "Loirin the Mad", 500, 175, 108, 4, 12, RACE_HALF_GIANT},
- { "Wuto Poisonbreath", 750, 170, 107, 5, 15, RACE_DRACONIAN},
- { "Araaka the Rotund", 1000, 165, 107, 6, 18, RACE_DRACONIAN},
- { "Poogor the Dumb", 250, 170, 108, 5, 15, RACE_BEASTMAN},
- { "Felorfiliand", 500, 175, 108, 4, 12, RACE_ELF},
- { "Maroka the Aged", 750, 170, 107, 5, 15, RACE_GNOME},
- { "Sasin the Bold", 1000, 165, 107, 6, 18, RACE_HALF_GIANT},
- { "Abiemar the Peasant", 250, 170, 108, 5, 15, RACE_HUMAN},
- { "Hurk the Poor", 500, 175, 108, 4, 12, RACE_HALF_ORC},
- { "Soalin the Wretched", 750, 170, 107, 5, 15, RACE_ZOMBIE},
- { "Merulla the Humble", 1000, 165, 107, 6, 18, RACE_ELF},
-#endif
- },
- {
- /* Armoury - 28 unique names */
-#ifdef JP
- { "醜悪コン=ダー", 5000, 210, 115, 5, 7, RACE_HALF_ORC},
- { "頑固者ダーグ=ロウ", 10000, 190, 111, 4, 9, RACE_HUMAN},
- { "賢者デカド", 25000, 200, 112, 4, 10, RACE_DUNADAN},
- { "鍛冶屋のウィーランド", 30000, 200, 112, 4, 5, RACE_DWARF},
- { "醜悪コン=ダー", 10000, 210, 115, 5, 7, RACE_HALF_ORC},
- { "頑固者ダーグ=ロウ", 15000, 190, 111, 4, 9, RACE_HUMAN},
- { "ハンサムなデカド", 25000, 200, 112, 4, 10, RACE_AMBERITE},
- { "エロー・ドラゴンスケイル", 30000, 200, 112, 4, 5, RACE_ELF},
- { "デリカトス", 10000, 210, 115, 5, 7, RACE_SPRITE},
- { "巨大なグルース", 15000, 190, 111, 4, 9, RACE_HALF_GIANT},
- { "アニムス", 25000, 200, 112, 4, 10, RACE_GOLEM},
- { "マルヴァス", 30000, 200, 112, 4, 5, RACE_HALF_TITAN},
- { "セラクシス", 10000, 210, 115, 5, 7, RACE_ZOMBIE},
- { "デス・チル", 5000, 190, 111, 4, 9, RACE_SPECTRE},
- { "微かなドリオス", 25000, 200, 112, 4, 10, RACE_SPECTRE},
- { "冷たいバスリック", 30000, 200, 112, 4, 5, RACE_VAMPIRE},
- { "冷酷ヴェンジェラ", 10000, 210, 115, 5, 7, RACE_HALF_TROLL},
- { "強者ウィラナ", 15000, 190, 111, 4, 9, RACE_HUMAN},
- { "ヨジョ二世", 25000, 200, 112, 4, 10, RACE_DWARF},
- { "優しいラナラー", 30000, 200, 112, 4, 5, RACE_AMBERITE},
- { "不浄のホルバグ", 5000, 210, 115, 5, 7, RACE_HALF_ORC},
- { "テレパスのエレレン", 15000, 190, 111, 4, 9, RACE_DARK_ELF},
- { "イスドリリアス", 25000, 200, 112, 4, 10, RACE_SPRITE},
- { "一つ目ヴェグナー", 5000, 200, 112, 4, 5, RACE_CYCLOPS},
- { "混沌のロディッシュ", 10000, 210, 115, 5, 7, RACE_BEASTMAN},
- { "剣豪ヘジン", 15000, 190, 111, 4, 9, RACE_NIBELUNG},
- { "ずる屋のエルベレリス", 10000, 200, 112, 4, 10, RACE_DARK_ELF},
- { "インプのザサス", 30000, 200, 112, 4, 5, RACE_IMP},
- { "醜悪コン=ダー", 5000, 210, 115, 5, 7, RACE_HALF_ORC},
- { "頑固者ダーグ=ロウ", 10000, 190, 111, 4, 9, RACE_HUMAN},
- { "ハンサムなデカド", 25000, 200, 112, 4, 10, RACE_AMBERITE},
- { "鍛冶屋のウィーランド", 30000, 200, 112, 4, 5, RACE_DWARF},
-#else
- { "Kon-Dar the Ugly", 5000, 210, 115, 5, 7, RACE_HALF_ORC},
- { "Darg-Low the Grim", 10000, 190, 111, 4, 9, RACE_HUMAN},
- { "Decado the Handsome", 25000, 200, 112, 4, 10, RACE_DUNADAN},
- { "Wieland the Smith", 30000, 200, 112, 4, 5, RACE_DWARF},
- { "Kon-Dar the Ugly", 10000, 210, 115, 5, 7, RACE_HALF_ORC},
- { "Darg-Low the Grim", 15000, 190, 111, 4, 9, RACE_HUMAN},
- { "Decado the Handsome", 25000, 200, 112, 4, 10, RACE_AMBERITE},
- { "Elo Dragonscale", 30000, 200, 112, 4, 5, RACE_ELF},
- { "Delicatus", 10000, 210, 115, 5, 7, RACE_SPRITE},
- { "Gruce the Huge", 15000, 190, 111, 4, 9, RACE_HALF_GIANT},
- { "Animus", 25000, 200, 112, 4, 10, RACE_GOLEM},
- { "Malvus", 30000, 200, 112, 4, 5, RACE_HALF_TITAN},
- { "Selaxis", 10000, 210, 115, 5, 7, RACE_ZOMBIE},
- { "Deathchill", 5000, 190, 111, 4, 9, RACE_SPECTRE},
- { "Drios the Faint", 25000, 200, 112, 4, 10, RACE_SPECTRE},
- { "Bathric the Cold", 30000, 200, 112, 4, 5, RACE_VAMPIRE},
- { "Vengella the Cruel", 10000, 210, 115, 5, 7, RACE_HALF_TROLL},
- { "Wyrana the Mighty", 15000, 190, 111, 4, 9, RACE_HUMAN},
- { "Yojo II", 25000, 200, 112, 4, 10, RACE_DWARF},
- { "Ranalar the Sweet", 30000, 200, 112, 4, 5, RACE_AMBERITE},
- { "Horbag the Unclean", 5000, 210, 115, 5, 7, RACE_HALF_ORC},
- { "Elelen the Telepath", 15000, 190, 111, 4, 9, RACE_DARK_ELF},
- { "Isedrelias", 25000, 200, 112, 4, 10, RACE_SPRITE},
- { "Vegnar One-eye", 5000, 200, 112, 4, 5, RACE_CYCLOPS},
- { "Rodish the Chaotic", 10000, 210, 115, 5, 7, RACE_BEASTMAN},
- { "Hesin Swordmaster", 15000, 190, 111, 4, 9, RACE_NIBELUNG},
- { "Elvererith the Cheat", 10000, 200, 112, 4, 10, RACE_DARK_ELF},
- { "Zzathath the Imp", 30000, 200, 112, 4, 5, RACE_IMP},
- { "Kon-Dar the Ugly", 5000, 210, 115, 5, 7, RACE_HALF_ORC},
- { "Darg-Low the Grim", 10000, 190, 111, 4, 9, RACE_HUMAN},
- { "Decado the Handsome", 25000, 200, 112, 4, 10, RACE_AMBERITE},
- { "Wieland the Smith", 30000, 200, 112, 4, 5, RACE_DWARF},
-#endif
- },
-
- {
- /* Weapon Smith - 28 unique names */
-#ifdef JP
- { "残忍なるアーノルド", 5000, 210, 115, 6, 6, RACE_HALF_TROLL},
- { "獣殺しのアーンダル", 10000, 185, 110, 5, 9, RACE_HALF_ELF},
- { "獣マスターのエディー", 25000, 190, 115, 5, 7, RACE_HOBBIT},
- { "竜殺しのオグライン", 30000, 195, 112, 4, 8, RACE_DWARF},
- { "熟練者ドリュー", 10000, 210, 115, 6, 6, RACE_HUMAN},
- { "龍の子オラックス", 15000, 185, 110, 5, 9, RACE_DRACONIAN},
- { "病気持ちのアンスラックス", 25000, 190, 115, 5, 7, RACE_BEASTMAN},
- { "頑丈者アルコス", 30000, 195, 112, 4, 8, RACE_DWARF},
- { "腐れ者のサリアス", 5000, 210, 115, 6, 6, RACE_ZOMBIE},
- { "晒し骨のトゥエシク", 15000, 185, 110, 5, 9, RACE_SKELETON},
- { "ビリオス", 25000, 190, 115, 5, 7, RACE_BEASTMAN},
- { "ファスガル", 30000, 195, 112, 4, 8, RACE_ZOMBIE},
- { "パラディンのエレフリス", 10000, 210, 115, 6, 6, RACE_BARBARIAN},
- { "キ'トリッ'ク", 15000, 185, 110, 5, 9, RACE_KLACKON},
- { "蜘蛛の友ドゥロカス", 25000, 190, 115, 5, 7, RACE_DARK_ELF},
- { "巨人殺しのフングス", 30000, 195, 112, 4, 8, RACE_DWARF},
- { "デランサ", 10000, 210, 115, 6, 6, RACE_ELF},
- { "レンジャーのソルビスタニ", 15000, 185, 110, 5, 9, RACE_HALF_ELF},
- { "ノロマのゾリル", 25000, 190, 115, 5, 7, RACE_GOLEM},
- { "イーオン・フラックス", 20000, 195, 112, 4, 8, RACE_HALF_ELF},
- { "強者ナドック", 10000, 210, 115, 6, 6, RACE_HOBBIT},
- { "弱虫エラモグ", 15000, 185, 110, 5, 9, RACE_KOBOLD},
- { "公正なエオウィリス", 25000, 190, 115, 5, 7, RACE_VAMPIRE},
- { "バルログ殺しのヒュイモグ", 30000, 195, 112, 4, 8, RACE_HALF_ORC},
- { "冷酷ピーダス", 5000, 210, 115, 6, 6, RACE_HUMAN},
- { "ヴァモグ スレイヤー", 15000, 185, 110, 5, 9, RACE_HALF_OGRE},
- { "性悪フーシュナク", 25000, 190, 115, 5, 7, RACE_BEASTMAN},
- { "舞闘バレン", 30000, 195, 112, 4, 8, RACE_BARBARIAN},
- { "残忍なるアーノルド", 5000, 210, 115, 6, 6, RACE_BARBARIAN},
- { "獣殺しのアーンダル", 10000, 185, 110, 5, 9, RACE_HALF_ELF},
- { "ビーストマスター・エディー", 25000, 190, 115, 5, 7, RACE_HALF_ORC},
- { "竜殺しのオグライン", 30000, 195, 112, 4, 8, RACE_DWARF},
-#else
- { "Arnold the Beastly", 5000, 210, 115, 6, 6, RACE_BARBARIAN},
- { "Arndal Beast-Slayer", 10000, 185, 110, 5, 9, RACE_HALF_ELF},
- { "Eddie Beast-Master", 25000, 190, 115, 5, 7, RACE_HALF_ORC},
- { "Oglign Dragon-Slayer", 30000, 195, 112, 4, 8, RACE_DWARF},
- { "Drew the Skilled", 10000, 210, 115, 6, 6, RACE_HUMAN},
- { "Orrax Dragonson", 15000, 185, 110, 5, 9, RACE_DRACONIAN},
- { "Anthrax Disease-Carrier", 25000, 190, 115, 5, 7, RACE_BEASTMAN},
- { "Arkhoth the Stout", 30000, 195, 112, 4, 8, RACE_DWARF},
- { "Sarlyas the Rotten", 5000, 210, 115, 6, 6, RACE_ZOMBIE},
- { "Tuethic Bare-Bones", 15000, 185, 110, 5, 9, RACE_SKELETON},
- { "Bilious", 25000, 190, 115, 5, 7, RACE_BEASTMAN},
- { "Fasgul", 30000, 195, 112, 4, 8, RACE_ZOMBIE},
- { "Ellefris the Paladin", 10000, 210, 115, 6, 6, RACE_BARBARIAN},
- { "K'trrik'k", 15000, 185, 110, 5, 9, RACE_KLACKON},
- { "Drocus Spiderfriend", 25000, 190, 115, 5, 7, RACE_DARK_ELF},
- { "Fungus Giant-Slayer", 30000, 195, 112, 4, 8, RACE_DWARF},
- { "Delantha", 10000, 210, 115, 6, 6, RACE_ELF},
- { "Solvistani the Ranger", 15000, 185, 110, 5, 9, RACE_HALF_ELF},
- { "Xoril the Slow", 25000, 190, 115, 5, 7, RACE_GOLEM},
- { "Aeon Flux", 20000, 195, 112, 4, 8, RACE_HALF_ELF},
- { "Nadoc the Strong", 10000, 210, 115, 6, 6, RACE_HOBBIT},
- { "Eramog the Weak", 15000, 185, 110, 5, 9, RACE_KOBOLD},
- { "Eowilith the Fair", 25000, 190, 115, 5, 7, RACE_VAMPIRE},
- { "Huimog Balrog-Slayer", 30000, 195, 112, 4, 8, RACE_HALF_ORC},
- { "Peadus the Cruel", 5000, 210, 115, 6, 6, RACE_HUMAN},
- { "Vamog Slayer", 15000, 185, 110, 5, 9, RACE_HALF_OGRE},
- { "Hooshnak the Vicious", 25000, 190, 115, 5, 7, RACE_BEASTMAN},
- { "Balenn War-Dancer", 30000, 195, 112, 4, 8, RACE_BARBARIAN},
- { "Arnold the Beastly", 5000, 210, 115, 6, 6, RACE_BARBARIAN},
- { "Arndal Beast-Slayer", 10000, 185, 110, 5, 9, RACE_HALF_ELF},
- { "Eddie Beast-Master", 25000, 190, 115, 5, 7, RACE_HALF_ORC},
- { "Oglign Dragon-Slayer", 30000, 195, 112, 4, 8, RACE_DWARF},
-#endif
- },
- {
- /* Temple - 22 unique names */
-#ifdef JP
- { "質素なルードヴィヒ", 5000, 175, 109, 6, 15, RACE_HUMAN},
- { "パラディンのガンナー", 10000, 185, 110, 5, 23, RACE_HUMAN},
- { "選ばれしトリン", 25000, 180, 107, 6, 20, RACE_ELF},
- { "賢明なるサラストロ", 30000, 185, 109, 5, 15, RACE_DWARF},
- { "パーシヴァル卿", 25000, 180, 107, 6, 20, RACE_HIGH_ELF},
- { "神聖なるアセナス", 30000, 185, 109, 5, 15, RACE_HUMAN},
- { "マッキノン", 10000, 175, 109, 6, 15, RACE_HUMAN},
- { "謹み婦人", 15000, 185, 110, 5, 23, RACE_HIGH_ELF},
- { "ドルイドのハシュニック", 25000, 180, 107, 6, 20, RACE_HOBBIT},
- { "フィナク", 30000, 185, 109, 5, 15, RACE_YEEK},
- { "クリキック", 10000, 175, 109, 6, 15, RACE_KLACKON},
- { "荒くれ者モリヴァル", 15000, 185, 110, 5, 23, RACE_ELF},
- { "暗きホシャック", 25000, 180, 107, 6, 20, RACE_IMP},
- { "賢者アタール", 30000, 185, 109, 5, 15, RACE_HUMAN},
- { "清きイベニッド", 10000, 175, 109, 6, 15, RACE_HUMAN},
- { "エリディシュ", 15000, 185, 110, 5, 23, RACE_HALF_TROLL},
- { "呪術師ヴルドゥシュ", 25000, 180, 107, 6, 20, RACE_HALF_OGRE},
- { "狂戦士ハオブ", 30000, 185, 109, 5, 15, RACE_BARBARIAN},
- { "若きプルーグディシュ", 10000, 175, 109, 6, 15, RACE_HALF_OGRE},
- { "きちがいラムワイズ", 15000, 185, 110, 5, 23, RACE_YEEK},
- { "有徳者ムワート", 25000, 180, 107, 6, 20, RACE_KOBOLD},
- { "弱虫ダードバード", 30000, 185, 109, 5, 15, RACE_SPECTRE},
- { "質素なルードヴィヒ", 5000, 175, 109, 6, 15, RACE_HUMAN},
- { "パラディンのガンナー", 10000, 185, 110, 5, 23, RACE_HUMAN},
- { "選ばれしトリン", 25000, 180, 107, 6, 20, RACE_ELF},
- { "賢明なるサラストロ", 30000, 185, 109, 5, 15, RACE_DWARF},
- { "パーシヴァル卿", 25000, 180, 107, 6, 20, RACE_HIGH_ELF},
- { "神聖なるアセナス", 30000, 185, 109, 5, 15, RACE_HUMAN},
- { "マッキノン", 10000, 175, 109, 6, 15, RACE_HUMAN},
- { "謹み婦人", 15000, 185, 110, 5, 23, RACE_HIGH_ELF},
- { "ドルイドのハシュニック", 25000, 180, 107, 6, 20, RACE_HOBBIT},
- { "フィナク", 30000, 185, 109, 5, 15, RACE_YEEK},
-#else
- { "Ludwig the Humble", 5000, 175, 109, 6, 15, RACE_DWARF},
- { "Gunnar the Paladin", 10000, 185, 110, 5, 23, RACE_HALF_TROLL},
- { "Torin the Chosen", 25000, 180, 107, 6, 20, RACE_HIGH_ELF},
- { "Sarastro the Wise", 30000, 185, 109, 5, 15, RACE_HUMAN},
- { "Sir Parsival the Pure", 25000, 180, 107, 6, 20, RACE_HIGH_ELF},
- { "Asenath the Holy", 30000, 185, 109, 5, 15, RACE_HUMAN},
- { "McKinnon", 10000, 175, 109, 6, 15, RACE_HUMAN},
- { "Mistress Chastity", 15000, 185, 110, 5, 23, RACE_HIGH_ELF},
- { "Hashnik the Druid", 25000, 180, 107, 6, 20, RACE_HOBBIT},
- { "Finak", 30000, 185, 109, 5, 15, RACE_YEEK},
- { "Krikkik", 10000, 175, 109, 6, 15, RACE_KLACKON},
- { "Morival the Wild", 15000, 185, 110, 5, 23, RACE_ELF},
- { "Hoshak the Dark", 25000, 180, 107, 6, 20, RACE_IMP},
- { "Atal the Wise", 30000, 185, 109, 5, 15, RACE_HUMAN},
- { "Ibenidd the Chaste", 10000, 175, 109, 6, 15, RACE_HUMAN},
- { "Eridish", 15000, 185, 110, 5, 23, RACE_HALF_TROLL},
- { "Vrudush the Shaman", 25000, 180, 107, 6, 20, RACE_HALF_OGRE},
- { "Haob the Berserker", 30000, 185, 109, 5, 15, RACE_BARBARIAN},
- { "Proogdish the Youthfull", 10000, 175, 109, 6, 15, RACE_HALF_OGRE},
- { "Lumwise the Mad", 15000, 185, 110, 5, 23, RACE_YEEK},
- { "Muirt the Virtuous", 25000, 180, 107, 6, 20, RACE_KOBOLD},
- { "Dardobard the Weak", 30000, 185, 109, 5, 15, RACE_SPECTRE},
- { "Ludwig the Humble", 5000, 175, 109, 6, 15, RACE_DWARF},
- { "Gunnar the Paladin", 10000, 185, 110, 5, 23, RACE_HALF_TROLL},
- { "Torin the Chosen", 25000, 180, 107, 6, 20, RACE_HIGH_ELF},
- { "Sarastro the Wise", 30000, 185, 109, 5, 15, RACE_HUMAN},
- { "Sir Parsival the Pure", 25000, 180, 107, 6, 20, RACE_HIGH_ELF},
- { "Asenath the Holy", 30000, 185, 109, 5, 15, RACE_HUMAN},
- { "McKinnon", 10000, 175, 109, 6, 15, RACE_HUMAN},
- { "Mistress Chastity", 15000, 185, 110, 5, 23, RACE_HIGH_ELF},
- { "Hashnik the Druid", 25000, 180, 107, 6, 20, RACE_HOBBIT},
- { "Finak", 30000, 185, 109, 5, 15, RACE_YEEK},
-#endif
- },
- {
- /* Alchemist - 26 unique names */
-#ifdef JP
- { "化学者マウザー", 10000, 190, 111, 5, 8, RACE_HALF_ELF},
- { "カオスのウィズル", 10000, 190, 110, 6, 8, RACE_HOBBIT},
- { "強欲ミダス", 15000, 200, 116, 6, 9, RACE_GNOME},
- { "貧弱ジャ=ファー", 15000, 220, 111, 4, 9, RACE_ELF},/*FIRST*/
- { "カカルラカカル", 15000, 200, 116, 6, 9, RACE_KLACKON},
- { "錬金術師ジャル=エス", 15000, 220, 111, 4, 9, RACE_ELF},
- { "用心深いファネラス", 10000, 190, 111, 5, 8, RACE_DWARF},
- { "キチガイのルンシー", 10000, 190, 110, 6, 8, RACE_HUMAN},
- { "グランブルワース", 15000, 200, 116, 6, 9, RACE_GNOME},
- { "フリッター", 15000, 220, 111, 4, 9, RACE_SPRITE},
- { "ザリルス", 10000, 190, 111, 5, 8, RACE_HUMAN},
- { "古きエグバート", 10000, 190, 110, 6, 8, RACE_DWARF},
- { "誇り高きヴァリンドラ", 15000, 200, 116, 6, 9, RACE_HIGH_ELF},
- { "錬金術師タエン", 15000, 220, 111, 4, 9, RACE_HUMAN},
- { "巧言カイド", 10000, 190, 111, 5, 8, RACE_VAMPIRE},
- { "暗きフリア", 10000, 190, 110, 6, 8, RACE_NIBELUNG},
- { "質素なドムリ", 15000, 200, 116, 6, 9, RACE_DWARF},
- { "魔の子ヤァジュッカ", 15000, 220, 111, 4, 9, RACE_IMP},
- { "薬草師ジェララルドール", 10000, 190, 111, 5, 8, RACE_HIGH_ELF},
- { "賢者オレラルダン", 10000, 190, 110, 6, 8, RACE_BARBARIAN},
- { "デモニシストのフゾグロ", 15000, 200, 116, 6, 9, RACE_IMP},
- { "錬金術師ドゥリアシュ", 15000, 220, 111, 4, 9, RACE_HALF_ORC},
- { "強者ネリア", 10000, 190, 111, 5, 8, RACE_CYCLOPS},
- { "辛口リグナス", 10000, 190, 110, 6, 8, RACE_HALF_ORC},
- { "ティルバ", 15000, 200, 116, 6, 9, RACE_HOBBIT},
- { "金持ちミリルドリック", 15000, 220, 111, 4, 9, RACE_HUMAN},
-
- { "科学者マウザー", 10000, 190, 111, 5, 8, RACE_HALF_ELF},
- { "カオスのウィズル", 10000, 190, 110, 6, 8, RACE_HOBBIT},
- { "強欲ミダス", 15000, 200, 116, 6, 9, RACE_GNOME},
- { "錬金術師ジャ=ファー", 15000, 220, 111, 4, 9, RACE_ELF},
- { "カカルラカカル", 15000, 200, 116, 6, 9, RACE_KLACKON},
- { "錬金術師ジャル=エス", 15000, 220, 111, 4, 9, RACE_ELF},
-#else
- { "Mauser the Chemist", 10000, 190, 111, 5, 8, RACE_HALF_ELF},
- { "Wizzle the Chaotic", 10000, 190, 110, 6, 8, RACE_HOBBIT},
- { "Midas the Greedy", 15000, 200, 116, 6, 9, RACE_GNOME},
- { "Ja-Far the Alchemist", 15000, 220, 111, 4, 9, RACE_ELF},
- { "Kakalrakakal", 15000, 200, 116, 6, 9, RACE_KLACKON},
- { "Jal-Eth the Alchemist", 15000, 220, 111, 4, 9, RACE_ELF},
- { "Fanelath the Cautious", 10000, 190, 111, 5, 8, RACE_DWARF},
- { "Runcie the Insane", 10000, 190, 110, 6, 8, RACE_HUMAN},
- { "Grumbleworth", 15000, 200, 116, 6, 9, RACE_GNOME},
- { "Flitter", 15000, 220, 111, 4, 9, RACE_SPRITE},
- { "Xarillus", 10000, 190, 111, 5, 8, RACE_HUMAN},
- { "Egbert the Old", 10000, 190, 110, 6, 8, RACE_DWARF},
- { "Valindra the Proud", 15000, 200, 116, 6, 9, RACE_HIGH_ELF},
- { "Taen the Alchemist", 15000, 220, 111, 4, 9, RACE_HUMAN},
- { "Cayd the Sweet", 10000, 190, 111, 5, 8, RACE_VAMPIRE},
- { "Fulir the Dark", 10000, 190, 110, 6, 8, RACE_NIBELUNG},
- { "Domli the Humble", 15000, 200, 116, 6, 9, RACE_DWARF},
- { "Yaarjukka Demonspawn", 15000, 220, 111, 4, 9, RACE_IMP},
- { "Gelaraldor the Herbmaster", 10000, 190, 111, 5, 8, RACE_HIGH_ELF},
- { "Olelaldan the Wise", 10000, 190, 110, 6, 8, RACE_BARBARIAN},
- { "Fthoglo the Demonicist", 15000, 200, 116, 6, 9, RACE_IMP},
- { "Dridash the Alchemist", 15000, 220, 111, 4, 9, RACE_HALF_ORC},
- { "Nelir the Strong", 10000, 190, 111, 5, 8, RACE_CYCLOPS},
- { "Lignus the Pungent", 10000, 190, 110, 6, 8, RACE_HALF_ORC},
- { "Tilba", 15000, 200, 116, 6, 9, RACE_HOBBIT},
- { "Myrildric the Wealthy", 15000, 220, 111, 4, 9, RACE_HUMAN},
-
- { "Mauser the Chemist", 10000, 190, 111, 5, 8, RACE_HALF_ELF},
- { "Wizzle the Chaotic", 10000, 190, 110, 6, 8, RACE_HOBBIT},
- { "Midas the Greedy", 15000, 200, 116, 6, 9, RACE_GNOME},
- { "Ja-Far the Alchemist", 15000, 220, 111, 4, 9, RACE_ELF},
- { "Kakalrakakal", 15000, 200, 116, 6, 9, RACE_KLACKON},
- { "Jal-Eth the Alchemist", 15000, 220, 111, 4, 9, RACE_ELF},
-#endif
- },
-
- {
- /* Magic Shop - 23 unique names */
-#ifdef JP
- { "ソーサラーのロ=パン", 20000, 200, 110, 7, 8, RACE_HALF_ELF},
- { "偉大なるブガービイ", 20000, 215, 113, 6, 10, RACE_GNOME},
- { "イェンダーの魔法使い", 30000, 200, 110, 7, 10, RACE_HUMAN},
- { "死霊使いリャク",30000, 175, 110, 5, 11, RACE_HIGH_ELF},
- { "魔術師スキドゥニー", 15000, 200, 110, 7, 8, RACE_HALF_ELF},
- { "幻術師キリア", 30000, 200, 110, 7, 10, RACE_HUMAN},
- { "死霊術師ニッキ", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
- { "ソロストラン", 15000, 200, 110, 7, 8, RACE_SPRITE},
- { "烏賊口アチシェ", 20000, 215, 113, 6, 10, RACE_MIND_FLAYER},
- { "貴族のカザ", 30000, 200, 110, 7, 10, RACE_HIGH_ELF},
- { "暗きファジル", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
- { "偉大なるケルドーン", 15000, 200, 110, 7, 8, RACE_DWARF},
- { "フィランスロプス", 20000, 215, 113, 6, 10, RACE_HOBBIT},
- { "魔女のアグナー", 30000, 200, 110, 7, 10, RACE_HUMAN},
- { "死霊術師ビュリアンス", 30000, 175, 110, 5, 11, RACE_BEASTMAN},
- { "ハイメイジのヴイラク", 15000, 200, 110, 7, 8, RACE_BEASTMAN},
- { "知恵者マディッシュ", 20000, 215, 113, 6, 10, RACE_BEASTMAN},
- { "ファレブリンボール", 30000, 200, 110, 7, 10, RACE_HIGH_ELF},
- { "陰険フェリル=ガンド", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
- { "呪術師サレゴード", 15000, 200, 110, 7, 8, RACE_BARBARIAN},
- { "神秘家クトゥアロス", 20000, 215, 113, 6, 10, RACE_MIND_FLAYER},
- { "幻術師イベリ", 30000, 200, 110, 7, 10, RACE_SKELETON},
- { "死霊術師ヘトー", 30000, 175, 110, 5, 11, RACE_YEEK},
- { "魔術師ロ=パン", 20000, 200, 110, 7, 8, RACE_HALF_ELF},
- { "偉大なるブガービイ", 20000, 215, 113, 6, 10, RACE_GNOME},
- { "イェンダーの魔法使い", 30000, 200, 110, 7, 10, RACE_HUMAN},
- { "死霊術師リャク", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
- { "魔術師スキドゥニー", 15000, 200, 110, 7, 8, RACE_HALF_ELF},
- { "幻術師キリア", 30000, 200, 110, 7, 10, RACE_HUMAN},
- { "死霊術師ニッキ", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
- { "ソロストラン", 15000, 200, 110, 7, 8, RACE_SPRITE},
- { "烏賊口アチシェ", 20000, 215, 113, 6, 10, RACE_MIND_FLAYER},
-#else
- { "Lo Pan the Sorcerer", 20000, 200, 110, 7, 8, RACE_HALF_ELF},
- { "Buggerby the Great", 20000, 215, 113, 6, 10, RACE_GNOME},
- { "The Wizard of Yendor", 30000, 200, 110, 7, 10, RACE_HUMAN},
- { "Rjak the Necromancer", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
- { "Skidney the Sorcerer", 15000, 200, 110, 7, 8, RACE_HALF_ELF},
- { "Kyria the Illusionist", 30000, 200, 110, 7, 10, RACE_HUMAN},
- { "Nikki the Necromancer", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
- { "Solostoran", 15000, 200, 110, 7, 8, RACE_SPRITE},
- { "Achshe the Tentacled", 20000, 215, 113, 6, 10, RACE_MIND_FLAYER},
- { "Kaza the Noble", 30000, 200, 110, 7, 10, RACE_HIGH_ELF},
- { "Fazzil the Dark", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
- { "Keldorn the Grand", 15000, 200, 110, 7, 8, RACE_DWARF},
- { "Philanthropus", 20000, 215, 113, 6, 10, RACE_HOBBIT},
- { "Agnar the Enchantress", 30000, 200, 110, 7, 10, RACE_HUMAN},
- { "Buliance the Necromancer", 30000, 175, 110, 5, 11, RACE_BEASTMAN},
- { "Vuirak the High-Mage", 15000, 200, 110, 7, 8, RACE_BEASTMAN},
- { "Madish the Smart", 20000, 215, 113, 6, 10, RACE_BEASTMAN},
- { "Falebrimbor", 30000, 200, 110, 7, 10, RACE_HIGH_ELF},
- { "Felil-Gand the Subtle", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
- { "Thalegord the Shaman", 15000, 200, 110, 7, 8, RACE_BARBARIAN},
- { "Cthoaloth the Mystic", 20000, 215, 113, 6, 10, RACE_MIND_FLAYER},
- { "Ibeli the Illusionist", 30000, 200, 110, 7, 10, RACE_SKELETON},
- { "Heto the Necromancer", 30000, 175, 110, 5, 11, RACE_YEEK},
- { "Lo Pan the Sorcerer", 20000, 200, 110, 7, 8, RACE_HALF_ELF},
- { "Buggerby the Great", 20000, 215, 113, 6, 10, RACE_GNOME},
- { "The Wizard of Yendor", 30000, 200, 110, 7, 10, RACE_HUMAN},
- { "Rjak the Necromancer", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
- { "Skidney the Sorcerer", 15000, 200, 110, 7, 8, RACE_HALF_ELF},
- { "Kyria the Illusionist", 30000, 200, 110, 7, 10, RACE_HUMAN},
- { "Nikki the Necromancer", 30000, 175, 110, 5, 11, RACE_DARK_ELF},
- { "Solostoran", 15000, 200, 110, 7, 8, RACE_SPRITE},
- { "Achshe the Tentacled", 20000, 215, 113, 6, 10, RACE_MIND_FLAYER},
-#endif
- },
- {
- /* Black Market - 32 unique names */
-#ifdef JP
- { "ガリー=ギガズ", 20000, 250, 150, 10, 5, RACE_HALF_TROLL},
- { "ゴブリンのヒストーア", 20000, 250, 150, 10, 5, RACE_HALF_ORC},
- { "フェレンギ人クアーク", 30000, 250, 150, 10, 5, RACE_HUMAN},
- { "公正なる(?)トッピ", 30000, 250, 150, 10, 5, RACE_ELF},
- { "死人ヴァッサ", 20000, 250, 150, 10, 5, RACE_ZOMBIE},
- { "裏切り者カイン", 20000, 250, 150, 10, 5, RACE_VAMPIRE},
- { "ブボニカス", 30000, 250, 150, 10, 5, RACE_BEASTMAN},
- { "コープスライト", 30000, 250, 150, 10, 5, RACE_SPECTRE},
- { "血に飢えしパリッシュ", 20000, 250, 150, 10, 5, RACE_VAMPIRE},
- { "ヴァイル", 20000, 250, 150, 10, 5, RACE_SKELETON},
- { "信頼のプレンティス", 30000, 250, 150, 10, 5, RACE_SKELETON},
- { "人間殺しのグリエラ", 30000, 250, 150, 10, 5, RACE_IMP},
- { "エンジェル", 20000, 250, 150, 10, 5, RACE_VAMPIRE},
- { "水膨れフロツァム", 20000, 250, 150, 10, 5, RACE_ZOMBIE},
- { "ニーヴァル", 30000, 250, 150, 10, 5, RACE_VAMPIRE},
- { "明るいアナスタシア", 30000, 250, 150, 10, 5, RACE_SPECTRE},
- { "死霊術師チャリティー", 20000, 250, 150, 10, 5, RACE_DARK_ELF},
- { "ボクサーのプグナシオス", 20000, 250, 150, 10, 5, RACE_HALF_ORC},
- { "幸運なフットソア", 30000, 250, 150, 10, 5, RACE_BEASTMAN},
- { "光指のシドリア", 30000, 250, 150, 10, 5, RACE_HUMAN},
- { "手品師リアソー", 20000, 250, 150, 10, 5, RACE_HOBBIT},
- { "やりくり上手のジャナッカ", 20000, 250, 150, 10, 5, RACE_GNOME},
- { "悪党シーナ", 30000, 250, 150, 10, 5, RACE_GNOME},
- { "大爪アルニッキ", 30000, 250, 150, 10, 5, RACE_DRACONIAN},
- { "貧乏チャエアンド", 20000, 250, 150, 10, 5, RACE_HUMAN},
- { "山賊アファードーフ", 20000, 250, 150, 10, 5, RACE_BARBARIAN},
- { "強欲ラザクスル", 30000, 250, 150, 10, 5, RACE_MIND_FLAYER},
- { "ファラレウィン", 30000, 250, 150, 10, 5, RACE_SPRITE},
- { "しわしわヴォスール", 20000, 250, 150, 10, 5, RACE_NIBELUNG},
- { "ハンサムなアラオード", 20000, 250, 150, 10, 5, RACE_AMBERITE},
- { "負け犬セラドフリド", 30000, 250, 150, 10, 5, RACE_HUMAN},
- { "片足のエルーロ", 30000, 250, 150, 10, 5, RACE_HALF_OGRE},
-#else
- { "Gary Gygaz", 20000, 250, 150, 10, 5, RACE_HALF_TROLL},
- { "Histor the Goblin", 20000, 250, 150, 10, 5, RACE_HALF_ORC},
- { "Quark the Ferengi", 30000, 250, 150, 10, 5, RACE_DWARF},
- { "Topi the Fair(?)", 30000, 250, 150, 10, 5, RACE_HUMAN},
- { "Vhassa the Dead", 20000, 250, 150, 10, 5, RACE_ZOMBIE},
- { "Kyn the Treacherous", 20000, 250, 150, 10, 5, RACE_VAMPIRE},
- { "Bubonicus", 30000, 250, 150, 10, 5, RACE_BEASTMAN},
- { "Corpselight", 30000, 250, 150, 10, 5, RACE_SPECTRE},
- { "Parrish the Bloodthirsty", 20000, 250, 150, 10, 5, RACE_VAMPIRE},
- { "Vile", 20000, 250, 150, 10, 5, RACE_SKELETON},
- { "Prentice the Trusted", 30000, 250, 150, 10, 5, RACE_SKELETON},
- { "Griella Humanslayer", 30000, 250, 150, 10, 5, RACE_IMP},
- { "Angel", 20000, 250, 150, 10, 5, RACE_VAMPIRE},
- { "Flotsam the Bloated", 20000, 250, 150, 10, 5, RACE_ZOMBIE},
- { "Nieval", 30000, 250, 150, 10, 5, RACE_VAMPIRE},
- { "Anastasia the Luminous", 30000, 250, 150, 10, 5, RACE_SPECTRE},
- { "Charity the Necromancer", 20000, 250, 150, 10, 5, RACE_DARK_ELF},
- { "Pugnacious the Pugilist", 20000, 250, 150, 10, 5, RACE_HALF_ORC},
- { "Footsore the Lucky", 30000, 250, 150, 10, 5, RACE_BEASTMAN},
- { "Sidria Lighfingered", 30000, 250, 150, 10, 5, RACE_HUMAN},
- { "Riatho the Juggler", 20000, 250, 150, 10, 5, RACE_HOBBIT},
- { "Janaaka the Shifty", 20000, 250, 150, 10, 5, RACE_GNOME},
- { "Cina the Rogue", 30000, 250, 150, 10, 5, RACE_GNOME},
- { "Arunikki Greatclaw", 30000, 250, 150, 10, 5, RACE_DRACONIAN},
- { "Chaeand the Poor", 20000, 250, 150, 10, 5, RACE_HUMAN},
- { "Afardorf the Brigand", 20000, 250, 150, 10, 5, RACE_BARBARIAN},
- { "Lathaxl the Greedy", 30000, 250, 150, 10, 5, RACE_MIND_FLAYER},
- { "Falarewyn", 30000, 250, 150, 10, 5, RACE_SPRITE},
- { "Vosur the Wrinkled", 20000, 250, 150, 10, 5, RACE_NIBELUNG},
- { "Araord the Handsome", 20000, 250, 150, 10, 5, RACE_AMBERITE},
- { "Theradfrid the Loser", 30000, 250, 150, 10, 5, RACE_HUMAN},
- { "One-Legged Eroolo", 30000, 250, 150, 10, 5, RACE_HALF_OGRE},
-#endif
- },
- {
- /* Home */
-#ifdef JP
- { "我が家", 0, 100, 100, 0, 99, 99},
- { "我が家", 0, 100, 100, 0, 99, 99},
- { "我が家", 0, 100, 100, 0, 99, 99},
- { "我が家", 0, 100, 100, 0, 99, 99},
- { "我が家", 0, 100, 100, 0, 99, 99},
- { "我が家", 0, 100, 100, 0, 99, 99},
- { "我が家", 0, 100, 100, 0, 99, 99},
- { "我が家", 0, 100, 100, 0, 99, 99},
- { "我が家", 0, 100, 100, 0, 99, 99},
- { "我が家", 0, 100, 100, 0, 99, 99},
- { "我が家", 0, 100, 100, 0, 99, 99},
- { "我が家", 0, 100, 100, 0, 99, 99},
- { "我が家", 0, 100, 100, 0, 99, 99},
- { "我が家", 0, 100, 100, 0, 99, 99},
- { "我が家", 0, 100, 100, 0, 99, 99},
- { "我が家", 0, 100, 100, 0, 99, 99},
- { "我が家", 0, 100, 100, 0, 99, 99},
- { "我が家", 0, 100, 100, 0, 99, 99},
- { "我が家", 0, 100, 100, 0, 99, 99},
- { "我が家", 0, 100, 100, 0, 99, 99},
- { "我が家", 0, 100, 100, 0, 99, 99},
- { "我が家", 0, 100, 100, 0, 99, 99},
- { "我が家", 0, 100, 100, 0, 99, 99},
- { "我が家", 0, 100, 100, 0, 99, 99},
- { "我が家", 0, 100, 100, 0, 99, 99},
- { "我が家", 0, 100, 100, 0, 99, 99},
- { "我が家", 0, 100, 100, 0, 99, 99},
- { "我が家", 0, 100, 100, 0, 99, 99},
- { "我が家", 0, 100, 100, 0, 99, 99},
- { "我が家", 0, 100, 100, 0, 99, 99},
- { "我が家", 0, 100, 100, 0, 99, 99},
- { "我が家", 0, 100, 100, 0, 99, 99},
-#else
- { "Your home", 0, 100, 100, 0, 99, 99},
- { "Your home", 0, 100, 100, 0, 99, 99},
- { "Your home", 0, 100, 100, 0, 99, 99},
- { "Your home", 0, 100, 100, 0, 99, 99},
- { "Your home", 0, 100, 100, 0, 99, 99},
- { "Your home", 0, 100, 100, 0, 99, 99},
- { "Your home", 0, 100, 100, 0, 99, 99},
- { "Your home", 0, 100, 100, 0, 99, 99},
- { "Your home", 0, 100, 100, 0, 99, 99},
- { "Your home", 0, 100, 100, 0, 99, 99},
- { "Your home", 0, 100, 100, 0, 99, 99},
- { "Your home", 0, 100, 100, 0, 99, 99},
- { "Your home", 0, 100, 100, 0, 99, 99},
- { "Your home", 0, 100, 100, 0, 99, 99},
- { "Your home", 0, 100, 100, 0, 99, 99},
- { "Your home", 0, 100, 100, 0, 99, 99},
- { "Your home", 0, 100, 100, 0, 99, 99},
- { "Your home", 0, 100, 100, 0, 99, 99},
- { "Your home", 0, 100, 100, 0, 99, 99},
- { "Your home", 0, 100, 100, 0, 99, 99},
- { "Your home", 0, 100, 100, 0, 99, 99},
- { "Your home", 0, 100, 100, 0, 99, 99},
- { "Your home", 0, 100, 100, 0, 99, 99},
- { "Your home", 0, 100, 100, 0, 99, 99},
- { "Your home", 0, 100, 100, 0, 99, 99},
- { "Your home", 0, 100, 100, 0, 99, 99},
- { "Your home", 0, 100, 100, 0, 99, 99},
- { "Your home", 0, 100, 100, 0, 99, 99},
- { "Your home", 0, 100, 100, 0, 99, 99},
- { "Your home", 0, 100, 100, 0, 99, 99},
- { "Your home", 0, 100, 100, 0, 99, 99},
- { "Your home", 0, 100, 100, 0, 99, 99},
-#endif
-
- },
-
- {
- /* Bookstore - 21 unique names */
-#ifdef JP
- { "強欲ドラフ", 10000, 175, 108, 4, 12, RACE_HUMAN},
- { "賢者オドナー", 15000, 120, 105, 6, 16, RACE_HIGH_ELF},
- { "中立のガンダー", 25000, 120, 110, 7, 19, RACE_DARK_ELF},
- { "忍耐の人ロ=シャ", 30000, 140, 105, 6, 12, RACE_ELF},
- { "ランドルフ・カーター", 15000, 175, 108, 4, 12, RACE_HUMAN},
- { "隼のサライ", 15000, 175, 108, 4, 12, RACE_HUMAN},
- { "千里眼ボドリル", 20000, 120, 105, 6, 16, RACE_HIGH_ELF},
- { "沈黙のヴェオロイン", 25000, 120, 110, 7, 19, RACE_ZOMBIE},
- { "学者のヴァンシラス", 30000, 140, 105, 6, 12, RACE_MIND_FLAYER},
- { "物書きオセイン", 15000, 175, 108, 4, 12, RACE_SKELETON},
- { "本の虫オルヴァー", 20000, 120, 105, 6, 16, RACE_VAMPIRE},
- { "浅井墓男", 25000, 120, 110, 7, 19, RACE_ZOMBIE},
- { "デスマスク", 30000, 140, 105, 6, 12, RACE_ZOMBIE},
- { "学者のアスーヌ", 15000, 175, 108, 4, 12, RACE_MIND_FLAYER},
- { "死人のプリランド", 20000, 120, 105, 6, 16, RACE_ZOMBIE},
- { "鉄のロナール", 25000, 120, 110, 7, 19, RACE_GOLEM},
-#else
- { "Dolaf the Greedy", 10000, 175, 108, 4, 12, RACE_HUMAN},
- { "Odnar the Sage", 15000, 120, 105, 6, 16, RACE_HIGH_ELF},
- { "Gandar the Neutral", 25000, 120, 110, 7, 19, RACE_DARK_ELF},
- { "Ro-sha the Patient", 30000, 140, 105, 6, 12, RACE_ELF},
- { "Randolph Carter", 15000, 175, 108, 4, 12, RACE_HUMAN},
- { "Sarai the Swift", 15000, 175, 108, 4, 12, RACE_HUMAN},
- { "Bodril the Seer", 20000, 120, 105, 6, 16, RACE_HIGH_ELF},
- { "Veloin the Quiet", 25000, 120, 110, 7, 19, RACE_ZOMBIE},
- { "Vanthylas the Learned", 30000, 140, 105, 6, 12, RACE_MIND_FLAYER},
- { "Ossein the Literate", 15000, 175, 108, 4, 12, RACE_SKELETON},
- { "Olvar Bookworm", 20000, 120, 105, 6, 16, RACE_VAMPIRE},
- { "Shallowgrave", 25000, 120, 110, 7, 19, RACE_ZOMBIE},
- { "Death Mask", 30000, 140, 105, 6, 12, RACE_ZOMBIE},
- { "Asuunu the Learned", 15000, 175, 108, 4, 12, RACE_MIND_FLAYER},
- { "Prirand the Dead", 20000, 120, 105, 6, 16, RACE_ZOMBIE},
- { "Ronar the Iron", 25000, 120, 110, 7, 19, RACE_GOLEM},
-#endif
-#ifdef JP
- { "ガリル=ガミル", 30000, 140, 105, 6, 12, RACE_ELF},
- { "本食いローバグ", 15000, 175, 108, 4, 12, RACE_KOBOLD},
- { "キリアリキーク", 20000, 120, 105, 6, 16, RACE_KLACKON},
- { "静かなるリリン", 25000, 120, 110, 7, 19, RACE_DWARF},
- { "王者イサング", 30000, 140, 105, 6, 12, RACE_HIGH_ELF},
- { "強欲ドラフ", 10000, 175, 108, 4, 12, RACE_HUMAN},
- { "賢者オドナー", 15000, 120, 105, 6, 16, RACE_HIGH_ELF},
- { "中立のガンダー", 25000, 120, 110, 7, 19, RACE_DARK_ELF},
- { "忍耐の人ロ=シャ", 30000, 140, 105, 6, 12, RACE_ELF},
- { "ランドルフ・カーター", 15000, 175, 108, 4, 12, RACE_HUMAN},
- { "隼サライ", 15000, 175, 108, 4, 12, RACE_HUMAN},
- { "千里眼ボドリル", 20000, 120, 105, 6, 16, RACE_HIGH_ELF},
- { "沈黙のヴェオロイン", 25000, 120, 110, 7, 19, RACE_ZOMBIE},
- { "学者のヴァンシラス", 30000, 140, 105, 6, 12, RACE_MIND_FLAYER},
- { "物書きオセイン", 15000, 175, 108, 4, 12, RACE_SKELETON},
- { "本の虫オルヴァー", 20000, 120, 105, 6, 16, RACE_VAMPIRE},
-#else
- { "Galil-Gamir", 30000, 140, 105, 6, 12, RACE_ELF},
- { "Rorbag Book-Eater", 15000, 175, 108, 4, 12, RACE_KOBOLD},
- { "Kiriarikirk", 20000, 120, 105, 6, 16, RACE_KLACKON},
- { "Rilin the Quiet", 25000, 120, 110, 7, 19, RACE_DWARF},
- { "Isung the Lord", 30000, 140, 105, 6, 12, RACE_HIGH_ELF},
- { "Dolaf the Greedy", 10000, 175, 108, 4, 12, RACE_HUMAN},
- { "Odnar the Sage", 15000, 120, 105, 6, 16, RACE_HIGH_ELF},
- { "Gandar the Neutral", 25000, 120, 110, 7, 19, RACE_DARK_ELF},
- { "Ro-sha the Patient", 30000, 140, 105, 6, 12, RACE_ELF},
- { "Randolph Carter", 15000, 175, 108, 4, 12, RACE_HUMAN},
- { "Sarai the Swift", 15000, 175, 108, 4, 12, RACE_HUMAN},
- { "Bodril the Seer", 20000, 120, 105, 6, 16, RACE_HIGH_ELF},
- { "Veloin the Quiet", 25000, 120, 110, 7, 19, RACE_ZOMBIE},
- { "Vanthylas the Learned", 30000, 140, 105, 6, 12, RACE_MIND_FLAYER},
- { "Ossein the Literate", 15000, 175, 108, 4, 12, RACE_SKELETON},
- { "Olvar Bookworm", 20000, 120, 105, 6, 16, RACE_VAMPIRE},
-#endif
- },
-
- {
- /* Museum */
-#ifdef JP
- { "博物館", 0, 100, 100, 0, 99, 99},
- { "博物館", 0, 100, 100, 0, 99, 99},
- { "博物館", 0, 100, 100, 0, 99, 99},
- { "博物館", 0, 100, 100, 0, 99, 99},
- { "博物館", 0, 100, 100, 0, 99, 99},
- { "博物館", 0, 100, 100, 0, 99, 99},
- { "博物館", 0, 100, 100, 0, 99, 99},
- { "博物館", 0, 100, 100, 0, 99, 99},
- { "博物館", 0, 100, 100, 0, 99, 99},
- { "博物館", 0, 100, 100, 0, 99, 99},
- { "博物館", 0, 100, 100, 0, 99, 99},
- { "博物館", 0, 100, 100, 0, 99, 99},
- { "博物館", 0, 100, 100, 0, 99, 99},
- { "博物館", 0, 100, 100, 0, 99, 99},
- { "博物館", 0, 100, 100, 0, 99, 99},
- { "博物館", 0, 100, 100, 0, 99, 99},
- { "博物館", 0, 100, 100, 0, 99, 99},
- { "博物館", 0, 100, 100, 0, 99, 99},
- { "博物館", 0, 100, 100, 0, 99, 99},
- { "博物館", 0, 100, 100, 0, 99, 99},
- { "博物館", 0, 100, 100, 0, 99, 99},
- { "博物館", 0, 100, 100, 0, 99, 99},
- { "博物館", 0, 100, 100, 0, 99, 99},
- { "博物館", 0, 100, 100, 0, 99, 99},
- { "博物館", 0, 100, 100, 0, 99, 99},
- { "博物館", 0, 100, 100, 0, 99, 99},
- { "博物館", 0, 100, 100, 0, 99, 99},
- { "博物館", 0, 100, 100, 0, 99, 99},
- { "博物館", 0, 100, 100, 0, 99, 99},
- { "博物館", 0, 100, 100, 0, 99, 99},
- { "博物館", 0, 100, 100, 0, 99, 99},
- { "博物館", 0, 100, 100, 0, 99, 99},
-#else
- { "Museum", 0, 100, 100, 0, 99, 99},
- { "Museum", 0, 100, 100, 0, 99, 99},
- { "Museum", 0, 100, 100, 0, 99, 99},
- { "Museum", 0, 100, 100, 0, 99, 99},
- { "Museum", 0, 100, 100, 0, 99, 99},
- { "Museum", 0, 100, 100, 0, 99, 99},
- { "Museum", 0, 100, 100, 0, 99, 99},
- { "Museum", 0, 100, 100, 0, 99, 99},
- { "Museum", 0, 100, 100, 0, 99, 99},
- { "Museum", 0, 100, 100, 0, 99, 99},
- { "Museum", 0, 100, 100, 0, 99, 99},
- { "Museum", 0, 100, 100, 0, 99, 99},
- { "Museum", 0, 100, 100, 0, 99, 99},
- { "Museum", 0, 100, 100, 0, 99, 99},
- { "Museum", 0, 100, 100, 0, 99, 99},
- { "Museum", 0, 100, 100, 0, 99, 99},
- { "Museum", 0, 100, 100, 0, 99, 99},
- { "Museum", 0, 100, 100, 0, 99, 99},
- { "Museum", 0, 100, 100, 0, 99, 99},
- { "Museum", 0, 100, 100, 0, 99, 99},
- { "Museum", 0, 100, 100, 0, 99, 99},
- { "Museum", 0, 100, 100, 0, 99, 99},
- { "Museum", 0, 100, 100, 0, 99, 99},
- { "Museum", 0, 100, 100, 0, 99, 99},
- { "Museum", 0, 100, 100, 0, 99, 99},
- { "Museum", 0, 100, 100, 0, 99, 99},
- { "Museum", 0, 100, 100, 0, 99, 99},
- { "Museum", 0, 100, 100, 0, 99, 99},
- { "Museum", 0, 100, 100, 0, 99, 99},
- { "Museum", 0, 100, 100, 0, 99, 99},
- { "Museum", 0, 100, 100, 0, 99, 99},
- { "Museum", 0, 100, 100, 0, 99, 99},
-#endif
-
- },
-
-};
-
-static int cur_store_num = 0;
-static int store_top = 0;
-static int store_bottom = 0;
-static int xtra_stock = 0;
-static store_type *st_ptr = NULL;
-static const owner_type *ot_ptr = NULL;
-static s16b old_town_num = 0;
-static s16b inner_town_num = 0;
-#define RUMOR_CHANCE 8
-
-#define MAX_COMMENT_1 6
-
-static concptr comment_1[MAX_COMMENT_1] =
-{
-#ifdef JP
- "オーケーだ。",
- "結構だ。",
- "そうしよう!",
- "賛成だ!",
- "よし!",
- "わかった!"
-#else
- "Okay.",
- "Fine.",
- "Accepted!",
- "Agreed!",
- "Done!",
- "Taken!"
-#endif
-
-};
-
-#ifdef JP
-/*! ブラックマーケット追加メッセージ(承諾) */
-static concptr comment_1_B[MAX_COMMENT_1] = {
- "まあ、それでいいや。",
- "今日はそれで勘弁してやる。",
- "分かったよ。",
- "しょうがない。",
- "それで我慢するよ。",
- "こんなもんだろう。"
-};
-#endif
-#define MAX_COMMENT_2A 2
-
-static concptr comment_2a[MAX_COMMENT_2A] =
-{
-#ifdef JP
- "私の忍耐力を試しているのかい? $%s が最後だ。",
- "我慢にも限度があるぞ。 $%s が最後だ。"
-#else
- "You try my patience. %s is final.",
- "My patience grows thin. %s is final."
-#endif
-
-};
-
-#define MAX_COMMENT_2B 12
-
-static concptr comment_2b[MAX_COMMENT_2B] =
-{
-#ifdef JP
- " $%s ぐらいは出さなきゃダメだよ。",
- " $%s なら受け取ってもいいが。",
- "ハ! $%s 以下はないね。",
- "何て奴だ! $%s 以下はあり得ないぞ。",
- "それじゃ少なすぎる! $%s は欲しいところだ。",
- "バカにしている! $%s はもらわないと。",
- "嘘だろう! $%s でどうだい?",
- "おいおい! $%s を考えてくれないか?",
- "1000匹のオークのノミに苦しめられるがいい! $%s だ。",
- "お前の大切なものに災いあれ! $%s でどうだ。",
- "モルゴスに賞味されるがいい!本当は $%s なんだろう?",
- "お前の母親はオーガか! $%s は出すつもりなんだろ?"
-#else
- "I can take no less than %s gold pieces.",
- "I will accept no less than %s gold pieces.",
- "Ha! No less than %s gold pieces.",
- "You knave! No less than %s gold pieces.",
- "That's a pittance! I want %s gold pieces.",
- "That's an insult! I want %s gold pieces.",
- "As if! How about %s gold pieces?",
- "My arse! How about %s gold pieces?",
- "May the fleas of 1000 orcs molest you! Try %s gold pieces.",
- "May your most favourite parts go moldy! Try %s gold pieces.",
- "May Morgoth find you tasty! Perhaps %s gold pieces?",
- "Your mother was an Ogre! Perhaps %s gold pieces?"
-#endif
-
-};
-
-#ifdef JP
-/*! ブラックマーケット用追加メッセージ(売るとき) */
-static concptr comment_2b_B[MAX_COMMENT_2B] = {
- "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。",
- "金がないのかい、あんた?まずは家に帰って $%s 揃えてきな。",
- "物の価値が分からん奴だな。これは $%s が普通なんだよ。",
- "俺の付けた値段に文句があるのか? $%s が限界だ。",
- "ひょっとして新手の冗談かい? $%s 持ってないなら帰りな。",
- "うちは他の店とは違うんだよ。$%s ぐらいは出しな。",
- "買う気がないなら帰りな。 $%s だと言っているんだ。",
- "話にならないね。 $%s くらい持っているんだろ?",
- "は?なんだそりゃ? $%s の間違いか、ひょっとして?",
- "出口はあっちだよ。それとも $%s 出せるのかい、あんたに。",
- "命知らずな奴だな。 $%s 出せば今日の所は勘弁してやるよ。",
- "うちの店は貧乏人お断りだ。 $%s ぐらい出せないのかい?"
-};
-#endif
-#define MAX_COMMENT_3A 2
-
-static concptr comment_3a[MAX_COMMENT_3A] =
-{
-#ifdef JP
- "私の忍耐力を試しているのかい? $%s が最後だ。",
- "我慢にも限度があるぞ。 $%s が最後だ。"
-#else
- "You try my patience. %s is final.",
- "My patience grows thin. %s is final."
-#endif
-
-};
-
-
-#define MAX_COMMENT_3B 12
-
-static concptr comment_3b[MAX_COMMENT_3B] =
-{
-#ifdef JP
- "本音を言うと $%s でいいんだろ?",
- " $%s でどうだい?",
- " $%s ぐらいなら出してもいいが。",
- " $%s 以上払うなんて考えられないね。",
- "まあ落ちついて。 $%s でどうだい?",
- "そのガラクタなら $%s で引き取るよ。",
- "それじゃ高すぎる! $%s がいいとこだろ。",
- "どうせいらないんだろ! $%s でいいだろ?",
- "だめだめ! $%s がずっとお似合いだよ。",
- "バカにしている! $%s がせいぜいだ。",
- " $%s なら嬉しいところだがなあ。",
- " $%s 、それ以上はビタ一文出さないよ!"
-#else
- "Perhaps %s gold pieces?",
- "How about %s gold pieces?",
- "I will pay no more than %s gold pieces.",
- "I can afford no more than %s gold pieces.",
- "Be reasonable. How about %s gold pieces?",
- "I'll buy it as scrap for %s gold pieces.",
- "That is too much! How about %s gold pieces?",
- "That looks war surplus! Say %s gold pieces?",
- "Never! %s is more like it.",
- "That's an insult! %s is more like it.",
- "%s gold pieces and be thankful for it!",
- "%s gold pieces and not a copper more!"
-#endif
-
-};
-
-#ifdef JP
-/*! ブラックマーケット用追加メッセージ(買い取り) */
-static concptr comment_3b_B[MAX_COMMENT_3B] = {
- " $%s ってところだね。そのどうしようもないガラクタは。",
- "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。",
- "俺の優しさに甘えるのもいい加減にしておけ。 $%s だ。",
- "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。",
- "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。",
- " $%s だ。別に俺はそんなガラクタ欲しくはないんだから。",
- "俺の鑑定額が気に入らないのか? $%s 、嫌なら帰りな。",
- " $%s で引き取ってやるよ。喜んで受け取りな、貧乏人。",
- "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。",
- "そんなに金が欲しいのか、あんた? $%s で満足できんのか?",
- "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。",
- "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。"
-};
-#endif
-#define MAX_COMMENT_4A 4
-
-static concptr comment_4a[MAX_COMMENT_4A] =
-{
-#ifdef JP
- "もうたくさんだ!何度も私をわずらわせないでくれ!",
- "うがー!一日の我慢の限度を超えている!",
- "もういい!時間の無駄以外のなにものでもない!",
- "もうやってられないよ!顔も見たくない!"
-#else
- "Enough! You have abused me once too often!",
- "Arghhh! I have had enough abuse for one day!",
- "That does it! You shall waste my time no more!",
- "This is getting nowhere! I'm going to Londis!"
-#endif
-
-};
-
-#ifdef JP
-/*! ブラックマーケット用追加メッセージ(怒りの頂点) */
-static concptr comment_4a_B[MAX_COMMENT_4A] = {
- "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!",
- "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!",
- "ふざけてるのか!冷やかしなら相手を見てからにしろ!",
- "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!"
-};
-#endif
-#define MAX_COMMENT_4B 4
-
-static concptr comment_4b[MAX_COMMENT_4B] =
-{
-#ifdef JP
- "店から出て行け!",
- "俺の前から消え失せろ!",
- "どっかに行っちまえ!",
- "出ろ、出ろ、出て行け!"
-#else
- "Leave my store!",
- "Get out of my sight!",
- "Begone, you scoundrel!",
- "Out, out, out!"
-#endif
-
-};
-
-#ifdef JP
-/*! ブラックマーケット用追加メッセージ(追い出し) */
-static concptr comment_4b_B[MAX_COMMENT_4B] = {
- "二度とうちに来るんじゃねえ!!",
- "とっとと、どっかへ失せろ!!",
- "今すぐ消え失せろ!!",
- "出ていけ!出ていけ!!"
-};
-#endif
-#define MAX_COMMENT_5 8
-
-static concptr comment_5[MAX_COMMENT_5] =
-{
-#ifdef JP
- "考え直してくれ。",
- "そりゃおかしい!",
- "もっと真面目に言ってくれ!",
- "交渉する気があるのかい?",
- "冷やかしに来たのか!",
- "悪い冗談だ!",
- "我慢くらべかい。",
- "ふーむ、良い天気だ。"
-#else
- "Try again.",
- "Ridiculous!",
- "You will have to do better than that!",
- "Do you wish to do business or not?",
- "You've got to be kidding!",
- "You'd better be kidding!",
- "You try my patience.",
- "Hmmm, nice weather we're having."
-#endif
-
-};
-
-#ifdef JP
-/*! ブラックマーケット用追加メッセージ(怒り) */
-static concptr comment_5_B[MAX_COMMENT_5] = {
- "時間の無駄だな、これは。",
- "厄介なお客様だな!",
- "話して分かる相手じゃなさそうだ。",
- "痛い目にあいたいらしいな!",
- "なんて強欲な奴だ!",
- "話にならん輩だ!",
- "どうしようもない貧乏人だ!",
- "喧嘩を売っているのか?"
-};
-#endif
-#define MAX_COMMENT_6 4
-
-static concptr comment_6[MAX_COMMENT_6] =
-{
-#ifdef JP
- "どうやら聞き間違えたらしい。",
- "失礼、よく聞こえなかったよ。",
- "すまない、何だって?",
- "悪い、もう一度言ってくれる?"
-#else
- "I must have heard you wrong.",
- "I'm sorry, I missed that.",
- "I'm sorry, what was that?",
- "Sorry, what was that again?"
-#endif
-
-};
-
-/*** Initialize others ***/
-
-/*!
- * 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.
- */
-byte store_table[MAX_STORES][STORE_CHOICES][2] =
-{
- {
- /* General Store */
-
- { TV_FOOD, SV_FOOD_RATION },
- { TV_FOOD, SV_FOOD_RATION },
- { TV_FOOD, SV_FOOD_RATION },
- { TV_FOOD, SV_FOOD_RATION },
-
- { TV_FOOD, SV_FOOD_RATION },
- { TV_FOOD, SV_FOOD_BISCUIT },
- { TV_FOOD, SV_FOOD_JERKY },
- { TV_FOOD, SV_FOOD_JERKY },
-
- { TV_FOOD, SV_FOOD_PINT_OF_WINE },
- { TV_FOOD, SV_FOOD_PINT_OF_ALE },
- { TV_LITE, SV_LITE_TORCH },
- { TV_LITE, SV_LITE_TORCH },
-
- { TV_LITE, SV_LITE_TORCH },
- { TV_LITE, SV_LITE_TORCH },
- { TV_LITE, SV_LITE_LANTERN },
- { TV_LITE, SV_LITE_LANTERN },
-
- { TV_FLASK, 0 },
- { TV_FLASK, 0 },
- { TV_FLASK, 0 },
- { TV_FLASK, 0 },
-
- { TV_FLASK, 0 },
- { TV_FLASK, 0 },
- { TV_SPIKE, 0 },
- { TV_SPIKE, 0 },
-
- { TV_SHOT, SV_AMMO_NORMAL },
- { TV_ARROW, SV_AMMO_NORMAL },
- { TV_BOLT, SV_AMMO_NORMAL },
- { TV_DIGGING, SV_SHOVEL },
-
- { TV_DIGGING, SV_PICK },
- { TV_CLOAK, SV_CLOAK },
- { TV_CLOAK, SV_CLOAK },
- { TV_CLOAK, SV_FUR_CLOAK },
-
- { TV_FOOD, SV_FOOD_RATION },
- { TV_FOOD, SV_FOOD_RATION },
- { TV_FOOD, SV_FOOD_RATION },
- { TV_FOOD, SV_FOOD_RATION },
-
- { TV_POTION, SV_POTION_WATER },
- { TV_POTION, SV_POTION_WATER },
- { TV_LITE, SV_LITE_LANTERN },
- { TV_LITE, SV_LITE_LANTERN },
-
- { TV_FOOD, SV_FOOD_WAYBREAD },
- { TV_FOOD, SV_FOOD_WAYBREAD },
- { TV_CAPTURE, 0 },
- { TV_FIGURINE, 0 },
-
- { TV_SHOT, SV_AMMO_NORMAL },
- { TV_ARROW, SV_AMMO_NORMAL },
- { TV_BOLT, SV_AMMO_NORMAL },
- { TV_DIGGING, SV_SHOVEL }
- },
-
- {
- /* Armoury */
-
- { TV_BOOTS, SV_PAIR_OF_SOFT_LEATHER_BOOTS },
- { TV_BOOTS, SV_PAIR_OF_SOFT_LEATHER_BOOTS },
- { TV_BOOTS, SV_PAIR_OF_HARD_LEATHER_BOOTS },
- { TV_BOOTS, SV_PAIR_OF_HARD_LEATHER_BOOTS },
-
- { TV_HELM, SV_HARD_LEATHER_CAP },
- { TV_HELM, SV_HARD_LEATHER_CAP },
- { TV_HELM, SV_METAL_CAP },
- { TV_HELM, SV_IRON_HELM },
-
- { TV_SOFT_ARMOR, SV_ROBE },
- { TV_SOFT_ARMOR, SV_ROBE },
- { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR },
- { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR },
-
- { TV_SOFT_ARMOR, SV_HARD_LEATHER_ARMOR },
- { TV_SOFT_ARMOR, SV_HARD_LEATHER_ARMOR },
- { TV_SOFT_ARMOR, SV_HARD_STUDDED_LEATHER },
- { TV_SOFT_ARMOR, SV_HARD_STUDDED_LEATHER },
-
- { TV_SOFT_ARMOR, SV_RHINO_HIDE_ARMOR },
- { TV_SOFT_ARMOR, SV_LEATHER_SCALE_MAIL },
- { TV_HARD_ARMOR, SV_METAL_SCALE_MAIL },
- { TV_HARD_ARMOR, SV_CHAIN_MAIL },
-
- { TV_HARD_ARMOR, SV_DOUBLE_RING_MAIL },
- { TV_HARD_ARMOR, SV_AUGMENTED_CHAIN_MAIL },
- { TV_HARD_ARMOR, SV_BAR_CHAIN_MAIL },
- { TV_HARD_ARMOR, SV_DOUBLE_CHAIN_MAIL },
-
- { TV_HARD_ARMOR, SV_METAL_BRIGANDINE_ARMOUR },
- { TV_HARD_ARMOR, SV_SPLINT_MAIL },
- { TV_GLOVES, SV_SET_OF_LEATHER_GLOVES },
- { TV_GLOVES, SV_SET_OF_LEATHER_GLOVES },
-
- { TV_GLOVES, SV_SET_OF_GAUNTLETS },
- { TV_SHIELD, SV_SMALL_LEATHER_SHIELD },
- { TV_SHIELD, SV_LARGE_LEATHER_SHIELD },
- { TV_SHIELD, SV_SMALL_METAL_SHIELD },
-
- { TV_BOOTS, SV_PAIR_OF_HARD_LEATHER_BOOTS },
- { TV_BOOTS, SV_PAIR_OF_HARD_LEATHER_BOOTS },
- { TV_HELM, SV_HARD_LEATHER_CAP },
- { TV_HELM, SV_HARD_LEATHER_CAP },
-
- { TV_SOFT_ARMOR, SV_ROBE },
- { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR },
- { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR },
- { TV_SOFT_ARMOR, SV_HARD_LEATHER_ARMOR },
-
- { TV_SOFT_ARMOR, SV_LEATHER_JACK },
- { TV_HARD_ARMOR, SV_METAL_SCALE_MAIL },
- { TV_HARD_ARMOR, SV_CHAIN_MAIL },
- { TV_HARD_ARMOR, SV_CHAIN_MAIL },
-
- { TV_GLOVES, SV_SET_OF_LEATHER_GLOVES },
- { TV_GLOVES, SV_SET_OF_GAUNTLETS },
- { TV_SHIELD, SV_SMALL_LEATHER_SHIELD },
- { TV_SHIELD, SV_SMALL_LEATHER_SHIELD }
- },
-
- {
- /* Weaponsmith */
-
- { TV_SWORD, SV_DAGGER },
- { TV_SWORD, SV_MAIN_GAUCHE },
- { TV_SWORD, SV_RAPIER },
- { TV_SWORD, SV_SMALL_SWORD },
-
- { TV_SWORD, SV_SHORT_SWORD },
- { TV_SWORD, SV_SABRE },
- { TV_SWORD, SV_CUTLASS },
- { TV_SWORD, SV_TULWAR },
-
- { TV_SWORD, SV_BROAD_SWORD },
- { TV_SWORD, SV_LONG_SWORD },
- { TV_SWORD, SV_SCIMITAR },
- { TV_SWORD, SV_KATANA },
-
- { TV_SWORD, SV_BASTARD_SWORD },
- { TV_POLEARM, SV_SPEAR },
- { TV_POLEARM, SV_AWL_PIKE },
- { TV_POLEARM, SV_TRIDENT },
-
- { TV_POLEARM, SV_PIKE },
- { TV_POLEARM, SV_BEAKED_AXE },
- { TV_POLEARM, SV_BROAD_AXE },
- { TV_POLEARM, SV_LANCE },
-
- { TV_POLEARM, SV_BATTLE_AXE },
- { TV_POLEARM, SV_HATCHET },
- { TV_BOW, SV_SLING },
- { TV_BOW, SV_SHORT_BOW },
-
- { TV_BOW, SV_LIGHT_XBOW },
- { TV_SHOT, SV_AMMO_NORMAL },
- { TV_SHOT, SV_AMMO_NORMAL },
- { TV_ARROW, SV_AMMO_NORMAL },
-
- { TV_ARROW, SV_AMMO_NORMAL },
- { TV_BOLT, SV_AMMO_NORMAL },
- { TV_BOLT, SV_AMMO_NORMAL },
- { TV_BOW, SV_LIGHT_XBOW },
-
- { TV_ARROW, SV_AMMO_NORMAL },
- { TV_BOLT, SV_AMMO_NORMAL },
- { TV_BOW, SV_SHORT_BOW },
- { TV_BOW, SV_LIGHT_XBOW },
-
- { TV_SWORD, SV_DAGGER },
- { TV_SWORD, SV_TANTO },
- { TV_SWORD, SV_RAPIER },
- { TV_SWORD, SV_SMALL_SWORD },
-
- { TV_SWORD, SV_SHORT_SWORD },
- { TV_SWORD, SV_LONG_SWORD },
- { TV_SWORD, SV_SCIMITAR },
- { TV_SWORD, SV_BROAD_SWORD },
-
- { TV_HISSATSU_BOOK, 0 },
- { TV_HISSATSU_BOOK, 0 },
- { TV_HISSATSU_BOOK, 1 },
- { TV_HISSATSU_BOOK, 1 },
- },
-
- {
- /* Temple */
-
- { TV_HAFTED, SV_NUNCHAKU },
- { TV_HAFTED, SV_QUARTERSTAFF },
- { TV_HAFTED, SV_MACE },
- { TV_HAFTED, SV_BO_STAFF },
-
- { TV_HAFTED, SV_WAR_HAMMER },
- { TV_HAFTED, SV_WAR_HAMMER },
- { TV_HAFTED, SV_MORNING_STAR },
- { TV_HAFTED, SV_FLAIL },
-
- { TV_HAFTED, SV_LEAD_FILLED_MACE },
- { TV_SCROLL, SV_SCROLL_REMOVE_CURSE },
- { TV_SCROLL, SV_SCROLL_BLESSING },
- { TV_SCROLL, SV_SCROLL_HOLY_CHANT },
-
- { TV_POTION, SV_POTION_HEROISM },
- { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
- { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
- { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
-
- { TV_POTION, SV_POTION_CURE_LIGHT },
- { TV_POTION, SV_POTION_CURE_SERIOUS },
- { TV_POTION, SV_POTION_CURE_SERIOUS },
- { TV_POTION, SV_POTION_CURE_CRITICAL },
-
- { TV_POTION, SV_POTION_CURE_CRITICAL },
- { TV_POTION, SV_POTION_RESTORE_EXP },
- { TV_POTION, SV_POTION_RESTORE_EXP },
- { TV_POTION, SV_POTION_RESTORE_EXP },
-
- { TV_LIFE_BOOK, 0 },
- { TV_LIFE_BOOK, 0 },
- { TV_LIFE_BOOK, 1 },
- { TV_LIFE_BOOK, 1 },
-
- { TV_CRUSADE_BOOK, 0 },
- { TV_CRUSADE_BOOK, 0 },
- { TV_CRUSADE_BOOK, 1 },
- { TV_CRUSADE_BOOK, 1 },
-
- { TV_HAFTED, SV_WHIP },
- { TV_HAFTED, SV_MACE },
- { TV_HAFTED, SV_BALL_AND_CHAIN },
- { TV_HAFTED, SV_WAR_HAMMER },
-
- { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
- { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
- { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
- { TV_POTION, SV_POTION_CURE_CRITICAL },
-
- { TV_POTION, SV_POTION_CURE_CRITICAL },
- { TV_POTION, SV_POTION_RESTORE_EXP },
-
- { TV_FIGURINE, 0 },
- { TV_STATUE, SV_ANY },
-
- { TV_SCROLL, SV_SCROLL_REMOVE_CURSE },
- { TV_SCROLL, SV_SCROLL_REMOVE_CURSE },
- { TV_SCROLL, SV_SCROLL_STAR_REMOVE_CURSE },
- { TV_SCROLL, SV_SCROLL_STAR_REMOVE_CURSE }
- },
-
- {
- /* Alchemy shop */
-
- { TV_SCROLL, SV_SCROLL_ENCHANT_WEAPON_TO_HIT },
- { TV_SCROLL, SV_SCROLL_ENCHANT_WEAPON_TO_DAM },
- { TV_SCROLL, SV_SCROLL_ENCHANT_ARMOR },
- { TV_SCROLL, SV_SCROLL_IDENTIFY },
-
- { TV_SCROLL, SV_SCROLL_IDENTIFY },
- { TV_SCROLL, SV_SCROLL_IDENTIFY },
- { TV_SCROLL, SV_SCROLL_IDENTIFY },
- { TV_SCROLL, SV_SCROLL_LIGHT },
-
- { TV_SCROLL, SV_SCROLL_PHASE_DOOR },
- { TV_SCROLL, SV_SCROLL_PHASE_DOOR },
- { TV_SCROLL, SV_SCROLL_TELEPORT },
- { TV_SCROLL, SV_SCROLL_MONSTER_CONFUSION },
-
- { TV_SCROLL, SV_SCROLL_MAPPING },
- { TV_SCROLL, SV_SCROLL_DETECT_GOLD },
- { TV_SCROLL, SV_SCROLL_DETECT_ITEM },
- { TV_SCROLL, SV_SCROLL_DETECT_TRAP },
-
- { TV_SCROLL, SV_SCROLL_DETECT_INVIS },
- { TV_SCROLL, SV_SCROLL_RECHARGING },
- { TV_SCROLL, SV_SCROLL_TELEPORT },
- { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
-
- { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
- { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
- { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
- { TV_SCROLL, SV_SCROLL_TELEPORT },
-
- { TV_SCROLL, SV_SCROLL_TELEPORT },
- { TV_POTION, SV_POTION_RES_STR },
- { TV_POTION, SV_POTION_RES_INT },
- { TV_POTION, SV_POTION_RES_WIS },
-
- { TV_POTION, SV_POTION_RES_DEX },
- { TV_POTION, SV_POTION_RES_CON },
- { TV_POTION, SV_POTION_RES_CHR },
- { TV_SCROLL, SV_SCROLL_IDENTIFY },
-
- { TV_SCROLL, SV_SCROLL_IDENTIFY },
- { TV_SCROLL, SV_SCROLL_STAR_IDENTIFY }, /* Yep, occasionally! */
- { TV_SCROLL, SV_SCROLL_STAR_IDENTIFY },
- { TV_SCROLL, SV_SCROLL_LIGHT },
-
- { TV_POTION, SV_POTION_RES_STR },
- { TV_POTION, SV_POTION_RES_INT },
- { TV_POTION, SV_POTION_RES_WIS },
- { TV_POTION, SV_POTION_RES_DEX },
-
- { TV_POTION, SV_POTION_RES_CON },
- { TV_POTION, SV_POTION_RES_CHR },
- { TV_SCROLL, SV_SCROLL_ENCHANT_ARMOR },
- { TV_SCROLL, SV_SCROLL_ENCHANT_ARMOR },
-
- { TV_SCROLL, SV_SCROLL_RECHARGING },
- { TV_SCROLL, SV_SCROLL_PHASE_DOOR },
- { TV_SCROLL, SV_SCROLL_ENCHANT_WEAPON_TO_HIT },
- { TV_SCROLL, SV_SCROLL_ENCHANT_WEAPON_TO_DAM },
-
- },
-
- {
- /* Magic-User store */
-
- { TV_RING, SV_RING_PROTECTION },
- { TV_RING, SV_RING_LEVITATION_FALL },
- { TV_RING, SV_RING_PROTECTION },
- { TV_RING, SV_RING_RESIST_FIRE },
-
- { TV_RING, SV_RING_RESIST_COLD },
- { TV_AMULET, SV_AMULET_CHARISMA },
- { TV_RING, SV_RING_WARNING },
- { TV_AMULET, SV_AMULET_RESIST_ACID },
-
- { TV_AMULET, SV_AMULET_SEARCHING },
- { TV_WAND, SV_WAND_SLOW_MONSTER },
- { TV_WAND, SV_WAND_CONFUSE_MONSTER },
- { TV_WAND, SV_WAND_SLEEP_MONSTER },
-
- { TV_WAND, SV_WAND_MAGIC_MISSILE },
- { TV_WAND, SV_WAND_STINKING_CLOUD },
- { TV_WAND, SV_WAND_WONDER },
- { TV_WAND, SV_WAND_DISARMING },
-
- { TV_STAFF, SV_STAFF_LITE },
- { TV_STAFF, SV_STAFF_MAPPING },
- { TV_STAFF, SV_STAFF_DETECT_TRAP },
- { TV_STAFF, SV_STAFF_DETECT_DOOR },
-
- { TV_STAFF, SV_STAFF_DETECT_GOLD },
- { TV_STAFF, SV_STAFF_DETECT_ITEM },
- { TV_STAFF, SV_STAFF_DETECT_INVIS },
- { TV_STAFF, SV_STAFF_DETECT_EVIL },
-
- { TV_STAFF, SV_STAFF_TELEPORTATION },
- { TV_STAFF, SV_STAFF_TELEPORTATION },
- { TV_STAFF, SV_STAFF_TELEPORTATION },
- { TV_STAFF, SV_STAFF_TELEPORTATION },
-
- { TV_STAFF, SV_STAFF_IDENTIFY },
- { TV_STAFF, SV_STAFF_IDENTIFY },
- { TV_STAFF, SV_STAFF_IDENTIFY },
-
- { TV_STAFF, SV_STAFF_IDENTIFY },
- { TV_STAFF, SV_STAFF_REMOVE_CURSE },
- { TV_STAFF, SV_STAFF_CURE_LIGHT },
- { TV_STAFF, SV_STAFF_PROBING },
-
- { TV_FIGURINE, 0 },
-
- { TV_SORCERY_BOOK, 0 },
- { TV_SORCERY_BOOK, 0 },
- { TV_SORCERY_BOOK, 1 },
- { TV_SORCERY_BOOK, 1 },
-
- { TV_ARCANE_BOOK, 0 },
- { TV_ARCANE_BOOK, 0 },
- { TV_ARCANE_BOOK, 1 },
- { TV_ARCANE_BOOK, 1 },
-
- { TV_ARCANE_BOOK, 2 },
- { TV_ARCANE_BOOK, 2 },
- { TV_ARCANE_BOOK, 3 },
- { TV_ARCANE_BOOK, 3 },
-
- },
-
- {
- /* Black Market (unused) */
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 }
- },
-
- {
- /* Home (unused) */
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 }
- },
-
- {
- /* Bookstore */
- { TV_SORCERY_BOOK, 0 },
- { TV_SORCERY_BOOK, 0 },
- { TV_SORCERY_BOOK, 1 },
- { TV_SORCERY_BOOK, 1 },
-
- { TV_NATURE_BOOK, 0 },
- { TV_NATURE_BOOK, 0 },
- { TV_NATURE_BOOK, 1 },
- { TV_NATURE_BOOK, 1 },
-
- { TV_CHAOS_BOOK, 0 },
- { TV_CHAOS_BOOK, 0 },
- { TV_CHAOS_BOOK, 1 },
- { TV_CHAOS_BOOK, 1 },
-
- { TV_DEATH_BOOK, 0 },
- { TV_DEATH_BOOK, 0 },
- { TV_DEATH_BOOK, 1 },
- { TV_DEATH_BOOK, 1 },
-
- { TV_TRUMP_BOOK, 0 }, /* +16 */
- { TV_TRUMP_BOOK, 0 },
- { TV_TRUMP_BOOK, 1 },
- { TV_TRUMP_BOOK, 1 },
-
- { TV_ARCANE_BOOK, 0 },
- { TV_ARCANE_BOOK, 1 },
- { TV_ARCANE_BOOK, 2 },
- { TV_ARCANE_BOOK, 3 },
-
- { TV_CRAFT_BOOK, 0 },
- { TV_CRAFT_BOOK, 0 },
- { TV_CRAFT_BOOK, 1 },
- { TV_CRAFT_BOOK, 1 },
-
- { TV_DAEMON_BOOK, 0 },
- { TV_DAEMON_BOOK, 0 },
- { TV_DAEMON_BOOK, 1 },
- { TV_DAEMON_BOOK, 1 },
-
- { TV_MUSIC_BOOK, 0 },
- { TV_MUSIC_BOOK, 0 },
- { TV_MUSIC_BOOK, 1 },
- { TV_MUSIC_BOOK, 1 },
-
- { TV_HEX_BOOK, 0 },
- { TV_HEX_BOOK, 0 },
- { TV_HEX_BOOK, 1 },
- { TV_HEX_BOOK, 1 },
- },
-
- {
- /* Museum (unused) */
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 },
- { 0, 0 }
- }
-};
-
-
-
-/*!
- * @brief 取引成功時の店主のメッセージ処理 /
- * Successful haggle.
- * @return なし
- */
-static void say_comment_1(void)
-{
-#ifdef JP
- /* ブラックマーケットのときは別のメッセージを出す */
- if ( cur_store_num == STORE_BLACK ) {
- msg_print(comment_1_B[randint0(MAX_COMMENT_1)]);
- }
- else{
- msg_print(comment_1[randint0(MAX_COMMENT_1)]);
- }
-#else
- msg_print(comment_1[randint0(MAX_COMMENT_1)]);
-#endif
-
-
- if (one_in_(RUMOR_CHANCE))
- {
-#ifdef JP
- msg_print("店主は耳うちした:");
-#else
- msg_print("The shopkeeper whispers something into your ear:");
-#endif
- display_rumor(TRUE);
- }
-}
-
-
-/*!
- * @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 /
- * Continue haggling (player is buying)
- * @param value 店主の提示価格
- * @param annoyed 店主のいらつき度
- * @return なし
- */
-static void say_comment_2(PRICE value, int annoyed)
-{
- char tmp_val[80];
-
- /* Prepare a string to insert */
- sprintf(tmp_val, "%ld", (long)value);
-
- /* Final offer */
- if (annoyed > 0)
- {
- /* Formatted message */
- msg_format(comment_2a[randint0(MAX_COMMENT_2A)], tmp_val);
- }
-
- /* Normal offer */
- else
- {
- /* Formatted message */
-#ifdef JP
- /* ブラックマーケットの時は別のメッセージを出す */
- if ( cur_store_num == STORE_BLACK ){
- msg_format(comment_2b_B[randint0(MAX_COMMENT_2B)], tmp_val);
- }
- else{
- msg_format(comment_2b[randint0(MAX_COMMENT_2B)], tmp_val);
- }
-#else
- msg_format(comment_2b[randint0(MAX_COMMENT_2B)], tmp_val);
-#endif
-
- }
-}
-
-
-/*!
- * @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 /
- * Continue haggling (player is selling)
- * @param value 店主の提示価格
- * @param annoyed 店主のいらつき度
- * @return なし
- */
-static void say_comment_3(PRICE value, int annoyed)
-{
- char tmp_val[80];
-
- /* Prepare a string to insert */
- sprintf(tmp_val, "%ld", (long)value);
-
- /* Final offer */
- if (annoyed > 0)
- {
- /* Formatted message */
- msg_format(comment_3a[randint0(MAX_COMMENT_3A)], tmp_val);
- }
-
- /* Normal offer */
- else
- {
- /* Formatted message */
-#ifdef JP
- /* ブラックマーケットの時は別のメッセージを出す */
- if ( cur_store_num == STORE_BLACK ){
- msg_format(comment_3b_B[randint0(MAX_COMMENT_3B)], tmp_val);
- }
- else{
- msg_format(comment_3b[randint0(MAX_COMMENT_3B)], tmp_val);
- }
-#else
- msg_format(comment_3b[randint0(MAX_COMMENT_3B)], tmp_val);
-#endif
-
- }
-}
-
-
-/*!
- * @brief 店主がプレイヤーを追い出す時のメッセージ処理 /
- * Kick 'da bum out. -RAK-
- * @return なし
- */
-static void say_comment_4(void)
-{
-#ifdef JP
- /* ブラックマーケットの時は別のメッセージを出す */
- if ( cur_store_num == STORE_BLACK ){
- msg_print(comment_4a_B[randint0(MAX_COMMENT_4A)]);
- msg_print(comment_4b_B[randint0(MAX_COMMENT_4B)]);
- }
- else{
- msg_print(comment_4a[randint0(MAX_COMMENT_4A)]);
- msg_print(comment_4b[randint0(MAX_COMMENT_4B)]);
- }
-#else
- msg_print(comment_4a[randint0(MAX_COMMENT_4A)]);
- msg_print(comment_4b[randint0(MAX_COMMENT_4B)]);
-#endif
-
-}
-
-
-/*!
- * @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 /
- * You are insulting me
- * @return なし
- */
-static void say_comment_5(void)
-{
-#ifdef JP
- /* ブラックマーケットの時は別のメッセージを出す */
- if ( cur_store_num == STORE_BLACK ){
- msg_print(comment_5_B[randint0(MAX_COMMENT_5)]);
- }
- else{
- msg_print(comment_5[randint0(MAX_COMMENT_5)]);
- }
-#else
- msg_print(comment_5[randint0(MAX_COMMENT_5)]);
-#endif
-
-}
-
-
-/*!
- * @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 /
- * That makes no sense.
- * @return なし
- */
-static void say_comment_6(void)
-{
- msg_print(comment_6[randint0(MAX_COMMENT_6)]);
-}
-
-
-#define MAX_COMMENT_7A 4
-
-static concptr comment_7a[MAX_COMMENT_7A] =
-{
-#ifdef JP
- "うわああぁぁ!",
- "なんてこった!",
- "誰かがむせび泣く声が聞こえる...。",
- "店主が悔しげにわめいている!"
-#else
- "Arrgghh!",
- "You bastard!",
- "You hear someone sobbing...",
- "The shopkeeper howls in agony!"
-#endif
-
-};
-
-#define MAX_COMMENT_7B 4
-
-static concptr comment_7b[MAX_COMMENT_7B] =
-{
-#ifdef JP
- "くそう!",
- "この悪魔め!",
- "店主が恨めしそうに見ている。",
- "店主が睨んでいる。"
-#else
- "Damn!",
- "You fiend!",
- "The shopkeeper curses at you.",
- "The shopkeeper glares at you."
-#endif
-
-};
-
-#define MAX_COMMENT_7C 4
-
-static concptr comment_7c[MAX_COMMENT_7C] =
-{
-#ifdef JP
- "すばらしい!",
- "君が天使に見えるよ!",
- "店主がクスクス笑っている。",
- "店主が大声で笑っている。"
-#else
- "Cool!",
- "You've made my day!",
- "The shopkeeper giggles.",
- "The shopkeeper laughs loudly."
-#endif
-
-};
-
-#define MAX_COMMENT_7D 4
-
-static concptr comment_7d[MAX_COMMENT_7D] =
-{
-#ifdef JP
- "やっほぅ!",
- "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。",
- "店主は嬉しくて跳ね回っている。",
- "店主は満面に笑みをたたえている。"
-#else
- "Yipee!",
- "I think I'll retire!",
- "The shopkeeper jumps for joy.",
- "The shopkeeper smiles gleefully."
-#endif
-
-};
-
-
-/*!
- * @brief 店主が交渉を終えた際の反応を返す処理 /
- * Let a shop-keeper React to a purchase
- * @param price アイテムの取引額
- * @param value アイテムの実際価値
- * @param guess 店主が当初予想していた価値
- * @return なし
- * @details
- * We paid "price", it was worth "value", and we thought it was worth "guess"
- */
-static void purchase_analyze(PRICE price, PRICE value, PRICE guess)
-{
- /* Item was worthless, but we bought it */
- if ((value <= 0) && (price > value))
- {
- msg_print(comment_7a[randint0(MAX_COMMENT_7A)]);
- chg_virtue(p_ptr, V_HONOUR, -1);
- chg_virtue(p_ptr, V_JUSTICE, -1);
- sound(SOUND_STORE1);
- }
-
- /* Item was cheaper than we thought, and we paid more than necessary */
- else if ((value < guess) && (price > value))
- {
- msg_print(comment_7b[randint0(MAX_COMMENT_7B)]);
- chg_virtue(p_ptr, V_JUSTICE, -1);
- if (one_in_(4)) chg_virtue(p_ptr, V_HONOUR, -1);
- sound(SOUND_STORE2);
- }
-
- /* Item was a good bargain, and we got away with it */
- else if ((value > guess) && (value < (4 * guess)) && (price < value))
- {
- msg_print(comment_7c[randint0(MAX_COMMENT_7C)]);
- if (one_in_(4)) chg_virtue(p_ptr, V_HONOUR, -1);
- else if (one_in_(4)) chg_virtue(p_ptr, V_HONOUR, 1);
- sound(SOUND_STORE3);
- }
-
- /* Item was a great bargain, and we got away with it */
- else if ((value > guess) && (price < value))
- {
- msg_print(comment_7d[randint0(MAX_COMMENT_7D)]);
- if (one_in_(2)) chg_virtue(p_ptr, V_HONOUR, -1);
- if (one_in_(4)) chg_virtue(p_ptr, V_HONOUR, 1);
- if (10 * price < value) chg_virtue(p_ptr, V_SACRIFICE, 1);
- sound(SOUND_STORE4);
- }
-}
-
-
-
-/*
- * We store the current "store feat" here so everyone can access it
- */
-static int cur_store_feat;
-
-
-/*
- * Buying and selling adjustments for race combinations.
- * Entry[owner][player] gives the basic "cost inflation".
- */
-static byte rgold_adj[MAX_RACES][MAX_RACES] =
-{
- /*Hum, HfE, Elf, Hal, Gno, Dwa, HfO, HfT, Dun, HiE, Barbarian,
- HfOg, HGn, HTn, Cyc, Yek, Klc, Kbd, Nbl, DkE, Drc, Mind Flayer,
- Imp, Glm, Skl, Zombie, Vampire, Spectre, Fairy, Beastman, Ent,
- Angel, Demon, Kutar, Android, Merfolk */
-
- /* Human */
- { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
- 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
- 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
- 100, 120, 110, 105, 110 },
-
- /* Half-Elf */
- { 110, 100, 100, 105, 110, 120, 125, 130, 110, 100, 110,
- 120, 115, 108, 115, 110, 110, 120, 120, 115, 115, 110,
- 120, 110, 110, 110, 120, 110, 100, 125, 100, 95, 140,
- 110, 115, 110, 110, 110 },
-
- /* Elf */
- { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
- 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
- 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
- 110, 110, 105, 110, 110 },
-
- /* Halfling */
- { 115, 110, 105, 95, 105, 110, 115, 130, 115, 105, 115,
- 125, 120, 120, 125, 115, 110, 120, 120, 120, 115, 115,
- 120, 110, 120, 120, 130, 110, 110, 130, 110, 95, 140,
- 115, 120, 105, 115, 105 },
-
- /* Gnome */
- { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
- 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
- 120, 101, 110, 110, 120, 120, 115, 130, 115, 95, 140,
- 115, 110, 110, 115, 110 },
-
- /* Dwarf */
- { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
- 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
- 120, 105, 115, 115, 115, 115, 120, 130, 120, 95, 140,
- 115, 110, 115, 115, 120 },
-
- /* Half-Orc */
- { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
- 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
- 115, 125, 120, 120, 115, 120, 125, 115, 125, 95, 140,
- 115, 110, 115, 115, 125 },
-
- /* Half-Troll */
- { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
- 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
- 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
- 110, 110, 115, 110, 130 },
-
- /* Amberite */
- { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
- 120, 120, 105, 120, 115, 105, 115, 120, 110, 105, 105,
- 120, 105, 120, 120, 125, 120, 105, 135, 105, 95, 140,
- 100, 110, 110, 100, 110 },
-
- /* High_Elf */
- { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
- 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
- 125, 115, 120, 120, 125, 120, 100, 125, 100, 95, 140,
- 110, 110, 105, 110, 110 },
-
- /* Human / Barbarian (copied from human) */
- { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
- 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
- 115, 105, 125, 125, 130, 125, 115, 120, 115, 95, 140,
- 100, 120, 110, 100, 110 },
-
- /* Half-Ogre: theoretical, copied from half-troll */
- { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
- 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
- 110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
- 110, 110, 115, 110, 120 },
-
- /* Half-Giant: theoretical, copied from half-troll */
- { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
- 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
- 110, 115, 112, 112, 115, 112, 130, 120, 130, 95, 140,
- 110, 110, 115, 110, 115 },
-
- /* Half-Titan: theoretical, copied from High_Elf */
- { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
- 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
- 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
- 110, 110, 115, 110, 108 },
-
- /* Cyclops: theoretical, copied from half-troll */
- { 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
- 110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
- 110, 115, 112, 112, 115, 112, 130, 130, 130, 95, 140,
- 110, 110, 115, 110, 115 },
-
- /* Yeek: theoretical, copied from Half-Orc */
- { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
- 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
- 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
- 115, 110, 115, 115, 110 },
-
- /* Klackon: theoretical, copied from Gnome */
- { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
- 120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
- 120, 101, 110, 110, 120, 120, 130, 130, 130, 95, 140,
- 115, 110, 115, 115, 110 },
-
- /* Kobold: theoretical, copied from Half-Orc */
- { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
- 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
- 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
- 115, 110, 115, 115, 120 },
-
- /* Nibelung: theoretical, copied from Dwarf */
- { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
- 125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
- 120, 105, 115, 115, 120, 120, 130, 130, 130, 95, 140,
- 115, 135, 115, 115, 120 },
-
- /* Dark Elf */
- { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
- 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
- 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
- 110, 101, 115, 110, 115 },
-
- /* Draconian: theoretical, copied from High_Elf */
- { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
- 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
- 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
- 110, 110, 115, 110, 115 },
-
- /* Mind Flayer: theoretical, copied from High_Elf */
- { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
- 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
- 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
- 110, 110, 115, 110, 110 },
-
- /* Imp: theoretical, copied from High_Elf */
- { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
- 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
- 125, 115, 120, 120, 120, 120, 130, 130, 130, 120, 120,
- 110, 110, 115, 110, 120 },
-
- /* Golem: theoretical, copied from High_Elf */
- { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
- 125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
- 125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
- 110, 110, 115, 110, 110 },
-
- /* Skeleton: theoretical, copied from half-orc */
- { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
- 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
- 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
- 115, 110, 125, 115, 110 },
-
- /* Zombie: Theoretical, copied from half-orc */
- { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
- 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
- 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
- 115, 110, 125, 115, 110 },
-
- /* Vampire: Theoretical, copied from half-orc */
- { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
- 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
- 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
- 115, 110, 125, 115, 120 },
-
- /* Spectre: Theoretical, copied from half-orc */
- { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
- 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
- 115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
- 115, 110, 125, 115, 110 },
-
- /* Sprite: Theoretical, copied from half-orc */
- { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
- 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
- 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
- 115, 110, 105, 115, 110 },
-
- /* Beastman: Theoretical, copied from half-orc */
- { 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
- 110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
- 115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
- 115, 110, 115, 115, 125 },
-
- /* Ent */
- { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
- 120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
- 120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
- 110, 110, 105, 110, 110 },
-
- /* Angel */
- { 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
- 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
- 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 160,
- 95, 95, 95, 95, 95 },
-
- /* Demon */
- { 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
- 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
- 140, 140, 140, 140, 140, 140, 140, 140, 140, 160, 120,
- 140, 140, 140, 140, 140 },
-
- /* Dunadan */
- { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
- 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
- 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
- 100, 120, 110, 100, 110 },
-
- /* Shadow Fairy */
- { 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
- 115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
- 110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
- 110, 101, 115, 110, 115 },
-
- /* Kutar */
- { 110, 110, 105, 105, 110, 115, 115, 115, 110, 105, 110,
- 115, 115, 115, 115, 115, 115, 115, 115, 115, 115, 115,
- 115, 115, 125, 125, 125, 125, 105, 115, 105, 95, 140,
- 110, 115, 100, 110, 110 },
-
- /* Android */
- { 105, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
- 124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
- 115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
- 100, 120, 110, 100, 110 },
-
- /* Merfolk */
- { 110, 110, 110, 105, 110, 120, 125, 130, 110, 110, 110,
- 120, 115, 108, 115, 110, 110, 120, 120, 115, 115, 110,
- 120, 110, 110, 110, 120, 110, 110, 125, 110, 95, 140,
- 110, 115, 110, 110, 100 },
-};
-
-
-
-/*!
- * @brief 店舗価格を決定する /
- * Determine the price of an item (qty one) in a store.
- * @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
- * @param greed 店主の強欲度
- * @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
- * @return アイテムの店舗価格
- * @details
- * <pre>
- * This function takes into account the player's charisma, and the
- * shop-keepers friendliness, and the shop-keeper's base greed, but
- * never lets a shop-keeper lose money in a transaction.
- * The "greed" value should exceed 100 when the player is "buying" the
- * item, and should be less than 100 when the player is "selling" it.
- * Hack -- the black market always charges twice as much as it should.
- * Charisma adjustment runs from 80 to 130
- * Racial adjustment runs from 95 to 130
- * Since greed/charisma/racial adjustments are centered at 100, we need
- * to adjust (by 200) to extract a usable multiplier. Note that the
- * "greed" value is always something (?).
- * </pre>
- */
-static PRICE price_item(object_type *o_ptr, int greed, bool flip)
-{
- int factor;
- int adjust;
- PRICE price;
-
- /* Get the value of one of the items */
- price = object_value(o_ptr);
-
- /* Worthless items */
- if (price <= 0) return (0L);
-
- /* Compute the racial factor */
- factor = rgold_adj[ot_ptr->owner_race][p_ptr->prace];
-
- /* Add in the charisma factor */
- factor += adj_chr_gold[p_ptr->stat_ind[A_CHR]];
-
-
- /* Shop is buying */
- if (flip)
- {
- /* Adjust for greed */
- adjust = 100 + (300 - (greed + factor));
-
- /* Never get "silly" */
- if (adjust > 100) adjust = 100;
-
- /* Mega-Hack -- Black market sucks */
- if (cur_store_num == STORE_BLACK)
- price = price / 2;
-
- /* Compute the final price (with rounding) */
- /* Hack -- prevent underflow */
- price = (price * adjust + 50L) / 100L;
- }
-
- /* Shop is selling */
- else
- {
- /* Adjust for greed */
- adjust = 100 + ((greed + factor) - 300);
-
- /* Never get "silly" */
- if (adjust < 100) adjust = 100;
-
- /* Mega-Hack -- Black market sucks */
- if (cur_store_num == STORE_BLACK)
- price = price * 2;
-
- /* Compute the final price (with rounding) */
- /* Hack -- prevent overflow */
- price = (s32b)(((u32b)price * (u32b)adjust + 50UL) / 100UL);
- }
-
- /* Note -- Never become "free" */
- if (price <= 0L) return (1L);
-
- /* Return the price */
- return (price);
-}
-
-
-/*!
- * @brief 安価な消耗品の販売数を増やし、低確率で割引にする /
- * Certain "cheap" objects should be created in "piles"
- * @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
- * @return なし
- * @details
- * <pre>
- * Some objects can be sold at a "discount" (in small piles)
- * </pre>
- */
-static void mass_produce(object_type *o_ptr)
-{
- int size = 1;
- DISCOUNT_RATE discount = 0;
-
- PRICE cost = object_value(o_ptr);
-
-
- /* Analyze the type */
- switch (o_ptr->tval)
- {
- /* Food, Flasks, and Lites */
- case TV_FOOD:
- case TV_FLASK:
- case TV_LITE:
- {
- if (cost <= 5L) size += damroll(3, 5);
- if (cost <= 20L) size += damroll(3, 5);
- if (cost <= 50L) size += damroll(2, 2);
- break;
- }
-
- case TV_POTION:
- case TV_SCROLL:
- {
- if (cost <= 60L) size += damroll(3, 5);
- if (cost <= 240L) size += damroll(1, 5);
- if (o_ptr->sval == SV_SCROLL_STAR_IDENTIFY) size += damroll(3, 5);
- if (o_ptr->sval == SV_SCROLL_STAR_REMOVE_CURSE) size += damroll(1, 4);
- break;
- }
-
- case TV_LIFE_BOOK:
- case TV_SORCERY_BOOK:
- case TV_NATURE_BOOK:
- case TV_CHAOS_BOOK:
- case TV_DEATH_BOOK:
- case TV_TRUMP_BOOK:
- case TV_ARCANE_BOOK:
- case TV_CRAFT_BOOK:
- case TV_DAEMON_BOOK:
- case TV_CRUSADE_BOOK:
- case TV_MUSIC_BOOK:
- case TV_HISSATSU_BOOK:
- case TV_HEX_BOOK:
- {
- if (cost <= 50L) size += damroll(2, 3);
- if (cost <= 500L) size += damroll(1, 3);
- break;
- }
-
- case TV_SOFT_ARMOR:
- case TV_HARD_ARMOR:
- case TV_SHIELD:
- case TV_GLOVES:
- case TV_BOOTS:
- case TV_CLOAK:
- case TV_HELM:
- case TV_CROWN:
- case TV_SWORD:
- case TV_POLEARM:
- case TV_HAFTED:
- case TV_DIGGING:
- case TV_BOW:
- {
- if (object_is_artifact(o_ptr)) break;
- if (object_is_ego(o_ptr)) break;
- if (cost <= 10L) size += damroll(3, 5);
- if (cost <= 100L) size += damroll(3, 5);
- break;
- }
-
- case TV_SPIKE:
- case TV_SHOT:
- case TV_ARROW:
- case TV_BOLT:
- {
- if (cost <= 5L) size += damroll(5, 5);
- if (cost <= 50L) size += damroll(5, 5);
- if (cost <= 500L) size += damroll(5, 5);
- break;
- }
-
- case TV_FIGURINE:
- {
- if (cost <= 100L) size += damroll(2, 2);
- if (cost <= 1000L) size += damroll(2, 2);
- break;
- }
-
- case TV_CAPTURE:
- case TV_STATUE:
- case TV_CARD:
- {
- size = 1;
- break;
- }
-
- /*
- * Because many rods (and a few wands and staffs) are useful mainly
- * in quantity, the Black Market will occasionally have a bunch of
- * one kind. -LM-
- */
- case TV_ROD:
- case TV_WAND:
- case TV_STAFF:
- {
- if ((cur_store_num == STORE_BLACK) && one_in_(3))
- {
- if (cost < 1601L) size += damroll(1, 5);
- else if (cost < 3201L) size += damroll(1, 3);
- }
- break;
- }
- }
-
-
- /* Pick a discount */
- if (cost < 5)
- {
- discount = 0;
- }
- else if (one_in_(25))
- {
- discount = 25;
- }
- else if (one_in_(150))
- {
- discount = 50;
- }
- else if (one_in_(300))
- {
- discount = 75;
- }
- else if (one_in_(500))
- {
- discount = 90;
- }
-
- if (o_ptr->art_name)
- {
- discount = 0;
- }
-
- /* Save the discount */
- o_ptr->discount = discount;
-
- /* Save the total pile size */
- o_ptr->number = size - (size * discount / 100);
-
- /* Ensure that mass-produced rods and wands get the correct pvals. */
- if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
- {
- o_ptr->pval *= (PARAMETER_VALUE)o_ptr->number;
- }
-}
-
-
-
-/*!
- * @brief 店舗に並べた品を同一品であるかどうか判定する /
- * Determine if a store item can "absorb" another item
- * @param o_ptr 判定するオブジェクト構造体の参照ポインタ1
- * @param j_ptr 判定するオブジェクト構造体の参照ポインタ2
- * @return 同一扱いできるならTRUEを返す
- * @details
- * <pre>
- * See "object_similar()" for the same function for the "player"
- * </pre>
- */
-static bool store_object_similar(object_type *o_ptr, object_type *j_ptr)
-{
- int i;
-
- /* Hack -- Identical items cannot be stacked */
- if (o_ptr == j_ptr) return (0);
-
- /* Different objects cannot be stacked */
- if (o_ptr->k_idx != j_ptr->k_idx) return (0);
-
- /* Different charges (etc) cannot be stacked, unless wands or rods. */
- if ((o_ptr->pval != j_ptr->pval) && (o_ptr->tval != TV_WAND) && (o_ptr->tval != TV_ROD)) return (0);
-
- /* Require many identical values */
- if (o_ptr->to_h != j_ptr->to_h) return (0);
- if (o_ptr->to_d != j_ptr->to_d) return (0);
- if (o_ptr->to_a != j_ptr->to_a) return (0);
-
- /* Require identical "ego-item" names */
- if (o_ptr->name2 != j_ptr->name2) return (0);
-
- /* Artifacts don't stack! */
- if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return (0);
-
- /* Hack -- Identical art_flags! */
- for (i = 0; i < TR_FLAG_SIZE; i++)
- if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return (0);
-
- /* Hack -- Never stack "powerful" items */
- if (o_ptr->xtra1 || j_ptr->xtra1) return (0);
-
- /* Hack -- Never stack recharging items */
- if (o_ptr->timeout || j_ptr->timeout) return (0);
-
- /* Require many identical values */
- if (o_ptr->ac != j_ptr->ac) return (0);
- if (o_ptr->dd != j_ptr->dd) return (0);
- if (o_ptr->ds != j_ptr->ds) return (0);
-
- /* Hack -- Never stack chests */
- if (o_ptr->tval == TV_CHEST) return (0);
- if (o_ptr->tval == TV_STATUE) return (0);
- if (o_ptr->tval == TV_CAPTURE) return (0);
-
- /* Require matching discounts */
- if (o_ptr->discount != j_ptr->discount) return (0);
-
- /* They match, so they must be similar */
- return TRUE;
-}
-
-
-/*!
- * @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 /
- * Allow a store item to absorb another item
- * @param o_ptr 判定するオブジェクト構造体の参照ポインタ1
- * @param j_ptr 判定するオブジェクト構造体の参照ポインタ2
- * @return 重ね合わせできるならTRUEを返す
- * @details
- * <pre>
- * See "object_similar()" for the same function for the "player"
- * </pre>
- */
-static void store_object_absorb(object_type *o_ptr, object_type *j_ptr)
-{
- int max_num = (o_ptr->tval == TV_ROD) ?
- MIN(99, MAX_SHORT / k_info[o_ptr->k_idx].pval) : 99;
- int total = o_ptr->number + j_ptr->number;
- int diff = (total > max_num) ? total - max_num : 0;
-
- /* Combine quantity, lose excess items */
- o_ptr->number = (total > max_num) ? max_num : total;
-
- /* Hack -- if rods are stacking, add the pvals (maximum timeouts) together. -LM- */
- if (o_ptr->tval == TV_ROD)
- {
- o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
- }
-
- /* Hack -- if wands are stacking, combine the charges. -LM- */
- if (o_ptr->tval == TV_WAND)
- {
- o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
- }
-}
-
-
-/*!
- * @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 /
- * Check to see if the shop will be carrying too many objects -RAK-
- * @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
- * @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。
- * @details
- * <pre>
- * Note that the shop, just like a player, will not accept things
- * it cannot hold. Before, one could "nuke" potions this way.
- * Return value is now int:
- * 0 : No space
- * -1 : Can be combined to existing slot.
- * 1 : Cannot be combined but there are empty spaces.
- * </pre>
- */
-static int store_check_num(object_type *o_ptr)
-{
- int i;
- object_type *j_ptr;
-
- /* The "home" acts like the player */
- if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
- {
- bool old_stack_force_notes = stack_force_notes;
- bool old_stack_force_costs = stack_force_costs;
-
- if (cur_store_num != STORE_HOME)
- {
- stack_force_notes = FALSE;
- stack_force_costs = FALSE;
- }
-
- /* Check all the items */
- for (i = 0; i < st_ptr->stock_num; i++)
- {
- /* Get the existing item */
- j_ptr = &st_ptr->stock[i];
-
- /* Can the new object be combined with the old one? */
- if (object_similar(j_ptr, o_ptr))
- {
- if (cur_store_num != STORE_HOME)
- {
- stack_force_notes = old_stack_force_notes;
- stack_force_costs = old_stack_force_costs;
- }
-
- return -1;
- }
- }
-
- if (cur_store_num != STORE_HOME)
- {
- stack_force_notes = old_stack_force_notes;
- stack_force_costs = old_stack_force_costs;
- }
- }
-
- /* Normal stores do special stuff */
- else
- {
- /* Check all the items */
- for (i = 0; i < st_ptr->stock_num; i++)
- {
- /* Get the existing item */
- j_ptr = &st_ptr->stock[i];
-
- /* Can the new object be combined with the old one? */
- if (store_object_similar(j_ptr, o_ptr)) return -1;
- }
- }
-
- /* Free space is always usable */
- /*
- * オプション powerup_home が設定されていると
- * 我が家が 20 ページまで使える
- */
- if ((cur_store_num == STORE_HOME) && ( powerup_home == FALSE )) {
- if (st_ptr->stock_num < ((st_ptr->stock_size) / 10)) {
- return 1;
- }
- }
- else{
- if (st_ptr->stock_num < st_ptr->stock_size) {
- return 1;
- }
- }
-
- /* But there was no room at the inn... */
- return 0;
-}
-
-/*!
- * @brief オブジェクトが祝福されているかの判定を返す /
- * @param o_ptr 判定したいオブジェクト構造体の参照ポインタ
- * @return アイテムが祝福されたアイテムならばTRUEを返す
- */
-static bool is_blessed_item(object_type *o_ptr)
-{
- BIT_FLAGS flgs[TR_FLAG_SIZE];
- object_flags(o_ptr, flgs);
- if (have_flag(flgs, TR_BLESSED)) return TRUE;
- else return FALSE;
-}
-
-
-
-/*!
- * @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 /
- * Determine if the current store will purchase the given item
- * @param o_ptr 判定したいオブジェクト構造体の参照ポインタ
- * @return アイテムが買い取れるならばTRUEを返す
- * @note
- * Note that a shop-keeper must refuse to buy "worthless" items
- */
-static bool store_will_buy(object_type *o_ptr)
-{
- /* Hack -- The Home is simple */
- if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) return TRUE;
-
- /* Switch on the store */
- switch (cur_store_num)
- {
- /* General Store */
- case STORE_GENERAL:
- {
- /* Analyze the type */
- switch (o_ptr->tval)
- {
- case TV_POTION:
- if (o_ptr->sval != SV_POTION_WATER) return FALSE;
-
- case TV_WHISTLE:
- case TV_FOOD:
- case TV_LITE:
- case TV_FLASK:
- case TV_SPIKE:
- case TV_SHOT:
- case TV_ARROW:
- case TV_BOLT:
- case TV_DIGGING:
- case TV_CLOAK:
- case TV_BOTTLE: /* 'Green', recycling Angband */
- case TV_FIGURINE:
- case TV_STATUE:
- case TV_CAPTURE:
- case TV_CARD:
- break;
- default:
- return FALSE;
- }
- break;
- }
-
- /* Armoury */
- case STORE_ARMOURY:
- {
- /* Analyze the type */
- switch (o_ptr->tval)
- {
- case TV_BOOTS:
- case TV_GLOVES:
- case TV_CROWN:
- case TV_HELM:
- case TV_SHIELD:
- case TV_CLOAK:
- case TV_SOFT_ARMOR:
- case TV_HARD_ARMOR:
- case TV_DRAG_ARMOR:
- break;
- default:
- return FALSE;
- }
- break;
- }
-
- /* Weapon Shop */
- case STORE_WEAPON:
- {
- /* Analyze the type */
- switch (o_ptr->tval)
- {
- case TV_SHOT:
- case TV_BOLT:
- case TV_ARROW:
- case TV_BOW:
- case TV_DIGGING:
- case TV_POLEARM:
- case TV_SWORD:
- case TV_HISSATSU_BOOK:
- break;
- case TV_HAFTED:
- {
- if(o_ptr->sval == SV_WIZSTAFF) return FALSE;
- }
- break;
- default:
- return FALSE;
- }
- break;
- }
-
- /* Temple */
- case STORE_TEMPLE:
- {
- /* Analyze the type */
- switch (o_ptr->tval)
- {
- case TV_LIFE_BOOK:
- case TV_CRUSADE_BOOK:
- case TV_SCROLL:
- case TV_POTION:
- case TV_HAFTED:
- {
- break;
- }
- case TV_FIGURINE:
- case TV_STATUE:
- {
- monster_race *r_ptr = &r_info[o_ptr->pval];
-
- /* Decline evil */
- if (!(r_ptr->flags3 & RF3_EVIL))
- {
- /* Accept good */
- if (r_ptr->flags3 & RF3_GOOD) break;
-
- /* Accept animals */
- if (r_ptr->flags3 & RF3_ANIMAL) break;
-
- /* Accept mimics */
- if (my_strchr("?!", r_ptr->d_char)) break;
- }
- }
- case TV_POLEARM:
- case TV_SWORD:
- {
- if (is_blessed_item(o_ptr)) break;
- }
- default:
- return FALSE;
- }
- break;
- }
-
- /* Alchemist */
- case STORE_ALCHEMIST:
- {
- /* Analyze the type */
- switch (o_ptr->tval)
- {
- case TV_SCROLL:
- case TV_POTION:
- break;
- default:
- return FALSE;
- }
- break;
- }
-
- /* Magic Shop */
- case STORE_MAGIC:
- {
- /* Analyze the type */
- switch (o_ptr->tval)
- {
- case TV_SORCERY_BOOK:
- case TV_NATURE_BOOK:
- case TV_CHAOS_BOOK:
- case TV_DEATH_BOOK:
- case TV_TRUMP_BOOK:
- case TV_ARCANE_BOOK:
- case TV_CRAFT_BOOK:
- case TV_DAEMON_BOOK:
- case TV_MUSIC_BOOK:
- case TV_HEX_BOOK:
- case TV_AMULET:
- case TV_RING:
- case TV_STAFF:
- case TV_WAND:
- case TV_ROD:
- case TV_SCROLL:
- case TV_POTION:
- case TV_FIGURINE:
- break;
- case TV_HAFTED:
- {
- if(o_ptr->sval == SV_WIZSTAFF) break;
- else return FALSE;
- }
- default:
- return FALSE;
- }
- break;
- }
- /* Bookstore Shop */
- case STORE_BOOK:
- {
- /* Analyze the type */
- switch (o_ptr->tval)
- {
- case TV_SORCERY_BOOK:
- case TV_NATURE_BOOK:
- case TV_CHAOS_BOOK:
- case TV_DEATH_BOOK:
- case TV_LIFE_BOOK:
- case TV_TRUMP_BOOK:
- case TV_ARCANE_BOOK:
- case TV_CRAFT_BOOK:
- case TV_DAEMON_BOOK:
- case TV_CRUSADE_BOOK:
- case TV_MUSIC_BOOK:
- case TV_HEX_BOOK:
- break;
- default:
- return FALSE;
- }
- break;
- }
- }
-
- /* Ignore "worthless" items */
- if (object_value(o_ptr) <= 0) return FALSE;
-
- /* Assume okay */
- return TRUE;
-}
-
-
-/*!
- * @brief 現在の町の指定された店舗のアイテムを整理する /
- * Combine and reorder items in store.
- * @param store_num 店舗ID
- * @return 実際に整理が行われたならばTRUEを返す。
- */
-bool combine_and_reorder_home(int store_num)
-{
- int i, j, k;
- s32b o_value;
- object_type forge, *o_ptr, *j_ptr;
- bool flag = FALSE, combined;
- store_type *old_st_ptr = st_ptr;
- bool old_stack_force_notes = stack_force_notes;
- bool old_stack_force_costs = stack_force_costs;
-
- st_ptr = &town_info[1].store[store_num];
- if (store_num != STORE_HOME)
- {
- stack_force_notes = FALSE;
- stack_force_costs = FALSE;
- }
-
- do
- {
- combined = FALSE;
-
- /* Combine the items in the home (backwards) */
- for (i = st_ptr->stock_num - 1; i > 0; i--)
- {
- o_ptr = &st_ptr->stock[i];
-
- /* Skip empty items */
- if (!o_ptr->k_idx) continue;
-
- /* Scan the items above that item */
- for (j = 0; j < i; j++)
- {
- int max_num;
-
- j_ptr = &st_ptr->stock[j];
-
- /* Skip empty items */
- if (!j_ptr->k_idx) continue;
-
- /*
- * Get maximum number of the stack if these
- * are similar, get zero otherwise.
- */
- max_num = object_similar_part(j_ptr, o_ptr);
-
- /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
- if (max_num && j_ptr->number < max_num)
- {
- if (o_ptr->number + j_ptr->number <= max_num)
- {
- /* Add together the item counts */
- object_absorb(j_ptr, o_ptr);
-
- /* One object is gone */
- st_ptr->stock_num--;
-
- /* Slide everything down */
- for (k = i; k < st_ptr->stock_num; k++)
- {
- /* Structure copy */
- st_ptr->stock[k] = st_ptr->stock[k + 1];
- }
-
- /* Erase the "final" slot */
- object_wipe(&st_ptr->stock[k]);
- }
- else
- {
- ITEM_NUMBER old_num = o_ptr->number;
- ITEM_NUMBER remain = j_ptr->number + o_ptr->number - max_num;
-
- /* Add together the item counts */
- object_absorb(j_ptr, o_ptr);
-
- o_ptr->number = remain;
-
- /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
- if (o_ptr->tval == TV_ROD)
- {
- o_ptr->pval = o_ptr->pval * remain / old_num;
- o_ptr->timeout = o_ptr->timeout * remain / old_num;
- }
-
- /* Hack -- if wands are stacking, combine the charges. -LM- */
- else if (o_ptr->tval == TV_WAND)
- {
- o_ptr->pval = o_ptr->pval * remain / old_num;
- }
- }
-
- /* Take note */
- combined = TRUE;
- break;
- }
- }
- }
-
- flag |= combined;
- }
- while (combined);
-
- /* Re-order the items in the home (forwards) */
- for (i = 0; i < st_ptr->stock_num; i++)
- {
- o_ptr = &st_ptr->stock[i];
-
- /* Skip empty slots */
- if (!o_ptr->k_idx) continue;
-
- /* Get the "value" of the item */
- o_value = object_value(o_ptr);
-
- /* Scan every occupied slot */
- for (j = 0; j < st_ptr->stock_num; j++)
- {
- if (object_sort_comp(o_ptr, o_value, &st_ptr->stock[j])) break;
- }
-
- /* Never move down */
- if (j >= i) continue;
-
- /* Take note */
- flag = TRUE;
- j_ptr = &forge;
-
- /* Save a copy of the moving item */
- object_copy(j_ptr, &st_ptr->stock[i]);
-
- /* Slide the objects */
- for (k = i; k > j; k--)
- {
- /* Slide the item */
- object_copy(&st_ptr->stock[k], &st_ptr->stock[k - 1]);
- }
-
- /* Insert the moving item */
- object_copy(&st_ptr->stock[j], j_ptr);
- }
-
- st_ptr = old_st_ptr;
- if (store_num != STORE_HOME)
- {
- stack_force_notes = old_stack_force_notes;
- stack_force_costs = old_stack_force_costs;
- }
-
- return flag;
-}
-
-
-/*!
- * @brief 我が家にオブジェクトを加える /
- * Add the item "o_ptr" to the inventory of the "Home"
- * @param o_ptr 加えたいオブジェクトの構造体参照ポインタ
- * @return 収めた先のID
- * @details
- * <pre>
- * In all cases, return the slot (or -1) where the object was placed
- * Note that this is a hacked up version of "inven_carry()".
- * Also note that it may not correctly "adapt" to "knowledge" bacoming
- * known, the player may have to pick stuff up and drop it again.
- * </pre>
- */
-static int home_carry(object_type *o_ptr)
-{
- int slot;
- PRICE value;
- int i;
- object_type *j_ptr;
- bool old_stack_force_notes = stack_force_notes;
- bool old_stack_force_costs = stack_force_costs;
-
- if (cur_store_num != STORE_HOME)
- {
- stack_force_notes = FALSE;
- stack_force_costs = FALSE;
- }
-
- /* Check each existing item (try to combine) */
- for (slot = 0; slot < st_ptr->stock_num; slot++)
- {
- /* Get the existing item */
- j_ptr = &st_ptr->stock[slot];
-
- /* The home acts just like the player */
- if (object_similar(j_ptr, o_ptr))
- {
- /* Save the new number of items */
- object_absorb(j_ptr, o_ptr);
-
- if (cur_store_num != STORE_HOME)
- {
- stack_force_notes = old_stack_force_notes;
- stack_force_costs = old_stack_force_costs;
- }
-
- /* All done */
- return (slot);
- }
- }
-
- if (cur_store_num != STORE_HOME)
- {
- stack_force_notes = old_stack_force_notes;
- stack_force_costs = old_stack_force_costs;
- }
-
- /* No space? */
- /*
- * 隠し機能: オプション powerup_home が設定されていると
- * 我が家が 20 ページまで使える
- */
- /* No space? */
- if ((cur_store_num != STORE_HOME) || (powerup_home == TRUE)) {
- if (st_ptr->stock_num >= st_ptr->stock_size) {
- return (-1);
- }
- }
- else{
- if (st_ptr->stock_num >= ((st_ptr->stock_size) / 10)) {
- return (-1);
- }
- }
-
-
- /* Determine the "value" of the item */
- value = object_value(o_ptr);
-
- /* Check existing slots to see if we must "slide" */
- for (slot = 0; slot < st_ptr->stock_num; slot++)
- {
- if (object_sort_comp(o_ptr, value, &st_ptr->stock[slot])) break;
- }
-
- /* Slide the others up */
- for (i = st_ptr->stock_num; i > slot; i--)
- {
- st_ptr->stock[i] = st_ptr->stock[i-1];
- }
-
- /* More stuff now */
- st_ptr->stock_num++;
-
- /* Insert the new item */
- st_ptr->stock[slot] = *o_ptr;
-
- chg_virtue(p_ptr, V_SACRIFICE, -1);
-
- (void)combine_and_reorder_home(cur_store_num);
-
- /* Return the location */
- return (slot);
-}
-
-
-/*!
- * @brief 店舗にオブジェクトを加える /
- * Add the item "o_ptr" to a real stores inventory.
- * @param o_ptr 加えたいオブジェクトの構造体参照ポインタ
- * @return 収めた先のID
- * @details
- * <pre>
- * In all cases, return the slot (or -1) where the object was placed
- * Note that this is a hacked up version of "inven_carry()".
- * Also note that it may not correctly "adapt" to "knowledge" bacoming
- * known, the player may have to pick stuff up and drop it again.
- * </pre>
- */
-static int store_carry(object_type *o_ptr)
-{
- int i, slot;
- PRICE value, j_value;
- object_type *j_ptr;
-
-
- /* Evaluate the object */
- value = object_value(o_ptr);
-
- /* Cursed/Worthless items "disappear" when sold */
- if (value <= 0) return (-1);
-
- /* All store items are fully *identified* */
- o_ptr->ident |= IDENT_MENTAL;
-
- /* Erase the inscription */
- o_ptr->inscription = 0;
-
- /* Erase the "feeling" */
- o_ptr->feeling = FEEL_NONE;
-
- /* Check each existing item (try to combine) */
- for (slot = 0; slot < st_ptr->stock_num; slot++)
- {
- /* Get the existing item */
- j_ptr = &st_ptr->stock[slot];
-
- /* Can the existing items be incremented? */
- if (store_object_similar(j_ptr, o_ptr))
- {
- /* Hack -- extra items disappear */
- store_object_absorb(j_ptr, o_ptr);
-
- /* All done */
- return (slot);
- }
- }
-
- /* No space? */
- if (st_ptr->stock_num >= st_ptr->stock_size) return (-1);
-
-
- /* Check existing slots to see if we must "slide" */
- for (slot = 0; slot < st_ptr->stock_num; slot++)
- {
- /* Get that item */
- j_ptr = &st_ptr->stock[slot];
-
- /* Objects sort by decreasing type */
- if (o_ptr->tval > j_ptr->tval) break;
- if (o_ptr->tval < j_ptr->tval) continue;
-
- /* Objects sort by increasing sval */
- if (o_ptr->sval < j_ptr->sval) break;
- if (o_ptr->sval > j_ptr->sval) continue;
-
- /*
- * Hack: otherwise identical rods sort by
- * increasing recharge time --dsb
- */
- if (o_ptr->tval == TV_ROD)
- {
- if (o_ptr->pval < j_ptr->pval) break;
- if (o_ptr->pval > j_ptr->pval) continue;
- }
-
- /* Evaluate that slot */
- j_value = object_value(j_ptr);
-
- /* Objects sort by decreasing value */
- if (value > j_value) break;
- if (value < j_value) continue;
- }
-
- /* Slide the others up */
- for (i = st_ptr->stock_num; i > slot; i--)
- {
- st_ptr->stock[i] = st_ptr->stock[i-1];
- }
-
- /* More stuff now */
- st_ptr->stock_num++;
-
- /* Insert the new item */
- st_ptr->stock[slot] = *o_ptr;
-
- /* Return the location */
- return (slot);
-}
-
-
-/*!
- * @brief 店舗のオブジェクト数を増やす /
- * Add the item "o_ptr" to a real stores inventory.
- * @param item 増やしたいアイテムのID
- * @param num 増やしたい数
- * @return なし
- * @details
- * <pre>
- * Increase, by a given amount, the number of a certain item
- * in a certain store. This can result in zero items.
- * </pre>
- * @todo numは本来ITEM_NUMBER型にしたい。
- */
-static void store_item_increase(INVENTORY_IDX item, int num)
-{
- int cnt;
- object_type *o_ptr;
-
- o_ptr = &st_ptr->stock[item];
-
- /* Verify the number */
- cnt = o_ptr->number + num;
- if (cnt > 255) cnt = 255;
- else if (cnt < 0) cnt = 0;
- num = cnt - o_ptr->number;
-
- /* Save the new number */
- o_ptr->number += (ITEM_NUMBER)num;
-}
-
-
-/*!
- * @brief 店舗のオブジェクト数を削除する /
- * Remove a slot if it is empty
- * @param item 削除したいアイテムのID
- * @return なし
- */
-static void store_item_optimize(INVENTORY_IDX item)
-{
- int j;
- object_type *o_ptr;
-
- o_ptr = &st_ptr->stock[item];
-
- /* Must exist */
- if (!o_ptr->k_idx) return;
-
- /* Must have no items */
- if (o_ptr->number) return;
-
- /* One less item */
- st_ptr->stock_num--;
-
- /* Slide everyone */
- for (j = item; j < st_ptr->stock_num; j++)
- {
- st_ptr->stock[j] = st_ptr->stock[j + 1];
- }
-
- /* Nuke the final slot */
- object_wipe(&st_ptr->stock[j]);
-}
-
-/*!
- * @brief ブラックマーケット用の無価値品の排除判定 /
- * This function will keep 'crap' out of the black market.
- * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
- * @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
- * @details
- * <pre>
- * Crap is defined as any item that is "available" elsewhere
- * Based on a suggestion by "Lee Vogt" <lvogt@cig.mcel.mot.com>
- * </pre>
- */
-static bool black_market_crap(object_type *o_ptr)
-{
- int i, j;
-
- /* Ego items are never crap */
- if (object_is_ego(o_ptr)) return FALSE;
-
- /* Good items are never crap */
- if (o_ptr->to_a > 0) return FALSE;
- if (o_ptr->to_h > 0) return FALSE;
- if (o_ptr->to_d > 0) return FALSE;
-
- /* Check all stores */
- for (i = 0; i < MAX_STORES; i++)
- {
- if (i == STORE_HOME) continue;
- if (i == STORE_MUSEUM) continue;
-
- /* Check every item in the store */
- for (j = 0; j < town_info[p_ptr->town_num].store[i].stock_num; j++)
- {
- object_type *j_ptr = &town_info[p_ptr->town_num].store[i].stock[j];
-
- /* Duplicate item "type", assume crappy */
- if (o_ptr->k_idx == j_ptr->k_idx) return TRUE;
- }
- }
-
- /* Assume okay */
- return FALSE;
-}
-
-
-/*!
- * @brief 店舗の品揃え変化のためにアイテムを削除する /
- * Attempt to delete (some of) a random item from the store
- * @return なし
- * @details
- * <pre>
- * Hack -- we attempt to "maintain" piles of items when possible.
- * </pre>
- */
-static void store_delete(void)
-{
- INVENTORY_IDX what;
- int num;
-
- /* Pick a random slot */
- what = (INVENTORY_IDX)randint0(st_ptr->stock_num);
-
- /* Determine how many items are here */
- num = st_ptr->stock[what].number;
-
- /* Hack -- sometimes, only destroy half the items */
- if (randint0(100) < 50) num = (num + 1) / 2;
-
- /* Hack -- sometimes, only destroy a single item */
- if (randint0(100) < 50) num = 1;
-
- /* Hack -- decrement the maximum timeouts and total charges of rods and wands. -LM- */
- if ((st_ptr->stock[what].tval == TV_ROD) || (st_ptr->stock[what].tval == TV_WAND))
- {
- st_ptr->stock[what].pval -= num * st_ptr->stock[what].pval / st_ptr->stock[what].number;
- }
-
- /* Actually destroy (part of) the item */
- store_item_increase(what, -num);
- store_item_optimize(what);
-}
-
-
-/*!
- * @brief 店舗の品揃え変化のためにアイテムを追加する /
- * Creates a random item and gives it to a store
- * @param player_ptr プレーヤーへの参照ポインタ
- * @return なし
- * @details
- * <pre>
- * This algorithm needs to be rethought. A lot.
- * Currently, "normal" stores use a pre-built array.
- * Note -- the "level" given to "obj_get_num()" is a "favored"
- * level, that is, there is a much higher chance of getting
- * items with a level approaching that of the given level...
- * Should we check for "permission" to have the given item?
- * </pre>
- */
-static void store_create(player_type *player_ptr)
-{
- OBJECT_IDX i;
- int tries;
- DEPTH level;
-
- object_type forge;
- object_type *q_ptr;
-
- /* Paranoia -- no room left */
- if (st_ptr->stock_num >= st_ptr->stock_size) return;
-
- /* Hack -- consider up to four items */
- for (tries = 0; tries < 4; tries++)
- {
- /* Black Market */
- if (cur_store_num == STORE_BLACK)
- {
- /* Pick a level for object/magic */
- level = 25 + randint0(25);
-
- /* Random item (usually of given level) */
- i = get_obj_num(player_ptr, level, 0x00000000);
-
- /* Handle failure */
- if (!i) continue;
- }
-
- /* Normal Store */
- else
- {
- /* Hack -- Pick an item to sell */
- i = st_ptr->table[randint0(st_ptr->table_num)];
-
- /* Hack -- fake level for apply_magic() */
- level = rand_range(1, STORE_OBJ_LEVEL);
- }
-
- q_ptr = &forge;
-
- /* Create a new object of the chosen kind */
- object_prep(q_ptr, i);
-
- /* Apply some "low-level" magic (no artifacts) */
- apply_magic(player_ptr, q_ptr, level, AM_NO_FIXED_ART);
-
- /* Require valid object */
- if (!store_will_buy(q_ptr)) continue;
-
- /* Hack -- Charge lite's */
- if (q_ptr->tval == TV_LITE)
- {
- if (q_ptr->sval == SV_LITE_TORCH) q_ptr->xtra4 = FUEL_TORCH / 2;
- if (q_ptr->sval == SV_LITE_LANTERN) q_ptr->xtra4 = FUEL_LAMP / 2;
- }
-
-
- /* The item is "known" */
- object_known(q_ptr);
-
- /* Mark it storebought */
- q_ptr->ident |= IDENT_STORE;
-
- /* Mega-Hack -- no chests in stores */
- if (q_ptr->tval == TV_CHEST) continue;
-
- /* Prune the black market */
- if (cur_store_num == STORE_BLACK)
- {
- /* Hack -- No "crappy" items */
- if (black_market_crap(q_ptr)) continue;
-
- /* Hack -- No "cheap" items */
- if (object_value(q_ptr) < 10) continue;
-
- /* No "worthless" items */
- /* if (object_value(q_ptr) <= 0) continue; */
- }
-
- /* Prune normal stores */
- else
- {
- /* No "worthless" items */
- if (object_value(q_ptr) <= 0) continue;
- }
-
-
- /* Mass produce and/or Apply discount */
- mass_produce(q_ptr);
-
- /* Attempt to carry the (known) item */
- (void)store_carry(q_ptr);
-
- /* Definitely done */
- break;
- }
-}
-
-
-/*!
- * @brief 店舗の割引対象外にするかどうかを判定 /
- * Eliminate need to bargain if player has haggled well in the past
- * @param minprice アイテムの最低販売価格
- * @return 割引を禁止するならTRUEを返す。
- */
-static bool noneedtobargain(PRICE minprice)
-{
- PRICE good = st_ptr->good_buy;
- PRICE bad = st_ptr->bad_buy;
-
- /* Cheap items are "boring" */
- if (minprice < 10L) return TRUE;
-
- /* Perfect haggling */
- if (good == MAX_SHORT) return TRUE;
-
- /* Reward good haggles, punish bad haggles, notice price */
- if (good > ((3 * bad) + (5 + (minprice/50)))) return TRUE;
-
- /* Return the flag */
- return FALSE;
-}
-
-
-/*!
- * @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 /
- * Update the bargain info
- * @param price 実際の取引価格
- * @param minprice 店主の提示した価格
- * @param num 売買数
- * @return なし
- */
-static void updatebargain(PRICE price, PRICE minprice, int num)
-{
- /* Hack -- auto-haggle */
- if (!manual_haggle) return;
-
- /* Cheap items are "boring" */
- if ((minprice/num) < 10L) return;
-
- /* Count the successful haggles */
- if (price == minprice)
- {
- /* Just count the good haggles */
- if (st_ptr->good_buy < MAX_SHORT)
- {
- st_ptr->good_buy++;
- }
- }
-
- /* Count the failed haggles */
- else
- {
- /* Just count the bad haggles */
- if (st_ptr->bad_buy < MAX_SHORT)
- {
- st_ptr->bad_buy++;
- }
- }
-}
-
-
-/*!
- * @brief 店の商品リストを再表示する /
- * Re-displays a single store entry
- * @param pos 表示行
- * @return なし
- */
-static void display_entry(int pos)
-{
- int i, cur_col;
- object_type *o_ptr;
- s32b x;
-
- GAME_TEXT o_name[MAX_NLEN];
- char out_val[160];
-
- int maxwid = 75;
-
- o_ptr = &st_ptr->stock[pos];
-
- /* Get the "offset" */
- i = (pos % store_bottom);
-
- /* Label it, clear the line --(-- */
- (void)sprintf(out_val, "%c) ", ((i > 25) ? toupper(I2A(i - 26)) : I2A(i)));
- prt(out_val, i+6, 0);
-
- cur_col = 3;
- if (show_item_graph)
- {
- TERM_COLOR a = object_attr(o_ptr);
- SYMBOL_CODE c = object_char(o_ptr);
-
- Term_queue_bigchar(cur_col, i + 6, a, c, 0, 0);
- if (use_bigtile) cur_col++;
-
- cur_col += 2;
- }
-
- /* Describe an item in the home */
- if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM))
- {
- maxwid = 75;
-
- /* Leave room for weights, if necessary -DRS- */
- if (show_weights) maxwid -= 10;
-
- object_desc(o_name, o_ptr, 0);
- o_name[maxwid] = '\0';
- c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, cur_col);
-
- /* Show weights */
- if(show_weights)
- {
- /* Only show the weight of an individual item */
- WEIGHT wgt = o_ptr->weight;
-#ifdef JP
- sprintf(out_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt));
- put_str(out_val, i+6, 67);
-#else
- (void)sprintf(out_val, "%3d.%d lb", wgt / 10, wgt % 10);
- put_str(out_val, i+6, 68);
-#endif
-
- }
- }
-
- /* Describe an item (fully) in a store */
- else
- {
- /* Must leave room for the "price" */
- maxwid = 65;
-
- /* Leave room for weights, if necessary -DRS- */
- if (show_weights) maxwid -= 7;
-
- /* Describe the object (fully) */
- object_desc(o_name, o_ptr, 0);
- o_name[maxwid] = '\0';
- c_put_str(tval_to_attr[o_ptr->tval], o_name, i+6, cur_col);
-
- /* Show weights */
- if (show_weights)
- {
- /* Only show the weight of an individual item */
- int wgt = o_ptr->weight;
-#ifdef JP
- sprintf(out_val, "%3d.%1d", lbtokg1(wgt) , lbtokg2(wgt) );
- put_str(out_val, i+6, 60);
-#else
- (void)sprintf(out_val, "%3d.%d", wgt / 10, wgt % 10);
- put_str(out_val, i+6, 61);
-#endif
-
- }
-
- /* Display a "fixed" cost */
- if (o_ptr->ident & (IDENT_FIXED))
- {
- /* Extract the "minimum" price */
- x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
-
- /* Actually draw the price (not fixed) */
-#ifdef JP
- (void)sprintf(out_val, "%9ld固", (long)x);
-#else
- (void)sprintf(out_val, "%9ld F", (long)x);
-#endif
- put_str(out_val, i+6, 68);
- }
-
- /* Display a "taxed" cost */
- else if (!manual_haggle)
- {
- /* Extract the "minimum" price */
- x = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
-
- /* Hack -- Apply Sales Tax if needed */
- if (!noneedtobargain(x)) x += x / 10;
-
- /* Actually draw the price (with tax) */
- (void)sprintf(out_val, "%9ld ", (long)x);
- put_str(out_val, i+6, 68);
- }
-
- /* Display a "haggle" cost */
- else
- {
- /* Extrect the "maximum" price */
- x = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
-
- /* Actually draw the price (not fixed) */
- (void)sprintf(out_val, "%9ld ", (long)x);
- put_str(out_val, i+6, 68);
- }
- }
-}
-
-
-/*!
- * @brief 店の商品リストを表示する /
- * Displays a store's inventory -RAK-
- * @return なし
- * @details
- * All prices are listed as "per individual object". -BEN-
- */
-static void display_inventory(void)
-{
- int i, k;
-
- /* Display the next 12 items */
- for (k = 0; k < store_bottom; k++)
- {
- /* Do not display "dead" items */
- if (store_top + k >= st_ptr->stock_num) break;
-
- /* Display that line */
- display_entry(store_top + k);
- }
-
- /* Erase the extra lines and the "more" prompt */
- for (i = k; i < store_bottom + 1; i++) prt("", i + 6, 0);
-
- /* Assume "no current page" */
-#ifdef JP
- put_str(" ", 5, 20);
-#else
- put_str(" ", 5, 20);
-#endif
-
-
- /* Visual reminder of "more items" */
- if (st_ptr->stock_num > store_bottom)
- {
- /* Show "more" reminder (after the last item) */
- prt(_("-続く-", "-more-"), k + 6, 3);
-
- /* Indicate the "current page" */
- /* Trailing spaces are to display (Page xx) and (Page x) */
- put_str(format(_("(%dページ) ", "(Page %d) "), store_top/store_bottom + 1), 5, 20);
- }
-
- if (cur_store_num == STORE_HOME || cur_store_num == STORE_MUSEUM)
- {
- k = st_ptr->stock_size;
-
- if (cur_store_num == STORE_HOME && !powerup_home) k /= 10;
-#ifdef JP
- put_str(format("アイテム数: %4d/%4d", st_ptr->stock_num, k), 19 + xtra_stock, 27);
-#else
- put_str(format("Objects: %4d/%4d", st_ptr->stock_num, k), 19 + xtra_stock, 30);
-#endif
- }
-}
-
-
-/*!
- * @brief プレイヤーの所持金を表示する /
- * Displays players gold -RAK-
- * @return なし
- * @details
- */
-static void store_prt_gold(void)
-{
- char out_val[64];
-
- prt(_("手持ちのお金: ", "Gold Remaining: "), 19 + xtra_stock, 53);
- sprintf(out_val, "%9ld", (long)p_ptr->au);
- prt(out_val, 19 + xtra_stock, 68);
-}
-
-/*!
- * @brief 店舗情報全体を表示するメインルーチン /
- * Displays store (after clearing screen) -RAK-
- * @return なし
- * @details
- */
-static void display_store(void)
-{
- char buf[80];
-
- Term_clear();
-
- /* The "Home" is special */
- if (cur_store_num == STORE_HOME)
- {
- /* Put the owner name */
- put_str(_("我が家", "Your Home"), 3, 31);
-
- /* Label the item descriptions */
- put_str(_("アイテムの一覧", "Item Description"), 5, 4);
-
- /* If showing weights, show label */
- if (show_weights)
- {
- put_str(_(" 重さ", "Weight"), 5, 70);
- }
- }
-
- /* The "Home" is special */
- else if (cur_store_num == STORE_MUSEUM)
- {
- /* Put the owner name */
- put_str(_("博物館", "Museum"), 3, 31);
-
- /* Label the item descriptions */
- put_str(_("アイテムの一覧", "Item Description"), 5, 4);
-
- /* If showing weights, show label */
- if (show_weights)
- {
- put_str(_(" 重さ", "Weight"), 5, 70);
- }
- }
-
- /* Normal stores */
- else
- {
- concptr store_name = (f_name + f_info[cur_store_feat].name);
- concptr owner_name = (ot_ptr->owner_name);
- concptr race_name = race_info[ot_ptr->owner_race].title;
-
- /* Put the owner name and race */
- sprintf(buf, "%s (%s)", owner_name, race_name);
- put_str(buf, 3, 10);
-
- /* Show the max price in the store (above prices) */
- sprintf(buf, "%s (%ld)", store_name, (long)(ot_ptr->max_cost));
- prt(buf, 3, 50);
-
- /* Label the item descriptions */
- put_str(_("商品の一覧", "Item Description"), 5, 5);
-
-
- /* If showing weights, show label */
- if (show_weights)
- {
- put_str(_(" 重さ", "Weight"), 5, 60);
- }
-
- /* Label the asking price (in stores) */
- put_str(_(" 価格", "Price"), 5, 72);
- }
-
- /* Display the current gold */
- store_prt_gold();
- display_inventory();
-}
-
-
-
-/*!
- * @brief 店舗からアイテムを選択する /
- * Get the ID of a store item and return its value -RAK-
- * @param com_val 選択IDを返す参照ポインタ
- * @param pmt メッセージキャプション
- * @param i 選択範囲の最小値
- * @param j 選択範囲の最大値
- * @return 実際に選択したらTRUE、キャンセルしたらFALSE
- */
-static int get_stock(COMMAND_CODE *com_val, concptr pmt, int i, int j)
-{
- char command;
- char out_val[160];
- char lo, hi;
-
- /* Get the item index */
- if (repeat_pull(com_val))
- {
- /* Verify the item */
- if ((*com_val >= i) && (*com_val <= j))
- {
- /* Success */
- return TRUE;
- }
- }
- msg_print(NULL);
-
- /* Assume failure */
- *com_val = (-1);
-
- /* Build the prompt */
- lo = I2A(i);
- hi = (j > 25) ? toupper(I2A(j - 26)) : I2A(j);
-#ifdef JP
- (void)sprintf(out_val, "(%s:%c-%c, ESCで中断) %s",
- (((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) ? "アイテム" : "商品"),
- lo, hi, pmt);
-#else
- (void)sprintf(out_val, "(Items %c-%c, ESC to exit) %s",
- lo, hi, pmt);
-#endif
-
-
- /* Ask until done */
- while (TRUE)
- {
- COMMAND_CODE k;
-
- /* Escape */
- if (!get_com(out_val, &command, FALSE)) break;
-
- /* Convert */
- if (islower(command))
- k = A2I(command);
- else if (isupper(command))
- k = A2I(tolower(command)) + 26;
- else
- k = -1;
-
- /* Legal responses */
- if ((k >= i) && (k <= j))
- {
- *com_val = k;
- break;
- }
-
- bell();
- }
-
- /* Clear the prompt */
- prt("", 0, 0);
-
- if (command == ESCAPE) return FALSE;
-
- repeat_push(*com_val);
-
- /* Success */
- return TRUE;
-}
-
-
-/*!
- * @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 /
- * Increase the insult counter and get angry if too many -RAK-
- * @return プレイヤーを締め出す場合TRUEを返す
- */
-static int increase_insults(void)
-{
- /* Increase insults */
- st_ptr->insult_cur++;
-
- /* Become insulted */
- if (st_ptr->insult_cur > ot_ptr->insult_max)
- {
- /* Complain */
- say_comment_4();
-
- /* Reset insults */
- st_ptr->insult_cur = 0;
- st_ptr->good_buy = 0;
- st_ptr->bad_buy = 0;
-
- /* Open tomorrow */
- st_ptr->store_open = current_world_ptr->game_turn + TURNS_PER_TICK*TOWN_DAWN/8 + randint1(TURNS_PER_TICK*TOWN_DAWN/8);
-
- /* Closed */
- return TRUE;
- }
-
- /* Not closed */
- return FALSE;
-}
-
-
-/*!
- * @brief 店主の不満度を減らす /
- * Decrease insults -RAK-
- * @return プレイヤーを締め出す場合TRUEを返す
- */
-static void decrease_insults(void)
-{
- /* Decrease insults */
- if (st_ptr->insult_cur) st_ptr->insult_cur--;
-}
-
-
-/*!
- * @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 /
- * Have insulted while haggling -RAK-
- * @return プレイヤーを締め出す場合TRUEを返す
- */
-static int haggle_insults(void)
-{
- /* Increase insults */
- if (increase_insults()) return TRUE;
-
- /* Display and flush insult */
- say_comment_5();
-
- /* Still okay */
- return FALSE;
-}
-
-
-/*
- * Mega-Hack -- Enable "increments"
- */
-static bool allow_inc = FALSE;
-
-/*
- * Mega-Hack -- Last "increment" during haggling
- */
-static s32b last_inc = 0L;
-
-
-/*!
- * @brief 交渉価格を確認と認証の是非を行う /
- * Get a haggle
- * @param pmt メッセージ
- * @param poffer 別途価格提示をした場合の値を返す参照ポインタ
- * @param price 現在の交渉価格
- * @param final 最終確定価格ならばTRUE
- * @return プレイヤーを締め出す場合TRUEを返す
- */
-static int get_haggle(concptr pmt, s32b *poffer, PRICE price, int final)
-{
- s32b i;
- concptr p;
- GAME_TEXT buf[128];
- GAME_TEXT out_val[160];
-
- /* Clear old increment if necessary */
- if (!allow_inc) last_inc = 0L;
-
- /* Final offer */
- if (final)
- {
- sprintf(buf, _("%s [承諾] ", "%s [accept] "), pmt);
- }
-
- /* Old (negative) increment, and not final */
- else if (last_inc < 0)
- {
- sprintf(buf, _("%s [-$%ld] ", "%s [-%ld] "), pmt, (long)(ABS(last_inc)));
- }
-
- /* Old (positive) increment, and not final */
- else if (last_inc > 0)
- {
- sprintf(buf, _("%s [+$%ld] ", "%s [+%ld] "), pmt, (long)(ABS(last_inc)));
- }
-
- /* Normal haggle */
- else
- {
- sprintf(buf, "%s ", pmt);
- }
- msg_print(NULL);
-
- /* Ask until done */
- while (TRUE)
- {
- bool res;
-
- /* Display prompt */
- prt(buf, 0, 0);
-
- /* Default */
- strcpy(out_val, "");
-
- /*
- * Ask the user for a response.
- * Don't allow to use numpad as cursor key.
- */
- res = askfor_aux(out_val, 32, FALSE);
-
- /* Clear prompt */
- prt("", 0, 0);
-
- /* Cancelled */
- if (!res) return FALSE;
-
- /* Skip leading spaces */
- for (p = out_val; *p == ' '; p++) /* loop */;
-
- /* Empty response */
- if (*p == '\0')
- {
- /* Accept current price */
- if (final)
- {
- *poffer = price;
- last_inc = 0L;
- break;
- }
-
- /* Use previous increment */
- if (allow_inc && last_inc)
- {
- *poffer += last_inc;
- break;
- }
- }
-
- /* Normal response */
- else
- {
- /* Extract a number */
- i = atol(p);
-
- /* Handle "incremental" number */
- if ((*p == '+' || *p == '-'))
- {
- /* Allow increments */
- if (allow_inc)
- {
- /* Use the given "increment" */
- *poffer += i;
- last_inc = i;
- break;
- }
- }
-
- /* Handle normal number */
- else
- {
- /* Use the given "number" */
- *poffer = i;
- last_inc = 0L;
- break;
- }
- }
-
- /* Warning */
- msg_print(_("値がおかしいです。", "Invalid response."));
- msg_print(NULL);
- }
-
- /* Success */
- return TRUE;
-}
-
-
-/*!
- * @brief 店主がプレイヤーからの交渉価格を判断する /
- * Receive an offer (from the player)
- * @param pmt メッセージ
- * @param poffer 店主からの交渉価格を返す参照ポインタ
- * @param last_offer 現在の交渉価格
- * @param factor 店主の価格基準倍率
- * @param price アイテムの実価値
- * @param final 最終価格確定ならばTRUE
- * @return プレイヤーの価格に対して不服ならばTRUEを返す /
- * Return TRUE if offer is NOT okay
- */
-static bool receive_offer(concptr pmt, s32b *poffer,
- s32b last_offer, int factor,
- PRICE price, int final)
-{
- /* Haggle till done */
- while (TRUE)
- {
- /* Get a haggle (or cancel) */
- if (!get_haggle(pmt, poffer, price, final)) return TRUE;
-
- /* Acceptable offer */
- if (((*poffer) * factor) >= (last_offer * factor)) break;
-
- /* Insult, and check for kicked out */
- if (haggle_insults()) return TRUE;
-
- /* Reject offer (correctly) */
- (*poffer) = last_offer;
- }
-
- /* Success */
- return FALSE;
-}
-
-
-/*!
- * @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 /
- * Haggling routine -RAK-
- * @param o_ptr オブジェクトの構造体参照ポインタ
- * @param price 最終価格を返す参照ポインタ
- * @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 /
- * Return TRUE if purchase is NOT successful
- */
-static bool purchase_haggle(object_type *o_ptr, s32b *price)
-{
- s32b cur_ask, final_ask;
- s32b last_offer, offer;
- s32b x1, x2, x3;
- s32b min_per, max_per;
- int flag, loop_flag, noneed;
- int annoyed = 0, final = FALSE;
- bool cancel = FALSE;
- char out_val[160];
- *price = 0;
-
- concptr pmt = _("提示価格", "Asking");
-
- /* Extract the starting offer and the final offer */
- cur_ask = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
- final_ask = price_item(o_ptr, ot_ptr->min_inflate, FALSE);
-
- /* Determine if haggling is necessary */
- noneed = noneedtobargain(final_ask);
-
- /* No need to haggle */
- if (noneed || !manual_haggle)
- {
- /* No need to haggle */
- if (noneed)
- {
- /* Message summary */
- msg_print(_("結局この金額にまとまった。", "You eventually agree upon the price."));
- msg_print(NULL);
- }
-
- /* No haggle option */
- else
- {
- /* Message summary */
- msg_print(_("すんなりとこの金額にまとまった。", "You quickly agree upon the price."));
- msg_print(NULL);
-
- /* Apply Sales Tax */
- final_ask += final_ask / 10;
- }
-
- /* Final price */
- cur_ask = final_ask;
-
- /* Go to final offer */
- pmt = _("最終提示価格", "Final Offer");
- final = TRUE;
- }
-
-
- /* Haggle for the whole pile */
- cur_ask *= o_ptr->number;
- final_ask *= o_ptr->number;
-
-
- /* Haggle parameters */
- min_per = ot_ptr->haggle_per;
- max_per = min_per * 3;
-
- /* Mega-Hack -- artificial "last offer" value */
- last_offer = object_value(o_ptr) * o_ptr->number;
- last_offer = last_offer * (200 - (int)(ot_ptr->max_inflate)) / 100L;
- if (last_offer <= 0) last_offer = 1;
-
- /* No offer yet */
- offer = 0;
-
- /* No incremental haggling yet */
- allow_inc = FALSE;
-
- /* Haggle until done */
- for (flag = FALSE; !flag; )
- {
- loop_flag = TRUE;
-
- while (!flag && loop_flag)
- {
- (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
- put_str(out_val, 1, 0);
- cancel = receive_offer(_("提示する金額? ", "What do you offer? "), &offer, last_offer, 1, cur_ask, final);
- if (cancel)
- {
- flag = TRUE;
- }
- else if (offer > cur_ask)
- {
- say_comment_6();
- offer = last_offer;
- }
- else if (offer == cur_ask)
- {
- flag = TRUE;
- *price = offer;
- }
- else
- {
- loop_flag = FALSE;
- }
- }
-
- if (!flag)
- {
- x1 = 100 * (offer - last_offer) / (cur_ask - last_offer);
- if (x1 < min_per)
- {
- if (haggle_insults())
- {
- flag = TRUE;
- cancel = TRUE;
- }
- }
- else if (x1 > max_per)
- {
- x1 = x1 * 3 / 4;
- if (x1 < max_per) x1 = max_per;
- }
- x2 = rand_range(x1-2, x1+2);
- x3 = ((cur_ask - offer) * x2 / 100L) + 1;
- /* don't let the price go up */
- if (x3 < 0) x3 = 0;
- cur_ask -= x3;
-
- /* Too little */
- if (cur_ask < final_ask)
- {
- final = TRUE;
- cur_ask = final_ask;
- pmt = _("最終提示価格", "What do you offer? ");
- annoyed++;
- if (annoyed > 3)
- {
- (void)(increase_insults());
- cancel = TRUE;
- flag = TRUE;
- }
- }
- else if (offer >= cur_ask)
- {
- flag = TRUE;
- *price = offer;
- }
-
- if (!flag)
- {
- last_offer = offer;
- allow_inc = TRUE;
- prt("", 1, 0);
- (void)sprintf(out_val, _("前回の提示金額: $%ld", "Your last offer: %ld"), (long)last_offer);
- put_str(out_val, 1, 39);
- say_comment_2(cur_ask, annoyed);
- }
- }
- }
-
- if (cancel) return TRUE;
-
- updatebargain(*price, final_ask, o_ptr->number);
-
- /* Do not cancel */
- return FALSE;
-}
-
-
-/*!
- * @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 /
- * Haggling routine -RAK-
- * @param o_ptr オブジェクトの構造体参照ポインタ
- * @param price 最終価格を返す参照ポインタ
- * @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 /
- * Return TRUE if purchase is NOT successful
- */
-static bool sell_haggle(object_type *o_ptr, s32b *price)
-{
- s32b purse, cur_ask, final_ask;
- s32b last_offer = 0, offer = 0;
- s32b x1, x2, x3;
- s32b min_per, max_per;
- int flag, loop_flag, noneed;
- int annoyed = 0, final = FALSE;
- bool cancel = FALSE;
- concptr pmt = _("提示金額", "Offer");
-
- char out_val[160];
-
- *price = 0;
-
- /* Obtain the starting offer and the final offer */
- cur_ask = price_item(o_ptr, ot_ptr->max_inflate, TRUE);
- final_ask = price_item(o_ptr, ot_ptr->min_inflate, TRUE);
-
- /* Determine if haggling is necessary */
- noneed = noneedtobargain(final_ask);
-
- /* Get the owner's payout limit */
- purse = (s32b)(ot_ptr->max_cost);
-
- /* No need to haggle */
- if (noneed || !manual_haggle || (final_ask >= purse))
- {
- /* Apply Sales Tax (if needed) */
- if (!manual_haggle && !noneed)
- {
- final_ask -= final_ask / 10;
- }
-
- /* No reason to haggle */
- if (final_ask >= purse)
- {
- msg_print(_("即座にこの金額にまとまった。", "You instantly agree upon the price."));
- msg_print(NULL);
-
- /* Offer full purse */
- final_ask = purse;
- }
-
- /* No need to haggle */
- else if (noneed)
- {
- msg_print(_("結局この金額にまとまった。", "You eventually agree upon the price."));
- msg_print(NULL);
- }
-
- /* No haggle option */
- else
- {
- /* Message summary */
- msg_print(_("すんなりとこの金額にまとまった。", "You quickly agree upon the price."));
- msg_print(NULL);
- }
-
- /* Final price */
- cur_ask = final_ask;
-
- /* Final offer */
- final = TRUE;
- pmt = _("最終提示金額", "Final Offer");
- }
-
- /* Haggle for the whole pile */
- cur_ask *= o_ptr->number;
- final_ask *= o_ptr->number;
-
-
- /* Display commands */
-
- /* Haggling parameters */
- min_per = ot_ptr->haggle_per;
- max_per = min_per * 3;
-
- /* Mega-Hack -- artificial "last offer" value */
- last_offer = object_value(o_ptr) * o_ptr->number;
- last_offer = last_offer * ot_ptr->max_inflate / 100L;
-
- /* No offer yet */
- offer = 0;
-
- /* No incremental haggling yet */
- allow_inc = FALSE;
-
- /* Haggle */
- for (flag = FALSE; !flag; )
- {
- while (TRUE)
- {
- loop_flag = TRUE;
-
- (void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
- put_str(out_val, 1, 0);
- cancel = receive_offer(_("提示する価格? ", "What price do you ask? "),
- &offer, last_offer, -1, cur_ask, final);
-
- if (cancel)
- {
- flag = TRUE;
- }
- else if (offer < cur_ask)
- {
- say_comment_6();
- /* rejected, reset offer for incremental haggling */
- offer = last_offer;
- }
- else if (offer == cur_ask)
- {
- flag = TRUE;
- *price = offer;
- }
- else
- {
- loop_flag = FALSE;
- }
-
- /* Stop */
- if (flag || !loop_flag) break;
- }
-
- if (!flag)
- {
- x1 = 100 * (last_offer - offer) / (last_offer - cur_ask);
- if (x1 < min_per)
- {
- if (haggle_insults())
- {
- flag = TRUE;
- cancel = TRUE;
- }
- }
- else if (x1 > max_per)
- {
- x1 = x1 * 3 / 4;
- if (x1 < max_per) x1 = max_per;
- }
- x2 = rand_range(x1-2, x1+2);
- x3 = ((offer - cur_ask) * x2 / 100L) + 1;
- /* don't let the price go down */
- if (x3 < 0) x3 = 0;
- cur_ask += x3;
-
- if (cur_ask > final_ask)
- {
- cur_ask = final_ask;
- final = TRUE;
- pmt = _("最終提示金額", "Final Offer");
-
- annoyed++;
- if (annoyed > 3)
- {
- flag = TRUE;
-#ifdef JP
- /* 追加 $0 で買い取られてしまうのを防止 By FIRST*/
- cancel = TRUE;
-#endif
- (void)(increase_insults());
- }
- }
- else if (offer <= cur_ask)
- {
- flag = TRUE;
- *price = offer;
- }
-
- if (!flag)
- {
- last_offer = offer;
- allow_inc = TRUE;
- prt("", 1, 0);
- (void)sprintf(out_val,
- _("前回の提示価格 $%ld", "Your last bid %ld"), (long)last_offer);
- put_str(out_val, 1, 39);
- say_comment_3(cur_ask, annoyed);
- }
- }
- }
-
- if (cancel) return TRUE;
-
- updatebargain(*price, final_ask, o_ptr->number);
-
- /* Do not cancel */
- return FALSE;
-}
-
-
-/*!
- * @brief 店からの購入処理のメインルーチン /
- * Buy an item from a store -RAK-
- * @param player_ptr プレーヤーへの参照ポインタ
- * @return なし
- */
-static void store_purchase(player_type *player_ptr)
-{
- int i, choice;
- COMMAND_CODE item, item_new;
-
- ITEM_NUMBER amt;
-
- PRICE price, best;
-
- object_type forge;
- object_type *j_ptr;
-
- object_type *o_ptr;
-
- GAME_TEXT o_name[MAX_NLEN];
-
- char out_val[160];
-
- if (cur_store_num == STORE_MUSEUM)
- {
- msg_print(_("博物館から取り出すことはできません。", "Museum."));
- return;
- }
-
- /* Empty? */
- if (st_ptr->stock_num <= 0)
- {
- if (cur_store_num == STORE_HOME)
- msg_print(_("我が家には何も置いてありません。", "Your home is empty."));
- else
- msg_print(_("現在商品の在庫を切らしています。", "I am currently out of stock."));
- return;
- }
-
- /* Find the number of objects on this and following pages */
- i = (st_ptr->stock_num - store_top);
-
- /* And then restrict it to the current page */
- if (i > store_bottom) i = store_bottom;
-
- /* Prompt */
-#ifdef JP
- /* ブラックマーケットの時は別のメッセージ */
- switch( cur_store_num ) {
- case 7:
- sprintf(out_val, "どのアイテムを取りますか? ");
- break;
- case 6:
- sprintf(out_val, "どれ? ");
- break;
- default:
- sprintf(out_val, "どの品物が欲しいんだい? ");
- break;
- }
-#else
- if (cur_store_num == STORE_HOME)
- {
- sprintf(out_val, "Which item do you want to take? ");
- }
- else
- {
- sprintf(out_val, "Which item are you interested in? ");
- }
-#endif
-
-
- /* Get the item number to be bought */
- if (!get_stock(&item, out_val, 0, i - 1)) return;
-
- /* Get the actual index */
- item = item + store_top;
-
- /* Get the actual item */
- o_ptr = &st_ptr->stock[item];
-
- /* Assume the player wants just one of them */
- amt = 1;
- j_ptr = &forge;
-
- /* Get a copy of the object */
- object_copy(j_ptr, o_ptr);
-
- /*
- * If a rod or wand, allocate total maximum timeouts or charges
- * between those purchased and left on the shelf.
- */
- reduce_charges(j_ptr, o_ptr->number - amt);
-
- /* Modify quantity */
- j_ptr->number = amt;
-
- /* Hack -- require room in pack */
- if (!inven_carry_okay(j_ptr))
- {
- msg_print(_("そんなにアイテムを持てない。", "You cannot carry that many different items."));
- return;
- }
-
- /* Determine the "best" price (per item) */
- best = price_item(j_ptr, ot_ptr->min_inflate, FALSE);
-
- /* Find out how many the player wants */
- if (o_ptr->number > 1)
- {
- /* Hack -- note cost of "fixed" items */
- if ((cur_store_num != STORE_HOME) &&
- (o_ptr->ident & IDENT_FIXED))
- {
- msg_format(_("一つにつき $%ldです。", "That costs %ld gold per item."), (long)(best));
- }
- amt = get_quantity(NULL, o_ptr->number);
- if (amt <= 0) return;
- }
- j_ptr = &forge;
-
- /* Get desired object */
- object_copy(j_ptr, o_ptr);
-
- /*
- * If a rod or wand, allocate total maximum timeouts or charges
- * between those purchased and left on the shelf.
- */
- reduce_charges(j_ptr, o_ptr->number - amt);
-
- /* Modify quantity */
- j_ptr->number = amt;
-
- /* Hack -- require room in pack */
- if (!inven_carry_okay(j_ptr))
- {
- 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."));
- return;
- }
-
- /* Attempt to buy it */
- if (cur_store_num != STORE_HOME)
- {
- /* Fixed price, quick buy */
- if (o_ptr->ident & (IDENT_FIXED))
- {
- /* Assume accept */
- choice = 0;
-
- /* Go directly to the "best" deal */
- price = (best * j_ptr->number);
- }
-
- /* Haggle for it */
- else
- {
- /* Describe the object (fully) */
- object_desc(o_name, j_ptr, 0);
- msg_format(_("%s(%c)を購入する。", "Buying %s (%c)."), o_name, I2A(item));
- msg_print(NULL);
-
- /* Haggle for a final price */
- choice = purchase_haggle(j_ptr, &price);
-
- /* Hack -- Got kicked out */
- if (st_ptr->store_open >= current_world_ptr->game_turn) return;
- }
-
- /* Player wants it */
- if (choice == 0)
- {
- /* Fix the item price (if "correctly" haggled) */
- if (price == (best * j_ptr->number)) o_ptr->ident |= (IDENT_FIXED);
-
- /* Player can afford it */
- if (player_ptr->au >= price)
- {
- /* Say "okay" */
- say_comment_1();
-
- if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
- chg_virtue(player_ptr, V_JUSTICE, -1);
- if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
- chg_virtue(player_ptr, V_NATURE, -1);
-
- /* Make a sound */
- sound(SOUND_BUY);
-
- /* Be happy */
- decrease_insults();
-
- /* Spend the money */
- player_ptr->au -= price;
-
- /* Update the display */
- store_prt_gold();
-
- /* Hack -- buying an item makes you aware of it */
- object_aware(player_ptr, j_ptr);
-
- /* Hack -- clear the "fixed" flag from the item */
- j_ptr->ident &= ~(IDENT_FIXED);
-
- /* Describe the transaction */
- object_desc(o_name, j_ptr, 0);
-
- msg_format(_("%sを $%ldで購入しました。", "You bought %s for %ld gold."), o_name, (long)price);
-
- strcpy(record_o_name, o_name);
- record_turn = current_world_ptr->game_turn;
-
- if (record_buy) exe_write_diary(player_ptr, NIKKI_BUY, 0, o_name);
- object_desc(o_name, o_ptr, OD_NAME_ONLY);
- if(record_rand_art && o_ptr->art_name)
- exe_write_diary(player_ptr, NIKKI_ART, 0, o_name);
-
- /* Erase the inscription */
- j_ptr->inscription = 0;
-
- /* Erase the "feeling" */
- j_ptr->feeling = FEEL_NONE;
- j_ptr->ident &= ~(IDENT_STORE);
- /* Give it to the player */
- item_new = inven_carry(player_ptr, j_ptr);
-
- /* Describe the final result */
- object_desc(o_name, &player_ptr->inventory_list[item_new], 0);
- msg_format(_("%s(%c)を手に入れた。", "You have %s (%c)."), o_name, index_to_label(item_new));
-
- /* Auto-inscription */
- autopick_alter_item(player_ptr, item_new, FALSE);
-
- /* Now, reduce the original stack's pval. */
- if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
- {
- o_ptr->pval -= j_ptr->pval;
- }
-
- handle_stuff(player_ptr);
-
- /* Note how many slots the store used to have */
- i = st_ptr->stock_num;
-
- /* Remove the bought items from the store */
- store_item_increase(item, -amt);
- store_item_optimize(item);
-
- /* Store is empty */
- if (st_ptr->stock_num == 0)
- {
- /* Shuffle */
- if (one_in_(STORE_SHUFFLE))
- {
- char buf[80];
- msg_print(_("店主は引退した。", "The shopkeeper retires."));
-
- /* Shuffle the store */
- store_shuffle(cur_store_num);
-
- prt("",3,0);
- sprintf(buf, "%s (%s)",
- ot_ptr->owner_name, race_info[ot_ptr->owner_race].title);
- put_str(buf, 3, 10);
- sprintf(buf, "%s (%ld)",
- (f_name + f_info[cur_store_feat].name), (long)(ot_ptr->max_cost));
- prt(buf, 3, 50);
- }
-
- /* Maintain */
- else
- {
- msg_print(_("店主は新たな在庫を取り出した。", "The shopkeeper brings out some new stock."));
- }
-
- for (i = 0; i < 10; i++)
- {
- /* Maintain the store */
- store_maint(player_ptr, player_ptr->town_num, cur_store_num);
- }
-
- /* Start over */
- store_top = 0;
- display_inventory();
- }
-
- /* The item is gone */
- else if (st_ptr->stock_num != i)
- {
- /* Pick the correct screen */
- if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
- display_inventory();
- }
-
- /* Item is still here */
- else
- {
- /* Redraw the item */
- display_entry(item);
- }
- }
-
- /* Player cannot afford it */
- else
- {
- /* Simple message (no insult) */
- msg_print(_("お金が足りません。", "You do not have enough gold."));
- }
- }
- }
-
- /* Home is much easier */
- else
- {
- bool combined_or_reordered;
-
- /* Distribute charges of wands/rods */
- distribute_charges(o_ptr, j_ptr, amt);
-
- /* Give it to the player */
- item_new = inven_carry(player_ptr, j_ptr);
-
- /* Describe just the result */
- object_desc(o_name, &player_ptr->inventory_list[item_new], 0);
-
- msg_format(_("%s(%c)を取った。", "You have %s (%c)."), o_name, index_to_label(item_new));
- handle_stuff(player_ptr);
-
- /* Take note if we take the last one */
- i = st_ptr->stock_num;
-
- /* Remove the items from the home */
- store_item_increase(item, -amt);
- store_item_optimize(item);
-
- combined_or_reordered = combine_and_reorder_home(STORE_HOME);
-
- /* Hack -- Item is still here */
- if (i == st_ptr->stock_num)
- {
- if (combined_or_reordered) display_inventory();
-
- /* Redraw the item */
- else display_entry(item);
- }
-
- /* The item is gone */
- else
- {
- /* Nothing left */
- if (st_ptr->stock_num == 0) store_top = 0;
-
- /* Nothing left on that screen */
- else if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
- display_inventory();
-
- chg_virtue(player_ptr, V_SACRIFICE, 1);
- }
- }
-}
-
-
-/*!
- * @brief 店からの売却処理のメインルーチン /
- * Sell an item to the store (or home)
- * @param owner_ptr プレーヤーへの参照ポインタ
- * @return なし
- */
-static void store_sell(player_type *owner_ptr)
-{
- int choice;
- OBJECT_IDX item;
- int item_pos;
- int amt;
-
- PRICE price, value, dummy;
-
- object_type forge;
- object_type *q_ptr;
- object_type *o_ptr;
-
- concptr q, s;
-
- GAME_TEXT o_name[MAX_NLEN];
-
-
- /* Prepare a prompt */
- if (cur_store_num == STORE_HOME)
- q = _("どのアイテムを置きますか? ", "Drop which item? ");
-
- else if (cur_store_num == STORE_MUSEUM)
- q = _("どのアイテムを寄贈しますか? ", "Give which item? ");
-
- else
- q = _("どのアイテムを売りますか? ", "Sell which item? ");
-
- /* Only allow items the store will buy */
- item_tester_hook = store_will_buy;
-
- /* 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 */
- if (cur_store_num == STORE_HOME)
- {
- s = _("置けるアイテムを持っていません。", "You don't have any item to drop.");
- }
- else if (cur_store_num == STORE_MUSEUM)
- {
- 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.");
- }
- else
- {
- s = _("欲しい物がないですねえ。", "You have nothing that I want.");
- }
-
- o_ptr = choose_object(owner_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
- if (!o_ptr) return;
-
- /* Hack -- Cannot remove cursed items */
- if ((item >= INVEN_RARM) && object_is_cursed(o_ptr))
- {
- 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."));
- return;
- }
-
- /* Assume one item */
- amt = 1;
-
- if (o_ptr->number > 1)
- {
- amt = get_quantity(NULL, o_ptr->number);
- if (amt <= 0) return;
- }
- q_ptr = &forge;
-
- /* Get a copy of the object */
- object_copy(q_ptr, o_ptr);
-
- /* Modify quantity */
- q_ptr->number = amt;
-
- /*
- * Hack -- If a rod or wand, allocate total maximum
- * timeouts or charges to those being sold. -LM-
- */
- if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
- {
- q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
- }
-
- /* Get a full description */
- object_desc(o_name, q_ptr, 0);
-
- /* Remove any inscription, feeling for stores */
- if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
- {
- q_ptr->inscription = 0;
- q_ptr->feeling = FEEL_NONE;
- }
-
- /* Is there room in the store (or the home?) */
- if (!store_check_num(q_ptr))
- {
- if (cur_store_num == STORE_HOME)
- msg_print(_("我が家にはもう置く場所がない。", "Your home is full."));
-
- else if (cur_store_num == STORE_MUSEUM)
- msg_print(_("博物館はもう満杯だ。", "Museum is full."));
-
- else
- 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."));
-
- return;
- }
-
- /* Real store */
- if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
- {
- /* Describe the transaction */
- msg_format(_("%s(%c)を売却する。", "Selling %s (%c)."), o_name, index_to_label(item));
-
- msg_print(NULL);
-
- /* Haggle for it */
- choice = sell_haggle(q_ptr, &price);
-
- /* Kicked out */
- if (st_ptr->store_open >= current_world_ptr->game_turn) return;
-
- /* Sold... */
- if (choice == 0)
- {
- /* Say "okay" */
- say_comment_1();
-
- /* Make a sound */
- sound(SOUND_SELL);
-
- /* Be happy */
- if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
- chg_virtue(owner_ptr, V_JUSTICE, -1);
-
- if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
- chg_virtue(owner_ptr, V_NATURE, 1);
- decrease_insults();
-
- /* Get some money */
- owner_ptr->au += price;
-
- /* Update the display */
- store_prt_gold();
-
- /* Get the "apparent" value */
- dummy = object_value(q_ptr) * q_ptr->number;
-
- identify_item(owner_ptr, o_ptr);
- q_ptr = &forge;
-
- /* Get a copy of the object */
- object_copy(q_ptr, o_ptr);
-
- /* Modify quantity */
- q_ptr->number = amt;
-
- /* Make it look like to be known */
- q_ptr->ident |= IDENT_STORE;
-
- /*
- * Hack -- If a rod or wand, let the shopkeeper know just
- * how many charges he really paid for. -LM-
- */
- if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
- {
- q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
- }
-
- /* Get the "actual" value */
- value = object_value(q_ptr) * q_ptr->number;
-
- /* Get the description all over again */
- object_desc(o_name, q_ptr, 0);
-
- /* Describe the result (in message buffer) */
- msg_format(_("%sを $%ldで売却しました。", "You sold %s for %ld gold."), o_name, (long)price);
-
- if (record_sell) exe_write_diary(owner_ptr, NIKKI_SELL, 0, o_name);
-
- if (!((o_ptr->tval == TV_FIGURINE) && (value > 0)))
- {
- /* Analyze the prices (and comment verbally) unless a figurine*/
- purchase_analyze(price, value, dummy);
- }
-
- /*
- * Hack -- Allocate charges between those wands or rods sold
- * and retained, unless all are being sold. -LM-
- */
- distribute_charges(o_ptr, q_ptr, amt);
-
- /* Reset timeouts of the sold items */
- q_ptr->timeout = 0;
-
- /* Take the item from the player, describe the result */
- inven_item_increase(owner_ptr, item, -amt);
- inven_item_describe(owner_ptr, item);
-
- /* If items remain, auto-inscribe before optimizing */
- if (o_ptr->number > 0)
- autopick_alter_item(owner_ptr, item, FALSE);
-
- inven_item_optimize(owner_ptr, item);
- handle_stuff(owner_ptr);
-
- /* The store gets that (known) item */
- item_pos = store_carry(q_ptr);
-
- /* Re-display if item is now in store */
- if (item_pos >= 0)
- {
- store_top = (item_pos / store_bottom) * store_bottom;
- display_inventory();
- }
- }
- }
-
- /* Player is at museum */
- else if (cur_store_num == STORE_MUSEUM)
- {
- char o2_name[MAX_NLEN];
- object_desc(o2_name, q_ptr, OD_NAME_ONLY);
-
- if (-1 == store_check_num(q_ptr))
- {
- 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."));
- }
- else
- {
- 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!!"));
- }
-
- if (!get_check(format(_("本当に%sを寄贈しますか?", "Really give %s to the Museum? "), o2_name))) return;
-
- identify_item(owner_ptr, q_ptr);
- q_ptr->ident |= IDENT_MENTAL;
-
- /* Distribute charges of wands/rods */
- distribute_charges(o_ptr, q_ptr, amt);
- msg_format(_("%sを置いた。(%c)", "You drop %s (%c)."), o_name, index_to_label(item));
- choice = 0;
-
- vary_item(owner_ptr, item, -amt);
- handle_stuff(owner_ptr);
-
- /* Let the home carry it */
- item_pos = home_carry(q_ptr);
-
- /* Update store display */
- if (item_pos >= 0)
- {
- store_top = (item_pos / store_bottom) * store_bottom;
- display_inventory();
- }
- }
- /* Player is at home */
- else
- {
- /* Distribute charges of wands/rods */
- distribute_charges(o_ptr, q_ptr, amt);
- msg_format(_("%sを置いた。(%c)", "You drop %s (%c)."), o_name, index_to_label(item));
-
- choice = 0;
-
- vary_item(owner_ptr, item, -amt);
- handle_stuff(owner_ptr);
-
- /* Let the home carry it */
- item_pos = home_carry(q_ptr);
-
- /* Update store display */
- if (item_pos >= 0)
- {
- store_top = (item_pos / store_bottom) * store_bottom;
- display_inventory();
- }
- }
-
- if ((choice == 0) && (item >= INVEN_RARM))
- {
- calc_android_exp(owner_ptr);
- verify_equip_slot(owner_ptr, item);
- }
-}
-
-
-/*!
- * @brief 店のアイテムを調べるコマンドのメインルーチン /
- * Examine an item in a store -JDL-
- * @return なし
- */
-static void store_examine(void)
-{
- int i;
- COMMAND_CODE item;
- object_type *o_ptr;
- GAME_TEXT o_name[MAX_NLEN];
- char out_val[160];
-
- /* Empty? */
- if (st_ptr->stock_num <= 0)
- {
- if (cur_store_num == STORE_HOME)
- msg_print(_("我が家には何も置いてありません。", "Your home is empty."));
- else if (cur_store_num == STORE_MUSEUM)
- msg_print(_("博物館には何も置いてありません。", "Museum is empty."));
- else
- msg_print(_("現在商品の在庫を切らしています。", "I am currently out of stock."));
- return;
- }
-
- /* Find the number of objects on this and following pages */
- i = (st_ptr->stock_num - store_top);
-
- /* And then restrict it to the current page */
- if (i > store_bottom) i = store_bottom;
-
- /* Prompt */
- sprintf(out_val, _("どれを調べますか?", "Which item do you want to examine? "));
-
- /* Get the item number to be examined */
- if (!get_stock(&item, out_val, 0, i - 1)) return;
-
- /* Get the actual index */
- item = item + store_top;
-
- /* Get the actual item */
- o_ptr = &st_ptr->stock[item];
-
- /* Require full knowledge */
- if (!(o_ptr->ident & IDENT_MENTAL))
- {
- /* This can only happen in the home */
- 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."));
- return;
- }
-
- object_desc(o_name, o_ptr, 0);
- msg_format(_("%sを調べている...", "Examining %s..."), o_name);
-
- if (!screen_object(o_ptr, SCROBJ_FORCE_DETAIL))
- msg_print(_("特に変わったところはないようだ。", "You see nothing special."));
-
- return;
-}
-
-
-/*!
- * @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 /
- * Remove an item from museum (Originally from TOband)
- * @return なし
- */
-static void museum_remove_object(void)
-{
- int i;
- COMMAND_CODE item;
- object_type *o_ptr;
- GAME_TEXT o_name[MAX_NLEN];
- char out_val[160];
-
- /* Empty? */
- if (st_ptr->stock_num <= 0)
- {
- msg_print(_("博物館には何も置いてありません。", "Museum is empty."));
- return;
- }
-
- /* Find the number of objects on this and following pages */
- i = st_ptr->stock_num - store_top;
-
- /* And then restrict it to the current page */
- if (i > store_bottom) i = store_bottom;
-
- /* Prompt */
- 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? "));
-
- /* Get the item number to be removed */
- if (!get_stock(&item, out_val, 0, i - 1)) return;
-
- /* Get the actual index */
- item = item + store_top;
-
- /* Get the actual item */
- o_ptr = &st_ptr->stock[item];
-
- object_desc(o_name, o_ptr, 0);
-
- 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!"));
- 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;
-
- msg_format(_("%sの展示をやめさせた。", "You ordered to remove %s."), o_name);
-
- /* Remove the items from the home */
- store_item_increase(item, -o_ptr->number);
- store_item_optimize(item);
-
- (void)combine_and_reorder_home(STORE_MUSEUM);
-
- /* The item is gone */
-
- /* Nothing left */
- if (st_ptr->stock_num == 0) store_top = 0;
-
- /* Nothing left on that screen */
- else if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
- display_inventory();
-
- return;
-}
-
-
-/*
- * Hack -- set this to leave the store
- */
-static bool leave_store = FALSE;
-
-
-/*!
- * @brief 店舗処理コマンド選択のメインルーチン /
- * Process a command in a store
- * @param client_ptr 顧客となるクリーチャーの参照ポインタ
- * @return なし
- * @note
- * <pre>
- * Note that we must allow the use of a few "special" commands
- * in the stores which are not allowed in the dungeon, and we
- * must disable some commands which are allowed in the dungeon
- * but not in the stores, to prevent chaos.
- * </pre>
- */
-static void store_process_command(player_type *client_ptr)
-{
- /* Handle repeating the last command */
- repeat_check();
-
- if (rogue_like_commands && command_cmd == 'l')
- {
- command_cmd = 'x'; /* hack! */
- }
-
- /* Parse the command */
- switch (command_cmd)
- {
- /* Leave */
- case ESCAPE:
- {
- leave_store = TRUE;
- break;
- }
-
- /* 日本語版追加 */
- /* 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 */
- case '-':
- {
- if (st_ptr->stock_num <= store_bottom) {
- msg_print(_("これで全部です。", "Entire client_ptr->inventory_list is shown."));
- }
- else{
- store_top -= store_bottom;
- if ( store_top < 0 )
- store_top = ((st_ptr->stock_num - 1 )/store_bottom) * store_bottom;
- if ( (cur_store_num == STORE_HOME) && (powerup_home == FALSE) )
- if ( store_top >= store_bottom ) store_top = store_bottom;
- display_inventory();
- }
- break;
- }
-
- /* Browse */
- case ' ':
- {
- if (st_ptr->stock_num <= store_bottom)
- {
- msg_print(_("これで全部です。", "Entire client_ptr->inventory_list is shown."));
- }
- else
- {
- store_top += store_bottom;
- /*
- * 隠しオプション(powerup_home)がセットされていないときは
- * 我が家では 2 ページまでしか表示しない
- */
- if ((cur_store_num == STORE_HOME) &&
- (powerup_home == FALSE) &&
- (st_ptr->stock_num >= STORE_INVEN_MAX))
- {
- if (store_top >= (STORE_INVEN_MAX - 1))
- {
- store_top = 0;
- }
- }
- else
- {
- if (store_top >= st_ptr->stock_num) store_top = 0;
- }
-
- display_inventory();
- }
- break;
- }
-
- case KTRL('R'):
- {
- do_cmd_redraw(client_ptr);
- display_store();
- break;
- }
-
- /* Get (purchase) */
- case 'g':
- {
- store_purchase(client_ptr);
- break;
- }
-
- /* Drop (Sell) */
- case 'd':
- {
- store_sell(client_ptr);
- break;
- }
-
- /* Examine */
- case 'x':
- {
- store_examine();
- break;
- }
-
- /* Ignore return */
- case '\r':
- {
- break;
- }
-
- /*** Inventory Commands ***/
-
- /* Wear/wield equipment */
- case 'w':
- {
- do_cmd_wield(client_ptr);
- break;
- }
-
- /* Take off equipment */
- case 't':
- {
- do_cmd_takeoff(client_ptr);
- break;
- }
-
- /* Destroy an item */
- case 'k':
- {
- do_cmd_destroy(client_ptr);
- break;
- }
-
- /* Equipment list */
- case 'e':
- {
- do_cmd_equip(client_ptr);
- break;
- }
-
- /* Inventory list */
- case 'i':
- {
- do_cmd_inven(client_ptr);
- break;
- }
-
-
- /*** Various commands ***/
-
- /* Identify an object */
- case 'I':
- {
- do_cmd_observe(client_ptr);
- break;
- }
-
- case KTRL('I'):
- {
- toggle_inven_equip(client_ptr);
- break;
- }
-
- /*** Use various objects ***/
-
- /* Browse a book */
- case 'b':
- {
- if ( (client_ptr->pclass == CLASS_MINDCRAFTER) ||
- (client_ptr->pclass == CLASS_BERSERKER) ||
- (client_ptr->pclass == CLASS_NINJA) ||
- (client_ptr->pclass == CLASS_MIRROR_MASTER)
- ) do_cmd_mind_browse(client_ptr);
- else if (client_ptr->pclass == CLASS_SMITH)
- do_cmd_kaji(client_ptr, TRUE);
- else if (client_ptr->pclass == CLASS_MAGIC_EATER)
- do_cmd_magic_eater(client_ptr, TRUE, FALSE);
- else if (client_ptr->pclass == CLASS_SNIPER)
- do_cmd_snipe_browse(client_ptr);
- else do_cmd_browse(client_ptr);
- break;
- }
-
- /* Inscribe an object */
- case '{':
- {
- do_cmd_inscribe(client_ptr);
- break;
- }
-
- /* Uninscribe an object */
- case '}':
- {
- do_cmd_uninscribe(client_ptr);
- break;
- }
-
- /*** Help and Such ***/
-
- /* Help */
- case '?':
- {
- do_cmd_help(client_ptr);
- break;
- }
-
- /* Identify symbol */
- case '/':
- {
- do_cmd_query_symbol(client_ptr);
- break;
- }
-
- /* Character description */
- case 'C':
- {
- client_ptr->town_num = old_town_num;
- do_cmd_player_status(client_ptr);
- client_ptr->town_num = inner_town_num;
- display_store();
- break;
- }
-
- /*** System Commands ***/
-
- /* Hack -- User interface */
- case '!':
- {
- (void)Term_user(0);
- break;
- }
-
- /* Single line from a pref file */
- case '"':
- {
- client_ptr->town_num = old_town_num;
- do_cmd_pref(client_ptr);
- client_ptr->town_num = inner_town_num;
- break;
- }
-
- /* Interact with macros */
- case '@':
- {
- client_ptr->town_num = old_town_num;
- do_cmd_macros(client_ptr);
- client_ptr->town_num = inner_town_num;
- break;
- }
-
- /* Interact with visuals */
- case '%':
- {
- client_ptr->town_num = old_town_num;
- do_cmd_visuals(client_ptr);
- client_ptr->town_num = inner_town_num;
- break;
- }
-
- /* Interact with colors */
- case '&':
- {
- client_ptr->town_num = old_town_num;
- do_cmd_colors(client_ptr);
- client_ptr->town_num = inner_town_num;
- break;
- }
-
- /* Interact with options */
- case '=':
- {
- do_cmd_options();
- (void)combine_and_reorder_home(STORE_HOME);
- do_cmd_redraw(client_ptr);
- display_store();
- break;
- }
-
- /*** Misc Commands ***/
-
- /* Take notes */
- case ':':
- {
- do_cmd_note();
- break;
- }
-
- /* Version info */
- case 'V':
- {
- do_cmd_version();
- break;
- }
-
- /* Repeat level feeling */
- case KTRL('F'):
- {
- do_cmd_feeling(client_ptr);
- break;
- }
-
- /* Show previous message */
- case KTRL('O'):
- {
- do_cmd_message_one();
- break;
- }
-
- /* Show previous messages */
- case KTRL('P'):
- {
- do_cmd_messages(0);
- break;
- }
-
- case '|':
- {
- do_cmd_diary(client_ptr);
- break;
- }
-
- /* Check artifacts, uniques etc. */
- case '~':
- {
- do_cmd_knowledge(client_ptr);
- break;
- }
-
- /* Load "screen dump" */
- case '(':
- {
- do_cmd_load_screen();
- break;
- }
-
- /* Save "screen dump" */
- case ')':
- {
- do_cmd_save_screen(client_ptr);
- break;
- }
-
- /* Hack -- Unknown command */
- default:
- {
- if ((cur_store_num == STORE_MUSEUM) && (command_cmd == 'r'))
- {
- museum_remove_object();
- }
- else
- {
- 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."));
- }
- break;
- }
- }
-}
-
-
-/*!
- * @brief 店舗処理全体のメインルーチン /
- * Enter a store, and interact with it. *
- * @param player_ptr プレーヤーへの参照ポインタ
- * @return なし
- * @note
- * <pre>
- * Note that we use the standard "request_command()" function
- * to get a command, allowing us to use "command_arg" and all
- * command macros and other nifty stuff, but we use the special
- * "shopping" argument, to force certain commands to be converted
- * into other commands, normally, we convert "p" (pray) and "m"
- * (cast magic) into "g" (get), and "s" (search) into "d" (drop).
- * </pre>
- */
-void do_cmd_store(player_type *player_ptr)
-{
- int which;
- int maintain_num;
- int i;
- grid_type *g_ptr;
- bool need_redraw_store_inv; /* To redraw missiles damage and prices in store */
- TERM_LEN w, h;
-
- if(player_ptr->wild_mode) return;
- Term_get_size(&w, &h);
-
- /* Calculate stocks per 1 page */
- xtra_stock = MIN(14+26, ((h > 24) ? (h - 24) : 0));
- store_bottom = MIN_STOCK + xtra_stock;
-
- /* Access the player grid */
- g_ptr = &player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x];
-
- /* Verify a store */
- if (!cave_have_flag_grid(g_ptr, FF_STORE))
- {
- msg_print(_("ここには店がありません。", "You see no store here."));
- return;
- }
-
- /* Extract the store code */
- which = f_info[g_ptr->feat].subtype;
-
- old_town_num = player_ptr->town_num;
- if ((which == STORE_HOME) || (which == STORE_MUSEUM)) player_ptr->town_num = 1;
- if (player_ptr->current_floor_ptr->dun_level) player_ptr->town_num = NO_TOWN;
- inner_town_num = player_ptr->town_num;
-
- /* Hack -- Check the "locked doors" */
- if ((town_info[player_ptr->town_num].store[which].store_open >= current_world_ptr->game_turn) ||
- (ironman_shops))
- {
- msg_print(_("ドアに鍵がかかっている。", "The doors are locked."));
- player_ptr->town_num = old_town_num;
- return;
- }
-
- /* Calculate the number of store maintainances since the last visit */
- maintain_num = (current_world_ptr->game_turn - town_info[player_ptr->town_num].store[which].last_visit) / (TURNS_PER_TICK * STORE_TICKS);
-
- /* Maintain the store max. 10 times */
- if (maintain_num > 10) maintain_num = 10;
-
- if (maintain_num)
- {
- /* Maintain the store */
- for (i = 0; i < maintain_num; i++)
- store_maint(player_ptr, player_ptr->town_num, which);
-
- /* Save the visit */
- town_info[player_ptr->town_num].store[which].last_visit = current_world_ptr->game_turn;
- }
-
- forget_lite(player_ptr->current_floor_ptr);
- forget_view(player_ptr->current_floor_ptr);
-
- /* Hack -- Character is in "icky" mode */
- current_world_ptr->character_icky = TRUE;
-
- /* command reset */
- command_arg = 0;
- command_rep = 0;
- command_new = 0;
-
- /* Do not expand macros */
- get_com_no_macros = TRUE;
-
- /* Save the store number */
- cur_store_num = which;
-
- /* Hack -- save the store feature */
- cur_store_feat = g_ptr->feat;
-
- /* Save the store and owner pointers */
- st_ptr = &town_info[player_ptr->town_num].store[cur_store_num];
- ot_ptr = &owners[cur_store_num][st_ptr->owner];
-
- /* Start at the beginning */
- store_top = 0;
-
- play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
-
- display_store();
-
- /* Do not leave */
- leave_store = FALSE;
-
- /* Interact with player */
- while (!leave_store)
- {
- /* Hack -- Clear line 1 */
- prt("", 1, 0);
- clear_from(20 + xtra_stock);
-
- /* Basic commands */
- prt(_(" ESC) 建物から出る", " ESC) Exit from Building."), 21 + xtra_stock, 0);
-
- /* Browse if necessary */
- if (st_ptr->stock_num > store_bottom)
- {
- prt(_(" -)前ページ", " -) Previous page"), 22 + xtra_stock, 0);
- prt(_(" スペース) 次ページ", " SPACE) Next page"), 23 + xtra_stock, 0);
- }
-
- /* Home commands */
- if (cur_store_num == STORE_HOME)
- {
- prt(_("g) アイテムを取る", "g) Get an item."), 21 + xtra_stock, 27);
- prt(_("d) アイテムを置く", "d) Drop an item."), 22 + xtra_stock, 27);
- prt(_("x) 家のアイテムを調べる", "x) eXamine an item in the home."), 23 + xtra_stock, 27);
- }
-
- /* Museum commands */
- else if (cur_store_num == STORE_MUSEUM)
- {
- prt(_("d) アイテムを置く", "d) Drop an item."), 21 + xtra_stock, 27);
- prt(_("r) アイテムの展示をやめる", "r) order to Remove an item."), 22 + xtra_stock, 27);
- 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);
- }
-
- /* Shop commands */
- else
- {
- prt(_("p) 商品を買う", "p) Purchase an item."), 21 + xtra_stock, 30);
- prt(_("s) アイテムを売る", "s) Sell an item."), 22 + xtra_stock, 30);
- prt(_("x) 商品を調べる", "x) eXamine an item in the shop"), 23 + xtra_stock,30);
- }
-
- /* 基本的なコマンドの追加表示 */
- prt(_("i/e) 持ち物/装備の一覧", "i/e) Inventry/Equipment list"), 21 + xtra_stock, 56);
-
- if (rogue_like_commands)
- {
- prt(_("w/T) 装備する/はずす", "w/T) Wear/Take off equipment"), 22 + xtra_stock, 56);
- }
- else
- {
- prt(_("w/t) 装備する/はずす", "w/t) Wear/Take off equipment"), 22 + xtra_stock, 56);
- }
-
- /* Prompt */
- prt(_("コマンド:", "You may: "), 20 + xtra_stock, 0);
-
- request_command(TRUE);
-
- /* Process the command */
- store_process_command(player_ptr);
-
- /*
- * Hack -- To redraw missiles damage and prices in store
- * If player's charisma changes, or if player changes a bow, PU_BONUS is set
- */
- need_redraw_store_inv = (player_ptr->update & PU_BONUS) ? TRUE : FALSE;
-
- /* Hack -- Character is still in "icky" mode */
- current_world_ptr->character_icky = TRUE;
-
- handle_stuff(player_ptr);
-
- /* Pack Overflow */
- if (player_ptr->inventory_list[INVEN_PACK].k_idx)
- {
- INVENTORY_IDX item = INVEN_PACK;
-
- object_type *o_ptr = &player_ptr->inventory_list[item];
-
- /* Hack -- Flee from the store */
- if (cur_store_num != STORE_HOME)
- {
- if (cur_store_num == STORE_MUSEUM)
- 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..."));
- else
- 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..."));
-
- /* Leave */
- leave_store = TRUE;
- }
-
- /* Hack -- Flee from the home */
- else if (!store_check_num(o_ptr))
- {
- 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..."));
- /* Leave */
- leave_store = TRUE;
- }
-
- /* Hack -- Drop items into the home */
- else
- {
- int item_pos;
-
- object_type forge;
- object_type *q_ptr;
-
- GAME_TEXT o_name[MAX_NLEN];
-
- /* Give a message */
- msg_print(_("ザックからアイテムがあふれてしまった!", "Your pack overflows!"));
-
- q_ptr = &forge;
-
- object_copy(q_ptr, o_ptr);
- object_desc(o_name, q_ptr, 0);
-
- msg_format(_("%sが落ちた。(%c)", "You drop %s (%c)."), o_name, index_to_label(item));
-
- vary_item(player_ptr, item, -255);
- handle_stuff(player_ptr);
-
- /* Let the home carry it */
- item_pos = home_carry(q_ptr);
-
- /* Redraw the home */
- if (item_pos >= 0)
- {
- store_top = (item_pos / store_bottom) * store_bottom;
- display_inventory();
- }
- }
- }
-
- /* Hack -- Redisplay store prices if charisma changes */
- /* Hack -- Redraw missiles damage if player changes bow */
- if (need_redraw_store_inv) display_inventory();
-
- /* Hack -- get kicked out of the store */
- if (st_ptr->store_open >= current_world_ptr->game_turn) leave_store = TRUE;
- }
-
- select_floor_music(player_ptr);
-
- player_ptr->town_num = old_town_num;
-
- take_turn(player_ptr, 100);
-
- /* Hack -- Character is no longer in "icky" mode */
- current_world_ptr->character_icky = FALSE;
-
- /* Hack -- Cancel automatic command */
- command_new = 0;
-
- /* Hack -- Cancel "see" mode */
- command_see = FALSE;
-
- /* Allow expanding macros */
- get_com_no_macros = FALSE;
-
- msg_erase();
- Term_clear();
-
- /* Update everything */
- player_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
- player_ptr->update |= (PU_MONSTERS);
-
- /* Redraw entire screen */
- player_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY);
- player_ptr->redraw |= (PR_MAP);
- player_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-}
-
-
-
-/*!
- * @brief 現在の町の店主を交代させる /
- * Shuffle one of the stores.
- * @param which 店舗種類のID
- * @return なし
- */
-void store_shuffle(int which)
-{
- int i, j;
-
-
- /* Ignore home */
- if (which == STORE_HOME) return;
- if (which == STORE_MUSEUM) return;
-
-
- /* Save the store index */
- cur_store_num = which;
-
- /* Activate that store */
- st_ptr = &town_info[p_ptr->town_num].store[cur_store_num];
-
- j = st_ptr->owner;
- /* Pick a new owner */
- while(1)
- {
- st_ptr->owner = (byte)randint0(MAX_OWNERS);
- if (j == st_ptr->owner) continue;
- for (i = 1;i < max_towns; i++)
- {
- if (i == p_ptr->town_num) continue;
- if (st_ptr->owner == town_info[i].store[cur_store_num].owner) break;
- }
- if (i == max_towns) break;
- }
-
- /* Activate the new owner */
- ot_ptr = &owners[cur_store_num][st_ptr->owner];
-
-
- /* Reset the owner data */
- st_ptr->insult_cur = 0;
- st_ptr->store_open = 0;
- st_ptr->good_buy = 0;
- st_ptr->bad_buy = 0;
-
-
- /* Hack -- discount all the items */
- for (i = 0; i < st_ptr->stock_num; i++)
- {
- object_type *o_ptr;
-
- o_ptr = &st_ptr->stock[i];
-
- if (!object_is_artifact(o_ptr))
- {
- /* Hack -- Sell all non-artifact old items for "half price" */
- o_ptr->discount = 50;
-
- /* Hack -- Items are no longer "fixed price" */
- o_ptr->ident &= ~(IDENT_FIXED);
-
- /* Mega-Hack -- Note that the item is "on sale" */
- o_ptr->inscription = quark_add(_("売出中", "on sale"));
- }
- }
-}
-
-
-/*!
- * @brief 店の品揃えを変化させる /
- * Maintain the inventory at the stores.
- * @param player_ptr プレーヤーへの参照ポインタ
- * @param town_num 町のID
- * @param store_num 店舗種類のID
- * @return なし
- */
-void store_maint(player_type *player_ptr, int town_num, int store_num)
-{
- INVENTORY_IDX j;
-
- cur_store_num = store_num;
-
- /* Ignore home */
- if (store_num == STORE_HOME) return;
- if (store_num == STORE_MUSEUM) return;
-
- /* Activate that store */
- st_ptr = &town_info[town_num].store[store_num];
-
- /* Activate the owner */
- ot_ptr = &owners[store_num][st_ptr->owner];
-
- /* Store keeper forgives the player */
- st_ptr->insult_cur = 0;
-
- /* Mega-Hack -- prune the black market */
- if (store_num == STORE_BLACK)
- {
- /* Destroy crappy black market items */
- for (j = st_ptr->stock_num - 1; j >= 0; j--)
- {
- object_type *o_ptr = &st_ptr->stock[j];
-
- /* Destroy crappy items */
- if (black_market_crap(o_ptr))
- {
- /* Destroy the item */
- store_item_increase(j, 0 - o_ptr->number);
- store_item_optimize(j);
- }
- }
- }
-
- /* Choose the number of slots to keep */
- j = st_ptr->stock_num;
-
- /* Sell a few items */
- j = j - randint1(STORE_TURNOVER);
-
- /* Never keep more than "STORE_MAX_KEEP" slots */
- if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
-
- /* Always "keep" at least "STORE_MIN_KEEP" items */
- if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
-
- /* Hack -- prevent "underflow" */
- if (j < 0) j = 0;
-
- /* Destroy objects until only "j" slots are left */
- while (st_ptr->stock_num > j) store_delete();
-
-
- /* Choose the number of slots to fill */
- j = st_ptr->stock_num;
-
- /* Buy some more items */
- j = j + randint1(STORE_TURNOVER);
-
- /* Never keep more than "STORE_MAX_KEEP" slots */
- if (j > STORE_MAX_KEEP) j = STORE_MAX_KEEP;
-
- /* Always "keep" at least "STORE_MIN_KEEP" items */
- if (j < STORE_MIN_KEEP) j = STORE_MIN_KEEP;
-
- /* Hack -- prevent "overflow" */
- if (j >= st_ptr->stock_size) j = st_ptr->stock_size - 1;
-
- /* Acquire some new items */
- while (st_ptr->stock_num < j) store_create(player_ptr);
-}
-
-
-/*!
- * @brief 店舗情報を初期化する /
- * Initialize the stores
- * @param town_num 町のID
- * @param store_num 店舗種類のID
- * @return なし
- */
-void store_init(int town_num, int store_num)
-{
- int k;
- cur_store_num = store_num;
-
- /* Activate that store */
- st_ptr = &town_info[town_num].store[store_num];
-
-
- /* Pick an owner */
- while(1)
- {
- int i;
-
- st_ptr->owner = (byte)randint0(MAX_OWNERS);
- for (i = 1;i < max_towns; i++)
- {
- if (i == town_num) continue;
- if (st_ptr->owner == town_info[i].store[store_num].owner) break;
- }
- if (i == max_towns) break;
- }
-
- /* Activate the new owner */
- ot_ptr = &owners[store_num][st_ptr->owner];
-
-
- /* Initialize the store */
- st_ptr->store_open = 0;
- st_ptr->insult_cur = 0;
- st_ptr->good_buy = 0;
- st_ptr->bad_buy = 0;
-
- /* Nothing in stock */
- st_ptr->stock_num = 0;
-
- /*
- * MEGA-HACK - Last visit to store is
- * BEFORE player birth to enable store restocking
- */
- st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
-
- /* Clear any old items */
- for (k = 0; k < st_ptr->stock_size; k++)
- {
- object_wipe(&st_ptr->stock[k]);
- }
-}
-
-
-/*!
- * @brief アイテムを町のブラックマーケットに移動させる /
- * @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
- * @return なし
- */
-void move_to_black_market(object_type *o_ptr)
-{
- /* Not in town */
- if (!p_ptr->town_num) return;
-
- st_ptr = &town_info[p_ptr->town_num].store[STORE_BLACK];
-
- o_ptr->ident |= IDENT_STORE;
-
- (void)store_carry(o_ptr);
-
- object_wipe(o_ptr); /* Don't leave a bogus object behind... */
-}
-