1 #include "market/bounty.h"
2 #include "autopick/autopick.h"
3 #include "cmd-building/cmd-building.h"
4 #include "core/asking-player.h"
5 #include "core/player-redraw-types.h"
6 #include "core/stuff-handler.h"
7 #include "dungeon/dungeon.h"
8 #include "flavor/flavor-describer.h"
9 #include "game-option/cheat-options.h"
10 #include "inventory/inventory-object.h"
11 #include "inventory/inventory-slot-types.h"
12 #include "io/input-key-acceptor.h"
13 #include "market/bounty-prize-table.h"
14 #include "market/building-util.h"
15 #include "monster-race/monster-race-hook.h"
16 #include "monster-race/monster-race.h"
17 #include "monster-race/race-flags1.h"
18 #include "monster-race/race-flags2.h"
19 #include "monster-race/race-flags7.h"
20 #include "monster-race/race-flags9.h"
21 #include "monster-race/race-indice-types.h"
22 #include "monster/monster-list.h"
23 #include "monster/monster-util.h"
24 #include "object-enchant/apply-magic.h"
25 #include "object-enchant/item-apply-magic.h"
26 #include "object/object-generator.h"
27 #include "object/object-info.h"
28 #include "object/object-kind-hook.h"
29 #include "perception/object-perception.h"
30 #include "player-info/avatar.h"
31 #include "sv-definition/sv-other-types.h"
32 #include "system/floor-type-definition.h"
33 #include "term/screen-processor.h"
34 #include "term/term-color-types.h"
35 #include "view/display-messages.h"
36 #include "world/world.h"
39 * @brief 賞金首の引き換え処理 / Get prize
40 * @param player_ptr プレーヤーへの参照ポインタ
41 * @return 各種賞金首のいずれかでも換金が行われたか否か。
43 bool exchange_cash(player_type *player_ptr)
46 GAME_TEXT o_name[MAX_NLEN];
49 for (INVENTORY_IDX i = 0; i <= INVEN_SUB_HAND; i++) {
50 o_ptr = &player_ptr->inventory_list[i];
51 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO)) {
52 char buf[MAX_NLEN + 20];
53 describe_flavor(player_ptr, o_name, o_ptr, 0);
54 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
56 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
57 player_ptr->au += 1000000L * o_ptr->number;
58 player_ptr->redraw |= (PR_GOLD);
59 vary_item(player_ptr, i, -o_ptr->number);
66 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++) {
67 o_ptr = &player_ptr->inventory_list[i];
68 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO)) {
69 char buf[MAX_NLEN + 20];
70 describe_flavor(player_ptr, o_name, o_ptr, 0);
71 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
73 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
74 player_ptr->au += 200000L * o_ptr->number;
75 player_ptr->redraw |= (PR_GOLD);
76 vary_item(player_ptr, i, -o_ptr->number);
83 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++) {
84 o_ptr = &player_ptr->inventory_list[i];
85 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO)) {
86 char buf[MAX_NLEN + 20];
87 describe_flavor(player_ptr, o_name, o_ptr, 0);
88 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
90 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
91 player_ptr->au += 100000L * o_ptr->number;
92 player_ptr->redraw |= (PR_GOLD);
93 vary_item(player_ptr, i, -o_ptr->number);
100 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++) {
101 o_ptr = &player_ptr->inventory_list[i];
102 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name))) {
103 char buf[MAX_NLEN + 20];
104 describe_flavor(player_ptr, o_name, o_ptr, 0);
105 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
106 if (get_check(buf)) {
107 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
108 player_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
109 player_ptr->redraw |= (PR_GOLD);
110 vary_item(player_ptr, i, -o_ptr->number);
117 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++) {
118 o_ptr = &player_ptr->inventory_list[i];
120 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name))) {
121 char buf[MAX_NLEN + 20];
122 describe_flavor(player_ptr, o_name, o_ptr, 0);
123 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
124 if (get_check(buf)) {
125 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
126 player_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
127 player_ptr->redraw |= (PR_GOLD);
128 vary_item(player_ptr, i, -o_ptr->number);
135 for (int j = 0; j < MAX_BOUNTY; j++) {
136 for (INVENTORY_IDX i = INVEN_PACK - 1; i >= 0; i--) {
137 o_ptr = &player_ptr->inventory_list[i];
138 if ((o_ptr->tval != TV_CORPSE) || (o_ptr->pval != current_world_ptr->bounty_r_idx[j]))
141 char buf[MAX_NLEN + 20];
143 INVENTORY_IDX item_new;
146 describe_flavor(player_ptr, o_name, o_ptr, 0);
147 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "), o_name);
151 vary_item(player_ptr, i, -o_ptr->number);
152 chg_virtue(player_ptr, V_JUSTICE, 5);
153 current_world_ptr->bounty_r_idx[j] += 10000;
155 for (num = 0, k = 0; k < MAX_BOUNTY; k++) {
156 if (current_world_ptr->bounty_r_idx[k] >= 10000)
160 msg_format(_("これで合計 %d ポイント獲得しました。", "You earned %d point%s total."), num, (num > 1 ? "s" : ""));
162 object_prep(player_ptr, &forge, lookup_kind(prize_list[num - 1].tval, prize_list[num - 1].sval));
163 apply_magic(player_ptr, &forge, player_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART);
165 object_aware(player_ptr, &forge);
166 object_known(&forge);
169 * Hand it --- Assume there is an empty slot.
170 * Since a corpse is handed at first,
171 * there is at least one empty slot.
173 item_new = store_item_to_inventory(player_ptr, &forge);
174 describe_flavor(player_ptr, o_name, &forge, 0);
175 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
177 autopick_alter_item(player_ptr, item_new, FALSE);
178 handle_stuff(player_ptr);
186 msg_print(_("賞金を得られそうなものは持っていなかった。", "You have nothing."));
192 * @brief 本日の賞金首情報を表示する。
193 * @param player_ptr プレーヤーへの参照ポインタ
196 void today_target(player_type *player_ptr)
199 monster_race *r_ptr = &r_info[today_mon];
202 c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
203 sprintf(buf, _("ターゲット: %s", "target: %s"), r_name + r_ptr->name);
204 c_put_str(TERM_YELLOW, buf, 6, 10);
205 sprintf(buf, _("死体 ---- $%d", "corpse ---- $%d"), (int)r_ptr->level * 50 + 100);
207 sprintf(buf, _("骨 ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
209 player_ptr->today_mon = today_mon;
213 * @brief ツチノコの賞金首情報を表示する。
216 void tsuchinoko(void)
219 c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance for quick money!!!"), 5, 10);
220 c_put_str(TERM_YELLOW, _("ターゲット:幻の珍獣「ツチノコ」", "target: the rarest animal 'Tsuchinoko'"), 6, 10);
221 c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
222 c_put_str(TERM_WHITE, _("死体 ---- $200,000", "corpse ---- $200,000"), 9, 10);
223 c_put_str(TERM_WHITE, _("骨 ---- $100,000", "bones ---- $100,000"), 10, 10);
227 * @brief 通常の賞金首情報を表示する。
230 void show_bounty(void)
235 prt(_("死体を持ち帰れば報酬を差し上げます。", "Offer a prize when you bring a wanted monster's corpse"), 4, 10);
236 c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
238 for (int i = 0; i < MAX_BOUNTY; i++) {
242 = &r_info[(current_world_ptr->bounty_r_idx[i] > 10000 ? current_world_ptr->bounty_r_idx[i] - 10000 : current_world_ptr->bounty_r_idx[i])];
244 if (current_world_ptr->bounty_r_idx[i] > 10000) {
246 done_mark = _("(済)", "(done)");
252 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y + 7, 10);
255 if (!y && (i < MAX_BOUNTY - 1)) {
256 prt(_("何かキーを押してください", "Hit any key."), 0, 0);
265 * @brief 今日の賞金首を確定する / Determine today's bounty monster
266 * @param player_type プレーヤーへの参照ポインタ
268 * @note conv_old is used if loaded 0.0.3 or older save file
270 void determine_daily_bounty(player_type *player_ptr, bool conv_old)
274 for (i = 0; i < current_world_ptr->max_d_idx; i++) {
275 if (max_dlv[i] < d_info[i].mindepth)
277 if (max_dl < max_dlv[i])
281 max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
284 get_mon_num_prep(player_ptr, NULL, NULL);
287 today_mon = get_mon_num(player_ptr, MIN(max_dl / 2, 40), max_dl, GMN_ARENA);
289 r_ptr = &r_info[today_mon];
292 msg_format("日替わり候補: %s ", r_ptr->name + r_name);
295 if (r_ptr->flags1 & RF1_UNIQUE)
297 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2))
299 if (r_ptr->flags2 & RF2_MULTIPLY)
301 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON))
303 if (r_ptr->rarity > 10)
310 * @brief 賞金首となるユニークを確定する / Determine bounty uniques
311 * @param player_ptr プレーヤーへの参照ポインタ
314 void determine_bounty_uniques(player_type *player_ptr)
316 get_mon_num_prep(player_ptr, NULL, NULL);
317 for (int i = 0; i < MAX_BOUNTY; i++) {
319 current_world_ptr->bounty_r_idx[i] = get_mon_num(player_ptr, 0, MAX_DEPTH - 1, GMN_ARENA);
321 r_ptr = &r_info[current_world_ptr->bounty_r_idx[i]];
323 if (!(r_ptr->flags1 & RF1_UNIQUE))
326 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)))
329 if (r_ptr->rarity > 100)
332 if (no_questor_or_bounty_uniques(current_world_ptr->bounty_r_idx[i]))
336 for (j = 0; j < i; j++) {
337 if (current_world_ptr->bounty_r_idx[i] == current_world_ptr->bounty_r_idx[j])
346 for (int i = 0; i < MAX_BOUNTY - 1; i++) {
347 for (int j = i; j < MAX_BOUNTY; j++) {
349 if (r_info[current_world_ptr->bounty_r_idx[i]].level > r_info[current_world_ptr->bounty_r_idx[j]].level) {
350 tmp = current_world_ptr->bounty_r_idx[i];
351 current_world_ptr->bounty_r_idx[i] = current_world_ptr->bounty_r_idx[j];
352 current_world_ptr->bounty_r_idx[j] = tmp;