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/stuff-handler.h"
6 #include "dungeon/dungeon.h"
7 #include "floor/floor.h"
8 #include "inventory/inventory-object.h"
9 #include "io/input-key-acceptor.h"
10 #include "market/bounty-prize-table.h"
11 #include "market/building-util.h"
12 #include "monster-race/monster-race.h"
13 #include "monster-race/race-flags1.h"
14 #include "monster-race/race-flags2.h"
15 #include "monster-race/race-flags7.h"
16 #include "monster-race/race-flags9.h"
17 #include "monster-race/race-indice-types.h"
18 #include "monster-race/monster-race-hook.h"
19 #include "monster/monster-list.h"
20 #include "monster/monster-util.h"
21 #include "object-enchant/apply-magic.h"
22 #include "object-enchant/item-apply-magic.h"
23 #include "object/object-flavor.h"
24 #include "object/object-generator.h"
25 #include "object/object-kind-hook.h"
26 #include "object/object-info.h"
27 #include "perception/object-perception.h"
28 #include "player/avatar.h"
29 #include "sv-definition/sv-other-types.h"
30 #include "term/screen-processor.h"
31 #include "term/term-color-types.h"
32 #include "view/display-messages.h"
33 #include "world/world.h"
36 * @brief 賞金首の引き換え処理 / Get prize
37 * @param player_ptr プレーヤーへの参照ポインタ
38 * @return 各種賞金首のいずれかでも換金が行われたか否か。
40 bool exchange_cash(player_type *player_ptr)
43 GAME_TEXT o_name[MAX_NLEN];
46 for (INVENTORY_IDX i = 0; i <= INVEN_LARM; i++) {
47 o_ptr = &player_ptr->inventory_list[i];
48 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO)) {
49 char buf[MAX_NLEN + 20];
50 object_desc(player_ptr, o_name, o_ptr, 0);
51 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
53 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
54 player_ptr->au += 1000000L * o_ptr->number;
55 player_ptr->redraw |= (PR_GOLD);
56 vary_item(player_ptr, i, -o_ptr->number);
63 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++) {
64 o_ptr = &player_ptr->inventory_list[i];
65 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO)) {
66 char buf[MAX_NLEN + 20];
67 object_desc(player_ptr, o_name, o_ptr, 0);
68 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
70 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
71 player_ptr->au += 200000L * o_ptr->number;
72 player_ptr->redraw |= (PR_GOLD);
73 vary_item(player_ptr, i, -o_ptr->number);
80 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++) {
81 o_ptr = &player_ptr->inventory_list[i];
82 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO)) {
83 char buf[MAX_NLEN + 20];
84 object_desc(player_ptr, o_name, o_ptr, 0);
85 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
87 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
88 player_ptr->au += 100000L * o_ptr->number;
89 player_ptr->redraw |= (PR_GOLD);
90 vary_item(player_ptr, i, -o_ptr->number);
97 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++) {
98 o_ptr = &player_ptr->inventory_list[i];
99 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name))) {
100 char buf[MAX_NLEN + 20];
101 object_desc(player_ptr, o_name, o_ptr, 0);
102 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
103 if (get_check(buf)) {
104 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
105 player_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
106 player_ptr->redraw |= (PR_GOLD);
107 vary_item(player_ptr, i, -o_ptr->number);
114 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++) {
115 o_ptr = &player_ptr->inventory_list[i];
117 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))) {
118 char buf[MAX_NLEN + 20];
119 object_desc(player_ptr, o_name, o_ptr, 0);
120 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
121 if (get_check(buf)) {
122 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));
123 player_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
124 player_ptr->redraw |= (PR_GOLD);
125 vary_item(player_ptr, i, -o_ptr->number);
132 for (int j = 0; j < MAX_BOUNTY; j++) {
133 for (INVENTORY_IDX i = INVEN_PACK - 1; i >= 0; i--) {
134 o_ptr = &player_ptr->inventory_list[i];
135 if ((o_ptr->tval != TV_CORPSE) || (o_ptr->pval != current_world_ptr->bounty_r_idx[j]))
138 char buf[MAX_NLEN + 20];
140 INVENTORY_IDX item_new;
143 object_desc(player_ptr, o_name, o_ptr, 0);
144 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "), o_name);
148 vary_item(player_ptr, i, -o_ptr->number);
149 chg_virtue(player_ptr, V_JUSTICE, 5);
150 current_world_ptr->bounty_r_idx[j] += 10000;
152 for (num = 0, k = 0; k < MAX_BOUNTY; k++) {
153 if (current_world_ptr->bounty_r_idx[k] >= 10000)
157 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" : ""));
159 object_prep(player_ptr, &forge, lookup_kind(prize_list[num - 1].tval, prize_list[num - 1].sval));
160 apply_magic(player_ptr, &forge, player_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART);
162 object_aware(player_ptr, &forge);
163 object_known(&forge);
166 * Hand it --- Assume there is an empty slot.
167 * Since a corpse is handed at first,
168 * there is at least one empty slot.
170 item_new = store_item_to_inventory(player_ptr, &forge);
171 object_desc(player_ptr, o_name, &forge, 0);
172 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
174 autopick_alter_item(player_ptr, item_new, FALSE);
175 handle_stuff(player_ptr);
183 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."));
189 * @brief 本日の賞金首情報を表示する。
190 * @param player_ptr プレーヤーへの参照ポインタ
193 void today_target(player_type *player_ptr)
196 monster_race *r_ptr = &r_info[today_mon];
199 c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
200 sprintf(buf, _("ターゲット: %s", "target: %s"), r_name + r_ptr->name);
201 c_put_str(TERM_YELLOW, buf, 6, 10);
202 sprintf(buf, _("死体 ---- $%d", "corpse ---- $%d"), (int)r_ptr->level * 50 + 100);
204 sprintf(buf, _("骨 ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
206 player_ptr->today_mon = today_mon;
210 * @brief ツチノコの賞金首情報を表示する。
213 void tsuchinoko(void)
216 c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance for quick money!!!"), 5, 10);
217 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);
218 c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
219 c_put_str(TERM_WHITE, _("死体 ---- $200,000", "corpse ---- $200,000"), 9, 10);
220 c_put_str(TERM_WHITE, _("骨 ---- $100,000", "bones ---- $100,000"), 10, 10);
224 * @brief 通常の賞金首情報を表示する。
227 void show_bounty(void)
232 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);
233 c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
235 for (int i = 0; i < MAX_BOUNTY; i++) {
239 = &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])];
241 if (current_world_ptr->bounty_r_idx[i] > 10000) {
243 done_mark = _("(済)", "(done)");
249 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y + 7, 10);
252 if (!y && (i < MAX_BOUNTY - 1)) {
253 prt(_("何かキーを押してください", "Hit any key."), 0, 0);
262 * @brief 今日の賞金首を確定する / Determine today's bounty monster
263 * @param player_type プレーヤーへの参照ポインタ
265 * @note conv_old is used if loaded 0.0.3 or older save file
267 void determine_daily_bounty(player_type *player_ptr, bool conv_old)
271 for (i = 0; i < current_world_ptr->max_d_idx; i++) {
272 if (max_dlv[i] < d_info[i].mindepth)
274 if (max_dl < max_dlv[i])
278 max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
281 get_mon_num_prep(player_ptr, NULL, NULL);
284 today_mon = get_mon_num(player_ptr, max_dl, GMN_ARENA);
286 r_ptr = &r_info[today_mon];
288 if (r_ptr->flags1 & RF1_UNIQUE)
290 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2))
292 if (r_ptr->flags2 & RF2_MULTIPLY)
294 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON))
296 if (r_ptr->level < MIN(max_dl / 2, 40))
298 if (r_ptr->rarity > 10)
305 * @brief 賞金首となるユニークを確定する / Determine bounty uniques
306 * @param player_ptr プレーヤーへの参照ポインタ
309 void determine_bounty_uniques(player_type *player_ptr)
311 get_mon_num_prep(player_ptr, NULL, NULL);
312 for (int i = 0; i < MAX_BOUNTY; i++) {
314 current_world_ptr->bounty_r_idx[i] = get_mon_num(player_ptr, MAX_DEPTH - 1, GMN_ARENA);
316 r_ptr = &r_info[current_world_ptr->bounty_r_idx[i]];
318 if (!(r_ptr->flags1 & RF1_UNIQUE))
321 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)))
324 if (r_ptr->rarity > 100)
327 if (no_questor_or_bounty_uniques(current_world_ptr->bounty_r_idx[i]))
331 for (j = 0; j < i; j++) {
332 if (current_world_ptr->bounty_r_idx[i] == current_world_ptr->bounty_r_idx[j])
341 for (int i = 0; i < MAX_BOUNTY - 1; i++) {
342 for (int j = i; j < MAX_BOUNTY; j++) {
344 if (r_info[current_world_ptr->bounty_r_idx[i]].level > r_info[current_world_ptr->bounty_r_idx[j]].level) {
345 tmp = current_world_ptr->bounty_r_idx[i];
346 current_world_ptr->bounty_r_idx[i] = current_world_ptr->bounty_r_idx[j];
347 current_world_ptr->bounty_r_idx[j] = tmp;