1 #include "market/bounty.h"
2 #include "autopick/autopick.h"
3 #include "core/stuff-handler.h"
4 #include "dungeon/dungeon.h"
5 #include "inventory/inventory-object.h"
6 #include "market/bounty-prize-table.h"
7 #include "market/building-util.h"
8 #include "monster/monster-race-hook.h"
9 #include "object/item-apply-magic.h"
10 #include "object/object-appraiser.h"
11 #include "object/object-flavor.h"
12 #include "object/object-generator.h"
13 #include "object/object2.h"
14 #include "object/sv-other-types.h"
15 #include "player/avatar.h"
16 #include "term/gameterm.h"
17 #include "world/world.h"
20 * @brief 賞金首の引き換え処理 / Get prize
21 * @param player_ptr プレーヤーへの参照ポインタ
22 * @return 各種賞金首のいずれかでも換金が行われたか否か。
24 bool exchange_cash(player_type *player_ptr)
27 GAME_TEXT o_name[MAX_NLEN];
30 for (INVENTORY_IDX i = 0; i <= INVEN_LARM; i++) {
31 o_ptr = &player_ptr->inventory_list[i];
32 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO)) {
33 char buf[MAX_NLEN + 20];
34 object_desc(player_ptr, o_name, o_ptr, 0);
35 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
37 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
38 player_ptr->au += 1000000L * o_ptr->number;
39 player_ptr->redraw |= (PR_GOLD);
40 vary_item(player_ptr, i, -o_ptr->number);
47 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++) {
48 o_ptr = &player_ptr->inventory_list[i];
49 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO)) {
50 char buf[MAX_NLEN + 20];
51 object_desc(player_ptr, o_name, o_ptr, 0);
52 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
54 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
55 player_ptr->au += 200000L * o_ptr->number;
56 player_ptr->redraw |= (PR_GOLD);
57 vary_item(player_ptr, i, -o_ptr->number);
64 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++) {
65 o_ptr = &player_ptr->inventory_list[i];
66 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO)) {
67 char buf[MAX_NLEN + 20];
68 object_desc(player_ptr, o_name, o_ptr, 0);
69 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
71 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
72 player_ptr->au += 100000L * o_ptr->number;
73 player_ptr->redraw |= (PR_GOLD);
74 vary_item(player_ptr, i, -o_ptr->number);
81 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++) {
82 o_ptr = &player_ptr->inventory_list[i];
83 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name))) {
84 char buf[MAX_NLEN + 20];
85 object_desc(player_ptr, o_name, o_ptr, 0);
86 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
88 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
89 player_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
90 player_ptr->redraw |= (PR_GOLD);
91 vary_item(player_ptr, i, -o_ptr->number);
98 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++) {
99 o_ptr = &player_ptr->inventory_list[i];
101 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))) {
102 char buf[MAX_NLEN + 20];
103 object_desc(player_ptr, o_name, o_ptr, 0);
104 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
105 if (get_check(buf)) {
106 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));
107 player_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
108 player_ptr->redraw |= (PR_GOLD);
109 vary_item(player_ptr, i, -o_ptr->number);
116 for (int j = 0; j < MAX_BOUNTY; j++) {
117 for (INVENTORY_IDX i = INVEN_PACK - 1; i >= 0; i--) {
118 o_ptr = &player_ptr->inventory_list[i];
119 if ((o_ptr->tval != TV_CORPSE) || (o_ptr->pval != current_world_ptr->bounty_r_idx[j]))
122 char buf[MAX_NLEN + 20];
124 INVENTORY_IDX item_new;
127 object_desc(player_ptr, o_name, o_ptr, 0);
128 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "), o_name);
132 vary_item(player_ptr, i, -o_ptr->number);
133 chg_virtue(player_ptr, V_JUSTICE, 5);
134 current_world_ptr->bounty_r_idx[j] += 10000;
136 for (num = 0, k = 0; k < MAX_BOUNTY; k++) {
137 if (current_world_ptr->bounty_r_idx[k] >= 10000)
141 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" : ""));
143 object_prep(&forge, lookup_kind(prize_list[num - 1].tval, prize_list[num - 1].sval));
144 apply_magic(player_ptr, &forge, player_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART);
146 object_aware(player_ptr, &forge);
147 object_known(&forge);
150 * Hand it --- Assume there is an empty slot.
151 * Since a corpse is handed at first,
152 * there is at least one empty slot.
154 item_new = store_item_to_inventory(player_ptr, &forge);
155 object_desc(player_ptr, o_name, &forge, 0);
156 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
158 autopick_alter_item(player_ptr, item_new, FALSE);
159 handle_stuff(player_ptr);
167 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."));
173 * @brief 本日の賞金首情報を表示する。
174 * @param player_ptr プレーヤーへの参照ポインタ
177 void today_target(player_type *player_ptr)
180 monster_race *r_ptr = &r_info[today_mon];
183 c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
184 sprintf(buf, _("ターゲット: %s", "target: %s"), r_name + r_ptr->name);
185 c_put_str(TERM_YELLOW, buf, 6, 10);
186 sprintf(buf, _("死体 ---- $%d", "corpse ---- $%d"), (int)r_ptr->level * 50 + 100);
188 sprintf(buf, _("骨 ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
190 player_ptr->today_mon = today_mon;
194 * @brief ツチノコの賞金首情報を表示する。
197 void tsuchinoko(void)
200 c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance for quick money!!!"), 5, 10);
201 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);
202 c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
203 c_put_str(TERM_WHITE, _("死体 ---- $200,000", "corpse ---- $200,000"), 9, 10);
204 c_put_str(TERM_WHITE, _("骨 ---- $100,000", "bones ---- $100,000"), 10, 10);
208 * @brief 通常の賞金首情報を表示する。
211 void show_bounty(void)
216 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);
217 c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
219 for (int i = 0; i < MAX_BOUNTY; i++) {
222 monster_race *r_ptr = &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])];
224 if (current_world_ptr->bounty_r_idx[i] > 10000) {
226 done_mark = _("(済)", "(done)");
232 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y + 7, 10);
235 if (!y && (i < MAX_BOUNTY - 1)) {
236 prt(_("何かキーを押してください", "Hit any key."), 0, 0);
245 * @brief 今日の賞金首を確定する / Determine today's bounty monster
246 * @param player_type プレーヤーへの参照ポインタ
248 * @note conv_old is used if loaded 0.0.3 or older save file
250 void determine_daily_bounty(player_type *player_ptr, bool conv_old)
254 for (i = 0; i < current_world_ptr->max_d_idx; i++) {
255 if (max_dlv[i] < d_info[i].mindepth)
257 if (max_dl < max_dlv[i])
261 max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
264 get_mon_num_prep(player_ptr, NULL, NULL);
267 today_mon = get_mon_num(player_ptr, max_dl, GMN_ARENA);
269 r_ptr = &r_info[today_mon];
271 if (r_ptr->flags1 & RF1_UNIQUE)
273 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2))
275 if (r_ptr->flags2 & RF2_MULTIPLY)
277 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON))
279 if (r_ptr->level < MIN(max_dl / 2, 40))
281 if (r_ptr->rarity > 10)
288 * @brief 賞金首となるユニークを確定する / Determine bounty uniques
289 * @param player_ptr プレーヤーへの参照ポインタ
292 void determine_bounty_uniques(player_type *player_ptr)
294 get_mon_num_prep(player_ptr, NULL, NULL);
295 for (int i = 0; i < MAX_BOUNTY; i++) {
297 current_world_ptr->bounty_r_idx[i] = get_mon_num(player_ptr, MAX_DEPTH - 1, GMN_ARENA);
299 r_ptr = &r_info[current_world_ptr->bounty_r_idx[i]];
301 if (!(r_ptr->flags1 & RF1_UNIQUE))
304 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)))
307 if (r_ptr->rarity > 100)
310 if (no_questor_or_bounty_uniques(current_world_ptr->bounty_r_idx[i]))
314 for (j = 0; j < i; j++) {
315 if (current_world_ptr->bounty_r_idx[i] == current_world_ptr->bounty_r_idx[j])
324 for (int i = 0; i < MAX_BOUNTY - 1; i++) {
325 for (int j = i; j < MAX_BOUNTY; j++) {
327 if (r_info[current_world_ptr->bounty_r_idx[i]].level > r_info[current_world_ptr->bounty_r_idx[j]].level) {
328 tmp = current_world_ptr->bounty_r_idx[i];
329 current_world_ptr->bounty_r_idx[i] = current_world_ptr->bounty_r_idx[j];
330 current_world_ptr->bounty_r_idx[j] = tmp;