1 #include "system/angband.h"
2 #include "market/bounty.h"
3 #include "world/world.h"
4 #include "player/avatar.h"
5 #include "market/bounty-prize-table.h"
6 #include "object/item-apply-magic.h"
7 #include "object/object2.h"
8 #include "object/object-flavor.h"
9 #include "autopick/autopick.h"
10 #include "core/stuff-handler.h"
11 #include "term/gameterm.h"
12 #include "market/building-util.h"
13 #include "dungeon/dungeon.h"
14 #include "monster/monster-race-hook.h"
15 #include "object/sv-other-types.h"
18 * @brief 賞金首の引き換え処理 / Get prize
19 * @param player_ptr プレーヤーへの参照ポインタ
20 * @return 各種賞金首のいずれかでも換金が行われたか否か。
22 bool exchange_cash(player_type *player_ptr)
25 GAME_TEXT o_name[MAX_NLEN];
28 for (INVENTORY_IDX i = 0; i <= INVEN_LARM; i++) {
29 o_ptr = &player_ptr->inventory_list[i];
30 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO)) {
31 char buf[MAX_NLEN + 20];
32 object_desc(player_ptr, o_name, o_ptr, 0);
33 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
35 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
36 player_ptr->au += 1000000L * o_ptr->number;
37 player_ptr->redraw |= (PR_GOLD);
38 vary_item(player_ptr, i, -o_ptr->number);
45 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++) {
46 o_ptr = &player_ptr->inventory_list[i];
47 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO)) {
48 char buf[MAX_NLEN + 20];
49 object_desc(player_ptr, o_name, o_ptr, 0);
50 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
52 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
53 player_ptr->au += 200000L * o_ptr->number;
54 player_ptr->redraw |= (PR_GOLD);
55 vary_item(player_ptr, i, -o_ptr->number);
62 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++) {
63 o_ptr = &player_ptr->inventory_list[i];
64 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO)) {
65 char buf[MAX_NLEN + 20];
66 object_desc(player_ptr, o_name, o_ptr, 0);
67 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
69 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
70 player_ptr->au += 100000L * o_ptr->number;
71 player_ptr->redraw |= (PR_GOLD);
72 vary_item(player_ptr, i, -o_ptr->number);
79 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++) {
80 o_ptr = &player_ptr->inventory_list[i];
81 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name))) {
82 char buf[MAX_NLEN + 20];
83 object_desc(player_ptr, o_name, o_ptr, 0);
84 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
86 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
87 player_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
88 player_ptr->redraw |= (PR_GOLD);
89 vary_item(player_ptr, i, -o_ptr->number);
96 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++) {
97 o_ptr = &player_ptr->inventory_list[i];
99 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))) {
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 * 30 + 60) * o_ptr->number));
105 player_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
106 player_ptr->redraw |= (PR_GOLD);
107 vary_item(player_ptr, i, -o_ptr->number);
114 for (int j = 0; j < MAX_BOUNTY; j++) {
115 for (INVENTORY_IDX i = INVEN_PACK - 1; i >= 0; i--) {
116 o_ptr = &player_ptr->inventory_list[i];
117 if ((o_ptr->tval != TV_CORPSE) || (o_ptr->pval != current_world_ptr->bounty_r_idx[j]))
120 char buf[MAX_NLEN + 20];
122 INVENTORY_IDX item_new;
125 object_desc(player_ptr, o_name, o_ptr, 0);
126 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "), o_name);
130 vary_item(player_ptr, i, -o_ptr->number);
131 chg_virtue(player_ptr, V_JUSTICE, 5);
132 current_world_ptr->bounty_r_idx[j] += 10000;
134 for (num = 0, k = 0; k < MAX_BOUNTY; k++) {
135 if (current_world_ptr->bounty_r_idx[k] >= 10000)
139 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" : ""));
141 object_prep(&forge, lookup_kind(prize_list[num - 1].tval, prize_list[num - 1].sval));
142 apply_magic(player_ptr, &forge, player_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART);
144 object_aware(player_ptr, &forge);
145 object_known(&forge);
148 * Hand it --- Assume there is an empty slot.
149 * Since a corpse is handed at first,
150 * there is at least one empty slot.
152 item_new = inven_carry(player_ptr, &forge);
153 object_desc(player_ptr, o_name, &forge, 0);
154 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
156 autopick_alter_item(player_ptr, item_new, FALSE);
157 handle_stuff(player_ptr);
165 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."));
171 * @brief 本日の賞金首情報を表示する。
172 * @param player_ptr プレーヤーへの参照ポインタ
175 void today_target(player_type *player_ptr)
178 monster_race *r_ptr = &r_info[today_mon];
181 c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
182 sprintf(buf, _("ターゲット: %s", "target: %s"), r_name + r_ptr->name);
183 c_put_str(TERM_YELLOW, buf, 6, 10);
184 sprintf(buf, _("死体 ---- $%d", "corpse ---- $%d"), (int)r_ptr->level * 50 + 100);
186 sprintf(buf, _("骨 ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
188 player_ptr->today_mon = today_mon;
192 * @brief ツチノコの賞金首情報を表示する。
195 void tsuchinoko(void)
198 c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance for quick money!!!"), 5, 10);
199 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);
200 c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
201 c_put_str(TERM_WHITE, _("死体 ---- $200,000", "corpse ---- $200,000"), 9, 10);
202 c_put_str(TERM_WHITE, _("骨 ---- $100,000", "bones ---- $100,000"), 10, 10);
206 * @brief 通常の賞金首情報を表示する。
209 void show_bounty(void)
214 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);
215 c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
217 for (int i = 0; i < MAX_BOUNTY; i++) {
220 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])];
222 if (current_world_ptr->bounty_r_idx[i] > 10000) {
224 done_mark = _("(済)", "(done)");
230 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y + 7, 10);
233 if (!y && (i < MAX_BOUNTY - 1)) {
234 prt(_("何かキーを押してください", "Hit any key."), 0, 0);
243 * @brief 今日の賞金首を確定する / Determine today's bounty monster
244 * @param player_type プレーヤーへの参照ポインタ
246 * @note conv_old is used if loaded 0.0.3 or older save file
248 void determine_daily_bounty(player_type *player_ptr, bool conv_old)
252 for (i = 0; i < current_world_ptr->max_d_idx; i++) {
253 if (max_dlv[i] < d_info[i].mindepth)
255 if (max_dl < max_dlv[i])
259 max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
262 get_mon_num_prep(player_ptr, NULL, NULL);
265 today_mon = get_mon_num(player_ptr, max_dl, GMN_ARENA);
267 r_ptr = &r_info[today_mon];
269 if (r_ptr->flags1 & RF1_UNIQUE)
271 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2))
273 if (r_ptr->flags2 & RF2_MULTIPLY)
275 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON))
277 if (r_ptr->level < MIN(max_dl / 2, 40))
279 if (r_ptr->rarity > 10)
286 * @brief 賞金首となるユニークを確定する / Determine bounty uniques
287 * @param player_ptr プレーヤーへの参照ポインタ
290 void determine_bounty_uniques(player_type *player_ptr)
292 get_mon_num_prep(player_ptr, NULL, NULL);
293 for (int i = 0; i < MAX_BOUNTY; i++) {
295 current_world_ptr->bounty_r_idx[i] = get_mon_num(player_ptr, MAX_DEPTH - 1, GMN_ARENA);
297 r_ptr = &r_info[current_world_ptr->bounty_r_idx[i]];
299 if (!(r_ptr->flags1 & RF1_UNIQUE))
302 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)))
305 if (r_ptr->rarity > 100)
308 if (no_questor_or_bounty_uniques(current_world_ptr->bounty_r_idx[i]))
312 for (j = 0; j < i; j++) {
313 if (current_world_ptr->bounty_r_idx[i] == current_world_ptr->bounty_r_idx[j])
322 for (int i = 0; i < MAX_BOUNTY - 1; i++) {
323 for (int j = i; j < MAX_BOUNTY; j++) {
325 if (r_info[current_world_ptr->bounty_r_idx[i]].level > r_info[current_world_ptr->bounty_r_idx[j]].level) {
326 tmp = current_world_ptr->bounty_r_idx[i];
327 current_world_ptr->bounty_r_idx[i] = current_world_ptr->bounty_r_idx[j];
328 current_world_ptr->bounty_r_idx[j] = tmp;