1 #include "market/bounty.h"
2 #include "autopick/autopick.h"
3 #include "avatar/avatar.h"
4 #include "cmd-building/cmd-building.h"
5 #include "core/asking-player.h"
6 #include "core/player-redraw-types.h"
7 #include "core/stuff-handler.h"
8 #include "dungeon/dungeon.h"
9 #include "flavor/flavor-describer.h"
10 #include "game-option/cheat-options.h"
11 #include "inventory/inventory-object.h"
12 #include "inventory/inventory-slot-types.h"
13 #include "io/input-key-acceptor.h"
14 #include "market/bounty-prize-table.h"
15 #include "market/building-util.h"
16 #include "monster-race/monster-race-hook.h"
17 #include "monster-race/monster-race.h"
18 #include "monster-race/race-flags1.h"
19 #include "monster-race/race-flags2.h"
20 #include "monster-race/race-flags7.h"
21 #include "monster-race/race-flags9.h"
22 #include "monster-race/race-indice-types.h"
23 #include "monster/monster-list.h"
24 #include "monster/monster-util.h"
25 #include "object-enchant/apply-magic.h"
26 #include "object-enchant/item-apply-magic.h"
27 #include "object/object-info.h"
28 #include "object/object-kind-hook.h"
29 #include "perception/object-perception.h"
30 #include "sv-definition/sv-other-types.h"
31 #include "system/floor-type-definition.h"
32 #include "system/monster-race-definition.h"
33 #include "system/object-type-definition.h"
34 #include "system/player-type-definition.h"
35 #include "term/screen-processor.h"
36 #include "term/term-color-types.h"
37 #include "view/display-messages.h"
38 #include "world/world.h"
41 * @brief 賞金首の引き換え処理 / Get prize
42 * @param player_ptr プレイヤーへの参照ポインタ
43 * @return 各種賞金首のいずれかでも換金が行われたか否か。
45 bool exchange_cash(player_type *player_ptr)
48 GAME_TEXT o_name[MAX_NLEN];
51 for (INVENTORY_IDX i = 0; i <= INVEN_SUB_HAND; i++) {
52 o_ptr = &player_ptr->inventory_list[i];
53 if ((o_ptr->tval == ItemPrimaryType::TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO)) {
54 char buf[MAX_NLEN + 32];
55 describe_flavor(player_ptr, o_name, o_ptr, 0);
56 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
58 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
59 player_ptr->au += 1000000L * o_ptr->number;
60 player_ptr->redraw |= (PR_GOLD);
61 vary_item(player_ptr, i, -o_ptr->number);
68 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++) {
69 o_ptr = &player_ptr->inventory_list[i];
70 if ((o_ptr->tval == ItemPrimaryType::TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO)) {
71 char buf[MAX_NLEN + 32];
72 describe_flavor(player_ptr, o_name, o_ptr, 0);
73 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
75 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
76 player_ptr->au += 200000L * o_ptr->number;
77 player_ptr->redraw |= (PR_GOLD);
78 vary_item(player_ptr, i, -o_ptr->number);
85 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++) {
86 o_ptr = &player_ptr->inventory_list[i];
87 if ((o_ptr->tval == ItemPrimaryType::TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO)) {
88 char buf[MAX_NLEN + 32];
89 describe_flavor(player_ptr, o_name, o_ptr, 0);
90 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
92 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
93 player_ptr->au += 100000L * o_ptr->number;
94 player_ptr->redraw |= (PR_GOLD);
95 vary_item(player_ptr, i, -o_ptr->number);
102 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++) {
103 o_ptr = &player_ptr->inventory_list[i];
104 if ((o_ptr->tval == ItemPrimaryType::TV_CORPSE) && (o_ptr->sval == SV_CORPSE)
105 && (streq(r_info[o_ptr->pval].name.c_str(), r_info[w_ptr->today_mon].name.c_str()))) {
106 char buf[MAX_NLEN + 32];
107 describe_flavor(player_ptr, o_name, o_ptr, 0);
108 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
109 if (get_check(buf)) {
111 _("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[w_ptr->today_mon].level * 50 + 100) * o_ptr->number));
112 player_ptr->au += (r_info[w_ptr->today_mon].level * 50 + 100) * o_ptr->number;
113 player_ptr->redraw |= (PR_GOLD);
114 vary_item(player_ptr, i, -o_ptr->number);
121 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++) {
122 o_ptr = &player_ptr->inventory_list[i];
124 if ((o_ptr->tval == ItemPrimaryType::TV_CORPSE) && (o_ptr->sval == SV_SKELETON)
125 && (streq(r_info[o_ptr->pval].name.c_str(), r_info[w_ptr->today_mon].name.c_str()))) {
126 char buf[MAX_NLEN + 32];
127 describe_flavor(player_ptr, o_name, o_ptr, 0);
128 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
129 if (get_check(buf)) {
130 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[w_ptr->today_mon].level * 30 + 60) * o_ptr->number));
131 player_ptr->au += (r_info[w_ptr->today_mon].level * 30 + 60) * o_ptr->number;
132 player_ptr->redraw |= (PR_GOLD);
133 vary_item(player_ptr, i, -o_ptr->number);
140 for (int j = 0; j < MAX_BOUNTY; j++) {
141 for (INVENTORY_IDX i = INVEN_PACK - 1; i >= 0; i--) {
142 o_ptr = &player_ptr->inventory_list[i];
143 if ((o_ptr->tval != ItemPrimaryType::TV_CORPSE) || (o_ptr->pval != w_ptr->bounty_r_idx[j]))
146 char buf[MAX_NLEN + 20];
148 INVENTORY_IDX item_new;
151 describe_flavor(player_ptr, o_name, o_ptr, 0);
152 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "), o_name);
156 vary_item(player_ptr, i, -o_ptr->number);
157 chg_virtue(player_ptr, V_JUSTICE, 5);
158 w_ptr->bounty_r_idx[j] += 10000;
160 for (num = 0, k = 0; k < MAX_BOUNTY; k++) {
161 if (w_ptr->bounty_r_idx[k] >= 10000)
165 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" : ""));
167 (&forge)->prep(lookup_kind(prize_list[num - 1].tval, prize_list[num - 1].sval));
168 apply_magic_to_object(player_ptr, &forge, player_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART);
170 object_aware(player_ptr, &forge);
171 object_known(&forge);
174 * Hand it --- Assume there is an empty slot.
175 * Since a corpse is handed at first,
176 * there is at least one empty slot.
178 item_new = store_item_to_inventory(player_ptr, &forge);
179 describe_flavor(player_ptr, o_name, &forge, 0);
180 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
182 autopick_alter_item(player_ptr, item_new, false);
183 handle_stuff(player_ptr);
191 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."));
197 * @brief 本日の賞金首情報を表示する。
198 * @param player_ptr プレイヤーへの参照ポインタ
200 void today_target(player_type *player_ptr)
203 monster_race *r_ptr = &r_info[w_ptr->today_mon];
206 c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
207 sprintf(buf, _("ターゲット: %s", "target: %s"), r_ptr->name.c_str());
208 c_put_str(TERM_YELLOW, buf, 6, 10);
209 sprintf(buf, _("死体 ---- $%d", "corpse ---- $%d"), (int)r_ptr->level * 50 + 100);
211 sprintf(buf, _("骨 ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
213 player_ptr->today_mon = w_ptr->today_mon;
217 * @brief ツチノコの賞金首情報を表示する。
219 void tsuchinoko(void)
222 c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance for quick money!!!"), 5, 10);
223 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);
224 c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
225 c_put_str(TERM_WHITE, _("死体 ---- $200,000", "corpse ---- $200,000"), 9, 10);
226 c_put_str(TERM_WHITE, _("骨 ---- $100,000", "bones ---- $100,000"), 10, 10);
230 * @brief 通常の賞金首情報を表示する。
232 void show_bounty(void)
237 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);
238 c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
240 for (int i = 0; i < MAX_BOUNTY; i++) {
244 = &r_info[(w_ptr->bounty_r_idx[i] > 10000 ? w_ptr->bounty_r_idx[i] - 10000 : w_ptr->bounty_r_idx[i])];
246 if (w_ptr->bounty_r_idx[i] > 10000) {
248 done_mark = _("(済)", "(done)");
254 c_prt(color, format("%s %s", r_ptr->name.c_str(), done_mark), y + 7, 10);
257 if (!y && (i < MAX_BOUNTY - 1)) {
258 prt(_("何かキーを押してください", "Hit any key."), 0, 0);
267 * @brief 今日の賞金首を確定する / Determine today's bounty monster
268 * @param player_type プレイヤーへの参照ポインタ
269 * @note conv_old is used if loaded 0.0.3 or older save file
271 void determine_daily_bounty(player_type *player_ptr, bool conv_old)
275 for (const auto &d_ref : d_info) {
276 if (max_dlv[d_ref.idx] < d_ref.mindepth)
278 if (max_dl < max_dlv[d_ref.idx])
279 max_dl = max_dlv[d_ref.idx];
282 max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
285 get_mon_num_prep_bounty(player_ptr);
288 w_ptr->today_mon = get_mon_num(player_ptr, MIN(max_dl / 2, 40), max_dl, GMN_ARENA);
290 r_ptr = &r_info[w_ptr->today_mon];
293 msg_format("日替わり候補: %s ", r_ptr->name.c_str());
296 if (r_ptr->flags1 & RF1_UNIQUE)
298 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2))
300 if (r_ptr->flags2 & RF2_MULTIPLY)
302 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON))
304 if (r_ptr->rarity > 10)
309 // プレイヤーは日替わり賞金首に関する知識を失う。
310 player_ptr->today_mon = 0;
314 * @brief 賞金首となるユニークを確定する / Determine bounty uniques
315 * @param player_ptr プレイヤーへの参照ポインタ
317 void determine_bounty_uniques(player_type *player_ptr)
319 get_mon_num_prep_bounty(player_ptr);
321 for (int i = 0; i < MAX_BOUNTY; i++) {
323 w_ptr->bounty_r_idx[i] = get_mon_num(player_ptr, 0, MAX_DEPTH - 1, GMN_ARENA);
325 r_ptr = &r_info[w_ptr->bounty_r_idx[i]];
327 if (!(r_ptr->flags1 & RF1_UNIQUE))
330 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)))
333 if (r_ptr->rarity > 100)
336 if (no_questor_or_bounty_uniques(w_ptr->bounty_r_idx[i]))
340 for (j = 0; j < i; j++) {
341 if (w_ptr->bounty_r_idx[i] == w_ptr->bounty_r_idx[j])
350 for (int i = 0; i < MAX_BOUNTY - 1; i++) {
351 for (int j = i; j < MAX_BOUNTY; j++) {
353 if (r_info[w_ptr->bounty_r_idx[i]].level > r_info[w_ptr->bounty_r_idx[j]].level) {
354 tmp = w_ptr->bounty_r_idx[i];
355 w_ptr->bounty_r_idx[i] = w_ptr->bounty_r_idx[j];
356 w_ptr->bounty_r_idx[j] = tmp;