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 "util/bit-flags-calculator.h"
38 #include "view/display-messages.h"
39 #include "world/world.h"
43 * @brief 賞金首の引き換え処理 / Get prize
44 * @param player_ptr プレイヤーへの参照ポインタ
45 * @return 各種賞金首のいずれかでも換金が行われたか否か。
47 bool exchange_cash(PlayerType *player_ptr)
50 GAME_TEXT o_name[MAX_NLEN];
53 for (INVENTORY_IDX i = 0; i <= INVEN_SUB_HAND; i++) {
54 o_ptr = &player_ptr->inventory_list[i];
55 if ((o_ptr->tval == ItemKindType::CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO)) {
56 char buf[MAX_NLEN + 32];
57 describe_flavor(player_ptr, o_name, o_ptr, 0);
58 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
60 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
61 player_ptr->au += 1000000L * o_ptr->number;
62 player_ptr->redraw |= (PR_GOLD);
63 vary_item(player_ptr, i, -o_ptr->number);
70 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++) {
71 o_ptr = &player_ptr->inventory_list[i];
72 if ((o_ptr->tval == ItemKindType::CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO)) {
73 char buf[MAX_NLEN + 32];
74 describe_flavor(player_ptr, o_name, o_ptr, 0);
75 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
77 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
78 player_ptr->au += 200000L * o_ptr->number;
79 player_ptr->redraw |= (PR_GOLD);
80 vary_item(player_ptr, i, -o_ptr->number);
87 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++) {
88 o_ptr = &player_ptr->inventory_list[i];
89 if ((o_ptr->tval == ItemKindType::CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO)) {
90 char buf[MAX_NLEN + 32];
91 describe_flavor(player_ptr, o_name, o_ptr, 0);
92 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
94 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
95 player_ptr->au += 100000L * o_ptr->number;
96 player_ptr->redraw |= (PR_GOLD);
97 vary_item(player_ptr, i, -o_ptr->number);
104 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++) {
105 o_ptr = &player_ptr->inventory_list[i];
106 if ((o_ptr->tval == ItemKindType::CORPSE) && (o_ptr->sval == SV_CORPSE) && (streq(r_info[o_ptr->pval].name.c_str(), r_info[w_ptr->today_mon].name.c_str()))) {
107 char buf[MAX_NLEN + 32];
108 describe_flavor(player_ptr, o_name, o_ptr, 0);
109 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
110 if (get_check(buf)) {
112 _("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[w_ptr->today_mon].level * 50 + 100) * o_ptr->number));
113 player_ptr->au += (r_info[w_ptr->today_mon].level * 50 + 100) * o_ptr->number;
114 player_ptr->redraw |= (PR_GOLD);
115 vary_item(player_ptr, i, -o_ptr->number);
122 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++) {
123 o_ptr = &player_ptr->inventory_list[i];
125 if ((o_ptr->tval == ItemKindType::CORPSE) && (o_ptr->sval == SV_SKELETON) && (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 (auto &[r_idx, is_achieved] : w_ptr->bounties) {
145 for (INVENTORY_IDX i = INVEN_PACK - 1; i >= 0; i--) {
146 o_ptr = &player_ptr->inventory_list[i];
147 if ((o_ptr->tval != ItemKindType::CORPSE) || (o_ptr->pval != r_idx)) {
151 char buf[MAX_NLEN + 20];
152 INVENTORY_IDX item_new;
155 describe_flavor(player_ptr, o_name, o_ptr, 0);
156 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "), o_name);
157 if (!get_check(buf)) {
161 vary_item(player_ptr, i, -o_ptr->number);
162 chg_virtue(player_ptr, V_JUSTICE, 5);
165 auto num = std::count_if(std::begin(w_ptr->bounties), std::end(w_ptr->bounties),
166 [](const auto &b_ref) { return b_ref.is_achieved; });
168 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" : ""));
170 (&forge)->prep(lookup_kind(prize_list[num - 1].tval, prize_list[num - 1].sval));
171 apply_magic_to_object(player_ptr, &forge, player_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART);
173 object_aware(player_ptr, &forge);
174 object_known(&forge);
177 * Hand it --- Assume there is an empty slot.
178 * Since a corpse is handed at first,
179 * there is at least one empty slot.
181 item_new = store_item_to_inventory(player_ptr, &forge);
182 describe_flavor(player_ptr, o_name, &forge, 0);
183 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
185 autopick_alter_item(player_ptr, item_new, false);
186 handle_stuff(player_ptr);
195 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."));
201 * @brief 本日の賞金首情報を表示する。
202 * @param player_ptr プレイヤーへの参照ポインタ
204 void today_target(PlayerType *player_ptr)
207 auto *r_ptr = &r_info[w_ptr->today_mon];
210 c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
211 sprintf(buf, _("ターゲット: %s", "target: %s"), r_ptr->name.c_str());
212 c_put_str(TERM_YELLOW, buf, 6, 10);
213 sprintf(buf, _("死体 ---- $%d", "corpse ---- $%d"), (int)r_ptr->level * 50 + 100);
215 sprintf(buf, _("骨 ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
217 player_ptr->today_mon = w_ptr->today_mon;
221 * @brief ツチノコの賞金首情報を表示する。
223 void tsuchinoko(void)
226 c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance for quick money!!!"), 5, 10);
227 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);
228 c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
229 c_put_str(TERM_WHITE, _("死体 ---- $200,000", "corpse ---- $200,000"), 9, 10);
230 c_put_str(TERM_WHITE, _("骨 ---- $100,000", "bones ---- $100,000"), 10, 10);
234 * @brief 通常の賞金首情報を表示する。
236 void show_bounty(void)
241 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);
242 c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
244 for (auto i = 0U; i < std::size(w_ptr->bounties); i++) {
245 const auto &[r_idx, is_achieved] = w_ptr->bounties[i];
246 monster_race *r_ptr = &r_info[r_idx];
248 auto color = is_achieved ? TERM_RED : TERM_WHITE;
249 auto done_mark = is_achieved ? _("(済)", "(done)") : "";
251 c_prt(color, format("%s %s", r_ptr->name.c_str(), done_mark), y + 7, 10);
254 if (!y && (i < std::size(w_ptr->bounties) - 1)) {
255 prt(_("何かキーを押してください", "Hit any key."), 0, 0);
264 * @brief モンスターが賞金首の対象かどうかを調べる。達成済みの賞金首と日替わり賞金首は対象外。
266 * @param r_idx 対象のモンスター種族ID
267 * @param unachieved_only true の場合未達成の賞金首のみを対象とする。false の場合達成未達成に関わらずすべての賞金首を対象とする。
268 * @return 引数で指定したモンスター種族IDが賞金首の対象ならば true、そうでなければ false
270 bool is_bounty(MONRACE_IDX r_idx, bool unachieved_only)
272 auto it = std::find_if(std::begin(w_ptr->bounties), std::end(w_ptr->bounties),
273 [r_idx](const auto &b_ref) {
274 return b_ref.r_idx == r_idx;
277 if (it == std::end(w_ptr->bounties)) {
281 if (unachieved_only && (*it).is_achieved) {
289 * @brief 今日の賞金首を確定する / Determine today's bounty monster
290 * @param PlayerType プレイヤーへの参照ポインタ
291 * @note conv_old is used if loaded 0.0.3 or older save file
293 void determine_daily_bounty(PlayerType *player_ptr, bool conv_old)
297 for (const auto &d_ref : d_info) {
298 if (max_dlv[d_ref.idx] < d_ref.mindepth) {
301 if (max_dl < max_dlv[d_ref.idx]) {
302 max_dl = max_dlv[d_ref.idx];
306 max_dl = std::max(max_dlv[DUNGEON_ANGBAND], 3);
309 get_mon_num_prep_bounty(player_ptr);
312 w_ptr->today_mon = get_mon_num(player_ptr, std::min(max_dl / 2, 40), max_dl, GMN_ARENA);
314 r_ptr = &r_info[w_ptr->today_mon];
317 msg_format("日替わり候補: %s ", r_ptr->name.c_str());
320 if (r_ptr->kind_flags.has(MonsterKindType::UNIQUE)) {
323 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) {
326 if (r_ptr->flags2 & RF2_MULTIPLY) {
329 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) {
332 if (r_ptr->rarity > 10) {
338 // プレイヤーは日替わり賞金首に関する知識を失う。
339 player_ptr->today_mon = 0;
343 * @brief 賞金首となるユニークを確定する / Determine bounty uniques
344 * @param player_ptr プレイヤーへの参照ポインタ
346 void determine_bounty_uniques(PlayerType *player_ptr)
348 get_mon_num_prep_bounty(player_ptr);
350 auto is_suitable_for_bounty = [](MONRACE_IDX r_idx) {
351 const auto &r_ref = r_info[r_idx];
352 bool is_suitable = r_ref.kind_flags.has(MonsterKindType::UNIQUE);
353 is_suitable &= any_bits(r_ref.flags9, RF9_DROP_CORPSE | RF9_DROP_SKELETON);
354 is_suitable &= r_ref.rarity <= 100;
355 is_suitable &= !no_questor_or_bounty_uniques(r_idx);
359 // 賞金首とするモンスターの種族IDのリストを生成
360 std::vector<MONRACE_IDX> bounty_r_idx_list;
361 while (bounty_r_idx_list.size() < std::size(w_ptr->bounties)) {
362 auto r_idx = get_mon_num(player_ptr, 0, MAX_DEPTH - 1, GMN_ARENA);
363 if (!is_suitable_for_bounty(r_idx)) {
367 auto is_already_selected = std::any_of(bounty_r_idx_list.begin(), bounty_r_idx_list.end(),
368 [r_idx](MONRACE_IDX bounty_r_idx) { return r_idx == bounty_r_idx; });
369 if (!is_already_selected) {
370 bounty_r_idx_list.push_back(r_idx);
375 std::sort(bounty_r_idx_list.begin(), bounty_r_idx_list.end(),
376 [](MONRACE_IDX r_idx1, MONRACE_IDX r_idx2) {
377 return r_info[r_idx1].level < r_info[r_idx2].level;
381 std::transform(bounty_r_idx_list.begin(), bounty_r_idx_list.end(), std::begin(w_ptr->bounties),
382 [](MONSTER_IDX r_idx) -> bounty_type {
383 return { r_idx, false };