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/player-redraw-types.h"
6 #include "core/stuff-handler.h"
7 #include "dungeon/dungeon.h"
8 #include "flavor/flavor-describer.h"
9 #include "inventory/inventory-object.h"
10 #include "inventory/inventory-slot-types.h"
11 #include "io/input-key-acceptor.h"
12 #include "market/bounty-prize-table.h"
13 #include "market/building-util.h"
14 #include "monster-race/monster-race-hook.h"
15 #include "monster-race/monster-race.h"
16 #include "monster-race/race-flags1.h"
17 #include "monster-race/race-flags2.h"
18 #include "monster-race/race-flags7.h"
19 #include "monster-race/race-flags9.h"
20 #include "monster-race/race-indice-types.h"
21 #include "monster/monster-list.h"
22 #include "monster/monster-util.h"
23 #include "object-enchant/apply-magic.h"
24 #include "object-enchant/item-apply-magic.h"
25 #include "object/object-generator.h"
26 #include "object/object-info.h"
27 #include "object/object-kind-hook.h"
28 #include "perception/object-perception.h"
29 #include "player-info/avatar.h"
30 #include "sv-definition/sv-other-types.h"
31 #include "system/floor-type-definition.h"
32 #include "term/screen-processor.h"
33 #include "term/term-color-types.h"
34 #include "view/display-messages.h"
35 #include "world/world.h"
38 * @brief 賞金首の引き換え処理 / Get prize
39 * @param player_ptr プレーヤーへの参照ポインタ
40 * @return 各種賞金首のいずれかでも換金が行われたか否か。
42 bool exchange_cash(player_type *player_ptr)
45 GAME_TEXT o_name[MAX_NLEN];
48 for (INVENTORY_IDX i = 0; i <= INVEN_LARM; i++) {
49 o_ptr = &player_ptr->inventory_list[i];
50 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO)) {
51 char buf[MAX_NLEN + 20];
52 describe_flavor(player_ptr, o_name, o_ptr, 0);
53 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
55 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
56 player_ptr->au += 1000000L * o_ptr->number;
57 player_ptr->redraw |= (PR_GOLD);
58 vary_item(player_ptr, i, -o_ptr->number);
65 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++) {
66 o_ptr = &player_ptr->inventory_list[i];
67 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO)) {
68 char buf[MAX_NLEN + 20];
69 describe_flavor(player_ptr, o_name, o_ptr, 0);
70 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
72 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
73 player_ptr->au += 200000L * o_ptr->number;
74 player_ptr->redraw |= (PR_GOLD);
75 vary_item(player_ptr, i, -o_ptr->number);
82 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++) {
83 o_ptr = &player_ptr->inventory_list[i];
84 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO)) {
85 char buf[MAX_NLEN + 20];
86 describe_flavor(player_ptr, o_name, o_ptr, 0);
87 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
89 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
90 player_ptr->au += 100000L * o_ptr->number;
91 player_ptr->redraw |= (PR_GOLD);
92 vary_item(player_ptr, i, -o_ptr->number);
99 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++) {
100 o_ptr = &player_ptr->inventory_list[i];
101 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name))) {
102 char buf[MAX_NLEN + 20];
103 describe_flavor(player_ptr, o_name, o_ptr, 0);
104 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
105 if (get_check(buf)) {
106 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
107 player_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
108 player_ptr->redraw |= (PR_GOLD);
109 vary_item(player_ptr, i, -o_ptr->number);
116 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++) {
117 o_ptr = &player_ptr->inventory_list[i];
119 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))) {
120 char buf[MAX_NLEN + 20];
121 describe_flavor(player_ptr, o_name, o_ptr, 0);
122 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
123 if (get_check(buf)) {
124 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));
125 player_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
126 player_ptr->redraw |= (PR_GOLD);
127 vary_item(player_ptr, i, -o_ptr->number);
134 for (int j = 0; j < MAX_BOUNTY; j++) {
135 for (INVENTORY_IDX i = INVEN_PACK - 1; i >= 0; i--) {
136 o_ptr = &player_ptr->inventory_list[i];
137 if ((o_ptr->tval != TV_CORPSE) || (o_ptr->pval != current_world_ptr->bounty_r_idx[j]))
140 char buf[MAX_NLEN + 20];
142 INVENTORY_IDX item_new;
145 describe_flavor(player_ptr, o_name, o_ptr, 0);
146 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "), o_name);
150 vary_item(player_ptr, i, -o_ptr->number);
151 chg_virtue(player_ptr, V_JUSTICE, 5);
152 current_world_ptr->bounty_r_idx[j] += 10000;
154 for (num = 0, k = 0; k < MAX_BOUNTY; k++) {
155 if (current_world_ptr->bounty_r_idx[k] >= 10000)
159 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" : ""));
161 object_prep(player_ptr, &forge, lookup_kind(prize_list[num - 1].tval, prize_list[num - 1].sval));
162 apply_magic(player_ptr, &forge, player_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART);
164 object_aware(player_ptr, &forge);
165 object_known(&forge);
168 * Hand it --- Assume there is an empty slot.
169 * Since a corpse is handed at first,
170 * there is at least one empty slot.
172 item_new = store_item_to_inventory(player_ptr, &forge);
173 describe_flavor(player_ptr, o_name, &forge, 0);
174 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
176 autopick_alter_item(player_ptr, item_new, FALSE);
177 handle_stuff(player_ptr);
185 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."));
191 * @brief 本日の賞金首情報を表示する。
192 * @param player_ptr プレーヤーへの参照ポインタ
195 void today_target(player_type *player_ptr)
198 monster_race *r_ptr = &r_info[today_mon];
201 c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
202 sprintf(buf, _("ターゲット: %s", "target: %s"), r_name + r_ptr->name);
203 c_put_str(TERM_YELLOW, buf, 6, 10);
204 sprintf(buf, _("死体 ---- $%d", "corpse ---- $%d"), (int)r_ptr->level * 50 + 100);
206 sprintf(buf, _("骨 ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
208 player_ptr->today_mon = today_mon;
212 * @brief ツチノコの賞金首情報を表示する。
215 void tsuchinoko(void)
218 c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance for quick money!!!"), 5, 10);
219 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);
220 c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
221 c_put_str(TERM_WHITE, _("死体 ---- $200,000", "corpse ---- $200,000"), 9, 10);
222 c_put_str(TERM_WHITE, _("骨 ---- $100,000", "bones ---- $100,000"), 10, 10);
226 * @brief 通常の賞金首情報を表示する。
229 void show_bounty(void)
234 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);
235 c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
237 for (int i = 0; i < MAX_BOUNTY; i++) {
241 = &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])];
243 if (current_world_ptr->bounty_r_idx[i] > 10000) {
245 done_mark = _("(済)", "(done)");
251 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y + 7, 10);
254 if (!y && (i < MAX_BOUNTY - 1)) {
255 prt(_("何かキーを押してください", "Hit any key."), 0, 0);
264 * @brief 今日の賞金首を確定する / Determine today's bounty monster
265 * @param player_type プレーヤーへの参照ポインタ
267 * @note conv_old is used if loaded 0.0.3 or older save file
269 void determine_daily_bounty(player_type *player_ptr, bool conv_old)
273 for (i = 0; i < current_world_ptr->max_d_idx; i++) {
274 if (max_dlv[i] < d_info[i].mindepth)
276 if (max_dl < max_dlv[i])
280 max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
283 get_mon_num_prep(player_ptr, NULL, NULL);
286 today_mon = get_mon_num(player_ptr, max_dl, GMN_ARENA);
288 r_ptr = &r_info[today_mon];
290 if (r_ptr->flags1 & RF1_UNIQUE)
292 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2))
294 if (r_ptr->flags2 & RF2_MULTIPLY)
296 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON))
298 if (r_ptr->level < MIN(max_dl / 2, 40))
300 if (r_ptr->rarity > 10)
307 * @brief 賞金首となるユニークを確定する / Determine bounty uniques
308 * @param player_ptr プレーヤーへの参照ポインタ
311 void determine_bounty_uniques(player_type *player_ptr)
313 get_mon_num_prep(player_ptr, NULL, NULL);
314 for (int i = 0; i < MAX_BOUNTY; i++) {
316 current_world_ptr->bounty_r_idx[i] = get_mon_num(player_ptr, MAX_DEPTH - 1, GMN_ARENA);
318 r_ptr = &r_info[current_world_ptr->bounty_r_idx[i]];
320 if (!(r_ptr->flags1 & RF1_UNIQUE))
323 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)))
326 if (r_ptr->rarity > 100)
329 if (no_questor_or_bounty_uniques(current_world_ptr->bounty_r_idx[i]))
333 for (j = 0; j < i; j++) {
334 if (current_world_ptr->bounty_r_idx[i] == current_world_ptr->bounty_r_idx[j])
343 for (int i = 0; i < MAX_BOUNTY - 1; i++) {
344 for (int j = i; j < MAX_BOUNTY; j++) {
346 if (r_info[current_world_ptr->bounty_r_idx[i]].level > r_info[current_world_ptr->bounty_r_idx[j]].level) {
347 tmp = current_world_ptr->bounty_r_idx[i];
348 current_world_ptr->bounty_r_idx[i] = current_world_ptr->bounty_r_idx[j];
349 current_world_ptr->bounty_r_idx[j] = tmp;