1 #include "market/building-enchanter.h"
2 #include "flavor/flavor-describer.h"
3 #include "flavor/object-flavor-types.h"
4 #include "floor/floor-object.h"
5 #include "game-option/disturbance-options.h"
6 #include "inventory/inventory-slot-types.h"
7 #include "market/building-util.h"
8 #include "object/item-use-flags.h"
9 #include "racial/racial-android.h"
10 #include "spell/spells-object.h"
11 #include "system/object-type-definition.h"
12 #include "term/screen-processor.h"
13 #include "view/display-messages.h"
16 * @brief アイテムの強化を行う。 / Enchant item
17 * @param player_ptr プレーヤーへの参照ポインタ
19 * @param to_hit 命中をアップさせる量
20 * @param to_dam ダメージをアップさせる量
21 * @param to_ac ACをアップさせる量
24 bool enchant_item(player_type *player_ptr, PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac, tval_type item_tester_tval)
27 int maxenchant = (player_ptr->lev / 5);
28 prt(format(_("現在のあなたの技量だと、+%d まで改良できます。", " Based on your skill, we can improve up to +%d."), maxenchant), 5, 0);
29 prt(format(_(" 改良の料金は一個につき$%d です。", " The price for the service is %d gold per item."), cost), 7, 0);
31 concptr q = _("どのアイテムを改良しますか?", "Improve which item? ");
32 concptr s = _("改良できるものがありません。", "You have nothing to improve.");
36 o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT), item_tester_tval);
40 char tmp_str[MAX_NLEN];
41 if (player_ptr->au < (cost * o_ptr->number)) {
42 describe_flavor(player_ptr, tmp_str, o_ptr, OD_NAME_ONLY);
43 msg_format(_("%sを改良するだけのゴールドがありません!", "You do not have the gold to improve %s!"), tmp_str);
48 for (int i = 0; i < to_hit; i++) {
49 if ((o_ptr->to_h < maxenchant) && enchant(player_ptr, o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE))) {
55 for (int i = 0; i < to_dam; i++) {
56 if ((o_ptr->to_d < maxenchant) && enchant(player_ptr, o_ptr, 1, (ENCH_TODAM | ENCH_FORCE))) {
62 for (int i = 0; i < to_ac; i++) {
63 if ((o_ptr->to_a < maxenchant) && enchant(player_ptr, o_ptr, 1, (ENCH_TOAC | ENCH_FORCE))) {
72 msg_print(_("改良に失敗した。", "The improvement failed."));
76 describe_flavor(player_ptr, tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
78 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
80 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
83 player_ptr->au -= (cost * o_ptr->number);
84 if (item >= INVEN_RARM)
85 calc_android_exp(player_ptr);