1 #include "market/building-recharger.h"
2 #include "autopick/autopick.h"
3 #include "core/asking-player.h"
4 #include "core/player-update-types.h"
5 #include "core/window-redrawer.h"
6 #include "floor/floor-object.h"
7 #include "inventory/inventory-slot-types.h"
8 #include "market/building-util.h"
9 #include "object-enchant/special-object-flags.h"
10 #include "object-hook/hook-magic.h"
11 #include "object/item-use-flags.h"
12 #include "object/object-flavor.h"
13 #include "object/item-tester-hooker.h"
14 #include "object/object-kind.h"
15 #include "perception/object-perception.h"
16 #include "spell-kind/spells-perception.h"
17 #include "term/screen-processor.h"
18 #include "view/display-messages.h"
21 * @brief 魔道具の使用回数を回復させる施設のメインルーチン / Recharge rods, wands and staffs
23 * The player can select the number of charges to add\n
24 * (up to a limit), and the recharge never fails.\n
26 * The cost for rods depends on the level of the rod. The prices\n
27 * for recharging wands and staffs are dependent on the cost of\n
29 * @param player_ptr プレーヤーへの参照ポインタ
32 void building_recharge(player_type *player_ptr)
36 prt(_(" 再充填の費用はアイテムの種類によります。", " The prices of recharge depend on the type."), 6, 0);
37 item_tester_hook = item_tester_hook_recharge;
39 concptr q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
40 concptr s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
44 o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
49 k_ptr = &k_info[o_ptr->k_idx];
52 * We don't want to give the player free info about
53 * the level of the item or the number of charges.
55 /* The item must be "known" */
56 char tmp_str[MAX_NLEN];
57 if (!object_is_known(o_ptr)) {
58 msg_format(_("充填する前に鑑定されている必要があります!", "The item must be identified first!"));
61 if ((player_ptr->au >= 50) && get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
65 identify_item(player_ptr, o_ptr);
66 object_desc(player_ptr, tmp_str, o_ptr, 0);
67 msg_format(_("%s です。", "You have: %s."), tmp_str);
69 autopick_alter_item(player_ptr, item, FALSE);
70 building_prt_gold(player_ptr);
76 DEPTH lev = k_info[o_ptr->k_idx].level;
78 if (o_ptr->tval == TV_ROD) {
79 if (o_ptr->timeout > 0) {
80 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
83 msg_format(_("それは再充填する必要はありません。", "That doesn't need to be recharged."));
86 } else if (o_ptr->tval == TV_STAFF) {
87 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
88 price = MAX(10, price);
90 price = (k_info[o_ptr->k_idx].cost / 10);
91 price = MAX(10, price);
94 if (o_ptr->tval == TV_WAND && (o_ptr->pval / o_ptr->number >= k_ptr->pval)) {
95 if (o_ptr->number > 1) {
96 msg_print(_("この魔法棒はもう充分に充填されています。", "These wands are already fully charged."));
98 msg_print(_("この魔法棒はもう充分に充填されています。", "This wand is already fully charged."));
102 } else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval) {
103 if (o_ptr->number > 1) {
104 msg_print(_("この杖はもう充分に充填されています。", "These staffs are already fully charged."));
106 msg_print(_("この杖はもう充分に充填されています。", "This staff is already fully charged."));
112 if (player_ptr->au < price) {
113 object_desc(player_ptr, tmp_str, o_ptr, OD_NAME_ONLY);
115 msg_format("%sを再充填するには$%d 必要です!", tmp_str, price);
117 msg_format("You need %d gold to recharge %s!", price, tmp_str);
122 PARAMETER_VALUE charges;
123 if (o_ptr->tval == TV_ROD) {
125 if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
127 if (get_check(format("Recharge the %s for %d gold? ", ((o_ptr->number > 1) ? "rods" : "rod"), price)))
137 if (o_ptr->tval == TV_STAFF)
138 max_charges = k_ptr->pval - o_ptr->pval;
140 max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
142 charges = (PARAMETER_VALUE)get_quantity(
143 format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price), MIN(player_ptr->au / price, max_charges));
149 o_ptr->pval += charges;
150 o_ptr->ident &= ~(IDENT_EMPTY);
153 object_desc(player_ptr, tmp_str, o_ptr, 0);
155 msg_format("%sを$%d で再充填しました。", tmp_str, price);
157 msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
159 player_ptr->update |= (PU_COMBINE | PU_REORDER);
160 player_ptr->window |= (PW_INVEN);
161 player_ptr->au -= price;
165 * @brief 魔道具の使用回数を回復させる施設の一括処理向けサブルーチン / Recharge rods, wands and staffs
167 * The player can select the number of charges to add\n
168 * (up to a limit), and the recharge never fails.\n
170 * The cost for rods depends on the level of the rod. The prices\n
171 * for recharging wands and staffs are dependent on the cost of\n
173 * @param player_ptr プレーヤーへの参照ポインタ
176 void building_recharge_all(player_type *player_ptr)
180 prt(_(" 再充填の費用はアイテムの種類によります。", " The prices of recharge depend on the type."), 6, 0);
183 PRICE total_cost = 0;
184 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++) {
186 o_ptr = &player_ptr->inventory_list[i];
188 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD)
190 if (!object_is_known(o_ptr))
193 DEPTH lev = k_info[o_ptr->k_idx].level;
195 k_ptr = &k_info[o_ptr->k_idx];
197 switch (o_ptr->tval) {
199 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
203 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
204 price = MAX(10, price);
205 price = (k_ptr->pval - o_ptr->pval) * price;
209 price = (k_info[o_ptr->k_idx].cost / 10);
210 price = MAX(10, price);
211 price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
220 msg_print(_("充填する必要はありません。", "No need to recharge."));
225 if (player_ptr->au < total_cost) {
226 msg_format(_("すべてのアイテムを再充填するには$%d 必要です!", "You need %d gold to recharge all items!"), total_cost);
231 if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "), total_cost)))
234 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++) {
236 o_ptr = &player_ptr->inventory_list[i];
238 k_ptr = &k_info[o_ptr->k_idx];
240 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD)
243 if (!object_is_known(o_ptr)) {
244 identify_item(player_ptr, o_ptr);
245 autopick_alter_item(player_ptr, i, FALSE);
248 switch (o_ptr->tval) {
253 if (o_ptr->pval < k_ptr->pval)
254 o_ptr->pval = k_ptr->pval;
256 o_ptr->ident &= ~(IDENT_EMPTY);
259 if (o_ptr->pval < o_ptr->number * k_ptr->pval)
260 o_ptr->pval = o_ptr->number * k_ptr->pval;
262 o_ptr->ident &= ~(IDENT_EMPTY);
267 msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
269 player_ptr->update |= (PU_COMBINE | PU_REORDER);
270 player_ptr->window |= (PW_INVEN);
271 player_ptr->au -= total_cost;