1 #include "market/building-recharger.h"
2 #include "autopick/autopick.h"
3 #include "core/asking-player.h"
4 #include "core/window-redrawer.h"
5 #include "flavor/flavor-describer.h"
6 #include "flavor/object-flavor-types.h"
7 #include "floor/floor-object.h"
8 #include "inventory/inventory-slot-types.h"
9 #include "market/building-util.h"
10 #include "object-enchant/special-object-flags.h"
11 #include "object-hook/hook-magic.h"
12 #include "object/item-tester-hooker.h"
13 #include "object/item-use-flags.h"
14 #include "perception/object-perception.h"
15 #include "spell-kind/spells-perception.h"
16 #include "system/baseitem-info.h"
17 #include "system/item-entity.h"
18 #include "system/player-type-definition.h"
19 #include "system/redrawing-flags-updater.h"
20 #include "term/screen-processor.h"
21 #include "view/display-messages.h"
24 * @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
26 * The player can select the number of charges to add\n
27 * (up to a limit), and the recharge never fails.\n
29 * The cost for rods depends on the level of the rod. The prices\n
30 * for recharging wands and staffs are dependent on the cost of\n
32 * @param player_ptr プレイヤーへの参照ポインタ
34 void building_recharge(PlayerType *player_ptr)
38 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);
39 const auto q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
40 const auto s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
42 auto *o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), FuncItemTester(&ItemEntity::can_recharge));
43 if (o_ptr == nullptr) {
48 * We don't want to give the player free info about
49 * the level of the item or the number of charges.
51 if (!o_ptr->is_known()) {
52 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!"));
54 if ((player_ptr->au >= 50) && input_check(_("$50で鑑定しますか? ", "Identify for 50 gold? "))) {
56 identify_item(player_ptr, o_ptr);
57 const auto item_name = describe_flavor(player_ptr, o_ptr, 0);
58 msg_format(_("%s です。", "You have: %s."), item_name.data());
59 autopick_alter_item(player_ptr, item, false);
60 building_prt_gold(player_ptr);
66 const auto &baseitem = o_ptr->get_baseitem();
67 const auto lev = baseitem.level;
68 const auto tval = o_ptr->bi_key.tval();
71 case ItemKindType::ROD:
72 if (o_ptr->timeout > 0) {
73 price = (lev * 50 * o_ptr->timeout) / baseitem.pval;
78 msg_format(_("それは再充填する必要はありません。", "That doesn't need to be recharged."));
80 case ItemKindType::STAFF:
81 price = (baseitem.cost / 10) * o_ptr->number;
82 price = std::max(10, price);
85 price = baseitem.cost / 10;
86 price = std::max(10, price);
90 if ((tval == ItemKindType::WAND) && (o_ptr->pval / o_ptr->number >= baseitem.pval)) {
91 if (o_ptr->number > 1) {
92 msg_print(_("この魔法棒はもう充分に充填されています。", "These wands are already fully charged."));
94 msg_print(_("この魔法棒はもう充分に充填されています。", "This wand is already fully charged."));
98 } else if ((tval == ItemKindType::STAFF) && o_ptr->pval >= baseitem.pval) {
99 if (o_ptr->number > 1) {
100 msg_print(_("この杖はもう充分に充填されています。", "These staffs are already fully charged."));
102 msg_print(_("この杖はもう充分に充填されています。", "This staff is already fully charged."));
108 if (player_ptr->au < price) {
109 const auto item_name = describe_flavor(player_ptr, o_ptr, OD_NAME_ONLY);
111 msg_format("%sを再充填するには$%d 必要です!", item_name.data(), price);
113 msg_format("You need %d gold to recharge %s!", price, item_name.data());
118 if (tval == ItemKindType::ROD) {
120 if (input_check(format("そのロッドを$%d で再充填しますか?", price)))
122 if (input_check(format("Recharge the %s for %d gold? ", ((o_ptr->number > 1) ? "rods" : "rod"), price)))
132 if (tval == ItemKindType::STAFF) {
133 max_charges = baseitem.pval - o_ptr->pval;
135 max_charges = o_ptr->number * baseitem.pval - o_ptr->pval;
138 const auto mes = _("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold apiece? ");
139 const auto charges = input_quantity(std::min(player_ptr->au / price, max_charges), format(mes, price));
145 o_ptr->pval += static_cast<short>(charges);
146 o_ptr->ident &= ~(IDENT_EMPTY);
149 const auto item_name = describe_flavor(player_ptr, o_ptr, 0);
151 msg_format("%sを$%d で再充填しました。", item_name.data(), price);
153 msg_format("%s^ %s recharged for %d gold.", item_name.data(), ((o_ptr->number > 1) ? "were" : "was"), price);
155 auto &rfu = RedrawingFlagsUpdater::get_instance();
156 static constexpr auto flags = {
157 StatusRecalculatingFlag::COMBINATION,
158 StatusRecalculatingFlag::REORDER,
160 rfu.set_flags(flags);
161 rfu.set_flag(SubWindowRedrawingFlag::INVENTORY);
162 player_ptr->au -= price;
166 * @brief 魔道具の使用回数を回復させる施設の一括処理向けサブルーチン / Recharge rods, wands and staffs
168 * The player can select the number of charges to add\n
169 * (up to a limit), and the recharge never fails.\n
171 * The cost for rods depends on the level of the rod. The prices\n
172 * for recharging wands and staffs are dependent on the cost of\n
174 * @param player_ptr プレイヤーへの参照ポインタ
176 void building_recharge_all(PlayerType *player_ptr)
180 prt(_(" 再充填の費用はアイテムの種類によります。", " The prices of recharge depend on the type."), 6, 0);
184 for (short i = 0; i < INVEN_PACK; i++) {
185 const auto &item = player_ptr->inventory_list[i];
186 if (!item.can_recharge()) {
190 if (!item.is_known()) {
194 const auto &baseitem = item.get_baseitem();
195 const auto lev = baseitem.level;
196 switch (item.bi_key.tval()) {
197 case ItemKindType::ROD:
198 price = (lev * 50 * item.timeout) / baseitem.pval;
200 case ItemKindType::STAFF:
201 price = (baseitem.cost / 10) * item.number;
202 price = std::max(10, price);
203 price = (baseitem.pval - item.pval) * price;
205 case ItemKindType::WAND:
206 price = (baseitem.cost / 10);
207 price = std::max(10, price);
208 price = (item.number * baseitem.pval - item.pval) * price;
220 msg_print(_("充填する必要はありません。", "No need to recharge."));
225 if (player_ptr->au < total_cost) {
226 msg_format(_("すべてのアイテムを再充填するには$%d 必要です!", "You need %d gold to recharge all items!"), total_cost);
231 if (!input_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "), total_cost))) {
235 for (short i = 0; i < INVEN_PACK; i++) {
236 auto *o_ptr = &player_ptr->inventory_list[i];
237 const auto &baseitem = o_ptr->get_baseitem();
238 if (!o_ptr->can_recharge()) {
242 if (!o_ptr->is_known()) {
243 identify_item(player_ptr, o_ptr);
244 autopick_alter_item(player_ptr, i, false);
247 switch (o_ptr->bi_key.tval()) {
248 case ItemKindType::ROD:
251 case ItemKindType::STAFF:
252 if (o_ptr->pval < baseitem.pval) {
253 o_ptr->pval = baseitem.pval;
256 o_ptr->ident &= ~(IDENT_EMPTY);
258 case ItemKindType::WAND:
259 if (o_ptr->pval < o_ptr->number * baseitem.pval) {
260 o_ptr->pval = o_ptr->number * baseitem.pval;
263 o_ptr->ident &= ~(IDENT_EMPTY);
270 msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
272 auto &rfu = RedrawingFlagsUpdater::get_instance();
273 static constexpr auto flags = {
274 StatusRecalculatingFlag::COMBINATION,
275 StatusRecalculatingFlag::REORDER,
277 rfu.set_flags(flags);
278 rfu.set_flag(SubWindowRedrawingFlag::INVENTORY);
279 player_ptr->au -= total_cost;