return { true, o_ptr };
}
+static void display_reparing_weapon(PlayerType *player_ptr, ItemEntity *o_ptr, const int row)
+{
+ char item_name[MAX_NLEN];
+ describe_flavor(player_ptr, item_name, o_ptr, OD_NAME_ONLY);
+ prt(format(_("修復する武器 : %s", "Repairing: %s"), item_name), row + 3, 2);
+}
+
static void display_repair_success_message(PlayerType *player_ptr, ItemEntity *o_ptr, const int cost)
{
char item_name[MAX_NLEN];
return 0;
}
- char basenm[MAX_NLEN];
- describe_flavor(player_ptr, basenm, o_ptr, OD_NAME_ONLY);
- prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row + 3, 2);
+ display_reparing_weapon(player_ptr, o_ptr, row);
const auto q = _("材料となる武器は?", "Which weapon for material? ");
const auto s = _("材料となる武器がありません。", "You have no material for the repair.");
short mater;
return 0;
}
+ char basenm[MAX_NLEN];
describe_flavor(player_ptr, basenm, mo_ptr, OD_NAME_ONLY);
prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row + 4, 2);
const auto cost = bcost + object_value_real(o_ptr) * 2;