1 #include "player/patron.h"
2 #include "cmd-action/cmd-pet.h"
3 #include "cmd-io/cmd-dump.h"
4 #include "flavor/flavor-describer.h"
5 #include "flavor/object-flavor-types.h"
6 #include "inventory/inventory-slot-types.h"
7 #include "io/write-diary.h"
8 #include "mind/mind-chaos-warrior.h"
9 #include "monster-floor/monster-summon.h"
10 #include "monster-floor/place-monster-types.h"
11 #include "monster-race/monster-race-hook.h"
12 #include "mutation/mutation-flag-types.h"
13 #include "mutation/mutation-investor-remover.h"
14 #include "object-enchant/object-curse.h"
15 #include "object/object-kind-hook.h"
16 #include "player-base/player-class.h"
17 #include "player-base/player-race.h"
18 #include "player-info/class-info.h"
19 #include "player-info/equipment-info.h"
20 #include "player-info/race-types.h"
21 #include "player/player-damage.h"
22 #include "spell-kind/spells-floor.h"
23 #include "spell-kind/spells-genocide.h"
24 #include "spell-kind/spells-launcher.h"
25 #include "spell-kind/spells-random.h"
26 #include "spell-kind/spells-sight.h"
27 #include "spell/spells-object.h"
28 #include "spell/spells-status.h"
29 #include "spell/spells-summon.h"
30 #include "spell/summon-types.h"
31 #include "status/base-status.h"
32 #include "status/experience.h"
33 #include "status/shape-changer.h"
34 #include "system/floor-type-definition.h"
35 #include "system/item-entity.h"
36 #include "system/player-type-definition.h"
37 #include "view/display-messages.h"
40 #define N(JAPANESE, ENGLISH) JAPANESE, ENGLISH
42 #define N(JAPANESE, ENGLISH) ENGLISH
45 std::vector<Patron> patron_list = {
47 Patron(N("スローター", "Slortar"),
48 { REW_WRATH, REW_CURSE_WP, REW_CURSE_AR, REW_RUIN_ABL, REW_LOSE_ABL, REW_IGNORE, REW_IGNORE, REW_IGNORE, REW_POLY_WND, REW_POLY_SLF, REW_POLY_SLF,
49 REW_POLY_SLF, REW_GAIN_ABL, REW_GAIN_ABL, REW_GAIN_EXP, REW_GOOD_OBJ, REW_CHAOS_WP, REW_GREA_OBJ, REW_AUGM_ABL, REW_AUGM_ABL },
52 Patron(N("マベロード", "Mabelode"),
53 { REW_WRATH, REW_CURSE_WP, REW_CURSE_AR, REW_H_SUMMON, REW_SUMMON_M, REW_SUMMON_M, REW_IGNORE, REW_IGNORE, REW_POLY_WND, REW_POLY_WND, REW_POLY_SLF,
54 REW_HEAL_FUL, REW_HEAL_FUL, REW_GAIN_ABL, REW_SER_UNDE, REW_CHAOS_WP, REW_GOOD_OBJ, REW_GOOD_OBJ, REW_GOOD_OBS, REW_GOOD_OBS },
57 Patron(N("チャードロス", "Chardros"),
58 { REW_WRATH, REW_WRATH, REW_HURT_LOT, REW_PISS_OFF, REW_H_SUMMON, REW_SUMMON_M, REW_IGNORE, REW_IGNORE, REW_DESTRUCT, REW_SER_UNDE, REW_GENOCIDE,
59 REW_MASS_GEN, REW_MASS_GEN, REW_DISPEL_C, REW_GOOD_OBJ, REW_CHAOS_WP, REW_GOOD_OBS, REW_GOOD_OBS, REW_AUGM_ABL, REW_AUGM_ABL },
62 Patron(N("ハイオンハーン", "Hionhurn"),
63 { REW_WRATH, REW_WRATH, REW_CURSE_WP, REW_CURSE_AR, REW_RUIN_ABL, REW_IGNORE, REW_IGNORE, REW_SER_UNDE, REW_DESTRUCT, REW_GENOCIDE, REW_MASS_GEN,
64 REW_MASS_GEN, REW_HEAL_FUL, REW_GAIN_ABL, REW_GAIN_ABL, REW_CHAOS_WP, REW_GOOD_OBS, REW_GOOD_OBS, REW_AUGM_ABL, REW_AUGM_ABL },
67 Patron(N("キシオムバーグ", "Xiombarg"),
68 { REW_TY_CURSE, REW_TY_CURSE, REW_PISS_OFF, REW_RUIN_ABL, REW_LOSE_ABL, REW_IGNORE, REW_POLY_SLF, REW_POLY_SLF, REW_POLY_WND, REW_POLY_WND,
69 REW_GENOCIDE, REW_DISPEL_C, REW_GOOD_OBJ, REW_GOOD_OBJ, REW_SER_MONS, REW_GAIN_ABL, REW_CHAOS_WP, REW_GAIN_EXP, REW_AUGM_ABL, REW_GOOD_OBS },
72 Patron(N("ピアレー", "Pyaray"),
73 { REW_WRATH, REW_TY_CURSE, REW_PISS_OFF, REW_H_SUMMON, REW_H_SUMMON, REW_IGNORE, REW_IGNORE, REW_IGNORE, REW_POLY_WND, REW_POLY_SLF, REW_POLY_SLF,
74 REW_SER_DEMO, REW_HEAL_FUL, REW_GAIN_ABL, REW_GAIN_ABL, REW_CHAOS_WP, REW_DO_HAVOC, REW_GOOD_OBJ, REW_GREA_OBJ, REW_GREA_OBS },
77 Patron(N("バラン", "Balaan"),
78 { REW_TY_CURSE, REW_HURT_LOT, REW_CURSE_WP, REW_CURSE_AR, REW_RUIN_ABL, REW_SUMMON_M, REW_LOSE_EXP, REW_POLY_SLF, REW_POLY_SLF, REW_POLY_WND,
79 REW_SER_UNDE, REW_HEAL_FUL, REW_HEAL_FUL, REW_GAIN_EXP, REW_GAIN_EXP, REW_CHAOS_WP, REW_GOOD_OBJ, REW_GOOD_OBS, REW_GREA_OBS, REW_AUGM_ABL },
82 Patron(N("アリオッチ", "Arioch"),
83 { REW_WRATH, REW_PISS_OFF, REW_RUIN_ABL, REW_LOSE_EXP, REW_H_SUMMON, REW_IGNORE, REW_IGNORE, REW_IGNORE, REW_IGNORE, REW_POLY_SLF, REW_POLY_SLF,
84 REW_MASS_GEN, REW_SER_DEMO, REW_HEAL_FUL, REW_CHAOS_WP, REW_CHAOS_WP, REW_GOOD_OBJ, REW_GAIN_EXP, REW_GREA_OBJ, REW_AUGM_ABL },
87 Patron(N("イーカー", "Eequor"),
88 { REW_WRATH, REW_TY_CURSE, REW_PISS_OFF, REW_CURSE_WP, REW_RUIN_ABL, REW_IGNORE, REW_IGNORE, REW_POLY_SLF, REW_POLY_SLF, REW_POLY_WND, REW_GOOD_OBJ,
89 REW_GOOD_OBJ, REW_SER_MONS, REW_HEAL_FUL, REW_GAIN_EXP, REW_GAIN_ABL, REW_CHAOS_WP, REW_GOOD_OBS, REW_GREA_OBJ, REW_AUGM_ABL },
92 Patron(N("ナージャン", "Narjhan"),
93 { REW_WRATH, REW_CURSE_AR, REW_CURSE_WP, REW_CURSE_WP, REW_CURSE_AR, REW_IGNORE, REW_IGNORE, REW_IGNORE, REW_POLY_SLF, REW_POLY_SLF, REW_POLY_WND,
94 REW_HEAL_FUL, REW_HEAL_FUL, REW_GAIN_EXP, REW_AUGM_ABL, REW_GOOD_OBJ, REW_GOOD_OBJ, REW_CHAOS_WP, REW_GREA_OBJ, REW_GREA_OBS },
97 Patron(N("バロ", "Balo"),
98 { REW_WRATH, REW_SER_DEMO, REW_CURSE_WP, REW_CURSE_AR, REW_LOSE_EXP, REW_GAIN_ABL, REW_LOSE_ABL, REW_POLY_WND, REW_POLY_SLF, REW_IGNORE, REW_DESTRUCT,
99 REW_MASS_GEN, REW_CHAOS_WP, REW_GREA_OBJ, REW_HURT_LOT, REW_AUGM_ABL, REW_RUIN_ABL, REW_H_SUMMON, REW_GREA_OBS, REW_AUGM_ABL },
102 Patron(N("コーン", "Khorne"),
103 { REW_WRATH, REW_HURT_LOT, REW_HURT_LOT, REW_H_SUMMON, REW_H_SUMMON, REW_IGNORE, REW_IGNORE, REW_IGNORE, REW_SER_MONS, REW_SER_DEMO, REW_POLY_SLF,
104 REW_POLY_WND, REW_HEAL_FUL, REW_GOOD_OBJ, REW_GOOD_OBJ, REW_CHAOS_WP, REW_GOOD_OBS, REW_GOOD_OBS, REW_GREA_OBJ, REW_GREA_OBS },
107 Patron(N("スラーネッシュ", "Slaanesh"),
108 { REW_WRATH, REW_PISS_OFF, REW_PISS_OFF, REW_RUIN_ABL, REW_LOSE_ABL, REW_LOSE_EXP, REW_IGNORE, REW_IGNORE, REW_POLY_WND, REW_SER_DEMO, REW_POLY_SLF,
109 REW_HEAL_FUL, REW_HEAL_FUL, REW_GOOD_OBJ, REW_GAIN_EXP, REW_GAIN_EXP, REW_CHAOS_WP, REW_GAIN_ABL, REW_GREA_OBJ, REW_AUGM_ABL },
112 Patron(N("ナーグル", "Nurgle"),
113 { REW_WRATH, REW_PISS_OFF, REW_HURT_LOT, REW_RUIN_ABL, REW_LOSE_ABL, REW_LOSE_EXP, REW_IGNORE, REW_IGNORE, REW_IGNORE, REW_POLY_SLF, REW_POLY_SLF,
114 REW_POLY_WND, REW_HEAL_FUL, REW_GOOD_OBJ, REW_GAIN_ABL, REW_GAIN_ABL, REW_SER_UNDE, REW_CHAOS_WP, REW_GREA_OBJ, REW_AUGM_ABL },
117 Patron(N("ティーンチ", "Tzeentch"),
118 { REW_WRATH, REW_CURSE_WP, REW_CURSE_AR, REW_RUIN_ABL, REW_LOSE_ABL, REW_LOSE_EXP, REW_IGNORE, REW_POLY_SLF, REW_POLY_SLF, REW_POLY_SLF, REW_POLY_SLF,
119 REW_POLY_WND, REW_HEAL_FUL, REW_CHAOS_WP, REW_GREA_OBJ, REW_GAIN_ABL, REW_GAIN_ABL, REW_GAIN_EXP, REW_GAIN_EXP, REW_AUGM_ABL },
122 Patron(N("カイン", "Khaine"),
123 { REW_WRATH, REW_HURT_LOT, REW_PISS_OFF, REW_LOSE_ABL, REW_LOSE_EXP, REW_IGNORE, REW_IGNORE, REW_DISPEL_C, REW_DO_HAVOC, REW_DO_HAVOC, REW_POLY_SLF,
124 REW_POLY_SLF, REW_GAIN_EXP, REW_GAIN_ABL, REW_GAIN_ABL, REW_SER_MONS, REW_GOOD_OBJ, REW_CHAOS_WP, REW_GREA_OBJ, REW_GOOD_OBS },
130 Patron::Patron(const char *name, const char *ename, std::vector<patron_reward> reward_table, const player_ability_type boost_stat)
132 Patron::Patron(const char *name, std::vector<patron_reward> reward_table, player_ability_type boost_stat)
138 , reward_table(std::move(reward_table))
139 , boost_stat(boost_stat)
143 void Patron::gain_level_reward(PlayerType *player_ptr_, int chosen_reward)
145 this->player_ptr = player_ptr_;
146 int nasty_chance = 6;
148 patron_reward effect;
150 GAME_TEXT o_name[MAX_NLEN];
154 if (!chosen_reward) {
155 if (this->player_ptr->suppress_multi_reward) {
158 this->player_ptr->suppress_multi_reward = true;
162 if (this->player_ptr->lev == 13) {
164 } else if (!(this->player_ptr->lev % 13)) {
166 } else if (!(this->player_ptr->lev % 14)) {
170 if (one_in_(nasty_chance)) {
172 } /* Allow the 'nasty' effects */
174 type = randint1(15) + 5;
175 } /* Or disallow them */
185 std::string wrath_reason = _(this->name, "the Wrath of ");
186 wrath_reason.append(_("の怒り", this->name));
188 effect = this->reward_table[type];
190 if (one_in_(6) && !chosen_reward) {
191 msg_format(_("%^sは褒美としてあなたを突然変異させた。", "%^s rewards you with a mutation!"), this->name.data());
192 (void)gain_mutation(player_ptr, 0);
193 reward = _("変異した。", "mutation");
195 switch (chosen_reward ? chosen_reward : effect) {
199 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.data());
200 msg_print(_("「汝、新たなる姿を必要とせり!」", "'Thou needst a new form, mortal!'"));
202 do_poly_self(player_ptr);
203 reward = _("変異した。", "polymorphing");
208 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.data());
209 msg_print(_("「汝は良く行いたり!続けよ!」", "'Well done, mortal! Lead on!'"));
211 if (PlayerRace(this->player_ptr).equals(PlayerRaceType::ANDROID)) {
212 msg_print(_("しかし何も起こらなかった。", "But, nothing happens."));
213 } else if (this->player_ptr->exp < PY_MAX_EXP) {
214 int32_t ee = (this->player_ptr->exp / 2) + 10;
218 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
220 gain_exp(player_ptr, ee);
221 reward = _("経験値を得た", "experience");
227 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.data());
228 msg_print(_("「下僕よ、汝それに値せず。」", "'Thou didst not deserve that, slave.'"));
230 if (PlayerRace(this->player_ptr).equals(PlayerRaceType::ANDROID)) {
231 msg_print(_("しかし何も起こらなかった。", "But, nothing happens."));
233 lose_exp(player_ptr, this->player_ptr->exp / 6);
234 reward = _("経験値を失った。", "losing experience");
239 msg_format(_("%sの声がささやいた:", "The voice of %s whispers:"), this->name.data());
240 msg_print(_("「我が与えし物を賢明に使うべし。」", "'Use my gift wisely.'"));
242 acquirement(player_ptr, this->player_ptr->y, this->player_ptr->x, 1, false, false, false);
243 reward = _("上質なアイテムを手に入れた。", "a good item");
248 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.data());
249 msg_print(_("「我が与えし物を賢明に使うべし。」", "'Use my gift wisely.'"));
251 acquirement(player_ptr, this->player_ptr->y, this->player_ptr->x, 1, true, false, false);
252 reward = _("高級品のアイテムを手に入れた。", "an excellent item");
256 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.data());
257 msg_print(_("「汝の行いは貴き剣に値せり。」", "'Thy deed hath earned thee a worthy blade.'"));
258 acquire_chaos_weapon(player_ptr);
259 reward = _("(混沌)の武器を手に入れた。", "chaos weapon");
264 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.data());
265 msg_print(_("「汝の行いは貴き報いに値せり。」", "'Thy deed hath earned thee a worthy reward.'"));
267 acquirement(player_ptr, this->player_ptr->y, this->player_ptr->x, randint1(2) + 1, false, false, false);
268 reward = _("上質なアイテムを手に入れた。", "good items");
273 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.data());
274 msg_print(_("「下僕よ、汝の献身への我が惜しみ無き報いを見るがよい。」", "'Behold, mortal, how generously I reward thy loyalty.'"));
276 acquirement(player_ptr, this->player_ptr->y, this->player_ptr->x, randint1(2) + 1, true, false, false);
277 reward = _("高級品のアイテムを手に入れた。", "excellent items");
281 msg_format(_("%sの声が轟き渡った:", "The voice of %s thunders:"), this->name.data());
282 msg_print(_("「下僕よ、汝傲慢なり。」", "'Thou art growing arrogant, mortal.'"));
284 (void)activate_ty_curse(player_ptr, false, &count);
285 reward = _("禍々しい呪いをかけられた。", "cursing");
290 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.data());
291 msg_print(_("「我が下僕たちよ、かの傲慢なる者を倒すべし!」", "'My pets, destroy the arrogant mortal!'"));
293 for (int i = 0, summon_num = randint1(5) + 1; i < summon_num; i++) {
294 (void)summon_specific(player_ptr, 0, this->player_ptr->y, this->player_ptr->x, this->player_ptr->current_floor_ptr->dun_level, SUMMON_NONE,
295 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
297 reward = _("モンスターを召喚された。", "summoning hostile monsters");
302 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.data());
303 msg_print(_("「汝、より強き敵を必要とせり!」", "'Thou needst worthier opponents!'"));
305 activate_hi_summon(player_ptr, this->player_ptr->y, this->player_ptr->x, false);
306 reward = _("モンスターを召喚された。", "summoning many hostile monsters");
310 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.data());
311 msg_print(_("「死と破壊こそ我が喜びなり!」", "'Death and destruction! This pleaseth me!'"));
313 call_chaos(player_ptr);
314 reward = _("カオスの力が渦巻いた。", "calling chaos");
318 msg_format(_("%sの声が鳴り響いた:", "The voice of %s rings out:"), this->name.data());
319 msg_print(_("「留まるのだ、下僕よ。余が汝の肉体を鍛えん。」", "'Stay, mortal, and let me mold thee.'"));
321 if (one_in_(3) && !(this->boost_stat != A_RANDOM)) {
322 do_inc_stat(player_ptr, this->boost_stat);
324 do_inc_stat(player_ptr, randint0(6));
326 reward = _("能力値が上がった。", "increasing a stat");
330 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.data());
331 msg_print(_("「下僕よ、余は汝に飽みたり。」", "'I grow tired of thee, mortal.'"));
333 if (one_in_(3) && !(this->boost_stat != A_RANDOM)) {
334 do_dec_stat(player_ptr, this->boost_stat);
336 (void)do_dec_stat(player_ptr, randint0(6));
338 reward = _("能力値が下がった。", "decreasing a stat");
343 msg_format(_("%sの声が轟き渡った:", "The voice of %s thunders:"), this->name.data());
344 msg_print(_("「汝、謙虚たることを学ぶべし!」", "'Thou needst a lesson in humility, mortal!'"));
345 msg_print(_("あなたは以前より弱くなった!", "You feel less powerful!"));
347 for (int stat = 0; stat < A_MAX; stat++) {
348 (void)dec_stat(player_ptr, stat, 10 + randint1(15), true);
350 reward = _("全能力値が下がった。", "decreasing all stats");
355 msg_format(_("%sの力が触れるのを感じた。", "You feel the power of %s touch you."), this->name.data());
356 do_poly_wounds(player_ptr);
357 reward = _("傷が変化した。", "polymorphing wounds");
362 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.data());
364 msg_print(_("「我がささやかなる賜物を受けとるがよい!」", "'Receive this modest gift from me!'"));
366 for (int stat = 0; stat < A_MAX; stat++) {
367 (void)do_inc_stat(player_ptr, stat);
369 reward = _("全能力値が上がった。", "increasing all stats");
374 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.data());
375 msg_print(_("「苦しむがよい、無能な愚か者よ!」", "'Suffer, pathetic fool!'"));
377 fire_ball(player_ptr, AttributeType::DISINTEGRATE, 0, this->player_ptr->lev * 4, 4);
378 take_hit(player_ptr, DAMAGE_NOESCAPE, this->player_ptr->lev * 4, wrath_reason.data());
379 reward = _("分解の球が発生した。", "generating disintegration ball");
384 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.data());
385 (void)restore_level(player_ptr);
386 (void)restore_all_status(player_ptr);
387 (void)true_healing(player_ptr, 5000);
388 reward = _("体力が回復した。", "healing");
392 inventory_slot_type slot;
394 if (!has_melee_weapon(player_ptr, INVEN_MAIN_HAND) && !has_melee_weapon(player_ptr, INVEN_SUB_HAND)) {
397 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.data());
398 msg_print(_("「汝、武器に頼ることなかれ。」", "'Thou reliest too much on thy weapon.'"));
400 slot = INVEN_MAIN_HAND;
401 if (has_melee_weapon(player_ptr, INVEN_SUB_HAND)) {
402 slot = INVEN_SUB_HAND;
403 if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND) && one_in_(2)) {
404 slot = INVEN_MAIN_HAND;
407 describe_flavor(player_ptr, o_name, &this->player_ptr->inventory_list[slot], OD_NAME_ONLY);
408 (void)curse_weapon_object(player_ptr, false, &this->player_ptr->inventory_list[slot]);
409 reward = format(_("%sが破壊された。", "destroying %s"), o_name);
415 if (!this->player_ptr->inventory_list[INVEN_BODY].bi_id) {
418 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.data());
419 msg_print(_("「汝、防具に頼ることなかれ。」", "'Thou reliest too much on thine equipment.'"));
421 describe_flavor(player_ptr, o_name, &this->player_ptr->inventory_list[INVEN_BODY], OD_NAME_ONLY);
422 (void)curse_armor(player_ptr);
423 reward = format(_("%sが破壊された。", "destroying %s"), o_name);
428 msg_format(_("%sの声がささやいた:", "The voice of %s whispers:"), this->name.data());
429 msg_print(_("「我を怒りしめた罪を償うべし。」", "'Now thou shalt pay for annoying me.'"));
431 switch (randint1(4)) {
433 (void)activate_ty_curse(player_ptr, false, &count);
434 reward = _("禍々しい呪いをかけられた。", "cursing");
437 activate_hi_summon(player_ptr, this->player_ptr->y, this->player_ptr->x, false);
438 reward = _("モンスターを召喚された。", "summoning hostile monsters");
442 inventory_slot_type slot;
443 if (!has_melee_weapon(player_ptr, INVEN_MAIN_HAND) && !has_melee_weapon(player_ptr, INVEN_SUB_HAND)) {
446 slot = INVEN_MAIN_HAND;
447 if (has_melee_weapon(player_ptr, INVEN_SUB_HAND)) {
448 slot = INVEN_SUB_HAND;
449 if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND) && one_in_(2)) {
450 slot = INVEN_MAIN_HAND;
453 describe_flavor(player_ptr, o_name, &this->player_ptr->inventory_list[slot], OD_NAME_ONLY);
454 (void)curse_weapon_object(player_ptr, false, &this->player_ptr->inventory_list[slot]);
455 reward = format(_("%sが破壊された。", "destroying %s"), o_name);
457 if (!this->player_ptr->inventory_list[INVEN_BODY].bi_id) {
460 describe_flavor(player_ptr, o_name, &this->player_ptr->inventory_list[INVEN_BODY], OD_NAME_ONLY);
461 (void)curse_armor(player_ptr);
462 reward = format(_("%sが破壊された。", "destroying %s"), o_name);
466 for (int stat = 0; stat < A_MAX; stat++) {
467 (void)dec_stat(player_ptr, stat, 10 + randint1(15), true);
469 reward = _("全能力値が下がった。", "decreasing all stats");
476 msg_format(_("%sの声が轟き渡った:", "The voice of %s thunders:"), this->name.data());
477 msg_print(_("「死ぬがよい、下僕よ!」", "'Die, mortal!'"));
479 take_hit(player_ptr, DAMAGE_LOSELIFE, this->player_ptr->lev * 4, wrath_reason.data());
480 for (int stat = 0; stat < A_MAX; stat++) {
481 (void)dec_stat(player_ptr, stat, 10 + randint1(15), false);
483 activate_hi_summon(player_ptr, this->player_ptr->y, this->player_ptr->x, false);
484 (void)activate_ty_curse(player_ptr, false, &count);
486 inventory_slot_type slot = INVEN_NONE;
488 if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND)) {
489 slot = INVEN_MAIN_HAND;
490 if (has_melee_weapon(player_ptr, INVEN_SUB_HAND) && one_in_(2)) {
491 slot = INVEN_SUB_HAND;
493 } else if (has_melee_weapon(player_ptr, INVEN_SUB_HAND)) {
494 slot = INVEN_SUB_HAND;
498 (void)curse_weapon_object(player_ptr, false, &this->player_ptr->inventory_list[slot]);
502 (void)curse_armor(player_ptr);
508 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.data());
509 msg_print(_("「死と破壊こそ我が喜びなり!」", "'Death and destruction! This pleaseth me!'"));
511 (void)destroy_area(player_ptr, this->player_ptr->y, this->player_ptr->x, 25, false);
512 reward = _("ダンジョンが*破壊*された。", "*destruct*ing dungeon");
517 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.data());
518 msg_print(_("「我、汝の敵を抹殺せん!」", "'Let me relieve thee of thine oppressors!'"));
519 (void)symbol_genocide(player_ptr, 0, false);
520 reward = _("モンスターが抹殺された。", "genociding monsters");
525 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.data());
526 msg_print(_("「我、汝の敵を抹殺せん!」", "'Let me relieve thee of thine oppressors!'"));
528 (void)mass_genocide(player_ptr, 0, false);
529 reward = _("モンスターが抹殺された。", "genociding nearby monsters");
534 msg_format(_("%sの力が敵を攻撃するのを感じた!", "You can feel the power of %s assault your enemies!"), this->name.data());
535 (void)dispel_monsters(player_ptr, this->player_ptr->lev * 4);
540 msg_format(_("%sはあなたを無視した。", "%s ignores you."), this->name.data());
545 msg_format(_("%sは褒美として悪魔の使いをよこした!", "%s rewards you with a demonic servant!"), this->name.data());
547 if (!summon_specific(player_ptr, -1, this->player_ptr->y, this->player_ptr->x, this->player_ptr->current_floor_ptr->dun_level, SUMMON_DEMON, PM_FORCE_PET)) {
548 msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
550 reward = _("悪魔がペットになった。", "a demonic servant");
556 msg_format(_("%sは褒美として使いをよこした!", "%s rewards you with a servant!"), this->name.data());
558 if (!summon_specific(player_ptr, -1, this->player_ptr->y, this->player_ptr->x, this->player_ptr->current_floor_ptr->dun_level, SUMMON_NONE, PM_FORCE_PET)) {
559 msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
561 reward = _("モンスターがペットになった。", "a servant");
567 msg_format(_("%sは褒美としてアンデッドの使いをよこした。", "%s rewards you with an undead servant!"), this->name.data());
569 if (!summon_specific(player_ptr, -1, this->player_ptr->y, this->player_ptr->x, this->player_ptr->current_floor_ptr->dun_level, SUMMON_UNDEAD, PM_FORCE_PET)) {
570 msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
572 reward = _("アンデッドがペットになった。", "an undead servant");
578 msg_format(_("%sの声がどもった:", "The voice of %s stammers:"), this->name.data());
579 msg_format(_("「あー、あー、答えは %d/%d。質問は何?」", "'Uh... uh... the answer's %d/%d, what's the question?'"), type, effect);
582 if (!reward.empty()) {
583 const auto note = format(_("パトロンの報酬で%s", "The patron rewarded you with %s."), reward.data());
584 exe_write_diary(player_ptr, DIARY_DESCRIPTION, 0, note.data());
588 void Patron::admire(PlayerType *player_ptr_)
590 this->player_ptr = player_ptr_;
591 if (PlayerClass(this->player_ptr).equals(PlayerClassType::CHAOS_WARRIOR) || this->player_ptr->muta.has(PlayerMutationType::CHAOS_GIFT)) {
592 msg_format(_("%sからの声が響いた。", "The voice of %s booms out:"), this->name.data());
593 msg_print(_("『よくやった、定命の者よ!』", "'Thou art donst well, mortal!'"));