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;
152 if (!chosen_reward) {
153 if (this->player_ptr->suppress_multi_reward) {
156 this->player_ptr->suppress_multi_reward = true;
160 if (this->player_ptr->lev == 13) {
162 } else if (!(this->player_ptr->lev % 13)) {
164 } else if (!(this->player_ptr->lev % 14)) {
168 if (one_in_(nasty_chance)) {
170 } /* Allow the 'nasty' effects */
172 type = randint1(15) + 5;
173 } /* Or disallow them */
183 std::string wrath_reason = _(this->name, "the Wrath of ");
184 wrath_reason.append(_("の怒り", this->name));
186 effect = this->reward_table[type];
188 if (one_in_(6) && !chosen_reward) {
189 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());
190 (void)gain_mutation(this->player_ptr, 0);
191 reward = _("変異した。", "mutation");
193 const auto *floor_ptr = this->player_ptr->current_floor_ptr;
194 switch (chosen_reward ? chosen_reward : effect) {
196 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.data());
197 msg_print(_("「汝、新たなる姿を必要とせり!」", "'Thou needst a new form, mortal!'"));
198 do_poly_self(this->player_ptr);
199 reward = _("変異した。", "polymorphing");
202 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.data());
203 msg_print(_("「汝は良く行いたり!続けよ!」", "'Well done, mortal! Lead on!'"));
204 if (PlayerRace(this->player_ptr).equals(PlayerRaceType::ANDROID)) {
205 msg_print(_("しかし何も起こらなかった。", "But, nothing happens."));
206 } else if (this->player_ptr->exp < PY_MAX_EXP) {
207 int32_t ee = (this->player_ptr->exp / 2) + 10;
212 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
213 gain_exp(this->player_ptr, ee);
214 reward = _("経験値を得た", "experience");
219 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.data());
220 msg_print(_("「下僕よ、汝それに値せず。」", "'Thou didst not deserve that, slave.'"));
221 if (PlayerRace(this->player_ptr).equals(PlayerRaceType::ANDROID)) {
222 msg_print(_("しかし何も起こらなかった。", "But, nothing happens."));
224 lose_exp(this->player_ptr, this->player_ptr->exp / 6);
225 reward = _("経験値を失った。", "losing experience");
230 msg_format(_("%sの声がささやいた:", "The voice of %s whispers:"), this->name.data());
231 msg_print(_("「我が与えし物を賢明に使うべし。」", "'Use my gift wisely.'"));
232 acquirement(this->player_ptr, this->player_ptr->y, this->player_ptr->x, 1, false);
233 reward = _("上質なアイテムを手に入れた。", "a good item");
236 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.data());
237 msg_print(_("「我が与えし物を賢明に使うべし。」", "'Use my gift wisely.'"));
238 acquirement(this->player_ptr, this->player_ptr->y, this->player_ptr->x, 1, true);
239 reward = _("高級品のアイテムを手に入れた。", "an excellent item");
242 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.data());
243 msg_print(_("「汝の行いは貴き剣に値せり。」", "'Thy deed hath earned thee a worthy blade.'"));
244 acquire_chaos_weapon(this->player_ptr);
245 reward = _("(混沌)の武器を手に入れた。", "chaos weapon");
248 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.data());
249 msg_print(_("「汝の行いは貴き報いに値せり。」", "'Thy deed hath earned thee a worthy reward.'"));
250 acquirement(this->player_ptr, this->player_ptr->y, this->player_ptr->x, randint1(2) + 1, false);
251 reward = _("上質なアイテムを手に入れた。", "good items");
254 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.data());
255 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.'"));
256 acquirement(this->player_ptr, this->player_ptr->y, this->player_ptr->x, randint1(2) + 1, true);
257 reward = _("高級品のアイテムを手に入れた。", "excellent items");
260 msg_format(_("%sの声が轟き渡った:", "The voice of %s thunders:"), this->name.data());
261 msg_print(_("「下僕よ、汝傲慢なり。」", "'Thou art growing arrogant, mortal.'"));
262 (void)activate_ty_curse(this->player_ptr, false, &count);
263 reward = _("禍々しい呪いをかけられた。", "cursing");
266 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.data());
267 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!'"));
268 for (int i = 0, summon_num = randint1(5) + 1; i < summon_num; i++) {
269 (void)summon_specific(this->player_ptr, 0, this->player_ptr->y, this->player_ptr->x, floor_ptr->dun_level, SUMMON_NONE,
270 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
273 reward = _("モンスターを召喚された。", "summoning hostile monsters");
276 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.data());
277 msg_print(_("「汝、より強き敵を必要とせり!」", "'Thou needst worthier opponents!'"));
278 activate_hi_summon(this->player_ptr, this->player_ptr->y, this->player_ptr->x, false);
279 reward = _("モンスターを召喚された。", "summoning many hostile monsters");
282 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.data());
283 msg_print(_("「死と破壊こそ我が喜びなり!」", "'Death and destruction! This pleaseth me!'"));
284 call_chaos(this->player_ptr);
285 reward = _("カオスの力が渦巻いた。", "calling chaos");
288 msg_format(_("%sの声が鳴り響いた:", "The voice of %s rings out:"), this->name.data());
289 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.'"));
290 if ((this->boost_stat == A_RANDOM) || !one_in_(3)) {
291 do_inc_stat(this->player_ptr, randint0(6));
293 do_inc_stat(this->player_ptr, this->boost_stat);
296 reward = _("能力値が上がった。", "increasing a stat");
299 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.data());
300 msg_print(_("「下僕よ、余は汝に飽みたり。」", "'I grow tired of thee, mortal.'"));
301 if ((this->boost_stat == A_RANDOM) || !one_in_(3)) {
302 do_dec_stat(this->player_ptr, randint0(6));
304 do_dec_stat(this->player_ptr, this->boost_stat);
307 reward = _("能力値が下がった。", "decreasing a stat");
310 msg_format(_("%sの声が轟き渡った:", "The voice of %s thunders:"), this->name.data());
311 msg_print(_("「汝、謙虚たることを学ぶべし!」", "'Thou needst a lesson in humility, mortal!'"));
312 msg_print(_("あなたは以前より弱くなった!", "You feel less powerful!"));
313 for (int stat = 0; stat < A_MAX; stat++) {
314 (void)dec_stat(this->player_ptr, stat, 10 + randint1(15), true);
317 reward = _("全能力値が下がった。", "decreasing all stats");
320 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());
321 do_poly_wounds(this->player_ptr);
322 reward = _("傷が変化した。", "polymorphing wounds");
325 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.data());
326 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!'"));
327 for (int stat = 0; stat < A_MAX; stat++) {
328 (void)do_inc_stat(this->player_ptr, stat);
331 reward = _("全能力値が上がった。", "increasing all stats");
334 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.data());
335 msg_print(_("「苦しむがよい、無能な愚か者よ!」", "'Suffer, pathetic fool!'"));
336 fire_ball(this->player_ptr, AttributeType::DISINTEGRATE, 0, this->player_ptr->lev * 4, 4);
337 take_hit(this->player_ptr, DAMAGE_NOESCAPE, this->player_ptr->lev * 4, wrath_reason);
338 reward = _("分解の球が発生した。", "generating disintegration ball");
341 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.data());
342 (void)restore_level(this->player_ptr);
343 (void)restore_all_status(this->player_ptr);
344 (void)true_healing(this->player_ptr, 5000);
345 reward = _("体力が回復した。", "healing");
348 inventory_slot_type slot;
349 if (!has_melee_weapon(this->player_ptr, INVEN_MAIN_HAND) && !has_melee_weapon(this->player_ptr, INVEN_SUB_HAND)) {
353 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.data());
354 msg_print(_("「汝、武器に頼ることなかれ。」", "'Thou reliest too much on thy weapon.'"));
355 slot = INVEN_MAIN_HAND;
356 if (has_melee_weapon(this->player_ptr, INVEN_SUB_HAND)) {
357 slot = INVEN_SUB_HAND;
358 if (has_melee_weapon(this->player_ptr, INVEN_MAIN_HAND) && one_in_(2)) {
359 slot = INVEN_MAIN_HAND;
363 const auto item_name = describe_flavor(this->player_ptr, &this->player_ptr->inventory_list[slot], OD_NAME_ONLY);
364 (void)curse_weapon_object(this->player_ptr, false, &this->player_ptr->inventory_list[slot]);
365 reward = format(_("%sが破壊された。", "destroying %s"), item_name.data());
369 if (!this->player_ptr->inventory_list[INVEN_BODY].is_valid()) {
373 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.data());
374 msg_print(_("「汝、防具に頼ることなかれ。」", "'Thou reliest too much on thine equipment.'"));
375 const auto item_name = describe_flavor(this->player_ptr, &this->player_ptr->inventory_list[INVEN_BODY], OD_NAME_ONLY);
376 (void)curse_armor(this->player_ptr);
377 reward = format(_("%sが破壊された。", "destroying %s"), item_name.data());
381 msg_format(_("%sの声がささやいた:", "The voice of %s whispers:"), this->name.data());
382 msg_print(_("「我を怒りしめた罪を償うべし。」", "'Now thou shalt pay for annoying me.'"));
383 switch (randint1(4)) {
385 (void)activate_ty_curse(this->player_ptr, false, &count);
386 reward = _("禍々しい呪いをかけられた。", "cursing");
389 activate_hi_summon(this->player_ptr, this->player_ptr->y, this->player_ptr->x, false);
390 reward = _("モンスターを召喚された。", "summoning hostile monsters");
394 inventory_slot_type slot;
395 if (!has_melee_weapon(this->player_ptr, INVEN_MAIN_HAND) && !has_melee_weapon(this->player_ptr, INVEN_SUB_HAND)) {
398 slot = INVEN_MAIN_HAND;
399 if (has_melee_weapon(this->player_ptr, INVEN_SUB_HAND)) {
400 slot = INVEN_SUB_HAND;
401 if (has_melee_weapon(this->player_ptr, INVEN_MAIN_HAND) && one_in_(2)) {
402 slot = INVEN_MAIN_HAND;
406 const auto item_name = describe_flavor(this->player_ptr, &this->player_ptr->inventory_list[slot], OD_NAME_ONLY);
407 (void)curse_weapon_object(this->player_ptr, false, &this->player_ptr->inventory_list[slot]);
408 reward = format(_("%sが破壊された。", "destroying %s"), item_name.data());
410 if (!this->player_ptr->inventory_list[INVEN_BODY].is_valid()) {
414 const auto item_name = describe_flavor(this->player_ptr, &this->player_ptr->inventory_list[INVEN_BODY], OD_NAME_ONLY);
415 (void)curse_armor(this->player_ptr);
416 reward = format(_("%sが破壊された。", "destroying %s"), item_name.data());
420 for (int stat = 0; stat < A_MAX; stat++) {
421 (void)dec_stat(this->player_ptr, stat, 10 + randint1(15), true);
423 reward = _("全能力値が下がった。", "decreasing all stats");
430 msg_format(_("%sの声が轟き渡った:", "The voice of %s thunders:"), this->name.data());
431 msg_print(_("「死ぬがよい、下僕よ!」", "'Die, mortal!'"));
432 take_hit(this->player_ptr, DAMAGE_LOSELIFE, this->player_ptr->lev * 4, wrath_reason);
433 for (int stat = 0; stat < A_MAX; stat++) {
434 (void)dec_stat(this->player_ptr, stat, 10 + randint1(15), false);
437 activate_hi_summon(this->player_ptr, this->player_ptr->y, this->player_ptr->x, false);
438 (void)activate_ty_curse(this->player_ptr, false, &count);
440 inventory_slot_type slot = INVEN_NONE;
441 if (has_melee_weapon(this->player_ptr, INVEN_MAIN_HAND)) {
442 slot = INVEN_MAIN_HAND;
443 if (has_melee_weapon(this->player_ptr, INVEN_SUB_HAND) && one_in_(2)) {
444 slot = INVEN_SUB_HAND;
446 } else if (has_melee_weapon(this->player_ptr, INVEN_SUB_HAND)) {
447 slot = INVEN_SUB_HAND;
451 (void)curse_weapon_object(this->player_ptr, false, &this->player_ptr->inventory_list[slot]);
456 (void)curse_armor(this->player_ptr);
461 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.data());
462 msg_print(_("「死と破壊こそ我が喜びなり!」", "'Death and destruction! This pleaseth me!'"));
463 (void)destroy_area(this->player_ptr, this->player_ptr->y, this->player_ptr->x, 25, false);
464 reward = _("ダンジョンが*破壊*された。", "*destruct*ing dungeon");
467 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.data());
468 msg_print(_("「我、汝の敵を抹殺せん!」", "'Let me relieve thee of thine oppressors!'"));
469 (void)symbol_genocide(this->player_ptr, 0, false);
470 reward = _("モンスターが抹殺された。", "genociding monsters");
473 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.data());
474 msg_print(_("「我、汝の敵を抹殺せん!」", "'Let me relieve thee of thine oppressors!'"));
475 (void)mass_genocide(this->player_ptr, 0, false);
476 reward = _("モンスターが抹殺された。", "genociding nearby monsters");
479 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());
480 (void)dispel_monsters(this->player_ptr, this->player_ptr->lev * 4);
483 msg_format(_("%sはあなたを無視した。", "%s ignores you."), this->name.data());
486 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());
487 if (!summon_specific(this->player_ptr, -1, this->player_ptr->y, this->player_ptr->x, floor_ptr->dun_level, SUMMON_DEMON, PM_FORCE_PET)) {
488 msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
490 reward = _("悪魔がペットになった。", "a demonic servant");
495 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());
496 if (!summon_specific(this->player_ptr, -1, this->player_ptr->y, this->player_ptr->x, floor_ptr->dun_level, SUMMON_NONE, PM_FORCE_PET)) {
497 msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
499 reward = _("モンスターがペットになった。", "a servant");
504 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());
505 if (!summon_specific(this->player_ptr, -1, this->player_ptr->y, this->player_ptr->x, floor_ptr->dun_level, SUMMON_UNDEAD, PM_FORCE_PET)) {
506 msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
508 reward = _("アンデッドがペットになった。", "an undead servant");
513 msg_format(_("%sの声がどもった:", "The voice of %s stammers:"), this->name.data());
514 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);
518 if (!reward.empty()) {
519 const auto note = format(_("パトロンの報酬で%s", "The patron rewarded you with %s."), reward.data());
520 exe_write_diary(this->player_ptr, DiaryKind::DESCRIPTION, 0, note);
524 void Patron::admire(PlayerType *player_ptr_)
526 this->player_ptr = player_ptr_;
527 if (PlayerClass(this->player_ptr).equals(PlayerClassType::CHAOS_WARRIOR) || this->player_ptr->muta.has(PlayerMutationType::CHAOS_GIFT)) {
528 msg_format(_("%sからの声が響いた。", "The voice of %s booms out:"), this->name.data());
529 msg_print(_("『よくやった、定命の者よ!』", "'Thou art donst well, mortal!'"));