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Merge pull request #3569 from sikabane-works/release/3.0.0.88-alpha
[hengbandforosx/hengbandosx.git] / src / player / patron.cpp
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"
38
39 #ifdef JP
40 #define N(JAPANESE, ENGLISH) JAPANESE, ENGLISH
41 #else
42 #define N(JAPANESE, ENGLISH) ENGLISH
43 #endif
44
45 std::vector<Patron> patron_list = {
46
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 },
50         A_CON),
51
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 },
55         A_CON),
56
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 },
60         A_STR),
61
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 },
65         A_STR),
66
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 },
70         A_STR),
71
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 },
75         A_INT),
76
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 },
80         A_STR),
81
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 },
85         A_INT),
86
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 },
90         A_CON),
91
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 },
95         A_CHR),
96
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 },
100         A_RANDOM),
101
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 },
105         A_STR),
106
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 },
110         A_CHR),
111
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 },
115         A_CON),
116
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 },
120         A_INT),
121
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 },
125         A_STR),
126
127 };
128
129 #ifdef JP
130 Patron::Patron(const char *name, const char *ename, std::vector<patron_reward> reward_table, const player_ability_type boost_stat)
131 #else
132 Patron::Patron(const char *name, std::vector<patron_reward> reward_table, player_ability_type boost_stat)
133 #endif
134     : name(name)
135 #ifdef JP
136     , ename(ename)
137 #endif
138     , reward_table(std::move(reward_table))
139     , boost_stat(boost_stat)
140 {
141 }
142
143 void Patron::gain_level_reward(PlayerType *player_ptr_, int chosen_reward)
144 {
145     this->player_ptr = player_ptr_;
146     int nasty_chance = 6;
147     int type;
148     patron_reward effect;
149     std::string reward;
150     int count = 0;
151
152     if (!chosen_reward) {
153         if (this->player_ptr->suppress_multi_reward) {
154             return;
155         } else {
156             this->player_ptr->suppress_multi_reward = true;
157         }
158     }
159
160     if (this->player_ptr->lev == 13) {
161         nasty_chance = 2;
162     } else if (!(this->player_ptr->lev % 13)) {
163         nasty_chance = 3;
164     } else if (!(this->player_ptr->lev % 14)) {
165         nasty_chance = 12;
166     }
167
168     if (one_in_(nasty_chance)) {
169         type = randint1(20);
170     } /* Allow the 'nasty' effects */
171     else {
172         type = randint1(15) + 5;
173     } /* Or disallow them */
174
175     if (type < 1) {
176         type = 1;
177     }
178     if (type > 20) {
179         type = 20;
180     }
181     type--;
182
183     std::string wrath_reason = _(this->name, "the Wrath of ");
184     wrath_reason.append(_("の怒り", this->name));
185
186     effect = this->reward_table[type];
187
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");
192     } else {
193         const auto *floor_ptr = this->player_ptr->current_floor_ptr;
194         switch (chosen_reward ? chosen_reward : effect) {
195         case REW_POLY_SLF:
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");
200             break;
201         case REW_GAIN_EXP:
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;
208                 if (ee > 100000L) {
209                     ee = 100000L;
210                 }
211
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");
215             }
216
217             break;
218         case REW_LOSE_EXP:
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."));
223             } else {
224                 lose_exp(this->player_ptr, this->player_ptr->exp / 6);
225                 reward = _("経験値を失った。", "losing experience");
226             }
227
228             break;
229         case REW_GOOD_OBJ:
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");
234             break;
235         case REW_GREA_OBJ:
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");
240             break;
241         case REW_CHAOS_WP:
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");
246             break;
247         case REW_GOOD_OBS:
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");
252             break;
253         case REW_GREA_OBS:
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");
258             break;
259         case REW_TY_CURSE:
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");
264             break;
265         case REW_SUMMON_M:
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));
271             }
272
273             reward = _("モンスターを召喚された。", "summoning hostile monsters");
274             break;
275         case REW_H_SUMMON:
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");
280             break;
281         case REW_DO_HAVOC:
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");
286             break;
287         case REW_GAIN_ABL:
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));
292             } else {
293                 do_inc_stat(this->player_ptr, this->boost_stat);
294             }
295
296             reward = _("能力値が上がった。", "increasing a stat");
297             break;
298         case REW_LOSE_ABL:
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));
303             } else {
304                 do_dec_stat(this->player_ptr, this->boost_stat);
305             }
306
307             reward = _("能力値が下がった。", "decreasing a stat");
308             break;
309         case REW_RUIN_ABL:
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);
315             }
316
317             reward = _("全能力値が下がった。", "decreasing all stats");
318             break;
319         case REW_POLY_WND:
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");
323             break;
324         case REW_AUGM_ABL:
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);
329             }
330
331             reward = _("全能力値が上がった。", "increasing all stats");
332             break;
333         case REW_HURT_LOT:
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");
339             break;
340         case REW_HEAL_FUL:
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");
346             break;
347         case REW_CURSE_WP: {
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)) {
350                 break;
351             }
352
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;
360                 }
361             }
362
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());
366             break;
367         }
368         case REW_CURSE_AR: {
369             if (!this->player_ptr->inventory_list[INVEN_BODY].is_valid()) {
370                 break;
371             }
372
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());
378             break;
379         }
380         case REW_PISS_OFF: {
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)) {
384             case 1:
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");
387                 break;
388             case 2:
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");
391                 break;
392             case 3:
393                 if (one_in_(2)) {
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)) {
396                         break;
397                     }
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;
403                         }
404                     }
405
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());
409                 } else {
410                     if (!this->player_ptr->inventory_list[INVEN_BODY].is_valid()) {
411                         break;
412                     }
413
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());
417                 }
418                 break;
419             default:
420                 for (int stat = 0; stat < A_MAX; stat++) {
421                     (void)dec_stat(this->player_ptr, stat, 10 + randint1(15), true);
422                 }
423                 reward = _("全能力値が下がった。", "decreasing all stats");
424                 break;
425             }
426
427             break;
428         }
429         case REW_WRATH:
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);
435             }
436
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);
439             if (one_in_(2)) {
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;
445                     }
446                 } else if (has_melee_weapon(this->player_ptr, INVEN_SUB_HAND)) {
447                     slot = INVEN_SUB_HAND;
448                 }
449
450                 if (slot) {
451                     (void)curse_weapon_object(this->player_ptr, false, &this->player_ptr->inventory_list[slot]);
452                 }
453             }
454
455             if (one_in_(2)) {
456                 (void)curse_armor(this->player_ptr);
457             }
458
459             break;
460         case REW_DESTRUCT:
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");
465             break;
466         case REW_GENOCIDE:
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");
471             break;
472         case REW_MASS_GEN:
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");
477             break;
478         case REW_DISPEL_C:
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);
481             break;
482         case REW_IGNORE:
483             msg_format(_("%sはあなたを無視した。", "%s ignores you."), this->name.data());
484             break;
485         case REW_SER_DEMO:
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..."));
489             } else {
490                 reward = _("悪魔がペットになった。", "a demonic servant");
491             }
492
493             break;
494         case REW_SER_MONS:
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..."));
498             } else {
499                 reward = _("モンスターがペットになった。", "a servant");
500             }
501
502             break;
503         case REW_SER_UNDE:
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..."));
507             } else {
508                 reward = _("アンデッドがペットになった。", "an undead servant");
509             }
510
511             break;
512         default:
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);
515         }
516     }
517
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);
521     }
522 }
523
524 void Patron::admire(PlayerType *player_ptr_)
525 {
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!'"));
530     }
531 }