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-info/class-info.h"
17 #include "player-info/equipment-info.h"
18 #include "player-info/race-types.h"
19 #include "player/player-damage.h"
20 #include "spell-kind/spells-floor.h"
21 #include "spell-kind/spells-genocide.h"
22 #include "spell-kind/spells-launcher.h"
23 #include "spell-kind/spells-random.h"
24 #include "spell-kind/spells-sight.h"
25 #include "spell/spell-types.h"
26 #include "spell/spells-object.h"
27 #include "spell/spells-status.h"
28 #include "spell/spells-summon.h"
29 #include "spell/summon-types.h"
30 #include "status/base-status.h"
31 #include "status/experience.h"
32 #include "status/shape-changer.h"
33 #include "system/floor-type-definition.h"
34 #include "system/object-type-definition.h"
35 #include "system/player-type-definition.h"
36 #include "view/display-messages.h"
39 #define N(JAPANESE, ENGLISH) JAPANESE, ENGLISH
41 #define N(JAPANESE, ENGLISH) ENGLISH
44 std::vector<Patron> patron_list = {
46 Patron(N("スローター", "Slortar"),
47 { 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,
48 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 },
51 Patron(N("マベロード", "Mabelode"),
52 { 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,
53 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 },
56 Patron(N("チャードロス", "Chardros"),
57 { 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,
58 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 },
61 Patron(N("ハイオンハーン", "Hionhurn"),
62 { 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,
63 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 },
66 Patron(N("キシオムバーグ", "Xiombarg"),
67 { 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,
68 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 },
71 Patron(N("ピアレー", "Pyaray"),
72 { 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,
73 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 },
76 Patron(N("バラン", "Balaan"),
77 { 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,
78 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 },
81 Patron(N("アリオッチ", "Arioch"),
82 { 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,
83 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 },
86 Patron(N("イーカー", "Eequor"),
87 { 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,
88 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 },
91 Patron(N("ナージャン", "Narjhan"),
92 { 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,
93 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 },
96 Patron(N("バロ", "Balo"),
97 { 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,
98 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 },
101 Patron(N("コーン", "Khorne"),
102 { 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,
103 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 },
106 Patron(N("スラーネッシュ", "Slaanesh"),
107 { 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,
108 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 },
111 Patron(N("ナーグル", "Nurgle"),
112 { 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,
113 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 },
116 Patron(N("ティーンチ", "Tzeentch"),
117 { 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,
118 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 },
121 Patron(N("カイン", "Khaine"),
122 { 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,
123 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 },
129 Patron::Patron(const char *name, const char *ename, std::vector<patron_reward> reward_table, const player_ability_type boost_stat)
131 Patron::Patron(const char *name, std::vector<patron_reward> reward_table, player_ability_type boost_stat)
137 , reward_table(std::move(reward_table))
138 , boost_stat(boost_stat)
142 void Patron::gain_level_reward(player_type *player_ptr_, int chosen_reward)
144 this->player_ptr = player_ptr_;
145 char wrath_reason[32] = "";
146 int nasty_chance = 6;
148 patron_reward effect;
149 concptr reward = nullptr;
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;
161 if (this->player_ptr->lev == 13)
163 else if (!(this->player_ptr->lev % 13))
165 else if (!(this->player_ptr->lev % 14))
168 if (one_in_(nasty_chance))
169 type = randint1(20); /* Allow the 'nasty' effects */
171 type = randint1(15) + 5; /* Or disallow them */
179 sprintf(wrath_reason, _("%sの怒り", "the Wrath of %s"), this->name.c_str());
181 effect = this->reward_table[type];
183 if (one_in_(6) && !chosen_reward) {
184 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.c_str());
185 (void)gain_mutation(player_ptr, 0);
186 reward = _("変異した。", "mutation");
188 switch (chosen_reward ? chosen_reward : effect) {
192 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.c_str());
193 msg_print(_("「汝、新たなる姿を必要とせり!」", "'Thou needst a new form, mortal!'"));
195 do_poly_self(player_ptr);
196 reward = _("変異した。", "polymorphing");
201 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.c_str());
202 msg_print(_("「汝は良く行いたり!続けよ!」", "'Well done, mortal! Lead on!'"));
204 if (this->player_ptr->prace == 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;
210 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
212 gain_exp(player_ptr, ee);
213 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.c_str());
220 msg_print(_("「下僕よ、汝それに値せず。」", "'Thou didst not deserve that, slave.'"));
222 if (this->player_ptr->prace == PlayerRaceType::ANDROID) {
223 msg_print(_("しかし何も起こらなかった。", "But, nothing happens."));
225 lose_exp(player_ptr, this->player_ptr->exp / 6);
226 reward = _("経験値を失った。", "losing experience");
231 msg_format(_("%sの声がささやいた:", "The voice of %s whispers:"), this->name.c_str());
232 msg_print(_("「我が与えし物を賢明に使うべし。」", "'Use my gift wisely.'"));
234 acquirement(player_ptr, this->player_ptr->y, this->player_ptr->x, 1, false, false, false);
235 reward = _("上質なアイテムを手に入れた。", "a good item");
240 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.c_str());
241 msg_print(_("「我が与えし物を賢明に使うべし。」", "'Use my gift wisely.'"));
243 acquirement(player_ptr, this->player_ptr->y, this->player_ptr->x, 1, true, false, false);
244 reward = _("高級品のアイテムを手に入れた。", "an excellent item");
248 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.c_str());
249 msg_print(_("「汝の行いは貴き剣に値せり。」", "'Thy deed hath earned thee a worthy blade.'"));
250 acquire_chaos_weapon(player_ptr);
251 reward = _("(混沌)の武器を手に入れた。", "chaos weapon");
256 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.c_str());
257 msg_print(_("「汝の行いは貴き報いに値せり。」", "'Thy deed hath earned thee a worthy reward.'"));
259 acquirement(player_ptr, this->player_ptr->y, this->player_ptr->x, randint1(2) + 1, false, false, false);
260 reward = _("上質なアイテムを手に入れた。", "good items");
265 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.c_str());
266 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.'"));
268 acquirement(player_ptr, this->player_ptr->y, this->player_ptr->x, randint1(2) + 1, true, false, false);
269 reward = _("高級品のアイテムを手に入れた。", "excellent items");
273 msg_format(_("%sの声が轟き渡った:", "The voice of %s thunders:"), this->name.c_str());
274 msg_print(_("「下僕よ、汝傲慢なり。」", "'Thou art growing arrogant, mortal.'"));
276 (void)activate_ty_curse(player_ptr, false, &count);
277 reward = _("禍々しい呪いをかけられた。", "cursing");
282 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.c_str());
283 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!'"));
285 for (int i = 0, summon_num = randint1(5) + 1; i < summon_num; i++) {
286 (void)summon_specific(player_ptr, 0, this->player_ptr->y, this->player_ptr->x, this->player_ptr->current_floor_ptr->dun_level, SUMMON_NONE,
287 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
289 reward = _("モンスターを召喚された。", "summoning hostile monsters");
294 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.c_str());
295 msg_print(_("「汝、より強き敵を必要とせり!」", "'Thou needst worthier opponents!'"));
297 activate_hi_summon(player_ptr, this->player_ptr->y, this->player_ptr->x, false);
298 reward = _("モンスターを召喚された。", "summoning many hostile monsters");
302 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.c_str());
303 msg_print(_("「死と破壊こそ我が喜びなり!」", "'Death and destruction! This pleaseth me!'"));
305 call_chaos(player_ptr);
306 reward = _("カオスの力が渦巻いた。", "calling chaos");
310 msg_format(_("%sの声が鳴り響いた:", "The voice of %s rings out:"), this->name.c_str());
311 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.'"));
313 if (one_in_(3) && !(this->boost_stat != A_RANDOM))
314 do_inc_stat(player_ptr, this->boost_stat);
316 do_inc_stat(player_ptr, randint0(6));
317 reward = _("能力値が上がった。", "increasing a stat");
321 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.c_str());
322 msg_print(_("「下僕よ、余は汝に飽みたり。」", "'I grow tired of thee, mortal.'"));
324 if (one_in_(3) && !(this->boost_stat != A_RANDOM))
325 do_dec_stat(player_ptr, this->boost_stat);
327 (void)do_dec_stat(player_ptr, randint0(6));
328 reward = _("能力値が下がった。", "decreasing a stat");
333 msg_format(_("%sの声が轟き渡った:", "The voice of %s thunders:"), this->name.c_str());
334 msg_print(_("「汝、謙虚たることを学ぶべし!」", "'Thou needst a lesson in humility, mortal!'"));
335 msg_print(_("あなたは以前より弱くなった!", "You feel less powerful!"));
337 for (int stat = 0; stat < A_MAX; stat++) {
338 (void)dec_stat(player_ptr, stat, 10 + randint1(15), true);
340 reward = _("全能力値が下がった。", "decreasing all stats");
345 msg_format(_("%sの力が触れるのを感じた。", "You feel the power of %s touch you."), this->name.c_str());
346 do_poly_wounds(player_ptr);
347 reward = _("傷が変化した。", "polymorphing wounds");
352 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.c_str());
354 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!'"));
356 for (int stat = 0; stat < A_MAX; stat++) {
357 (void)do_inc_stat(player_ptr, stat);
359 reward = _("全能力値が上がった。", "increasing all stats");
364 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.c_str());
365 msg_print(_("「苦しむがよい、無能な愚か者よ!」", "'Suffer, pathetic fool!'"));
367 fire_ball(player_ptr, GF_DISINTEGRATE, 0, this->player_ptr->lev * 4, 4);
368 take_hit(player_ptr, DAMAGE_NOESCAPE, this->player_ptr->lev * 4, wrath_reason);
369 reward = _("分解の球が発生した。", "generating disintegration ball");
374 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.c_str());
375 (void)restore_level(player_ptr);
376 (void)restore_all_status(player_ptr);
377 (void)true_healing(player_ptr, 5000);
378 reward = _("体力が回復した。", "healing");
382 inventory_slot_type slot;
384 if (!has_melee_weapon(player_ptr, INVEN_MAIN_HAND) && !has_melee_weapon(player_ptr, INVEN_SUB_HAND))
386 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.c_str());
387 msg_print(_("「汝、武器に頼ることなかれ。」", "'Thou reliest too much on thy weapon.'"));
389 slot = INVEN_MAIN_HAND;
390 if (has_melee_weapon(player_ptr, INVEN_SUB_HAND)) {
391 slot = INVEN_SUB_HAND;
392 if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND) && one_in_(2))
393 slot = INVEN_MAIN_HAND;
395 describe_flavor(player_ptr, o_name, &this->player_ptr->inventory_list[slot], OD_NAME_ONLY);
396 (void)curse_weapon_object(player_ptr, false, &this->player_ptr->inventory_list[slot]);
397 reward = format(_("%sが破壊された。", "destroying %s"), o_name);
403 if (!this->player_ptr->inventory_list[INVEN_BODY].k_idx)
405 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.c_str());
406 msg_print(_("「汝、防具に頼ることなかれ。」", "'Thou reliest too much on thine equipment.'"));
408 describe_flavor(player_ptr, o_name, &this->player_ptr->inventory_list[INVEN_BODY], OD_NAME_ONLY);
409 (void)curse_armor(player_ptr);
410 reward = format(_("%sが破壊された。", "destroying %s"), o_name);
415 msg_format(_("%sの声がささやいた:", "The voice of %s whispers:"), this->name.c_str());
416 msg_print(_("「我を怒りしめた罪を償うべし。」", "'Now thou shalt pay for annoying me.'"));
418 switch (randint1(4)) {
420 (void)activate_ty_curse(player_ptr, false, &count);
421 reward = _("禍々しい呪いをかけられた。", "cursing");
424 activate_hi_summon(player_ptr, this->player_ptr->y, this->player_ptr->x, false);
425 reward = _("モンスターを召喚された。", "summoning hostile monsters");
429 inventory_slot_type slot;
430 if (!has_melee_weapon(player_ptr, INVEN_MAIN_HAND) && !has_melee_weapon(player_ptr, INVEN_SUB_HAND))
432 slot = INVEN_MAIN_HAND;
433 if (has_melee_weapon(player_ptr, INVEN_SUB_HAND)) {
434 slot = INVEN_SUB_HAND;
435 if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND) && one_in_(2))
436 slot = INVEN_MAIN_HAND;
438 describe_flavor(player_ptr, o_name, &this->player_ptr->inventory_list[slot], OD_NAME_ONLY);
439 (void)curse_weapon_object(player_ptr, false, &this->player_ptr->inventory_list[slot]);
440 reward = format(_("%sが破壊された。", "destroying %s"), o_name);
442 if (!this->player_ptr->inventory_list[INVEN_BODY].k_idx)
444 describe_flavor(player_ptr, o_name, &this->player_ptr->inventory_list[INVEN_BODY], OD_NAME_ONLY);
445 (void)curse_armor(player_ptr);
446 reward = format(_("%sが破壊された。", "destroying %s"), o_name);
450 for (int stat = 0; stat < A_MAX; stat++) {
451 (void)dec_stat(player_ptr, stat, 10 + randint1(15), true);
453 reward = _("全能力値が下がった。", "decreasing all stats");
460 msg_format(_("%sの声が轟き渡った:", "The voice of %s thunders:"), this->name.c_str());
461 msg_print(_("「死ぬがよい、下僕よ!」", "'Die, mortal!'"));
463 take_hit(player_ptr, DAMAGE_LOSELIFE, this->player_ptr->lev * 4, wrath_reason);
464 for (int stat = 0; stat < A_MAX; stat++) {
465 (void)dec_stat(player_ptr, stat, 10 + randint1(15), false);
467 activate_hi_summon(player_ptr, this->player_ptr->y, this->player_ptr->x, false);
468 (void)activate_ty_curse(player_ptr, false, &count);
470 inventory_slot_type slot = INVEN_NONE;
472 if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND)) {
473 slot = INVEN_MAIN_HAND;
474 if (has_melee_weapon(player_ptr, INVEN_SUB_HAND) && one_in_(2))
475 slot = INVEN_SUB_HAND;
476 } else if (has_melee_weapon(player_ptr, INVEN_SUB_HAND))
477 slot = INVEN_SUB_HAND;
480 (void)curse_weapon_object(player_ptr, false, &this->player_ptr->inventory_list[slot]);
483 (void)curse_armor(player_ptr);
488 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.c_str());
489 msg_print(_("「死と破壊こそ我が喜びなり!」", "'Death and destruction! This pleaseth me!'"));
491 (void)destroy_area(player_ptr, this->player_ptr->y, this->player_ptr->x, 25, false);
492 reward = _("ダンジョンが*破壊*された。", "*destruct*ing dungeon");
497 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.c_str());
498 msg_print(_("「我、汝の敵を抹殺せん!」", "'Let me relieve thee of thine oppressors!'"));
499 (void)symbol_genocide(player_ptr, 0, false);
500 reward = _("モンスターが抹殺された。", "genociding monsters");
505 msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.c_str());
506 msg_print(_("「我、汝の敵を抹殺せん!」", "'Let me relieve thee of thine oppressors!'"));
508 (void)mass_genocide(player_ptr, 0, false);
509 reward = _("モンスターが抹殺された。", "genociding nearby monsters");
514 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.c_str());
515 (void)dispel_monsters(player_ptr, this->player_ptr->lev * 4);
520 msg_format(_("%sはあなたを無視した。", "%s ignores you."), this->name.c_str());
525 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.c_str());
527 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))
528 msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
530 reward = _("悪魔がペットになった。", "a demonic servant");
535 msg_format(_("%sは褒美として使いをよこした!", "%s rewards you with a servant!"), this->name.c_str());
537 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))
538 msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
540 reward = _("モンスターがペットになった。", "a servant");
545 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.c_str());
547 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))
548 msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
550 reward = _("アンデッドがペットになった。", "an undead servant");
555 msg_format(_("%sの声がどもった:", "The voice of %s stammers:"), this->name.c_str());
556 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);
560 exe_write_diary(player_ptr, DIARY_DESCRIPTION, 0, format(_("パトロンの報酬で%s", "The patron rewarded you with %s."), reward));
564 void Patron::admire(player_type *player_ptr_)
566 this->player_ptr = player_ptr_;
567 if ((this->player_ptr->pclass == CLASS_CHAOS_WARRIOR) || this->player_ptr->muta.has(MUTA::CHAOS_GIFT)) {
568 msg_format(_("%sからの声が響いた。", "The voice of %s booms out:"), this->name.c_str());
569 msg_print(_("『よくやった、定命の者よ!』", "'Thou art donst well, mortal!'"));