-#include "angband.h"
+#include "system/angband.h"
#include "util.h"
+#include "io/write-diary.h"
+#include "cmd/cmd-dump.h"
#include "patron.h"
#include "cmd-pet.h"
-#include "object-curse.h"
-#include "object-flavor.h"
-#include "monsterrace-hook.h"
-#include "objectkind-hook.h"
-#include "mutation.h"
+#include "object/object-curse.h"
+#include "object/object-flavor.h"
+#include "monster/monsterrace-hook.h"
+#include "object/object-kind-hook.h"
+#include "mutation/mutation.h"
#include "artifact.h"
-#include "player-status.h"
-#include "player-effects.h"
-
-#include "spells.h"
-#include "spells-summon.h"
-#include "spells-object.h"
-#include "spells-status.h"
-#include "floor.h"
+#include "player/player-status.h"
+#include "player/player-effects.h"
+#include "player/player-race.h"
+#include "player/player-class.h"
+#include "player/player-damage.h"
+
+#include "spell/spells-type.h"
+#include "spell/spells-summon.h"
+#include "spell/spells-object.h"
+#include "spell/spells-status.h"
+#include "spell/spells-floor.h"
+#include "floor/floor.h"
+#include "spell/spells2.h"
#ifdef JP
/*!
};
-void gain_level_reward(int chosen_reward)
+void gain_level_reward(player_type *creature_ptr, int chosen_reward)
{
char wrath_reason[32] = "";
int nasty_chance = 6;
if (!chosen_reward)
{
- if (multi_rew) return;
- else multi_rew = TRUE;
+ if (creature_ptr->suppress_multi_reward) return;
+ else creature_ptr->suppress_multi_reward = TRUE;
}
- if (p_ptr->lev == 13) nasty_chance = 2;
- else if (!(p_ptr->lev % 13)) nasty_chance = 3;
- else if (!(p_ptr->lev % 14)) nasty_chance = 12;
+ if (creature_ptr->lev == 13) nasty_chance = 2;
+ else if (!(creature_ptr->lev % 13)) nasty_chance = 3;
+ else if (!(creature_ptr->lev % 14)) nasty_chance = 12;
if (one_in_(nasty_chance))
type = randint1(20); /* Allow the 'nasty' effects */
type--;
- sprintf(wrath_reason, _("%sの怒り", "the Wrath of %s"), chaos_patrons[p_ptr->chaos_patron]);
+ sprintf(wrath_reason, _("%sの怒り", "the Wrath of %s"), chaos_patrons[creature_ptr->chaos_patron]);
- effect = chaos_rewards[p_ptr->chaos_patron][type];
+ effect = chaos_rewards[creature_ptr->chaos_patron][type];
if (one_in_(6) && !chosen_reward)
{
- 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!"), chaos_patrons[p_ptr->chaos_patron]);
- (void)gain_mutation(p_ptr, 0);
+ 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!"), chaos_patrons[creature_ptr->chaos_patron]);
+ (void)gain_mutation(creature_ptr, 0);
reward = _("変異した。", "mutation");
}
else
case REW_POLY_SLF:
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
+ msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[creature_ptr->chaos_patron]);
msg_print(_("「汝、新たなる姿を必要とせり!」", "'Thou needst a new form, mortal!'"));
- do_poly_self();
+ do_poly_self(creature_ptr);
reward = _("変異した。", "polymorphing");
break;
case REW_GAIN_EXP:
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
+ msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[creature_ptr->chaos_patron]);
msg_print(_("「汝は良く行いたり!続けよ!」", "'Well done, mortal! Lead on!'"));
- if (p_ptr->prace == RACE_ANDROID)
+ if (creature_ptr->prace == RACE_ANDROID)
{
msg_print(_("しかし何も起こらなかった。", "But, nothing happen."));
}
- else if (p_ptr->exp < PY_MAX_EXP)
+ else if (creature_ptr->exp < PY_MAX_EXP)
{
- s32b ee = (p_ptr->exp / 2) + 10;
+ s32b ee = (creature_ptr->exp / 2) + 10;
if (ee > 100000L) ee = 100000L;
msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
- gain_exp(ee);
+ gain_exp(creature_ptr, ee);
reward = _("経験値を得た", "experience");
}
break;
case REW_LOSE_EXP:
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
+ msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[creature_ptr->chaos_patron]);
msg_print(_("「下僕よ、汝それに値せず。」", "'Thou didst not deserve that, slave.'"));
- if (p_ptr->prace == RACE_ANDROID)
+ if (creature_ptr->prace == RACE_ANDROID)
{
msg_print(_("しかし何も起こらなかった。", "But, nothing happen."));
}
else
{
- lose_exp(p_ptr->exp / 6);
+ lose_exp(creature_ptr, creature_ptr->exp / 6);
reward = _("経験値を失った。", "losing experience");
}
break;
case REW_GOOD_OBJ:
- msg_format(_("%sの声がささやいた:", "The voice of %s whispers:"), chaos_patrons[p_ptr->chaos_patron]);
+ msg_format(_("%sの声がささやいた:", "The voice of %s whispers:"), chaos_patrons[creature_ptr->chaos_patron]);
msg_print(_("「我が与えし物を賢明に使うべし。」", "'Use my gift wisely.'"));
- acquirement(p_ptr->y, p_ptr->x, 1, FALSE, FALSE, FALSE);
+ acquirement(creature_ptr, creature_ptr->y, creature_ptr->x, 1, FALSE, FALSE, FALSE);
reward = _("上質なアイテムを手に入れた。", "a good item");
break;
case REW_GREA_OBJ:
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
+ msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[creature_ptr->chaos_patron]);
msg_print(_("「我が与えし物を賢明に使うべし。」", "'Use my gift wisely.'"));
- acquirement(p_ptr->y, p_ptr->x, 1, TRUE, FALSE, FALSE);
+ acquirement(creature_ptr, creature_ptr->y, creature_ptr->x, 1, TRUE, FALSE, FALSE);
reward = _("高級品のアイテムを手に入れた。", "an excellent item");
break;
case REW_CHAOS_WP:
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
+ msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[creature_ptr->chaos_patron]);
msg_print(_("「汝の行いは貴き剣に値せり。」", "'Thy deed hath earned thee a worthy blade.'"));
- acquire_chaos_weapon(p_ptr);
+ acquire_chaos_weapon(creature_ptr);
reward = _("(混沌)の武器を手に入れた。", "chaos weapon");
break;
case REW_GOOD_OBS:
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
+ msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[creature_ptr->chaos_patron]);
msg_print(_("「汝の行いは貴き報いに値せり。」", "'Thy deed hath earned thee a worthy reward.'"));
- acquirement(p_ptr->y, p_ptr->x, randint1(2) + 1, FALSE, FALSE, FALSE);
+ acquirement(creature_ptr, creature_ptr->y, creature_ptr->x, randint1(2) + 1, FALSE, FALSE, FALSE);
reward = _("上質なアイテムを手に入れた。", "good items");
break;
case REW_GREA_OBS:
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
+ msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[creature_ptr->chaos_patron]);
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.'"));
- acquirement(p_ptr->y, p_ptr->x, randint1(2) + 1, TRUE, FALSE, FALSE);
+ acquirement(creature_ptr, creature_ptr->y, creature_ptr->x, randint1(2) + 1, TRUE, FALSE, FALSE);
reward = _("高級品のアイテムを手に入れた。", "excellent items");
break;
case REW_TY_CURSE:
- msg_format(_("%sの声が轟き渡った:", "The voice of %s thunders:"), chaos_patrons[p_ptr->chaos_patron]);
+ msg_format(_("%sの声が轟き渡った:", "The voice of %s thunders:"), chaos_patrons[creature_ptr->chaos_patron]);
msg_print(_("「下僕よ、汝傲慢なり。」", "'Thou art growing arrogant, mortal.'"));
- (void)activate_ty_curse(FALSE, &count);
+ (void)activate_ty_curse(creature_ptr, FALSE, &count);
reward = _("禍々しい呪いをかけられた。", "cursing");
break;
case REW_SUMMON_M:
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
+ msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[creature_ptr->chaos_patron]);
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!'"));
for (dummy = 0; dummy < randint1(5) + 1; dummy++)
{
- (void)summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
+ (void)summon_specific(creature_ptr, 0, creature_ptr->y, creature_ptr->x, creature_ptr->current_floor_ptr->dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
}
reward = _("モンスターを召喚された。", "summoning hostile monsters");
break;
case REW_H_SUMMON:
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
+ msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[creature_ptr->chaos_patron]);
msg_print(_("「汝、より強き敵を必要とせり!」", "'Thou needst worthier opponents!'"));
- activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
+ activate_hi_summon(creature_ptr, creature_ptr->y, creature_ptr->x, FALSE);
reward = _("モンスターを召喚された。", "summoning many hostile monsters");
break;
case REW_DO_HAVOC:
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
+ msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[creature_ptr->chaos_patron]);
msg_print(_("「死と破壊こそ我が喜びなり!」", "'Death and destruction! This pleaseth me!'"));
- call_chaos();
+ call_chaos(creature_ptr);
reward = _("カオスの力が渦巻いた。", "calling chaos");
break;
case REW_GAIN_ABL:
- msg_format(_("%sの声が鳴り響いた:", "The voice of %s rings out:"), chaos_patrons[p_ptr->chaos_patron]);
+ msg_format(_("%sの声が鳴り響いた:", "The voice of %s rings out:"), chaos_patrons[creature_ptr->chaos_patron]);
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.'"));
- if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
- do_inc_stat(chaos_stats[p_ptr->chaos_patron]);
+ if (one_in_(3) && !(chaos_stats[creature_ptr->chaos_patron] < 0))
+ do_inc_stat(creature_ptr, chaos_stats[creature_ptr->chaos_patron]);
else
- do_inc_stat(randint0(6));
+ do_inc_stat(creature_ptr, randint0(6));
reward = _("能力値が上がった。", "increasing a stat");
break;
case REW_LOSE_ABL:
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
+ msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[creature_ptr->chaos_patron]);
msg_print(_("「下僕よ、余は汝に飽みたり。」", "'I grow tired of thee, mortal.'"));
- if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
- do_dec_stat(chaos_stats[p_ptr->chaos_patron]);
+ if (one_in_(3) && !(chaos_stats[creature_ptr->chaos_patron] < 0))
+ do_dec_stat(creature_ptr, chaos_stats[creature_ptr->chaos_patron]);
else
- (void)do_dec_stat(randint0(6));
+ (void)do_dec_stat(creature_ptr, randint0(6));
reward = _("能力値が下がった。", "decreasing a stat");
break;
case REW_RUIN_ABL:
- msg_format(_("%sの声が轟き渡った:", "The voice of %s thunders:"), chaos_patrons[p_ptr->chaos_patron]);
+ msg_format(_("%sの声が轟き渡った:", "The voice of %s thunders:"), chaos_patrons[creature_ptr->chaos_patron]);
msg_print(_("「汝、謙虚たることを学ぶべし!」", "'Thou needst a lesson in humility, mortal!'"));
msg_print(_("あなたは以前より弱くなった!", "You feel less powerful!"));
for (dummy = 0; dummy < A_MAX; dummy++)
{
- (void)dec_stat(dummy, 10 + randint1(15), TRUE);
+ (void)dec_stat(creature_ptr, dummy, 10 + randint1(15), TRUE);
}
reward = _("全能力値が下がった。", "decreasing all stats");
break;
case REW_POLY_WND:
msg_format(_("%sの力が触れるのを感じた。", "You feel the power of %s touch you."),
- chaos_patrons[p_ptr->chaos_patron]);
- do_poly_wounds();
+ chaos_patrons[creature_ptr->chaos_patron]);
+ do_poly_wounds(creature_ptr);
reward = _("傷が変化した。", "polymorphing wounds");
break;
case REW_AUGM_ABL:
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
+ msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[creature_ptr->chaos_patron]);
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!'"));
for (dummy = 0; dummy < A_MAX; dummy++)
{
- (void)do_inc_stat(dummy);
+ (void)do_inc_stat(creature_ptr, dummy);
}
reward = _("全能力値が上がった。", "increasing all stats");
break;
case REW_HURT_LOT:
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
+ msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[creature_ptr->chaos_patron]);
msg_print(_("「苦しむがよい、無能な愚か者よ!」", "'Suffer, pathetic fool!'"));
- fire_ball(GF_DISINTEGRATE, 0, p_ptr->lev * 4, 4);
- take_hit(DAMAGE_NOESCAPE, p_ptr->lev * 4, wrath_reason, -1);
+ fire_ball(creature_ptr, GF_DISINTEGRATE, 0, creature_ptr->lev * 4, 4);
+ take_hit(creature_ptr, DAMAGE_NOESCAPE, creature_ptr->lev * 4, wrath_reason, -1);
reward = _("分解の球が発生した。", "generating disintegration ball");
break;
case REW_HEAL_FUL:
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
- (void)restore_level();
- (void)restore_all_status();
- (void)true_healing(5000);
+ msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[creature_ptr->chaos_patron]);
+ (void)restore_level(creature_ptr);
+ (void)restore_all_status(creature_ptr);
+ (void)true_healing(creature_ptr, 5000);
reward = _("体力が回復した。", "healing");
break;
case REW_CURSE_WP:
- if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM)) break;
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
+ if (!has_melee_weapon(creature_ptr, INVEN_RARM) && !has_melee_weapon(creature_ptr, INVEN_LARM)) break;
+ msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[creature_ptr->chaos_patron]);
msg_print(_("「汝、武器に頼ることなかれ。」", "'Thou reliest too much on thy weapon.'"));
dummy = INVEN_RARM;
- if (has_melee_weapon(INVEN_LARM))
+ if (has_melee_weapon(creature_ptr, INVEN_LARM))
{
dummy = INVEN_LARM;
- if (has_melee_weapon(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
+ if (has_melee_weapon(creature_ptr, INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
}
- object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
- (void)curse_weapon(FALSE, dummy);
+ object_desc(creature_ptr, o_name, &creature_ptr->inventory_list[dummy], OD_NAME_ONLY);
+ (void)curse_weapon_object(creature_ptr, FALSE, &creature_ptr->inventory_list[dummy]);
reward = format(_("%sが破壊された。", "destroying %s"), o_name);
break;
case REW_CURSE_AR:
- if (!inventory[INVEN_BODY].k_idx) break;
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
+ if (!creature_ptr->inventory_list[INVEN_BODY].k_idx) break;
+ msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[creature_ptr->chaos_patron]);
msg_print(_("「汝、防具に頼ることなかれ。」", "'Thou reliest too much on thine equipment.'"));
- object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
- (void)curse_armor();
+ object_desc(creature_ptr, o_name, &creature_ptr->inventory_list[INVEN_BODY], OD_NAME_ONLY);
+ (void)curse_armor(creature_ptr);
reward = format(_("%sが破壊された。", "destroying %s"), o_name);
break;
case REW_PISS_OFF:
- msg_format(_("%sの声がささやいた:", "The voice of %s whispers:"), chaos_patrons[p_ptr->chaos_patron]);
+ msg_format(_("%sの声がささやいた:", "The voice of %s whispers:"), chaos_patrons[creature_ptr->chaos_patron]);
msg_print(_("「我を怒りしめた罪を償うべし。」", "'Now thou shalt pay for annoying me.'"));
switch (randint1(4))
{
case 1:
- (void)activate_ty_curse(FALSE, &count);
+ (void)activate_ty_curse(creature_ptr, FALSE, &count);
reward = _("禍々しい呪いをかけられた。", "cursing");
break;
case 2:
- activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
+ activate_hi_summon(creature_ptr, creature_ptr->y, creature_ptr->x, FALSE);
reward = _("モンスターを召喚された。", "summoning hostile monsters");
break;
case 3:
if (one_in_(2))
{
- if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM)) break;
+ if (!has_melee_weapon(creature_ptr, INVEN_RARM) && !has_melee_weapon(creature_ptr, INVEN_LARM)) break;
dummy = INVEN_RARM;
- if (has_melee_weapon(INVEN_LARM))
+ if (has_melee_weapon(creature_ptr, INVEN_LARM))
{
dummy = INVEN_LARM;
- if (has_melee_weapon(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
+ if (has_melee_weapon(creature_ptr, INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
}
- object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
- (void)curse_weapon(FALSE, dummy);
+ object_desc(creature_ptr, o_name, &creature_ptr->inventory_list[dummy], OD_NAME_ONLY);
+ (void)curse_weapon_object(creature_ptr, FALSE, &creature_ptr->inventory_list[dummy]);
reward = format(_("%sが破壊された。", "destroying %s"), o_name);
}
else
{
- if (!inventory[INVEN_BODY].k_idx) break;
- object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
- (void)curse_armor();
+ if (!creature_ptr->inventory_list[INVEN_BODY].k_idx) break;
+ object_desc(creature_ptr, o_name, &creature_ptr->inventory_list[INVEN_BODY], OD_NAME_ONLY);
+ (void)curse_armor(creature_ptr);
reward = format(_("%sが破壊された。", "destroying %s"), o_name);
}
break;
default:
for (dummy = 0; dummy < A_MAX; dummy++)
{
- (void)dec_stat(dummy, 10 + randint1(15), TRUE);
+ (void)dec_stat(creature_ptr, dummy, 10 + randint1(15), TRUE);
}
reward = _("全能力値が下がった。", "decreasing all stats");
break;
case REW_WRATH:
- msg_format(_("%sの声が轟き渡った:", "The voice of %s thunders:"), chaos_patrons[p_ptr->chaos_patron]);
+ msg_format(_("%sの声が轟き渡った:", "The voice of %s thunders:"), chaos_patrons[creature_ptr->chaos_patron]);
msg_print(_("「死ぬがよい、下僕よ!」", "'Die, mortal!'"));
- take_hit(DAMAGE_LOSELIFE, p_ptr->lev * 4, wrath_reason, -1);
+ take_hit(creature_ptr, DAMAGE_LOSELIFE, creature_ptr->lev * 4, wrath_reason, -1);
for (dummy = 0; dummy < A_MAX; dummy++)
{
- (void)dec_stat(dummy, 10 + randint1(15), FALSE);
+ (void)dec_stat(creature_ptr, dummy, 10 + randint1(15), FALSE);
}
- activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
- (void)activate_ty_curse(FALSE, &count);
+ activate_hi_summon(creature_ptr, creature_ptr->y, creature_ptr->x, FALSE);
+ (void)activate_ty_curse(creature_ptr, FALSE, &count);
if (one_in_(2))
{
dummy = 0;
- if (has_melee_weapon(INVEN_RARM))
+ if (has_melee_weapon(creature_ptr, INVEN_RARM))
{
dummy = INVEN_RARM;
- if (has_melee_weapon(INVEN_LARM) && one_in_(2)) dummy = INVEN_LARM;
+ if (has_melee_weapon(creature_ptr, INVEN_LARM) && one_in_(2)) dummy = INVEN_LARM;
}
- else if (has_melee_weapon(INVEN_LARM)) dummy = INVEN_LARM;
+ else if (has_melee_weapon(creature_ptr, INVEN_LARM)) dummy = INVEN_LARM;
- if (dummy) (void)curse_weapon(FALSE, dummy);
+ if (dummy) (void)curse_weapon_object(creature_ptr, FALSE, &creature_ptr->inventory_list[dummy]);
}
- if (one_in_(2)) (void)curse_armor();
+ if (one_in_(2)) (void)curse_armor(creature_ptr);
break;
case REW_DESTRUCT:
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
+ msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[creature_ptr->chaos_patron]);
msg_print(_("「死と破壊こそ我が喜びなり!」", "'Death and destruction! This pleaseth me!'"));
- (void)destroy_area(p_ptr->y, p_ptr->x, 25, FALSE);
+ (void)destroy_area(creature_ptr, creature_ptr->y, creature_ptr->x, 25, FALSE);
reward = _("ダンジョンが*破壊*された。", "*destruct*ing dungeon");
break;
case REW_GENOCIDE:
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
+ msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[creature_ptr->chaos_patron]);
msg_print(_("「我、汝の敵を抹殺せん!」", "'Let me relieve thee of thine oppressors!'"));
- (void)symbol_genocide(0, FALSE);
+ (void)symbol_genocide(creature_ptr, 0, FALSE);
reward = _("モンスターが抹殺された。", "genociding monsters");
break;
case REW_MASS_GEN:
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
+ msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[creature_ptr->chaos_patron]);
msg_print(_("「我、汝の敵を抹殺せん!」", "'Let me relieve thee of thine oppressors!'"));
- (void)mass_genocide(0, FALSE);
+ (void)mass_genocide(creature_ptr, 0, FALSE);
reward = _("モンスターが抹殺された。", "genociding nearby monsters");
break;
case REW_DISPEL_C:
- 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!"), chaos_patrons[p_ptr->chaos_patron]);
- (void)dispel_monsters(p_ptr->lev * 4);
+ 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!"), chaos_patrons[creature_ptr->chaos_patron]);
+ (void)dispel_monsters(creature_ptr, creature_ptr->lev * 4);
break;
case REW_IGNORE:
- msg_format(_("%sはあなたを無視した。", "%s ignores you."), chaos_patrons[p_ptr->chaos_patron]);
+ msg_format(_("%sはあなたを無視した。", "%s ignores you."), chaos_patrons[creature_ptr->chaos_patron]);
break;
case REW_SER_DEMO:
- 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!"), chaos_patrons[p_ptr->chaos_patron]);
+ 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!"), chaos_patrons[creature_ptr->chaos_patron]);
- if (!summon_specific(-1, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_DEMON, PM_FORCE_PET, '\0'))
+ if (!summon_specific(creature_ptr, -1, creature_ptr->y, creature_ptr->x, creature_ptr->current_floor_ptr->dun_level, SUMMON_DEMON, PM_FORCE_PET))
msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
else
reward = _("悪魔がペットになった。", "a demonic servant");
break;
case REW_SER_MONS:
- msg_format(_("%sは褒美として使いをよこした!", "%s rewards you with a servant!"), chaos_patrons[p_ptr->chaos_patron]);
+ msg_format(_("%sは褒美として使いをよこした!", "%s rewards you with a servant!"), chaos_patrons[creature_ptr->chaos_patron]);
- if (!summon_specific(-1, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, 0, PM_FORCE_PET, '\0'))
+ if (!summon_specific(creature_ptr, -1, creature_ptr->y, creature_ptr->x, creature_ptr->current_floor_ptr->dun_level, 0, PM_FORCE_PET))
msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
else
reward = _("モンスターがペットになった。", "a servant");
break;
case REW_SER_UNDE:
- 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!"), chaos_patrons[p_ptr->chaos_patron]);
+ 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!"), chaos_patrons[creature_ptr->chaos_patron]);
- if (!summon_specific(-1, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_UNDEAD, PM_FORCE_PET, '\0'))
+ if (!summon_specific(creature_ptr, -1, creature_ptr->y, creature_ptr->x, creature_ptr->current_floor_ptr->dun_level, SUMMON_UNDEAD, PM_FORCE_PET))
msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
else
reward = _("アンデッドがペットになった。", "an undead servant");
break;
default:
- msg_format(_("%sの声がどもった:", "The voice of %s stammers:"), chaos_patrons[p_ptr->chaos_patron]);
+ msg_format(_("%sの声がどもった:", "The voice of %s stammers:"), chaos_patrons[creature_ptr->chaos_patron]);
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);
}
}
if (reward)
{
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format(_("パトロンの報酬で%s", "The patron rewards you with %s."), reward));
+ exe_write_diary(creature_ptr, DIARY_DESCRIPTION, 0, format(_("パトロンの報酬で%s", "The patron rewarded you with %s."), reward));
}
}