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[Refactor] #37353 cmd4.c を cmd-dump.c に改名して関数整理.
[hengband/hengband.git] / src / patron.c
index 9f60246..f5e40f3 100644 (file)
@@ -1,17 +1,24 @@
-#include "patron.h"
-
+
 #include "angband.h"
+#include "util.h"
+
+#include "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 "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"
 
 #ifdef JP
 /*!
@@ -229,12 +236,9 @@ const int chaos_rewards[MAX_PATRON][20] =
 
 void gain_level_reward(int chosen_reward)
 {
-       object_type *q_ptr;
-       object_type forge;
        char        wrath_reason[32] = "";
        int         nasty_chance = 6;
        OBJECT_TYPE_VALUE dummy = 0;
-       OBJECT_SUBTYPE_VALUE dummy2 = 0;
        int         type, effect;
        concptr        reward = NULL;
        GAME_TEXT o_name[MAX_NLEN];
@@ -269,7 +273,7 @@ void gain_level_reward(int chosen_reward)
        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_random_mutation(0);
+               (void)gain_mutation(p_ptr, 0);
                reward = _("変異した。", "mutation");
        }
        else
@@ -340,104 +344,9 @@ void gain_level_reward(int chosen_reward)
                        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_print(_("「汝の行いは貴き剣に値せり。」", "'Thy deed hath earned thee a worthy blade.'"));
-                       q_ptr = &forge;
-                       dummy = TV_SWORD;
-                       switch (randint1(p_ptr->lev))
-                       {
-                       case 0: case 1:
-                               dummy2 = SV_DAGGER;
-                               break;
-                       case 2: case 3:
-                               dummy2 = SV_MAIN_GAUCHE;
-                               break;
-                       case 4:
-                               dummy2 = SV_TANTO;
-                               break;
-                       case 5: case 6:
-                               dummy2 = SV_RAPIER;
-                               break;
-                       case 7: case 8:
-                               dummy2 = SV_SMALL_SWORD;
-                               break;
-                       case 9: case 10:
-                               dummy2 = SV_BASILLARD;
-                               break;
-                       case 11: case 12: case 13:
-                               dummy2 = SV_SHORT_SWORD;
-                               break;
-                       case 14: case 15:
-                               dummy2 = SV_SABRE;
-                               break;
-                       case 16: case 17:
-                               dummy2 = SV_CUTLASS;
-                               break;
-                       case 18:
-                               dummy2 = SV_WAKIZASHI;
-                               break;
-                       case 19:
-                               dummy2 = SV_KHOPESH;
-                               break;
-                       case 20:
-                               dummy2 = SV_TULWAR;
-                               break;
-                       case 21:
-                               dummy2 = SV_BROAD_SWORD;
-                               break;
-                       case 22: case 23:
-                               dummy2 = SV_LONG_SWORD;
-                               break;
-                       case 24: case 25:
-                               dummy2 = SV_SCIMITAR;
-                               break;
-                       case 26:
-                               dummy2 = SV_NINJATO;
-                               break;
-                       case 27:
-                               dummy2 = SV_KATANA;
-                               break;
-                       case 28: case 29:
-                               dummy2 = SV_BASTARD_SWORD;
-                               break;
-                       case 30:
-                               dummy2 = SV_GREAT_SCIMITAR;
-                               break;
-                       case 31:
-                               dummy2 = SV_CLAYMORE;
-                               break;
-                       case 32:
-                               dummy2 = SV_ESPADON;
-                               break;
-                       case 33:
-                               dummy2 = SV_TWO_HANDED_SWORD;
-                               break;
-                       case 34:
-                               dummy2 = SV_FLAMBERGE;
-                               break;
-                       case 35:
-                               dummy2 = SV_NO_DACHI;
-                               break;
-                       case 36:
-                               dummy2 = SV_EXECUTIONERS_SWORD;
-                               break;
-                       case 37:
-                               dummy2 = SV_ZWEIHANDER;
-                               break;
-                       case 38:
-                               dummy2 = SV_HAYABUSA;
-                               break;
-                       default:
-                               dummy2 = SV_BLADE_OF_CHAOS;
-                       }
-
-                       object_prep(q_ptr, lookup_kind(dummy, dummy2));
-                       q_ptr->to_h = 3 + randint1(dun_level) % 10;
-                       q_ptr->to_d = 3 + randint1(dun_level) % 10;
-                       one_resistance(q_ptr);
-                       q_ptr->name2 = EGO_CHAOTIC;
-                       (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
+                       acquire_chaos_weapon(p_ptr);
                        reward = _("(混沌)の武器を手に入れた。", "chaos weapon");
                        break;
 
@@ -474,7 +383,7 @@ void gain_level_reward(int chosen_reward)
 
                        for (dummy = 0; dummy < randint1(5) + 1; dummy++)
                        {
-                               (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
+                               (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');
                        }
                        reward = _("モンスターを召喚された。", "summoning hostile monsters");
                        break;
@@ -588,18 +497,18 @@ void gain_level_reward(int chosen_reward)
                                dummy = INVEN_LARM;
                                if (has_melee_weapon(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
                        }
-                       object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
+                       object_desc(o_name, &p_ptr->inventory_list[dummy], OD_NAME_ONLY);
                        (void)curse_weapon(FALSE, 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;
+                       if (!p_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[p_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);
+                       object_desc(o_name, &p_ptr->inventory_list[INVEN_BODY], OD_NAME_ONLY);
                        (void)curse_armor();
                        reward = format(_("%sが破壊された。", "destroying %s"), o_name);
                        break;
@@ -629,14 +538,14 @@ void gain_level_reward(int chosen_reward)
                                                dummy = INVEN_LARM;
                                                if (has_melee_weapon(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
                                        }
-                                       object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
+                                       object_desc(o_name, &p_ptr->inventory_list[dummy], OD_NAME_ONLY);
                                        (void)curse_weapon(FALSE, 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);
+                                       if (!p_ptr->inventory_list[INVEN_BODY].k_idx) break;
+                                       object_desc(o_name, &p_ptr->inventory_list[INVEN_BODY], OD_NAME_ONLY);
                                        (void)curse_armor();
                                        reward = format(_("%sが破壊された。", "destroying %s"), o_name);
                                }
@@ -720,7 +629,7 @@ void gain_level_reward(int chosen_reward)
 
                        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]);
 
-                       if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, PM_FORCE_PET, '\0'))
+                       if (!summon_specific(-1, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_DEMON, PM_FORCE_PET, '\0'))
                                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");
@@ -730,7 +639,7 @@ void gain_level_reward(int chosen_reward)
                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]);
 
-                       if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, 0, PM_FORCE_PET, '\0'))
+                       if (!summon_specific(-1, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, 0, PM_FORCE_PET, '\0'))
                                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");
@@ -740,7 +649,7 @@ void gain_level_reward(int chosen_reward)
                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]);
 
-                       if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, PM_FORCE_PET, '\0'))
+                       if (!summon_specific(-1, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_UNDEAD, PM_FORCE_PET, '\0'))
                                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");
@@ -759,3 +668,11 @@ void gain_level_reward(int chosen_reward)
        }
 }
 
+void admire_from_patron(player_type *creature_ptr)
+{
+       if ((creature_ptr->pclass == CLASS_CHAOS_WARRIOR) || (creature_ptr->muta2 & MUT2_CHAOS_GIFT))
+       {
+               msg_format(_("%sからの声が響いた。", "The voice of %s booms out:"), chaos_patrons[creature_ptr->chaos_patron]);
+               msg_print(_("『よくやった、定命の者よ!』", "'Thou art donst well, mortal!'"));
+       }
+}