-#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
/*!
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];
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
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;
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;
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;
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);
}
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");
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");
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");
}
}
+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!'"));
+ }
+}