-#include "angband.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
+/*!
+ * @brief カオスパトロン名テーブル
+ */
+const concptr chaos_patrons[MAX_PATRON] =
+{
+ "スローター",
+ "マベロード",
+ "チャードロス",
+ "ハイオンハーン",
+ "キシオムバーグ",
+
+ "ピアレー",
+ "バラン",
+ "アリオッチ",
+ "イーカー",
+ "ナージャン",
+
+ "バロ",
+ "コーン",
+ "スラーネッシュ",
+ "ナーグル",
+ "ティーンチ",
+
+ "カイン"
+};
+#else
+const concptr chaos_patrons[MAX_PATRON] =
+{
+ "Slortar",
+ "Mabelode",
+ "Chardros",
+ "Hionhurn",
+ "Xiombarg",
+
+ "Pyaray",
+ "Balaan",
+ "Arioch",
+ "Eequor",
+ "Narjhan",
+
+ "Balo",
+ "Khorne",
+ "Slaanesh",
+ "Nurgle",
+ "Tzeentch",
+
+ "Khaine"
+};
+#endif
+
+
+/*!
+ * @brief カオスパトロンの報酬能力値テーブル
+ */
+const int chaos_stats[MAX_PATRON] =
+{
+ A_CON, /* Slortar */
+ A_CON, /* Mabelode */
+ A_STR, /* Chardros */
+ A_STR, /* Hionhurn */
+ A_STR, /* Xiombarg */
+
+ A_INT, /* Pyaray */
+ A_STR, /* Balaan */
+ A_INT, /* Arioch */
+ A_CON, /* Eequor */
+ A_CHR, /* Narjhan */
+
+ -1, /* Balo */
+ A_STR, /* Khorne */
+ A_CHR, /* Slaanesh */
+ A_CON, /* Nurgle */
+ A_INT, /* Tzeentch */
+
+ A_STR, /* Khaine */
+};
+
+/*!
+ * @brief カオスパトロンの報酬テーブル
+ */
+const int chaos_rewards[MAX_PATRON][20] =
+{
+ /* Slortar the Old: */
+ {
+ 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, 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
+ },
+
+ /* Mabelode the Faceless: */
+ {
+ 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, 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
+ },
+
+ /* Chardros the Reaper: */
+ {
+ 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, 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
+ },
+
+ /* Hionhurn the Executioner: */
+ {
+ 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, 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
+ },
+
+ /* Xiombarg the Sword-Queen: */
+ {
+ 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,
+ 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
+ },
+
+
+ /* Pyaray the Tentacled Whisperer of Impossible Secretes: */
+ {
+ 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, 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
+ },
+
+ /* Balaan the Grim: */
+ {
+ 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,
+ 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
+ },
+
+ /* Arioch, Duke of Hell: */
+ {
+ 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, 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
+ },
+
+ /* Eequor, Blue Lady of Dismay: */
+ {
+ 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, 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
+ },
+
+ /* Narjhan, Lord of Beggars: */
+ {
+ 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, 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
+ },
+
+ /* Balo the Jester: */
+ {
+ 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, 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
+ },
+
+ /* Khorne the Bloodgod: */
+ {
+ 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, 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
+ },
+
+ /* Slaanesh: */
+ {
+ 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, 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
+ },
+
+ /* Nurgle: */
+ {
+ 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, 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
+ },
+
+ /* Tzeentch: */
+ {
+ 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, 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
+ },
+
+ /* Khaine: */
+ {
+ 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, 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
+ }
+};
+
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_GOOD_OBJ:
-#ifdef JP
- msg_format("%sの声がささやいた:",
- chaos_patrons[p_ptr->chaos_patron]);
-#else
- msg_format("The voice of %s whispers:",
- chaos_patrons[p_ptr->chaos_patron]);
-#endif
-
+ msg_format(_("%sの声がささやいた:", "The voice of %s whispers:"), chaos_patrons[p_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);
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;
break;
case REW_TY_CURSE:
-#ifdef JP
- msg_format("%sの声が轟き渡った:", chaos_patrons[p_ptr->chaos_patron]);
-#else
- msg_format("The voice of %s thunders:", chaos_patrons[p_ptr->chaos_patron]);
-#endif
-
+ msg_format(_("%sの声が轟き渡った:", "The voice of %s thunders:"), chaos_patrons[p_ptr->chaos_patron]);
msg_print(_("「下僕よ、汝傲慢なり。」", "'Thou art growing arrogant, mortal.'"));
(void)activate_ty_curse(FALSE, &count);
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;
case REW_DO_HAVOC:
-#ifdef JP
- msg_format("%sの声が響き渡った:",
- chaos_patrons[p_ptr->chaos_patron]);
-#else
- msg_format("The voice of %s booms out:",
- chaos_patrons[p_ptr->chaos_patron]);
-#endif
-
+ 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(_("「死と破壊こそ我が喜びなり!」", "'Death and destruction! This pleaseth me!'"));
call_chaos();
case REW_GAIN_ABL:
-#ifdef JP
- msg_format("%sの声が鳴り響いた:",
- chaos_patrons[p_ptr->chaos_patron]);
-#else
- msg_format("The voice of %s rings out:",
- chaos_patrons[p_ptr->chaos_patron]);
-#endif
-
+ msg_format(_("%sの声が鳴り響いた:", "The voice of %s rings out:"), chaos_patrons[p_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))
case REW_LOSE_ABL:
-#ifdef JP
- msg_format("%sの声が響き渡った:",
- chaos_patrons[p_ptr->chaos_patron]);
-#else
- msg_format("The voice of %s booms out:",
- chaos_patrons[p_ptr->chaos_patron]);
-#endif
-
+ 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(_("「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))
case REW_RUIN_ABL:
-#ifdef JP
- msg_format("%sの声が轟き渡った:",
- chaos_patrons[p_ptr->chaos_patron]);
-#else
- msg_format("The voice of %s thunders:",
- chaos_patrons[p_ptr->chaos_patron]);
-#endif
-
+ msg_format(_("%sの声が轟き渡った:", "The voice of %s thunders:"), chaos_patrons[p_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!"));
case REW_CURSE_WP:
- if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break;
+ 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]);
msg_print(_("「汝、武器に頼ることなかれ。」", "'Thou reliest too much on thy weapon.'"));
dummy = INVEN_RARM;
- if (buki_motteruka(INVEN_LARM))
+ if (has_melee_weapon(INVEN_LARM))
{
dummy = INVEN_LARM;
- if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
+ 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;
+
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]);
case 3:
if (one_in_(2))
{
- if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break;
+ if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM)) break;
dummy = INVEN_RARM;
- if (buki_motteruka(INVEN_LARM))
+ if (has_melee_weapon(INVEN_LARM))
{
dummy = INVEN_LARM;
- if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
+ 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);
}
{
dummy = 0;
- if (buki_motteruka(INVEN_RARM))
+ if (has_melee_weapon(INVEN_RARM))
{
dummy = INVEN_RARM;
- if (buki_motteruka(INVEN_LARM) && one_in_(2)) dummy = INVEN_LARM;
+ if (has_melee_weapon(INVEN_LARM) && one_in_(2)) dummy = INVEN_LARM;
}
- else if (buki_motteruka(INVEN_LARM)) dummy = INVEN_LARM;
+ else if (has_melee_weapon(INVEN_LARM)) dummy = INVEN_LARM;
if (dummy) (void)curse_weapon(FALSE, dummy);
}
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");
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[p_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);
}
}
}
+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!'"));
+ }
+}