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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 ba1d304..f5e40f3 100644 (file)
-#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];
@@ -47,7 +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
@@ -101,14 +327,7 @@ void gain_level_reward(int chosen_reward)
                        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);
@@ -125,104 +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;
 
@@ -245,12 +369,7 @@ void gain_level_reward(int chosen_reward)
                        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);
@@ -264,7 +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;
@@ -281,14 +400,7 @@ void gain_level_reward(int chosen_reward)
 
 
                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();
@@ -297,14 +409,7 @@ void gain_level_reward(int chosen_reward)
 
 
                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))
@@ -316,14 +421,7 @@ void gain_level_reward(int chosen_reward)
 
 
                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))
@@ -336,14 +434,7 @@ void gain_level_reward(int chosen_reward)
 
                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!"));
 
@@ -396,31 +487,32 @@ void gain_level_reward(int chosen_reward)
 
                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]);
@@ -439,21 +531,21 @@ void gain_level_reward(int chosen_reward)
                        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);
                                }
@@ -484,12 +576,12 @@ void gain_level_reward(int chosen_reward)
                        {
                                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);
                        }
@@ -537,7 +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");
@@ -547,7 +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");
@@ -557,7 +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");
@@ -565,9 +657,7 @@ void gain_level_reward(int chosen_reward)
                        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);
 
                }
@@ -578,3 +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!'"));
+       }
+}