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Merge remote-tracking branch 'remotes/origin/feature/Fix-Aggravate-S_Fairy' into...
[hengband/hengband.git] / src / player / patron.c
index b2c454c..cafe9fe 100644 (file)
-#include "system/angband.h"
-#include "player/patron.h"
+#include "player/patron.h"
 #include "cmd-action/cmd-pet.h"
 #include "cmd-io/cmd-dump.h"
-#include "floor/floor.h"
+#include "flavor/flavor-describer.h"
+#include "flavor/object-flavor-types.h"
+#include "inventory/inventory-slot-types.h"
 #include "io/write-diary.h"
-#include "monster/monster-race-hook.h"
-#include "mutation/mutation.h"
-#include "object-enchant/artifact.h"
+#include "mind/mind-chaos-warrior.h"
+#include "monster-floor/monster-summon.h"
+#include "monster-floor/place-monster-types.h"
+#include "monster-race/monster-race-hook.h"
+#include "mutation/mutation-flag-types.h"
+#include "mutation/mutation-investor-remover.h"
 #include "object-enchant/object-curse.h"
-#include "object/object-flavor.h"
 #include "object/object-kind-hook.h"
 #include "player/player-class.h"
 #include "player/player-damage.h"
-#include "player/player-effects.h"
-#include "player/player-races-table.h"
+#include "player/player-race-types.h"
 #include "player/player-status.h"
-#include "spell/spells-floor.h"
-#include "spell/spells-launcher.h"
+#include "spell-kind/spells-floor.h"
+#include "spell-kind/spells-genocide.h"
+#include "spell-kind/spells-launcher.h"
+#include "spell-kind/spells-random.h"
+#include "spell-kind/spells-sight.h"
+#include "spell/spell-types.h"
 #include "spell/spells-object.h"
 #include "spell/spells-status.h"
 #include "spell/spells-summon.h"
-#include "spell/spells-type.h"
-#include "spell/spells2.h"
-#include "util/util.h"
+#include "spell/summon-types.h"
+#include "status/base-status.h"
+#include "status/experience.h"
+#include "status/shape-changer.h"
+#include "system/floor-type-definition.h"
+#include "system/object-type-definition.h"
+#include "view/display-messages.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"
-};
+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
+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 */
+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
-       }
+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(player_type *creature_ptr, int chosen_reward)
 {
-       char        wrath_reason[32] = "";
-       int         nasty_chance = 6;
-       tval_type dummy = 0;
-       int         type, effect;
-       concptr        reward = NULL;
-       GAME_TEXT o_name[MAX_NLEN];
-
-       int count = 0;
-
-       if (!chosen_reward)
-       {
-               if (creature_ptr->suppress_multi_reward) return;
-               else creature_ptr->suppress_multi_reward = TRUE;
-       }
-
-
-       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 */
-       else
-               type = randint1(15) + 5; /* Or disallow them */
-
-       if (type < 1) type = 1;
-       if (type > 20) type = 20;
-       type--;
-
-
-       sprintf(wrath_reason, _("%sの怒り", "the Wrath of %s"), chaos_patrons[creature_ptr->chaos_patron]);
-
-       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[creature_ptr->chaos_patron]);
-               (void)gain_mutation(creature_ptr, 0);
-               reward = _("変異した。", "mutation");
-       }
-       else
-       {
-               switch (chosen_reward ? chosen_reward : effect)
-               {
-
-               case REW_POLY_SLF:
-
-                       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(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[creature_ptr->chaos_patron]);
-                       msg_print(_("「汝は良く行いたり!続けよ!」", "'Well done, mortal! Lead on!'"));
-
-                       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 (creature_ptr->exp < PY_MAX_EXP)
-                       {
-                               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(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[creature_ptr->chaos_patron]);
-                       msg_print(_("「下僕よ、汝それに値せず。」", "'Thou didst not deserve that, slave.'"));
-
-                       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(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[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(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[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(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[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(creature_ptr);
-                       reward = _("(混沌)の武器を手に入れた。", "chaos weapon");
-                       break;
-
-               case REW_GOOD_OBS:
+    char wrath_reason[32] = "";
+    int nasty_chance = 6;
+    int type, effect;
+    concptr reward = NULL;
+    GAME_TEXT o_name[MAX_NLEN];
+
+    int count = 0;
+
+    if (!chosen_reward) {
+        if (creature_ptr->suppress_multi_reward)
+            return;
+        else
+            creature_ptr->suppress_multi_reward = TRUE;
+    }
+
+    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;
 
-                       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.'"));
+    if (one_in_(nasty_chance))
+        type = randint1(20); /* Allow the 'nasty' effects */
+    else
+        type = randint1(15) + 5; /* Or disallow them */
 
-                       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;
+    if (type < 1)
+        type = 1;
+    if (type > 20)
+        type = 20;
+    type--;
+
+    sprintf(wrath_reason, _("%sの怒り", "the Wrath of %s"), chaos_patrons[creature_ptr->chaos_patron]);
 
-               case REW_GREA_OBS:
+    effect = chaos_rewards[creature_ptr->chaos_patron][type];
 
-                       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.'"));
+    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[creature_ptr->chaos_patron]);
+        (void)gain_mutation(creature_ptr, 0);
+        reward = _("変異した。", "mutation");
+    } else {
+        switch (chosen_reward ? chosen_reward : effect) {
+
+        case REW_POLY_SLF:
 
-                       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;
+            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!'"));
 
-               case REW_TY_CURSE:
-                       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.'"));
+            do_poly_self(creature_ptr);
+            reward = _("変異した。", "polymorphing");
+            break;
 
-                       (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_GAIN_EXP:
 
-               case REW_SUMMON_M:
+            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!'"));
 
-                       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!'"));
+            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 (creature_ptr->exp < PY_MAX_EXP) {
+                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."));
 
-                       for (dummy = 0; dummy < randint1(5) + 1; dummy++)
-                       {
-                               (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;
+                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[creature_ptr->chaos_patron]);
+            msg_print(_("「下僕よ、汝それに値せず。」", "'Thou didst not deserve that, slave.'"));
+
+            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(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[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(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[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(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[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(creature_ptr);
+            reward = _("(混沌)の武器を手に入れた。", "chaos weapon");
+            break;
 
-               case REW_H_SUMMON:
+        case REW_GOOD_OBS:
 
-                       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!'"));
+            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.'"));
 
-                       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;
+            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:
 
-               case REW_DO_HAVOC:
-                       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!'"));
+            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.'"));
 
-                       call_chaos(creature_ptr);
-                       reward = _("カオスの力が渦巻いた。", "calling chaos");
-                       break;
+            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[creature_ptr->chaos_patron]);
+            msg_print(_("「下僕よ、汝傲慢なり。」", "'Thou art growing arrogant, mortal.'"));
 
-               case REW_GAIN_ABL:
-                       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.'"));
+            (void)activate_ty_curse(creature_ptr, FALSE, &count);
+            reward = _("禍々しい呪いをかけられた。", "cursing");
+            break;
 
-                       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(creature_ptr, randint0(6));
-                       reward = _("能力値が上がった。", "increasing a stat");
-                       break;
+        case REW_SUMMON_M:
 
+            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!'"));
 
-               case REW_LOSE_ABL:
-                       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.'"));
+            for (int i = 0, summon_num = randint1(5) + 1; i < summon_num; i++) {
+                (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;
 
-                       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(creature_ptr, randint0(6));
-                       reward = _("能力値が下がった。", "decreasing a stat");
-                       break;
+        case REW_H_SUMMON:
 
+            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!'"));
 
-               case REW_RUIN_ABL:
+            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;
 
-                       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!"));
+        case REW_DO_HAVOC:
+            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(creature_ptr);
+            reward = _("カオスの力が渦巻いた。", "calling chaos");
+            break;
 
-                       for (dummy = 0; dummy < A_MAX; dummy++)
-                       {
-                               (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[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[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(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[creature_ptr->chaos_patron]);
-                       msg_print(_("「苦しむがよい、無能な愚か者よ!」", "'Suffer, pathetic fool!'"));
-
-                       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[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(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(creature_ptr, INVEN_LARM))
-                       {
-                               dummy = INVEN_LARM;
-                               if (has_melee_weapon(creature_ptr, INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
-                       }
-                       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 (!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(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[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(creature_ptr, FALSE, &count);
-                               reward = _("禍々しい呪いをかけられた。", "cursing");
-                               break;
-                       case 2:
-                               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(creature_ptr, INVEN_RARM) && !has_melee_weapon(creature_ptr, INVEN_LARM)) break;
-                                       dummy = INVEN_RARM;
-                                       if (has_melee_weapon(creature_ptr, INVEN_LARM))
-                                       {
-                                               dummy = INVEN_LARM;
-                                               if (has_melee_weapon(creature_ptr, INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
-                                       }
-                                       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 (!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(creature_ptr, dummy, 10 + randint1(15), TRUE);
-                               }
-                               reward = _("全能力値が下がった。", "decreasing all stats");
-                               break;
-                       }
-                       break;
-
-               case REW_WRATH:
-
-                       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(creature_ptr, DAMAGE_LOSELIFE, creature_ptr->lev * 4, wrath_reason, -1);
-                       for (dummy = 0; dummy < A_MAX; dummy++)
-                       {
-                               (void)dec_stat(creature_ptr, dummy, 10 + randint1(15), FALSE);
-                       }
-                       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(creature_ptr, INVEN_RARM))
-                               {
-                                       dummy = INVEN_RARM;
-                                       if (has_melee_weapon(creature_ptr, INVEN_LARM) && one_in_(2)) dummy = INVEN_LARM;
-                               }
-                               else if (has_melee_weapon(creature_ptr, INVEN_LARM)) dummy = INVEN_LARM;
-
-                               if (dummy) (void)curse_weapon_object(creature_ptr, FALSE, &creature_ptr->inventory_list[dummy]);
-                       }
-                       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[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(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[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(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[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(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[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[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[creature_ptr->chaos_patron]);
-
-                       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[creature_ptr->chaos_patron]);
-
-                       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[creature_ptr->chaos_patron]);
+        case REW_GAIN_ABL:
+            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 (!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");
+            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(creature_ptr, randint0(6));
+            reward = _("能力値が上がった。", "increasing a stat");
+            break;
 
-                       break;
+        case REW_LOSE_ABL:
+            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[creature_ptr->chaos_patron] < 0))
+                do_dec_stat(creature_ptr, chaos_stats[creature_ptr->chaos_patron]);
+            else
+                (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[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 (base_status_type stat = 0; stat < A_MAX; stat++) {
+                (void)dec_stat(creature_ptr, stat, 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[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[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 (base_status_type stat = 0; stat < A_MAX; stat++) {
+                (void)do_inc_stat(creature_ptr, stat);
+            }
+            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[creature_ptr->chaos_patron]);
+            msg_print(_("「苦しむがよい、無能な愚か者よ!」", "'Suffer, pathetic fool!'"));
+
+            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[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: {
+            inventory_slot_type slot;
+
+            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.'"));
+
+            slot = INVEN_RARM;
+            if (has_melee_weapon(creature_ptr, INVEN_LARM)) {
+                slot = INVEN_LARM;
+                if (has_melee_weapon(creature_ptr, INVEN_RARM) && one_in_(2))
+                    slot = INVEN_RARM;
+            }
+            describe_flavor(creature_ptr, o_name, &creature_ptr->inventory_list[slot], OD_NAME_ONLY);
+            (void)curse_weapon_object(creature_ptr, FALSE, &creature_ptr->inventory_list[slot]);
+            reward = format(_("%sが破壊された。", "destroying %s"), o_name);
+            break;
+        }
+
+        case REW_CURSE_AR:
+
+            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.'"));
+
+            describe_flavor(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[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(creature_ptr, FALSE, &count);
+                reward = _("禍々しい呪いをかけられた。", "cursing");
+                break;
+            case 2:
+                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)) {
+                    inventory_slot_type slot;
+                    if (!has_melee_weapon(creature_ptr, INVEN_RARM) && !has_melee_weapon(creature_ptr, INVEN_LARM))
+                        break;
+                    slot = INVEN_RARM;
+                    if (has_melee_weapon(creature_ptr, INVEN_LARM)) {
+                        slot = INVEN_LARM;
+                        if (has_melee_weapon(creature_ptr, INVEN_RARM) && one_in_(2))
+                            slot = INVEN_RARM;
+                    }
+                    describe_flavor(creature_ptr, o_name, &creature_ptr->inventory_list[slot], OD_NAME_ONLY);
+                    (void)curse_weapon_object(creature_ptr, FALSE, &creature_ptr->inventory_list[slot]);
+                    reward = format(_("%sが破壊された。", "destroying %s"), o_name);
+                } else {
+                    if (!creature_ptr->inventory_list[INVEN_BODY].k_idx)
+                        break;
+                    describe_flavor(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 (base_status_type stat = 0; stat < A_MAX; stat++) {
+                    (void)dec_stat(creature_ptr, stat, 10 + randint1(15), TRUE);
+                }
+                reward = _("全能力値が下がった。", "decreasing all stats");
+                break;
+            }
+            break;
+
+        case REW_WRATH:
+
+            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(creature_ptr, DAMAGE_LOSELIFE, creature_ptr->lev * 4, wrath_reason, -1);
+            for (base_status_type stat = 0; stat < A_MAX; stat++) {
+                (void)dec_stat(creature_ptr, stat, 10 + randint1(15), FALSE);
+            }
+            activate_hi_summon(creature_ptr, creature_ptr->y, creature_ptr->x, FALSE);
+            (void)activate_ty_curse(creature_ptr, FALSE, &count);
+            if (one_in_(2)) {
+                inventory_slot_type slot = 0;
+
+                if (has_melee_weapon(creature_ptr, INVEN_RARM)) {
+                    slot = INVEN_RARM;
+                    if (has_melee_weapon(creature_ptr, INVEN_LARM) && one_in_(2))
+                        slot = INVEN_LARM;
+                } else if (has_melee_weapon(creature_ptr, INVEN_LARM))
+                    slot = INVEN_LARM;
+
+                if (slot)
+                    (void)curse_weapon_object(creature_ptr, FALSE, &creature_ptr->inventory_list[slot]);
+            }
+            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[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(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[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(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[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(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[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[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[creature_ptr->chaos_patron]);
+
+            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[creature_ptr->chaos_patron]);
+
+            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[creature_ptr->chaos_patron]);
+
+            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");
 
-               default:
-                       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);
+            break;
 
-               }
-       }
-       if (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));
-       }
+        default:
+            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) {
+        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));
+    }
 }
 
 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!'"));
-       }
+    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!'"));
+    }
 }