-#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!'"));
+ }
}