#include "mutation/mutation-investor-remover.h"
#include "object-enchant/object-curse.h"
#include "object/object-kind-hook.h"
-#include "player/player-class.h"
+#include "player-info/class-info.h"
+#include "player-info/equipment-info.h"
+#include "player-info/race-types.h"
#include "player/player-damage.h"
-#include "player/player-race-types.h"
-#include "player/player-status.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 "effect/attribute-types.h"
#include "spell/spells-object.h"
#include "spell/spells-status.h"
#include "spell/spells-summon.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" };
+#define N(JAPANESE, ENGLISH) JAPANESE, ENGLISH
#else
-const concptr chaos_patrons[MAX_PATRON] = { "Slortar", "Mabelode", "Chardros", "Hionhurn", "Xiombarg",
-
- "Pyaray", "Balaan", "Arioch", "Eequor", "Narjhan",
-
- "Balo", "Khorne", "Slaanesh", "Nurgle", "Tzeentch",
-
- "Khaine" };
+#define N(JAPANESE, ENGLISH) ENGLISH
#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 */
-};
+std::vector<Patron> patron_list = {
+
+ Patron(N("スローター", "Slortar"),
+ { 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 },
+ A_CON),
+
+ Patron(N("マベロード", "Mabelode"),
+ { 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 },
+ A_CON),
+
+ Patron(N("チャードロス", "Chardros"),
+ { 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 },
+ A_STR),
+
+ Patron(N("ハイオンハーン", "Hionhurn"),
+ { 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 },
+ A_STR),
+
+ Patron(N("キシオムバーグ", "Xiombarg"),
+ { 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 },
+ A_STR),
+
+ Patron(N("ピアレー", "Pyaray"),
+ { 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 },
+ A_INT),
+
+ Patron(N("バラン", "Balaan"),
+ { 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 },
+ A_STR),
+
+ Patron(N("アリオッチ", "Arioch"),
+ { 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 },
+ A_INT),
+
+ Patron(N("イーカー", "Eequor"),
+ { 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 },
+ A_CON),
+
+ Patron(N("ナージャン", "Narjhan"),
+ { 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 },
+ A_CHR),
+
+ Patron(N("バロ", "Balo"),
+ { 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 },
+ A_RANDOM),
+
+ Patron(N("コーン", "Khorne"),
+ { 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 },
+ A_STR),
+
+ Patron(N("スラーネッシュ", "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 },
+ A_CHR),
+
+ Patron(N("ナーグル", "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 },
+ A_CON),
+
+ Patron(N("ティーンチ", "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 },
+ A_INT),
+
+ Patron(N("カイン", "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 },
+ A_STR),
-/*!
- * @brief カオスパトロンの報酬テーブル
- */
-const int chaos_rewards[MAX_PATRON][20] = {
- /* Slortar the Old: */
- { REW_WRATH, REW_CURSE_WP, REW_CURSE_AR, REW_RUIN_ABL, REW_LOSE_ABL, REW_IGNORE, REW_IGNORE, REW_IGNORE, REW_POLY_WND, REW_POLY_SLF, REW_POLY_SLF,
- REW_POLY_SLF, REW_GAIN_ABL, REW_GAIN_ABL, REW_GAIN_EXP, REW_GOOD_OBJ, REW_CHAOS_WP, REW_GREA_OBJ, REW_AUGM_ABL, REW_AUGM_ABL },
-
- /* Mabelode the Faceless: */
- { REW_WRATH, REW_CURSE_WP, REW_CURSE_AR, REW_H_SUMMON, REW_SUMMON_M, REW_SUMMON_M, REW_IGNORE, REW_IGNORE, REW_POLY_WND, REW_POLY_WND, REW_POLY_SLF,
- REW_HEAL_FUL, REW_HEAL_FUL, REW_GAIN_ABL, REW_SER_UNDE, REW_CHAOS_WP, REW_GOOD_OBJ, REW_GOOD_OBJ, REW_GOOD_OBS, REW_GOOD_OBS },
-
- /* Chardros the Reaper: */
- { REW_WRATH, REW_WRATH, REW_HURT_LOT, REW_PISS_OFF, REW_H_SUMMON, REW_SUMMON_M, REW_IGNORE, REW_IGNORE, REW_DESTRUCT, REW_SER_UNDE, REW_GENOCIDE,
- REW_MASS_GEN, REW_MASS_GEN, REW_DISPEL_C, REW_GOOD_OBJ, REW_CHAOS_WP, REW_GOOD_OBS, REW_GOOD_OBS, REW_AUGM_ABL, REW_AUGM_ABL },
-
- /* Hionhurn the Executioner: */
- { REW_WRATH, REW_WRATH, REW_CURSE_WP, REW_CURSE_AR, REW_RUIN_ABL, REW_IGNORE, REW_IGNORE, REW_SER_UNDE, REW_DESTRUCT, REW_GENOCIDE, REW_MASS_GEN,
- REW_MASS_GEN, REW_HEAL_FUL, REW_GAIN_ABL, REW_GAIN_ABL, REW_CHAOS_WP, REW_GOOD_OBS, REW_GOOD_OBS, REW_AUGM_ABL, REW_AUGM_ABL },
-
- /* Xiombarg the Sword-Queen: */
- { REW_TY_CURSE, REW_TY_CURSE, REW_PISS_OFF, REW_RUIN_ABL, REW_LOSE_ABL, REW_IGNORE, REW_POLY_SLF, REW_POLY_SLF, REW_POLY_WND, REW_POLY_WND, REW_GENOCIDE,
- REW_DISPEL_C, REW_GOOD_OBJ, REW_GOOD_OBJ, REW_SER_MONS, REW_GAIN_ABL, REW_CHAOS_WP, REW_GAIN_EXP, REW_AUGM_ABL, REW_GOOD_OBS },
-
- /* Pyaray the Tentacled Whisperer of Impossible Secretes: */
- { REW_WRATH, REW_TY_CURSE, REW_PISS_OFF, REW_H_SUMMON, REW_H_SUMMON, REW_IGNORE, REW_IGNORE, REW_IGNORE, REW_POLY_WND, REW_POLY_SLF, REW_POLY_SLF,
- REW_SER_DEMO, REW_HEAL_FUL, REW_GAIN_ABL, REW_GAIN_ABL, REW_CHAOS_WP, REW_DO_HAVOC, REW_GOOD_OBJ, REW_GREA_OBJ, REW_GREA_OBS },
-
- /* Balaan the Grim: */
- { REW_TY_CURSE, REW_HURT_LOT, REW_CURSE_WP, REW_CURSE_AR, REW_RUIN_ABL, REW_SUMMON_M, REW_LOSE_EXP, REW_POLY_SLF, REW_POLY_SLF, REW_POLY_WND, REW_SER_UNDE,
- REW_HEAL_FUL, REW_HEAL_FUL, REW_GAIN_EXP, REW_GAIN_EXP, REW_CHAOS_WP, REW_GOOD_OBJ, REW_GOOD_OBS, REW_GREA_OBS, REW_AUGM_ABL },
-
- /* Arioch, Duke of Hell: */
- { REW_WRATH, REW_PISS_OFF, REW_RUIN_ABL, REW_LOSE_EXP, REW_H_SUMMON, REW_IGNORE, REW_IGNORE, REW_IGNORE, REW_IGNORE, REW_POLY_SLF, REW_POLY_SLF,
- REW_MASS_GEN, REW_SER_DEMO, REW_HEAL_FUL, REW_CHAOS_WP, REW_CHAOS_WP, REW_GOOD_OBJ, REW_GAIN_EXP, REW_GREA_OBJ, REW_AUGM_ABL },
-
- /* Eequor, Blue Lady of Dismay: */
- { REW_WRATH, REW_TY_CURSE, REW_PISS_OFF, REW_CURSE_WP, REW_RUIN_ABL, REW_IGNORE, REW_IGNORE, REW_POLY_SLF, REW_POLY_SLF, REW_POLY_WND, REW_GOOD_OBJ,
- REW_GOOD_OBJ, REW_SER_MONS, REW_HEAL_FUL, REW_GAIN_EXP, REW_GAIN_ABL, REW_CHAOS_WP, REW_GOOD_OBS, REW_GREA_OBJ, REW_AUGM_ABL },
-
- /* Narjhan, Lord of Beggars: */
- { REW_WRATH, REW_CURSE_AR, REW_CURSE_WP, REW_CURSE_WP, REW_CURSE_AR, REW_IGNORE, REW_IGNORE, REW_IGNORE, REW_POLY_SLF, REW_POLY_SLF, REW_POLY_WND,
- REW_HEAL_FUL, REW_HEAL_FUL, REW_GAIN_EXP, REW_AUGM_ABL, REW_GOOD_OBJ, REW_GOOD_OBJ, REW_CHAOS_WP, REW_GREA_OBJ, REW_GREA_OBS },
-
- /* Balo the Jester: */
- { REW_WRATH, REW_SER_DEMO, REW_CURSE_WP, REW_CURSE_AR, REW_LOSE_EXP, REW_GAIN_ABL, REW_LOSE_ABL, REW_POLY_WND, REW_POLY_SLF, REW_IGNORE, REW_DESTRUCT,
- REW_MASS_GEN, REW_CHAOS_WP, REW_GREA_OBJ, REW_HURT_LOT, REW_AUGM_ABL, REW_RUIN_ABL, REW_H_SUMMON, REW_GREA_OBS, REW_AUGM_ABL },
-
- /* Khorne the Bloodgod: */
- { REW_WRATH, REW_HURT_LOT, REW_HURT_LOT, REW_H_SUMMON, REW_H_SUMMON, REW_IGNORE, REW_IGNORE, REW_IGNORE, REW_SER_MONS, REW_SER_DEMO, REW_POLY_SLF,
- REW_POLY_WND, REW_HEAL_FUL, REW_GOOD_OBJ, REW_GOOD_OBJ, REW_CHAOS_WP, REW_GOOD_OBS, REW_GOOD_OBS, REW_GREA_OBJ, REW_GREA_OBS },
-
- /* Slaanesh: */
- { REW_WRATH, REW_PISS_OFF, REW_PISS_OFF, REW_RUIN_ABL, REW_LOSE_ABL, REW_LOSE_EXP, REW_IGNORE, REW_IGNORE, REW_POLY_WND, REW_SER_DEMO, REW_POLY_SLF,
- REW_HEAL_FUL, REW_HEAL_FUL, REW_GOOD_OBJ, REW_GAIN_EXP, REW_GAIN_EXP, REW_CHAOS_WP, REW_GAIN_ABL, REW_GREA_OBJ, REW_AUGM_ABL },
-
- /* Nurgle: */
- { REW_WRATH, REW_PISS_OFF, REW_HURT_LOT, REW_RUIN_ABL, REW_LOSE_ABL, REW_LOSE_EXP, REW_IGNORE, REW_IGNORE, REW_IGNORE, REW_POLY_SLF, REW_POLY_SLF,
- REW_POLY_WND, REW_HEAL_FUL, REW_GOOD_OBJ, REW_GAIN_ABL, REW_GAIN_ABL, REW_SER_UNDE, REW_CHAOS_WP, REW_GREA_OBJ, REW_AUGM_ABL },
-
- /* Tzeentch: */
- { REW_WRATH, REW_CURSE_WP, REW_CURSE_AR, REW_RUIN_ABL, REW_LOSE_ABL, REW_LOSE_EXP, REW_IGNORE, REW_POLY_SLF, REW_POLY_SLF, REW_POLY_SLF, REW_POLY_SLF,
- REW_POLY_WND, REW_HEAL_FUL, REW_CHAOS_WP, REW_GREA_OBJ, REW_GAIN_ABL, REW_GAIN_ABL, REW_GAIN_EXP, REW_GAIN_EXP, REW_AUGM_ABL },
-
- /* Khaine: */
- { REW_WRATH, REW_HURT_LOT, REW_PISS_OFF, REW_LOSE_ABL, REW_LOSE_EXP, REW_IGNORE, REW_IGNORE, REW_DISPEL_C, REW_DO_HAVOC, REW_DO_HAVOC, REW_POLY_SLF,
- REW_POLY_SLF, REW_GAIN_EXP, REW_GAIN_ABL, REW_GAIN_ABL, REW_SER_MONS, REW_GOOD_OBJ, REW_CHAOS_WP, REW_GREA_OBJ, REW_GOOD_OBS }
};
-void gain_level_reward(player_type *creature_ptr, int chosen_reward)
+#ifdef JP
+Patron::Patron(const char *name, const char *ename, std::vector<patron_reward> reward_table, const player_ability_type boost_stat)
+#else
+Patron::Patron(const char *name, std::vector<patron_reward> reward_table, player_ability_type boost_stat)
+#endif
+ : name(name)
+#ifdef JP
+ , ename(ename)
+#endif
+ , reward_table(std::move(reward_table))
+ , boost_stat(boost_stat)
+{
+}
+
+void Patron::gain_level_reward(PlayerType *player_ptr_, int chosen_reward)
{
+ this->player_ptr = player_ptr_;
char wrath_reason[32] = "";
int nasty_chance = 6;
- int type, effect;
- concptr reward = NULL;
+ int type;
+ patron_reward effect;
+ concptr reward = nullptr;
GAME_TEXT o_name[MAX_NLEN];
int count = 0;
if (!chosen_reward) {
- if (creature_ptr->suppress_multi_reward)
+ if (this->player_ptr->suppress_multi_reward)
return;
else
- creature_ptr->suppress_multi_reward = TRUE;
+ this->player_ptr->suppress_multi_reward = true;
}
- if (creature_ptr->lev == 13)
+ if (this->player_ptr->lev == 13)
nasty_chance = 2;
- else if (!(creature_ptr->lev % 13))
+ else if (!(this->player_ptr->lev % 13))
nasty_chance = 3;
- else if (!(creature_ptr->lev % 14))
+ else if (!(this->player_ptr->lev % 14))
nasty_chance = 12;
if (one_in_(nasty_chance))
type = 20;
type--;
- sprintf(wrath_reason, _("%sの怒り", "the Wrath of %s"), chaos_patrons[creature_ptr->chaos_patron]);
+ sprintf(wrath_reason, _("%sの怒り", "the Wrath of %s"), this->name.c_str());
- effect = chaos_rewards[creature_ptr->chaos_patron][type];
+ effect = this->reward_table[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);
+ 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!"), this->name.c_str());
+ (void)gain_mutation(player_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_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.c_str());
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);
+ do_poly_self(player_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_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.c_str());
msg_print(_("「汝は良く行いたり!続けよ!」", "'Well done, mortal! Lead on!'"));
- if (creature_ptr->prace == RACE_ANDROID) {
+ if (this->player_ptr->prace == PlayerRaceType::ANDROID) {
msg_print(_("しかし何も起こらなかった。", "But, nothing happens."));
- } else if (creature_ptr->exp < PY_MAX_EXP) {
- s32b ee = (creature_ptr->exp / 2) + 10;
+ } else if (this->player_ptr->exp < PY_MAX_EXP) {
+ int32_t ee = (this->player_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);
+ gain_exp(player_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_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.c_str());
msg_print(_("「下僕よ、汝それに値せず。」", "'Thou didst not deserve that, slave.'"));
- if (creature_ptr->prace == RACE_ANDROID) {
+ if (this->player_ptr->prace == PlayerRaceType::ANDROID) {
msg_print(_("しかし何も起こらなかった。", "But, nothing happens."));
} else {
- lose_exp(creature_ptr, creature_ptr->exp / 6);
+ lose_exp(player_ptr, this->player_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_format(_("%sの声がささやいた:", "The voice of %s whispers:"), this->name.c_str());
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);
+ acquirement(player_ptr, this->player_ptr->y, this->player_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_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.c_str());
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);
+ acquirement(player_ptr, this->player_ptr->y, this->player_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_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.c_str());
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);
+ acquire_chaos_weapon(player_ptr);
reward = _("(混沌)の武器を手に入れた。", "chaos weapon");
break;
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_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.c_str());
msg_print(_("「汝の行いは貴き報いに値せり。」", "'Thy deed hath earned thee a worthy reward.'"));
- acquirement(creature_ptr, creature_ptr->y, creature_ptr->x, randint1(2) + 1, FALSE, FALSE, FALSE);
+ acquirement(player_ptr, this->player_ptr->y, this->player_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:
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[creature_ptr->chaos_patron]);
+ msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.c_str());
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.'"));
- acquirement(creature_ptr, creature_ptr->y, creature_ptr->x, randint1(2) + 1, TRUE, FALSE, FALSE);
+ acquirement(player_ptr, this->player_ptr->y, this->player_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_format(_("%sの声が轟き渡った:", "The voice of %s thunders:"), this->name.c_str());
msg_print(_("「下僕よ、汝傲慢なり。」", "'Thou art growing arrogant, mortal.'"));
- (void)activate_ty_curse(creature_ptr, FALSE, &count);
+ (void)activate_ty_curse(player_ptr, false, &count);
reward = _("禍々しい呪いをかけられた。", "cursing");
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_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.c_str());
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!'"));
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, SUMMON_NONE,
+ (void)summon_specific(player_ptr, 0, this->player_ptr->y, this->player_ptr->x, this->player_ptr->current_floor_ptr->dun_level, SUMMON_NONE,
(PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
}
reward = _("モンスターを召喚された。", "summoning hostile monsters");
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_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.c_str());
msg_print(_("「汝、より強き敵を必要とせり!」", "'Thou needst worthier opponents!'"));
- activate_hi_summon(creature_ptr, creature_ptr->y, creature_ptr->x, FALSE);
+ activate_hi_summon(player_ptr, this->player_ptr->y, this->player_ptr->x, false);
reward = _("モンスターを召喚された。", "summoning many hostile monsters");
break;
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_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.c_str());
msg_print(_("「死と破壊こそ我が喜びなり!」", "'Death and destruction! This pleaseth me!'"));
- call_chaos(creature_ptr);
+ call_chaos(player_ptr);
reward = _("カオスの力が渦巻いた。", "calling chaos");
break;
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_format(_("%sの声が鳴り響いた:", "The voice of %s rings out:"), this->name.c_str());
msg_print(_("「留まるのだ、下僕よ。余が汝の肉体を鍛えん。」", "'Stay, mortal, and let me mold thee.'"));
- if (one_in_(3) && !(chaos_stats[creature_ptr->chaos_patron] < 0))
- do_inc_stat(creature_ptr, chaos_stats[creature_ptr->chaos_patron]);
+ if (one_in_(3) && !(this->boost_stat != A_RANDOM))
+ do_inc_stat(player_ptr, this->boost_stat);
else
- do_inc_stat(creature_ptr, randint0(6));
+ do_inc_stat(player_ptr, randint0(6));
reward = _("能力値が上がった。", "increasing a stat");
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_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.c_str());
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]);
+ if (one_in_(3) && !(this->boost_stat != A_RANDOM))
+ do_dec_stat(player_ptr, this->boost_stat);
else
- (void)do_dec_stat(creature_ptr, randint0(6));
+ (void)do_dec_stat(player_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_format(_("%sの声が轟き渡った:", "The voice of %s thunders:"), this->name.c_str());
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 (int stat = 0; stat < A_MAX; stat++) {
- (void)dec_stat(creature_ptr, stat, 10 + randint1(15), TRUE);
+ (void)dec_stat(player_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);
+ msg_format(_("%sの力が触れるのを感じた。", "You feel the power of %s touch you."), this->name.c_str());
+ do_poly_wounds(player_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_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.c_str());
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 (int stat = 0; stat < A_MAX; stat++) {
- (void)do_inc_stat(creature_ptr, stat);
+ (void)do_inc_stat(player_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_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.c_str());
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);
+ fire_ball(player_ptr, AttributeType::DISINTEGRATE, 0, this->player_ptr->lev * 4, 4);
+ take_hit(player_ptr, DAMAGE_NOESCAPE, this->player_ptr->lev * 4, wrath_reason);
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);
+ msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.c_str());
+ (void)restore_level(player_ptr);
+ (void)restore_all_status(player_ptr);
+ (void)true_healing(player_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_MAIN_HAND) && !has_melee_weapon(creature_ptr, INVEN_SUB_HAND))
+ if (!has_melee_weapon(player_ptr, INVEN_MAIN_HAND) && !has_melee_weapon(player_ptr, INVEN_SUB_HAND))
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_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.c_str());
msg_print(_("「汝、武器に頼ることなかれ。」", "'Thou reliest too much on thy weapon.'"));
slot = INVEN_MAIN_HAND;
- if (has_melee_weapon(creature_ptr, INVEN_SUB_HAND)) {
+ if (has_melee_weapon(player_ptr, INVEN_SUB_HAND)) {
slot = INVEN_SUB_HAND;
- if (has_melee_weapon(creature_ptr, INVEN_MAIN_HAND) && one_in_(2))
+ if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND) && one_in_(2))
slot = INVEN_MAIN_HAND;
}
- 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]);
+ describe_flavor(player_ptr, o_name, &this->player_ptr->inventory_list[slot], OD_NAME_ONLY);
+ (void)curse_weapon_object(player_ptr, false, &this->player_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)
+ if (!this->player_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_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.c_str());
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);
+ describe_flavor(player_ptr, o_name, &this->player_ptr->inventory_list[INVEN_BODY], OD_NAME_ONLY);
+ (void)curse_armor(player_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_format(_("%sの声がささやいた:", "The voice of %s whispers:"), this->name.c_str());
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);
+ (void)activate_ty_curse(player_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);
+ activate_hi_summon(player_ptr, this->player_ptr->y, this->player_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_MAIN_HAND) && !has_melee_weapon(creature_ptr, INVEN_SUB_HAND))
+ if (!has_melee_weapon(player_ptr, INVEN_MAIN_HAND) && !has_melee_weapon(player_ptr, INVEN_SUB_HAND))
break;
slot = INVEN_MAIN_HAND;
- if (has_melee_weapon(creature_ptr, INVEN_SUB_HAND)) {
+ if (has_melee_weapon(player_ptr, INVEN_SUB_HAND)) {
slot = INVEN_SUB_HAND;
- if (has_melee_weapon(creature_ptr, INVEN_MAIN_HAND) && one_in_(2))
+ if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND) && one_in_(2))
slot = INVEN_MAIN_HAND;
}
- 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]);
+ describe_flavor(player_ptr, o_name, &this->player_ptr->inventory_list[slot], OD_NAME_ONLY);
+ (void)curse_weapon_object(player_ptr, false, &this->player_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)
+ if (!this->player_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);
+ describe_flavor(player_ptr, o_name, &this->player_ptr->inventory_list[INVEN_BODY], OD_NAME_ONLY);
+ (void)curse_armor(player_ptr);
reward = format(_("%sが破壊された。", "destroying %s"), o_name);
}
break;
default:
for (int stat = 0; stat < A_MAX; stat++) {
- (void)dec_stat(creature_ptr, stat, 10 + randint1(15), TRUE);
+ (void)dec_stat(player_ptr, stat, 10 + randint1(15), true);
}
reward = _("全能力値が下がった。", "decreasing all stats");
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_format(_("%sの声が轟き渡った:", "The voice of %s thunders:"), this->name.c_str());
msg_print(_("「死ぬがよい、下僕よ!」", "'Die, mortal!'"));
- take_hit(creature_ptr, DAMAGE_LOSELIFE, creature_ptr->lev * 4, wrath_reason);
+ take_hit(player_ptr, DAMAGE_LOSELIFE, this->player_ptr->lev * 4, wrath_reason);
for (int stat = 0; stat < A_MAX; stat++) {
- (void)dec_stat(creature_ptr, stat, 10 + randint1(15), FALSE);
+ (void)dec_stat(player_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);
+ activate_hi_summon(player_ptr, this->player_ptr->y, this->player_ptr->x, false);
+ (void)activate_ty_curse(player_ptr, false, &count);
if (one_in_(2)) {
inventory_slot_type slot = INVEN_NONE;
- if (has_melee_weapon(creature_ptr, INVEN_MAIN_HAND)) {
+ if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND)) {
slot = INVEN_MAIN_HAND;
- if (has_melee_weapon(creature_ptr, INVEN_SUB_HAND) && one_in_(2))
+ if (has_melee_weapon(player_ptr, INVEN_SUB_HAND) && one_in_(2))
slot = INVEN_SUB_HAND;
- } else if (has_melee_weapon(creature_ptr, INVEN_SUB_HAND))
+ } else if (has_melee_weapon(player_ptr, INVEN_SUB_HAND))
slot = INVEN_SUB_HAND;
if (slot)
- (void)curse_weapon_object(creature_ptr, FALSE, &creature_ptr->inventory_list[slot]);
+ (void)curse_weapon_object(player_ptr, false, &this->player_ptr->inventory_list[slot]);
}
if (one_in_(2))
- (void)curse_armor(creature_ptr);
+ (void)curse_armor(player_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_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.c_str());
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);
+ (void)destroy_area(player_ptr, this->player_ptr->y, this->player_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_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.c_str());
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);
+ (void)symbol_genocide(player_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_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), this->name.c_str());
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);
+ (void)mass_genocide(player_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);
+ 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!"), this->name.c_str());
+ (void)dispel_monsters(player_ptr, this->player_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]);
+ msg_format(_("%sはあなたを無視した。", "%s ignores you."), this->name.c_str());
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]);
+ 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!"), this->name.c_str());
- if (!summon_specific(creature_ptr, -1, creature_ptr->y, creature_ptr->x, creature_ptr->current_floor_ptr->dun_level, SUMMON_DEMON, PM_FORCE_PET))
+ if (!summon_specific(player_ptr, -1, this->player_ptr->y, this->player_ptr->x, this->player_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]);
+ msg_format(_("%sは褒美として使いをよこした!", "%s rewards you with a servant!"), this->name.c_str());
- if (!summon_specific(creature_ptr, -1, creature_ptr->y, creature_ptr->x, creature_ptr->current_floor_ptr->dun_level, SUMMON_NONE, PM_FORCE_PET))
+ if (!summon_specific(player_ptr, -1, this->player_ptr->y, this->player_ptr->x, this->player_ptr->current_floor_ptr->dun_level, SUMMON_NONE, 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]);
+ 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!"), this->name.c_str());
- if (!summon_specific(creature_ptr, -1, creature_ptr->y, creature_ptr->x, creature_ptr->current_floor_ptr->dun_level, SUMMON_UNDEAD, PM_FORCE_PET))
+ if (!summon_specific(player_ptr, -1, this->player_ptr->y, this->player_ptr->x, this->player_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");
break;
default:
- msg_format(_("%sの声がどもった:", "The voice of %s stammers:"), chaos_patrons[creature_ptr->chaos_patron]);
+ msg_format(_("%sの声がどもった:", "The voice of %s stammers:"), this->name.c_str());
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));
+ exe_write_diary(player_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)
+void Patron::admire(PlayerType *player_ptr_)
{
- if ((creature_ptr->pclass == CLASS_CHAOS_WARRIOR) || creature_ptr->muta.has(MUTA::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]);
+ this->player_ptr = player_ptr_;
+ if ((this->player_ptr->pclass == PlayerClassType::CHAOS_WARRIOR) || this->player_ptr->muta.has(PlayerMutationType::CHAOS_GIFT)) {
+ msg_format(_("%sからの声が響いた。", "The voice of %s booms out:"), this->name.c_str());
msg_print(_("『よくやった、定命の者よ!』", "'Thou art donst well, mortal!'"));
}
}