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[Fix] さらにレビュー受けて修正.
authorDeskull <61610939+sikabane-works@users.noreply.github.com>
Sun, 26 Sep 2021 06:20:21 +0000 (15:20 +0900)
committerDeskull <61610939+sikabane-works@users.noreply.github.com>
Sun, 26 Sep 2021 06:20:21 +0000 (15:20 +0900)
src/monster-floor/monster-death.cpp
src/player/patron.cpp
src/player/patron.h
src/player/player-status.cpp
src/wizard/cmd-wizard.cpp

index f960cc6..76580d6 100644 (file)
@@ -311,7 +311,7 @@ static void on_defeat_last_boss(player_type *player_ptr)
     player_ptr->redraw |= PR_TITLE;
     play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_FINAL_QUEST_CLEAR);
     exe_write_diary(player_ptr, DIARY_DESCRIPTION, 0, _("見事に変愚蛮怒の勝利者となった!", "finally became *WINNER* of Hengband!"));
-    patron_list[player_ptr->chaos_patron].admire(player_ptr);
+    patron_list[player_ptr->chaos_patron].admire();
     msg_print(_("*** おめでとう ***", "*** CONGRATULATIONS ***"));
     msg_print(_("あなたはゲームをコンプリートしました。", "You have won the game!"));
     msg_print(_("準備が整ったら引退(自殺コマンド)しても結構です。", "You may retire (commit suicide) when you are ready."));
index bd9bc0c..bb66ae1 100644 (file)
@@ -46,100 +46,101 @@ const 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),
+        A_CON, p_ptr),
 
     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),
+        A_CON, p_ptr),
 
     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),
+        A_STR, p_ptr),
 
     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),
+        A_STR, p_ptr),
 
     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),
+        A_STR, p_ptr),
 
     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),
+        A_INT, p_ptr),
 
     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),
+        A_STR, p_ptr),
 
     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),
+        A_INT, p_ptr),
 
     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),
+        A_CON, p_ptr),
 
     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),
+        A_CHR, p_ptr),
 
     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),
+        A_RANDOM, p_ptr),
 
     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),
+        A_STR, p_ptr),
 
     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),
+        A_CHR, p_ptr),
 
     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),
+        A_CON, p_ptr),
 
     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),
+        A_INT, p_ptr),
 
     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),
+        A_STR, p_ptr),
 
 };
 
 #ifdef JP
-Patron::Patron(const char *_name, const char *_ename, std::vector<patron_reward> _reward_table, const player_ability_type _boost_stat)
+Patron::Patron(const char *name, const char *ename, const std::vector<patron_reward> reward_table, const player_ability_type boost_stat, player_type *player_ptr)
 #else
-Patron::Patron(const char *_name, std::vector<patron_reward> reward_table, player_ability_type boost_stat)
+Patron::Patron(const char *name, const std::vector<patron_reward> reward_table, player_ability_type boost_stat, player_type *player_ptr)
 #endif
-{
-    name = _name;
+    : name(name)
 #ifdef JP
-    ename = _ename;
+    , ename(ename)
 #endif
-    this->boost_stat = boost_stat;
-    this->reward_table = std::move(reward_table);
+    , reward_table(std::move(reward_table))
+    , boost_stat(boost_stat)
+    , player_ptr(player_ptr)
+{
 }
 
-const void Patron::GainLevelReward(player_type *player_ptr, int chosen_reward)
+void Patron::gain_level_reward(int chosen_reward) const
 {
     char wrath_reason[32] = "";
     int nasty_chance = 6;
@@ -151,17 +152,17 @@ const void Patron::GainLevelReward(player_type *player_ptr, int chosen_reward)
     int count = 0;
 
     if (!chosen_reward) {
-        if (player_ptr->suppress_multi_reward)
+        if (this->player_ptr->suppress_multi_reward)
             return;
         else
-            player_ptr->suppress_multi_reward = true;
+            this->player_ptr->suppress_multi_reward = true;
     }
 
-    if (player_ptr->lev == 13)
+    if (this->player_ptr->lev == 13)
         nasty_chance = 2;
-    else if (!(player_ptr->lev % 13))
+    else if (!(this->player_ptr->lev % 13))
         nasty_chance = 3;
-    else if (!(player_ptr->lev % 14))
+    else if (!(this->player_ptr->lev % 14))
         nasty_chance = 12;
 
     if (one_in_(nasty_chance))
@@ -200,10 +201,10 @@ const void Patron::GainLevelReward(player_type *player_ptr, int chosen_reward)
             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 (player_ptr->prace == player_race_type::ANDROID) {
+            if (this->player_ptr->prace == player_race_type::ANDROID) {
                 msg_print(_("しかし何も起こらなかった。", "But, nothing happens."));
-            } else if (player_ptr->exp < PY_MAX_EXP) {
-                int32_t ee = (player_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."));
@@ -218,10 +219,10 @@ const void Patron::GainLevelReward(player_type *player_ptr, int chosen_reward)
             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 (player_ptr->prace == player_race_type::ANDROID) {
+            if (this->player_ptr->prace == player_race_type::ANDROID) {
                 msg_print(_("しかし何も起こらなかった。", "But, nothing happens."));
             } else {
-                lose_exp(player_ptr, player_ptr->exp / 6);
+                lose_exp(player_ptr, this->player_ptr->exp / 6);
                 reward = _("経験値を失った。", "losing experience");
             }
             break;
@@ -230,7 +231,7 @@ const void Patron::GainLevelReward(player_type *player_ptr, int chosen_reward)
             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(player_ptr, player_ptr->y, player_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;
 
@@ -239,7 +240,7 @@ const void Patron::GainLevelReward(player_type *player_ptr, int chosen_reward)
             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(player_ptr, player_ptr->y, player_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;
 
@@ -255,7 +256,7 @@ const void Patron::GainLevelReward(player_type *player_ptr, int chosen_reward)
             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(player_ptr, player_ptr->y, player_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;
 
@@ -264,7 +265,7 @@ const void Patron::GainLevelReward(player_type *player_ptr, int chosen_reward)
             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(player_ptr, player_ptr->y, player_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;
 
@@ -282,7 +283,7 @@ const void Patron::GainLevelReward(player_type *player_ptr, int chosen_reward)
             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(player_ptr, 0, player_ptr->y, player_ptr->x, player_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");
@@ -293,7 +294,7 @@ const void Patron::GainLevelReward(player_type *player_ptr, int chosen_reward)
             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(player_ptr, player_ptr->y, player_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;
 
@@ -363,8 +364,8 @@ const void Patron::GainLevelReward(player_type *player_ptr, int chosen_reward)
             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(player_ptr, GF_DISINTEGRATE, 0, player_ptr->lev * 4, 4);
-            take_hit(player_ptr, DAMAGE_NOESCAPE, player_ptr->lev * 4, wrath_reason);
+            fire_ball(player_ptr, GF_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;
 
@@ -391,20 +392,20 @@ const void Patron::GainLevelReward(player_type *player_ptr, int chosen_reward)
                 if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND) && one_in_(2))
                     slot = INVEN_MAIN_HAND;
             }
-            describe_flavor(player_ptr, o_name, &player_ptr->inventory_list[slot], OD_NAME_ONLY);
-            (void)curse_weapon_object(player_ptr, false, &player_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 (!player_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:"), 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(player_ptr, o_name, &player_ptr->inventory_list[INVEN_BODY], OD_NAME_ONLY);
+            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;
@@ -420,7 +421,7 @@ const void Patron::GainLevelReward(player_type *player_ptr, int chosen_reward)
                 reward = _("禍々しい呪いをかけられた。", "cursing");
                 break;
             case 2:
-                activate_hi_summon(player_ptr, player_ptr->y, player_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:
@@ -434,13 +435,13 @@ const void Patron::GainLevelReward(player_type *player_ptr, int chosen_reward)
                         if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND) && one_in_(2))
                             slot = INVEN_MAIN_HAND;
                     }
-                    describe_flavor(player_ptr, o_name, &player_ptr->inventory_list[slot], OD_NAME_ONLY);
-                    (void)curse_weapon_object(player_ptr, false, &player_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 (!player_ptr->inventory_list[INVEN_BODY].k_idx)
+                    if (!this->player_ptr->inventory_list[INVEN_BODY].k_idx)
                         break;
-                    describe_flavor(player_ptr, o_name, &player_ptr->inventory_list[INVEN_BODY], OD_NAME_ONLY);
+                    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);
                 }
@@ -459,11 +460,11 @@ const void Patron::GainLevelReward(player_type *player_ptr, int chosen_reward)
             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(player_ptr, DAMAGE_LOSELIFE, player_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(player_ptr, stat, 10 + randint1(15), false);
             }
-            activate_hi_summon(player_ptr, player_ptr->y, player_ptr->x, false);
+            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;
@@ -476,7 +477,7 @@ const void Patron::GainLevelReward(player_type *player_ptr, int chosen_reward)
                     slot = INVEN_SUB_HAND;
 
                 if (slot)
-                    (void)curse_weapon_object(player_ptr, false, &player_ptr->inventory_list[slot]);
+                    (void)curse_weapon_object(player_ptr, false, &this->player_ptr->inventory_list[slot]);
             }
             if (one_in_(2))
                 (void)curse_armor(player_ptr);
@@ -487,7 +488,7 @@ const void Patron::GainLevelReward(player_type *player_ptr, int chosen_reward)
             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(player_ptr, player_ptr->y, player_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;
 
@@ -511,7 +512,7 @@ const void Patron::GainLevelReward(player_type *player_ptr, int chosen_reward)
         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!"), this->name.c_str());
-            (void)dispel_monsters(player_ptr, player_ptr->lev * 4);
+            (void)dispel_monsters(player_ptr, this->player_ptr->lev * 4);
             break;
 
         case REW_IGNORE:
@@ -523,7 +524,7 @@ const void Patron::GainLevelReward(player_type *player_ptr, int chosen_reward)
 
             msg_format(_("%sは褒美として悪魔の使いをよこした!", "%s rewards you with a demonic servant!"), this->name.c_str());
 
-            if (!summon_specific(player_ptr, -1, player_ptr->y, player_ptr->x, player_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");
@@ -533,7 +534,7 @@ const void Patron::GainLevelReward(player_type *player_ptr, int chosen_reward)
         case REW_SER_MONS:
             msg_format(_("%sは褒美として使いをよこした!", "%s rewards you with a servant!"), this->name.c_str());
 
-            if (!summon_specific(player_ptr, -1, player_ptr->y, player_ptr->x, player_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");
@@ -543,7 +544,7 @@ const void Patron::GainLevelReward(player_type *player_ptr, int chosen_reward)
         case REW_SER_UNDE:
             msg_format(_("%sは褒美としてアンデッドの使いをよこした。", "%s rewards you with an undead servant!"), this->name.c_str());
 
-            if (!summon_specific(player_ptr, -1, player_ptr->y, player_ptr->x, player_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");
@@ -560,9 +561,9 @@ const void Patron::GainLevelReward(player_type *player_ptr, int chosen_reward)
     }
 }
 
-const void Patron::admire(player_type *player_ptr)
+void Patron::admire() const
 {
-    if ((player_ptr->pclass == CLASS_CHAOS_WARRIOR) || player_ptr->muta.has(MUTA::CHAOS_GIFT)) {
+    if ((this->player_ptr->pclass == CLASS_CHAOS_WARRIOR) || this->player_ptr->muta.has(MUTA::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!'"));
     }
index 565be2d..466203c 100644 (file)
@@ -57,14 +57,15 @@ public:
     std::string name = ""; //!< パトロン名
 #ifdef JP
     std::string ename = ""; //!< PatronName
-    Patron(const char *name, const char *ename, std::vector<patron_reward> reward_table, const player_ability_type boost_stat);
+    Patron(const char *name, const char *ename, const std::vector<patron_reward> reward_table, const player_ability_type boost_stat, player_type *player_ptr);
 #else
-    Patron(const char *name, std::vector<patron_reward>, const player_ability_type boost_stat);
+    Patron(const char *name, const std::vector<patron_reward> reward_table, const player_ability_type boost_stat, player_type *player_ptr);
 #endif
     std::vector<patron_reward> reward_table = {}; //!< 報酬テーブル
     player_ability_type boost_stat = player_ability_type::A_STR; //!< 強化能力値傾向
-    const void gain_level_reward(player_type *player_ptr, int chosen_reward);
-    const void admire(player_type *player_ptr);
+    player_type *player_ptr; //!< プレイヤー参照ポインタ
+    void gain_level_reward(int chosen_reward) const;
+    void admire() const;
     virtual ~Patron() {}
 };
 
index 66091ca..ca3c221 100644 (file)
@@ -2766,7 +2766,7 @@ void check_experience(player_type *player_ptr)
          * 呼ばれるので順番を最後にする。
          */
         if (level_reward) {
-            patron_list[player_ptr->chaos_patron].gain_level_reward(player_ptr, 0);
+            patron_list[player_ptr->chaos_patron].gain_level_reward(0);
             level_reward = false;
         }
 
index 896ebcb..18f3ee1 100644 (file)
@@ -191,7 +191,7 @@ bool exe_cmd_debug(player_type *player_ptr, char cmd)
         map_area(player_ptr, DETECT_RAD_ALL * 3);
         break;
     case 'r':
-        patron_list[player_ptr->chaos_patron].gain_level_reward(player_ptr, command_arg);
+        patron_list[player_ptr->chaos_patron].gain_level_reward(command_arg);
         break;
     case 'N':
         wiz_summon_pet(player_ptr, command_arg);