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;
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))
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."));
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;
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;
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;
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;
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;
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");
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;
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;
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;
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:
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);
}
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;
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);
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;
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:
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");
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");
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");
}
}
-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!'"));
}